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Lair Assault: Kill the Wizard

Taed

First Post
We played the latest Lair Assault yesterday, and it's the second-best yet (after the first one). It's 8th level and the only limitation is that you have to be a Drow or Drow Revenant (although a case can be made for allowing a Drow Changling).

It's still the first week of play, so I won't be giving out any spoilers at this time.

We had a 4-person party (Assassin, Bard, Rogue, and Fighter) and only made it about 2 rounds into the second encounter, though we made some stupid mistakes and can customize our characters a bit so we'll certainly make it to the final battle next time.

Two of us used the new version (Treachery) of Fortune Cards, but didn't find them useful at all. We also didn't understand the "Worth" mechanic, though someone said that was only relevant for Encounters. Can anyone say for sure?

There's some nice random features to the encounters that make it stand up to multiple plays.

How did others do?
 

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We made our third attempt today and still haven't beaten it. At least this time, three out of five of us made to to the final room.

The first encounter is reasonably straight-forward with the right skill (probably assisted by a magic item).

The second encounter has just proven too difficult with the party in different places and with the five brutes. We try not to fight them, but they just follow us to the final room where they are under the wizard's control.

We are allowed to use rituals this time, but none seem particularly useful.

The best we've come up with (some spoilerage) is to capture a rust monster ahead of time, put it in a bag of holding, and then release it once we get swallowed... Though I'm sure our DM wouldn't allow that because of the pre-action that would require.

Has anyone defeated this Lair Assault yet?
 



We already dealt with the Pixie Music Box in the previous dino-based Lair Assault. In this Lair Assault, there are 5 creatures of interest, and I'd say that only 2 of them would be potentially susceptible to the Music Box. As with the previous Lair Assault, the DM needs to take into account issues of hostility and training before hand-waving and saying that the Music Box keeps them away. As a DM (which I wasn't for either Lair Assault), I'd have no problem saying that the Pixie Music Box has no effect in either scenario.
 

After five runs, local players have yet to face the wizard. The first three had to be called because it took too long to defeat the apprentice. The fourth bested her very quickly with a party of four, but got bogged down during its attempts to regroup. (The primary striker got isolated in the worst possible area. He managed to get far enough to be rescued, but it was a near thing.) We had to close that one down, but it was obvious that they were too spent to continue to their final goal.

The fifth group also got the better of the apprentice very quickly (though I discovered I'd overlooked something that will make that trick more difficult next time), only to eat up too much time running around the mansion. With six players on Nightmare Mode (it seemed the best way to scale it up for a group larger than 5), they found it much harder to regroup than they did on the previous run, but there was only one casualty before the finally managed to pull it off. The others were probably still fit enough to tackle the wizard and perhaps even succeed (though I think they'd have suffered at least one more casualty first), but we had to call it a night again.

We'll try again tonight and Saturday. I've been reminding the players that taking 10 on Stealth checks made before combat begins would speed things up considerably. Hopefully, they've also worked some of the distractions from the first stage out of their system.

The Treachery cards have been great fun. "You're Doing It Wrong" is like an improved version of Aid Another, and "Aw, Too Bad" is a crit-fisher's friend. (Sure, you're stealing crits from allies, but there are many times that's to everyone's advantage.) "Coattail Rider" and "Give Me a Taste" both increase the efficacy of healing powers considerably and are a must for anyone playing a vampire. Any of the cards that only modify the amount of worth gained or lost don't do anything here, but I've ruled that any card that lets an ally lose worth to gain another benefit is valid. I'm fine with letting "I Won't Tell a Soul," provide one ally total immunity to damage from a single trap. "My Bad" penalizes an ally's attack roll to apply a bonus to your next attack roll -- but is played after the ally makes the roll, letting you borrow excess. (It's also proven useful in cases where one ally included another ally as a target.)

Between the means for gaining healing, saving throws, temporary hit points, modifiers to attack and damage, and extra attacks, a good mix of cards is like having a backup leader or two in your party. That's not even getting into the tricks you can pull to spread damage around with such cards as "Maybe It's Contagious" or "Splinters" for offense or "Meat Shield" for defense. There are costs, but clever players can manipulate those to party advantage.

One thing I've enjoyed about this season is how much it's forced people to think outside of their comfort zone for defenders. People have opted for revenant battleminds and wardens here, but the revenant battlerager fighter held its own surprisingly well (even though the player took an unnecessarily huge hit to AC), as did the drow tempest fighter (even though the player had designed the character under the impression that Dual Strike and most of his other attacks would let him make two attacks against a single target). They're not quite as flexible when it comes to other roles, but some of the post mortem kibitzing suggests they're getting there.
 

Kill the Wizard Success!

We managed to defeat Etherik tonight, barely, at a cost of 2 dead characters. Stole the key off Manor Wizard, then took her down. Reassembled group after entering Dungeon, using Clouds of Darkness, movement and shutting doors behind us. Then took out 1 Barlgura (of 2) with Mission Card, and killed Black Pudding and numerous Spawns. Then engaged Etherik, his construct and apprentices. Fireball took care of most apprentices. We focused fire on Etherik, dazing him early on, and then had problems with the construct interfering with our plans and the remaining critters when we bloodied Etherik. Finally getting our Barbarian on Etherick and getting more focused fire to finish him about 5 rounds after blooding him. By then, we were so bloodied and out of firepower, we tried to leave. Remaining monsters blocked the exit, taking out our Swordmage and Wizard. Finally created a portal using the key with our surviving characters having a readied action to exit once the portal formed.

The key was to focus fire on Etherik and pretty much ignore the Construct, as much as possible. Thank goodness for a super Cleric, Coattail Rider, Astral Seal or else we would have had a TPK before or after taking out Etherik.

Most of the group had played this particular LA once before, so the character builds were decent.
 

just played it today after a late invite. It went decently well, though it would have been a TPK if we finished.

We made it through the first encounter in decent shape. However, it was 6 players, so the first encounter took longer than planned, and then we were in pretty bad shape against the brutes because of some bad choices. We had to end early because some folks had to leave early, but there is no way we'd have survived against the wizard at the end. In fact, getting through the brutes was questionable.

I played a brutal rogue, there were two different types of clerics (battle cleric and I forgot the other), a monk, a fighter defender and I forgot what class the controller was. I was new to the group and kind of forgot. The monk ended up being pretty weak overall due to his bad rolling. However, even when he did hit, his damage seemed to be low next to my rogue.

I had no idea what to expect, but the DM and her husband were well prepared with battlemat & a bunch of drow miniatures. I threw my PC together, but picked armor that allowed him to change ongoing damage to regeneration... and, of course, never got hit with ongoing damage. I also paid the price for being separated from both clerics when we got transported - my rogue got isolated against the owl bear and went down, and nobody was around to heal me, even though I made my death saving throws.

Overall, I had fun, not even knowing what Lair Assault was until this morning.
 

We managed to defeat Etherik tonight, barely, at a cost of 2 dead characters.

Well done. I've yet to have a team even reach the wizard. Today's group of four was closer than anyone's been when we had to close up, but they've still got problems in front of them and behind. They also survived a ridiculous string of bad luck, failing three separate attempts to neutralize the apprentice's mobility advantage before they finally managed to grab it and shove her out a window. It turned worse when several brutes kept rolling 18s through 20s on their attacks against an isolated battlerager, who only kept going by virtue of being a revenant with +7 on death saves. Luck was bad and good for the artificer who kept getting knocked below 0 hp by the black pudding, finding some means to recover, and then got knocked down again four rounds in a row before it finally died and she rolled 20 on her death save. (She had to latch onto the vampire's regeneration twice with Coat Tail rider.) All are bloodied and half of them are in single digit hp right now with no way to regain, so death is all but assured.

The Thursday night group was doing fairly well, right up until the owlbear stunned three out of four of them and then proceeded to double crit their defender and finish him off with an action point. Two more went down before that round ended and the controller conceded at that point, outnumbered three to one with no reliable way to contain all three.

After this session, I've concluded that the only way to make things fair for a group of four is by assigning a 1 to the roll for random placement of dungeon monsters, while the only way to make it challenging for a group of six is to default straight to Nightmare Mode. Woodsmoke the Owlbear can be just too much of a game changer for four.
 

I have played this twice (Playtest and tonight). Tonight was six players, nightmare mode, and we opened a can of whoop ass.

We killed the apprentice in just over 3 rounds (I landed the killing blow at the top of the order). We had one PC fall asleep. My PC was built to shut the apprentice down and our spike chain wielding scout helped grind him up.

We lucked out with our scatter pattern in part two. Our healing machine of a paladin kept us up and running. The scout, the charging slayer and my wife's knight (worldserpent's grasp + hold the line + one other stance with a master's blade, yum!) did a great job locking things down. My Avenger (move 11 at this point) was moving around helping those that needed it.

The weakest member was the storm sorcerer (the player built him by hand with only PH2 and Arcane Power as resources). Even he finally came alive when his dice heated up and helped chip away.

The scout with melee reach 3 with spiked chain was the standout sick build. The charging slayer was a close second.

Killer game.
 

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