See, fighting against the opposition arrayed on deck against you is a different matter altogether than what you'd described earlier, Karin's Dad. As for not seeing what else you could have done, every impression I have of Lair Assault is to encourage you to try different things. Is it really that difficult for an 8th level party to deny their opponents the opportunity to focus fire in this encounter?
Claiming that staying above decks results in automatic TPK within two or three rounds tells me you've overlooked more resources than I can count on one hand. Maybe you didn't have all of the ones I can count, but it shouldn't have been hard to acquire most of them with very little effort.
I'm a bit confused by your reaction to the cleric's death. How would her sudden death at the start of the second encounter be made worse by having the rest of the group die soon after? Doesn't the game speed up as more and more players are eliminated? Despite errors on the printed material, I know the play test determined that this whole adventure should take no more than three to four hours. (That said, it took my group three hours on the first encounter before failing to meet its objective. Then again, my sessions nearly always run long.)
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Nullzone, I don't see this adventure crippling the skald as badly as you think it does. Aren't there a few resources that let you retain an encounter power (unless you're an executioner)? Even if there aren't, a player can make this work; timing just gains a few more priority levels than usual.
Claiming that staying above decks results in automatic TPK within two or three rounds tells me you've overlooked more resources than I can count on one hand. Maybe you didn't have all of the ones I can count, but it shouldn't have been hard to acquire most of them with very little effort.
I'm a bit confused by your reaction to the cleric's death. How would her sudden death at the start of the second encounter be made worse by having the rest of the group die soon after? Doesn't the game speed up as more and more players are eliminated? Despite errors on the printed material, I know the play test determined that this whole adventure should take no more than three to four hours. (That said, it took my group three hours on the first encounter before failing to meet its objective. Then again, my sessions nearly always run long.)
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Nullzone, I don't see this adventure crippling the skald as badly as you think it does. Aren't there a few resources that let you retain an encounter power (unless you're an executioner)? Even if there aren't, a player can make this work; timing just gains a few more priority levels than usual.