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Running the Well of Demons in Thunderspire Labrynth -Warning Spoilers!
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<blockquote data-quote="iyalovoi" data-source="post: 4819427" data-attributes="member: 84061"><p><strong>My experience</strong></p><p></p><p>Just want to share my experience with you guys.</p><p>Well of Demons was the most interesting part of the whole adventure. I and my players like 3 test room (blade, mask and bell). Party consist of paladin (defender), ranger (striker), warlock (striker), warlord (leader) and invoker(controller). "HALL OF ENFORCED INTROSPECTION" wasn't hard at all. Paladin was teleported to the oubeliette of empty mind, but he succeed to warn party about danger pillars, so all the rest party went with closed eyes to the altar in the chamber's western end by rule of left hand. There, they defeated two boneshard skeletons and took the mask. The funy is that, elf ranger decide to wear this mask, after she found out that it give darkvision.</p><p>HALL OF THE CRIMSON WHIP was a bit harder. Party decide, that paladin should go by himself only, other party will only cover him by range attacks (ranger, warlock, invoker) and support (warlord), since he has great defences, resistances, lots of hp and hs. Elf ranger disabled first minotaur statue. Paladin used athletic skill to jump as much as he could. Paladin almost didn't take damage from blood pool, since he has 5 poison resistance, as well as from statue and evistro because of his 24 AC. He didn't fight with them, just leave area using double moves, while other party support him and attack enemies from platform.</p><p>HALL OF THE HOWLING PILLARS most the most fun from three trials. Random effects of pillars was exciting, because of different effects and good descriptions. Whole party started the fight with demons. Pillars do not have much effect except screaming warp, which was aslo funy due to it's random nature. After several rounds party took position in which almost all pillars attack can't reach them, so they killed all demons and took treasure, bell.</p><p>PROVING GROUNDS disappointed me. Party found out that green pool give resistance 5 to poison, so guardians ongoing damage didn''t work. Also, party was aware of traps, so they decided to not split. They used ropes to place all items on magic circles, while whole party was in center of proving grounds wating for something from hole in the floor (its also obvious). Guarding was not chalenging, because he can't make any formidable damage (ongoing poison didn't work, his attacks only 1d8+5), also he has low defences 21/17/19/17 and 260 hp. Party lay down him for three rounds using daily powers, action points, encounter powers. The only great opportunity of guardian was to throw down character to the pint using Luring Glare, but he failed it.</p><p>PS English is not my native language, so excuse me for my mistakes.</p></blockquote><p></p>
[QUOTE="iyalovoi, post: 4819427, member: 84061"] [b]My experience[/b] Just want to share my experience with you guys. Well of Demons was the most interesting part of the whole adventure. I and my players like 3 test room (blade, mask and bell). Party consist of paladin (defender), ranger (striker), warlock (striker), warlord (leader) and invoker(controller). "HALL OF ENFORCED INTROSPECTION" wasn't hard at all. Paladin was teleported to the oubeliette of empty mind, but he succeed to warn party about danger pillars, so all the rest party went with closed eyes to the altar in the chamber's western end by rule of left hand. There, they defeated two boneshard skeletons and took the mask. The funy is that, elf ranger decide to wear this mask, after she found out that it give darkvision. HALL OF THE CRIMSON WHIP was a bit harder. Party decide, that paladin should go by himself only, other party will only cover him by range attacks (ranger, warlock, invoker) and support (warlord), since he has great defences, resistances, lots of hp and hs. Elf ranger disabled first minotaur statue. Paladin used athletic skill to jump as much as he could. Paladin almost didn't take damage from blood pool, since he has 5 poison resistance, as well as from statue and evistro because of his 24 AC. He didn't fight with them, just leave area using double moves, while other party support him and attack enemies from platform. HALL OF THE HOWLING PILLARS most the most fun from three trials. Random effects of pillars was exciting, because of different effects and good descriptions. Whole party started the fight with demons. Pillars do not have much effect except screaming warp, which was aslo funy due to it's random nature. After several rounds party took position in which almost all pillars attack can't reach them, so they killed all demons and took treasure, bell. PROVING GROUNDS disappointed me. Party found out that green pool give resistance 5 to poison, so guardians ongoing damage didn''t work. Also, party was aware of traps, so they decided to not split. They used ropes to place all items on magic circles, while whole party was in center of proving grounds wating for something from hole in the floor (its also obvious). Guarding was not chalenging, because he can't make any formidable damage (ongoing poison didn't work, his attacks only 1d8+5), also he has low defences 21/17/19/17 and 260 hp. Party lay down him for three rounds using daily powers, action points, encounter powers. The only great opportunity of guardian was to throw down character to the pint using Luring Glare, but he failed it. PS English is not my native language, so excuse me for my mistakes. [/QUOTE]
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