Help with avoiding a TPK


Age of Worms Adventure Path

Scarab Sages

My players know I am really trying, and this fight is suffering because of it, but they have absolutley no way of dealing with Zyrzog the Mind Flayer. He can Mind Blast every round, and with a 32sr, and the ability to levitate at will, I fear he will crush them.

We are halfway through the fight. They cannot reach him, they are depleted on spells, and he is hardly hurt. I may just have to bring myself to just killing them. Hopefully 1 will survive, but will they have enough to get raised is the question.

How should I avoid, or should I even worry about avoiding the dreaded TPK?

Horizon Hunters

Pathfinder Adventure Path Subscriber

no missle weapons? silly adventurers!

1) any NPCs that could show up for Re-enforcements?
2) enviromental change to even the odds
3) retreat?

Maybe some more info on the party to come up with some ideas.


robert Goode wrote:

no missle weapons? silly adventurers!

1) any NPCs that could show up for Re-enforcements?
2) enviromental change to even the odds
3) retreat?

Maybe some more info on the party to come up with some ideas.

Option #3 seems like a good one - it may be the case that some of the PCs won't get out but usually when your in over your head running like hell is a really good idea.

Scarab Sages

They have missile weapons, but with displacement cast, hitting is hard, and with the mind blasts stun lasting 3d4 rounds, they will all be brainless soon. I really hope that they retreat.


1. Perhaps the Free City Thieves Guild is tired of the Mind Flayer messing around in "their" sewer system and attacks his base "in just the right moment"?

2. What about a sudden violent flooding of the sewer system to save the day?

3. Perhaps one of the Mind Flayers Thralls broke free from control and helps Your party? Or frees them in case they are captured by the Flayer for later enslavement (or blackmail)?

4. Retreat is still the best solution, perhaps Your Cleric has a divine inspiration: "You have to retreat my son..."

All this is lame, but better than a TPK!

Good Luck!

Loops!

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

Personally, I'd like to think that this really isn't up to you on whether or not they survive. From the sound of it they came into a fight unprepared. I mean, a whole group with no projectile weapons? No potions/scrolls that could help? Heck, to go out on a limb, no psions with the run up walls feet?

Now, I may be reading the situation wrong. For all I know, the fights prior may have completely worn out the group. But as I've said in some other posts, it seems that they should run. And as much as a DM doesn't want to say "Well, the party's dead", that isn't up to you to control when your group doesn't prepare/be balanced/run away.


I sounds like they should run and come back more prepared. It's fights like these where I'm glad I use the Action point system from Unearthed Arcana. It gives the players an extra edge in these tough fights without having to fudge anything.


Just because they all get stunned doesn't mean that the Mind Flayer has to kill them on the spot. What about capture? He might realize that they would make great thralls once he gets them sorted out.

Perhaps he wants a midnight snack. . .(for another midnight). He just keeps them in a pen until later. During this respit a humbled (but still alive) party could slink away and come back later when they can be better prepared.

He might get "called away on urgent business" and not have a chance to finish off the characters. In that case, he might take one of the more promising ones, forcing the others to come after him at a later date.

They might appear to be excellent candidates for that mind flayer "reproductive" process mentioned in the _Lords of Madness_.

Perhaps the mind-flayer is aware of their potential as hostages or for ransom?

There's always that deus ex machina (literally). . .

I don't like killing off party members if it can be avoided. I much rather enjoy the role-playing that develops as players get to know their characters. Just becuase they've been defeated doesn't mean they have to die. With animals (who fight for food) or the really, really bad guys who have vendettas and such, this makes sense. With others, especially the highly intelligent, they might try to turn their victory into something more beneficial than simply collecting some trophies and miscellaneous magic items.

Horizon Hunters

Pathfinder Adventure Path Subscriber

Yeah, I should have added :
4) they get captured instead of killed

to my list of options.

My players tend to hate the run option. Although they don't like getting killed, they accept it. (I also rarely use resurrection magic)


I'll be running this part of the adventure this weekend too, and I have the same concerns. I'm particularly concerned about the DC (23) of the mindblast. Even an 8th-9th level wizard or cleric will fail this save much of the time. The fighter and rogue types basically have no chance against it.

Also, how often can the mind blast be used? Can it be used every round?

It seems to me that a TPK is guaranteed if the mind flayer is played intelligently and the PCs haven't made extraordinary preparations (for example, using a scroll of mind blank). How did things go with the playtest group?

Ken


kenmckinney wrote:
How did things go with the playtest group?

I don't know about the playtest group, but here's what happened with mine.

The key to this adventure is the first encounter the mind flayer on their way out of Sodden Hold. The mind flayer should simply harrass the players, but not really engage them, escaping quickly into the melee.

At that point, the PCs should prepare themselves for the fight.

My players took the information they found in Sodden Hold to the city guard, and took the reward money to a temple and paid for some helpful spells like spell immunity from mind blast.

With the immunity to mind blast, the fight was still tough. It would have been impossible for them if he was able to stun them.


Spell Immunity doesn't work on Mind Blast, which is not a spell.

And my players didn't prepare much, in spite of being forewarned.

Ken

Paizo Employee Creative Director

Actually, spell immunity works great against mind blast. It's not a spell in the Player's Handbook, but it's certainly a spell-like ability (as indicated in the mind flayer writeup), and spell immunitiy specifically lists spell-like abilities as one of the things the spell can protect against.

One thing to note is that there IS an error in Zyrxog's stat block; namely, the save against his mind blast should be DC 20, not DC 23. Still a tough save to make, certainly, but those 3 extra points might make the difference. And yup; a mind flayer can indeed use mind blast every round.

Aside from ranged attacks, another excellent tactic to use against mind flayers is to use conjuration spells. These don't allow SR, so spells like Melf's acid arrow and glitterdust and stinking cloud are great against mind flayers, as are summoned monsters or animals.

In the end, a fight with Zyrxog is certainly tough; he's one of the more dangerous encounters in the campaign, especially if a party doesn't prepare for him (which is the exact reason why there's a "preview encounter" against him to let the PCs know what they're up against), but he's not unstoppable.


One of the reasons that mind flayers have a starting CR of 8 is due to their mind blast power. if you look at their HD, AC, and physical attacks they are not a match for most CR 4 monsters. It's their spell-like abilities and SR that make them difficult.

If your party doesn't retreat it's their problem. Probably a humiliating defeat will make them a bit more cautious and prepared in the future. Of course, wiping out the entire party might present a few too many problems, so try and get them to run away if you can.


James Jacobs wrote:
Actually, spell immunity works great against mind blast. It's not a spell in the Player's Handbook, but it's certainly a spell-like ability (as indicated in the mind flayer writeup), and spell immunitiy specifically lists spell-like abilities as one of the things the spell can protect against.

Is there a FAQ listing addressing this? I lost an argument on this subject with my DM, and it's be interesting to have a smidge more fodder. (Not that we really ended up needing it, our party is very effective at eliminating mind flayers.)

James Jacobs wrote:
Aside from ranged attacks, another excellent tactic to use against mind flayers is to use conjuration spells. These don't allow SR, so spells like Melf's acid arrow and glitterdust and stinking cloud are great against mind flayers, as are summoned monsters or animals.

You overlook one of the spells a wizard can provide to really up the power of the party, fly. If you can surround an illithid with melee fighters it might only be able to mind blast one at a time, and mind flayers hold up poorly against massive physical damage. Also, spellcasters can use dispel magic to keep the mind flayer as easy to deal with as possible.


Wow, you're right about Spell Immunity affecting spell like abilities. It's specifically called out as doing so in the PHB, and the Mind Flayer's Mind Blast is specifically called out in the MM as being a spell-like ability equivalent to a 4th level spell.

Nevertheless, my players did not explore this option. They considered Mind Blank, but that's an 8th level spell.

Changing the DC to 20 will really help the encounter. Barring bad luck, at least a couple of them should survive the first round. Most likely they will be 2 of the sorcerer, wizard, and cleric -- the fighter and rogue will likely be mindblasted.

What will their options be at that point?

1) flee, leaving their stunned companions to be eaten
2) attack the mind flayer with spells (which will fail due to the Mind Flayer's SR, though the sorcere has the draconic breath feat chain and will be able to breath acid)
3) melee with the mind flayer (he is levitating, so they will have to cast fly and move)
4) attack at ranged (and get mind blasted again in round 2, suffering attrition).

I don't see any of these as good options for anyone who is not a dedicated fighting type. The mind flayer will grapple the meleeing character and eat his/her brain, most likely.

If they retreat, they've lost half their party, and are back to square one with a mind flayer as enemy, who can charm/dominate more minions.

Can someone suggest some sound tactics for this situation? I might throw a few out of character hints to the players to avoid a TPK.

Ken


Actually, the sorcerer in the party does have access to stinking cloud and glitterdust, so I suppose there is hope if he isn't mind blasted. I'm guessing his will save is +9, so there's about a 50/50 chance.

If they glitterdust the mind flayer, he can still mind blast in a cone in the PC's general direction. I suppose he would do that rather than plane shifting away, given that he wants to protect his mind flayer tadpoles.

If they stinking cloud him, he won't be able to do so, but will have total concealment due to the cloud. Still, that could enable the PCs to recover from the mind blast and regain tactical initative.

Ken

Ken


here's own it went for me (I think I already said it in another thread)

The cleric cast Divination and leanred about the fire resist and high SR. He bought 2 scrolls of Spell Immunity so he could immune himself and the barbarian to both Mind blast and Suggestion. The cleric casted a divine storm (or something) from Spell Compendium (no SR...holy damage...duration 1 rnd/lvl) that forced the Mind Flayer to hover down. Roguish type hit him with a tanglefoot bag (those are TOO good). They had only encountered the octopins and advanced octopins that day.

Was a real difficult fight but they made it through.


Oh yeah one last thing about this fight...

It's all about PREPARATION...so don't be shy in gently nudging your players into divination spells and research. They WILL need it later and Zyrzog is a good place to start.

Has for your situation...I say flee!

Liberty's Edge

As a DM, I would try to get two of them under 0 hp, so as to force the others to retreat, taking the bodies of the fallen (but still alive).

Lots of fear to your PCs, to let them know that no one is invincible, and that sometimes, the best solution is RUN AWAY !!


silenttimo wrote:

As a DM, I would try to get two of them under 0 hp, so as to force the others to retreat, taking the bodies of the fallen (but still alive).

Lots of fear to your PCs, to let them know that no one is invincible, and that sometimes, the best solution is RUN AWAY !!

What, Zyrox isn't fast enough to hunt down and kill two PCs carrying two bodies?

Remember, he was hired in the first place to kill the PCs. There's no way he'd let them retreat in that condition.

Ken


Our party's first encounter with Zyrxog was on the way out of Sodden Hold and he certainly do his best to kill us. We were actually saved because the entire party had water breathing and after a few rounds of flailing at him uselessly (those of us that made the save for the mind blast) someone pulled the lever that filled the room with water and washed him back out into the sewers.

The second time was significantly more difficult, but the ranger with the holy bow and the flying barbarian really made a big difference.


I plan on having him stun everybody in the first round (33 save or something I know they can't beat) and then give a bad guy speech. "How dare you attack me in my own lair...your feeble and pathetic...bla bla bla". Every round the players will be given a chance to escape from his mental hold. DC 17 or something. Hard, but fair. If they break the spell they can take their turn immediately. After which he will probably stun them again, but at a lesser DC each time. That is a loose plan anyway. It should make for an interesting fight. I plan on playing him as very arrogant. He's better than they are and he knows it. He doesn't need to take them all out at once or be the most devastating combatant because he doesn't feel threatened by them. Running commentary like "now where do you think your going? and Did you really think that pointy metal stick was going to stop me boy?" should also serve well to set the party on edge.

Hopefully the party will thoroughly enjoy killing him until he dies from it, if for no other reason than to shut him up.

--Bladesmith


BladeSmith wrote:

... I plan on playing him as very arrogant. He's better than they are and he knows it...

...Hopefully the party will thoroughly enjoy killing him until he dies from it, if for no other reason than to shut him up.

--Bladesmith

If they're anything like my players it'll get right under their skins. Unfortunately my players then will tend to not want to kill him... at least not quickly...

I have feeling one of the characters at least will be facing an alignment adjust in the near future, but that's another thread for anopther day ;)


Let the players sweat it out a little - some tough love. But I agree whole-heartedly that you want to avoid the TPK.

Have the players brainstorm, with NPCs if necessary, in the free city. Maybe they can devise ideas, gather temporary allies and the like to help win the fight.

Ultimately let the players plan work, even if it seems improbable (but at least semi-logical). Make this scene work for you. Indiana Jones and Han Solo overcame insurmountable odds frequently, sometimes because a crazy idea (...that just might work), and other times just due to dumb sheer luck.


Does Protection from Evil ward against a mind flayer's mind blast?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I don't think Protection from Evil will block the Mind Blast. It would give the +2 resistance bonus on the save.

My group used Spell Immunity so weren't in danger from the Mind Blast. Their most creative tactic, though, was when the barbarian pulled out his rope-and-grappling-hook. I decided that if he could hit the target, the hook would snag on the mind-flayer and/or its robes. I had to make a quick ruling on whether the barbarian would then have to climb the rope, or whether pulling it would pull the mind flayer down - I went for the latter.

Dark Archive

Cintra Bristol wrote:
Their most creative tactic, though, was when the barbarian pulled out his rope-and-grappling-hook. I decided that if he could hit the target, the hook would snag on the mind-flayer and/or its robes. I had to make a quick ruling on whether the barbarian would then have to climb the rope, or whether pulling it would pull the mind flayer down - I went for the latter.

My group is VERY weak in ranged attacks. Since the spellcasters couldn't get through the mindflayer's insanely high SR, they went with a similar tactic as your group. They had a rope of climbing that they sent up to wrap around him and pulled him down into reach. Excellent impromptu planning, I thought.

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