Well, I was more impressed with Lair Assault 2 than Lair Assault 1.
Our group used the Traveler's Camouflage ritual to give a bonus to everyone's stealth, snuck in, killed 2 minions, and escaped with the Talon.
In the second encounter however, the DM decided that since the first encounter went so well for the PCs, he was going to add in the action point for the BBEG that the module didn't have.
Our Cleric died in round one after 5 successful hits for 144 points of damage (20 of which was stopped by resist 5). The action point was the difference there. All of the bad guys focused on her. That was a bit of overkill, but to be fair, the Cleric would have made this encounter a bit of a walk in the park with Moment of Glory, Stream of Life, and Beacon of Hope (healing 20 per round and resist 5, and quite a few extra other heals). Without that, it was a significant challenge for 4 PCs. We won by heading below decks, and killing the foes when they came down (they broke through the upper deck and hopped down, but that wasted a round for them that wiped out the other 2 foes right away). After the BBEG killed our Cleric, we were not going to do any of that negotiating stuff. He bought the farm in a few rounds once he made it downstairs. Then, it was just a matter of wiping out the tentacles. That took a long time and one more PC died going overboard, but we won in the end.
Overall, it was a challenging adventure. A well prepared party, though, should on average win this thing. We got lucky by bypassing the first adventure, but unlucky by losing our Cleric.
The one meh part of the adventure was the tentacles. They were pretty blah and with the abilities the PCs possessed, it was pretty much a slow grind to wipe them out.
How did your Lair Assault 2 go?
Our group used the Traveler's Camouflage ritual to give a bonus to everyone's stealth, snuck in, killed 2 minions, and escaped with the Talon.
In the second encounter however, the DM decided that since the first encounter went so well for the PCs, he was going to add in the action point for the BBEG that the module didn't have.
Our Cleric died in round one after 5 successful hits for 144 points of damage (20 of which was stopped by resist 5). The action point was the difference there. All of the bad guys focused on her. That was a bit of overkill, but to be fair, the Cleric would have made this encounter a bit of a walk in the park with Moment of Glory, Stream of Life, and Beacon of Hope (healing 20 per round and resist 5, and quite a few extra other heals). Without that, it was a significant challenge for 4 PCs. We won by heading below decks, and killing the foes when they came down (they broke through the upper deck and hopped down, but that wasted a round for them that wiped out the other 2 foes right away). After the BBEG killed our Cleric, we were not going to do any of that negotiating stuff. He bought the farm in a few rounds once he made it downstairs. Then, it was just a matter of wiping out the tentacles. That took a long time and one more PC died going overboard, but we won in the end.
Overall, it was a challenging adventure. A well prepared party, though, should on average win this thing. We got lucky by bypassing the first adventure, but unlucky by losing our Cleric.
The one meh part of the adventure was the tentacles. They were pretty blah and with the abilities the PCs possessed, it was pretty much a slow grind to wipe them out.
How did your Lair Assault 2 go?