How Did Your Lair Assault 2 Go? (spoilers)

Teleport is certainly a very effective movement mode, and I'm not saying a move action worth of teleport isn't better than a move action of flight, just that at-will flight is too much for heroic.

At-will flight, even when limitted (without the alititude limit, a flying caster or archer could just stand off at altitude and be untouchable), can really change how the character interacts with a lot of terrain features and the encounter in general. The pixie's 'dust' encounter power, for instance, isn't game-breaking, it's the at-will flight that makes a party with a pixie (let alone a party of pixies) something you'll have to re-design whole adventures around.


Back on topic, I did find FotDT stood up to multiple attempts, while ToU didn't. I don't know about 'evil DM-ness,' but you could keep the players guessing, and hurting, with it for more than a few runs.

Though, it had it's little ironies, too. Like that poor, poor fire elemental... highest level thing in the dungeon, and it might as well have huddled in the corner and cried after the 2nd week...
 

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Though, it had it's little ironies, too. Like that poor, poor fire elemental... highest level thing in the dungeon, and it might as well have huddled in the corner and cried after the 2nd week...


Agreed! People leaving it out of the assault totally also says a lot.

If I were DMing LA1, I would have left it out once everyone showed up with their pretty identical armors.
 

Yeah, I moved the Fire Elemental to a room the party was unlikely to reach before the 5-round blowup a few times, figuring most PCs'd use their sudden recovery armor by then. But, it really was a very discouraging monster. It didn't do much damage, and it was ongoing only, so a critical hit by it did /nothing/, and any resistance really degraded it's potential. It was hardish to hit, mobile, and frustrating for the party the first time around, though.
 

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