Erik Mona wrote:
I think with an inexperienced group with fewer than four players with some cold dice there is definitely a potential for a TPK. You'll definitely want a cleric, and it pays to stock up on cure potions and the like, or to take the dungeon _very cautiously_.
This is a dungeon in the grand tradition of Dungeons & Dragons. If your players have not yet learned to be careful, they will probably have a few difficult lessons during the course of the adventure.
Sorry about the TPK. They should be proud of being the first one in the world, though. ;)
I don't blame you for the TPK, Erik. :) I don't think the module was poorly designed; I like it (or I wouldn't have picked it to run), and the players had fun right up to that last fight.
The group is not inexperienced, and I think they were appropriately cautious, but the split party (one person at a time on the platform) and the smaller group hurt them. An unlucky first attack by the abberration halved the remaining party strength, and the cleric simply wasn't strong enough to take on a CR 2 encounter by herself.
PS -- One other factor plays in, which is that the group was not designed goal-oriented, but RP-oriented, so they didn't try to fill the classic roles. No rogue, no mage.