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Post your Lair Assault Results Here (Spoilers)
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<blockquote data-quote="On Puget Sound" data-source="post: 5691328" data-attributes="member: 68988"><p>I finally got to play in a Lair Assault tonight. I built all the characters, and brought 8 to the table of which these 5 were chosen:</p><p>Thri-kreen charge-focused slayer</p><p>Elf archer ranger</p><p>Deva laser cleric</p><p>Genasi wizard/artificer magic missile machine</p><p>Bugbear knight</p><p></p><p>Of the 5 players, only two were experienced 4e players; a 3rd was a long-time 3.5/ pathfinder player who does not like 4e, and the remaining two were pretty new to the game. We didn't use some of our abilities as well as we could (or at all, in some cases) due to unfamiliarity with the characters and/or game, but for the circumstances I think we did pretty well. We made it to round 16 with Vell bloodied and alone in his forge room before the last of us fell.</p><p></p><p>Room 1 took 3 rounds to clear but sapped our hit points pretty well; the one character with sudden recovery armor used it too late and got only regen 5 instead of the 10 she could have had. No one spared an action to look at the fish, though the thri-kreen did disable the statue eventually. </p><p></p><p>We opened the door to the mud room just in time to watch the floor fall away in front of us. We were ready for that with Bridge of Roots, which we used to get across to engage the warlocks (the burning skelly died to missile fire right away). The knight almost one-shotted a warlock before being dumped in the lava by their attacks (we play that if you are already prone, you can't save vs forced movement and go even proner). An active Moment of Glory saved him, with resist 5 all to each of the attacks, the falling damage, and the mud damage saving 20 points that round!</p><p></p><p>As the others chased the warlocks into the next room and killed them, someone dropped a rope to the knight, which proved crucial as mud geysers and statues kept us from exiting the room easily and dropped the thr-kreen into the mud as well.</p><p></p><p>Clearing the third room left us all bloodied and out of all healing except a few potions - second winds used up as well. The critical loss was when the cleric went unconscious, failing to sustain Moment of Glory. We had started with 3 heals from the cleric (one from his holy healer's mace) and 1 from the wiz-art; not enough by a long shot.</p><p></p><p>We arrived at the porcullis ready to give one last push, and push we did. We killed one dragonborn, but the second breath weapon put the knight and slayer out for good. The archer's dice chose that moment to act like d6s instead of d20s, as with action point and elven accuracy he still failed to finish off the dragonborn blocking the entrance, leaving that to the 1 hit point cleric. The 3 squishies made it into the room and did a passable nova round, bloodying Vell before dying. Vell then completed his scepter and conquered the universe.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5691328, member: 68988"] I finally got to play in a Lair Assault tonight. I built all the characters, and brought 8 to the table of which these 5 were chosen: Thri-kreen charge-focused slayer Elf archer ranger Deva laser cleric Genasi wizard/artificer magic missile machine Bugbear knight Of the 5 players, only two were experienced 4e players; a 3rd was a long-time 3.5/ pathfinder player who does not like 4e, and the remaining two were pretty new to the game. We didn't use some of our abilities as well as we could (or at all, in some cases) due to unfamiliarity with the characters and/or game, but for the circumstances I think we did pretty well. We made it to round 16 with Vell bloodied and alone in his forge room before the last of us fell. Room 1 took 3 rounds to clear but sapped our hit points pretty well; the one character with sudden recovery armor used it too late and got only regen 5 instead of the 10 she could have had. No one spared an action to look at the fish, though the thri-kreen did disable the statue eventually. We opened the door to the mud room just in time to watch the floor fall away in front of us. We were ready for that with Bridge of Roots, which we used to get across to engage the warlocks (the burning skelly died to missile fire right away). The knight almost one-shotted a warlock before being dumped in the lava by their attacks (we play that if you are already prone, you can't save vs forced movement and go even proner). An active Moment of Glory saved him, with resist 5 all to each of the attacks, the falling damage, and the mud damage saving 20 points that round! As the others chased the warlocks into the next room and killed them, someone dropped a rope to the knight, which proved crucial as mud geysers and statues kept us from exiting the room easily and dropped the thr-kreen into the mud as well. Clearing the third room left us all bloodied and out of all healing except a few potions - second winds used up as well. The critical loss was when the cleric went unconscious, failing to sustain Moment of Glory. We had started with 3 heals from the cleric (one from his holy healer's mace) and 1 from the wiz-art; not enough by a long shot. We arrived at the porcullis ready to give one last push, and push we did. We killed one dragonborn, but the second breath weapon put the knight and slayer out for good. The archer's dice chose that moment to act like d6s instead of d20s, as with action point and elven accuracy he still failed to finish off the dragonborn blocking the entrance, leaving that to the 1 hit point cleric. The 3 squishies made it into the room and did a passable nova round, bloodying Vell before dying. Vell then completed his scepter and conquered the universe. [/QUOTE]
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