RtL: The Sorceror King's Keep Broken? (Avatar guaranteed loss?)

By dementia13, in Descent: Journeys in the Dark

Note that although allowing Avatar guards will fix the Sorcerer King battle "most" of the time, it can STILL be trivialized.

A Hero with the Crackshot skill + Ironskin (from the new Rumor added in Tomb of Ice) would still dispense with all the mirrors without taking a hit. But this is probably more of an issue with how broken Ironskin is on Heroes, rather than the Sorcerer King's battle.

That said, simply putting some time pressure on again (such as by letting the OL collect and spend threat as I suggest in my current Avatar Battle amendments) should put a stop to most of these silly hit-and-run-to-a-point-of-complete-safety type of plays.

I'm currently playing as the Sorcerer King in a campaign, and though I haven't tried it yet, it did occur to me that placing a 2 space pit in the entrance would solve much of the problems in the map, since the heroes now at least have to protect the ranged atteckers with a tank, it they want it to survive (since it costs 3 mp to jump over the pit, they can only do this once per turn, unless they use a lot of fatigue..

but as I said... just a thought :)

Saving the Welcome Mat for that door is not a bad idea, or even putting darts, scything blades, and the welcome mat in that corridor....if the Sorceror King has the treachery....

Well, the Sorcerer King's primary treachery is Trap, so, if the corridor allows, you might as well drop both the Dart Field and the Welcome Mat... as far as I know it is long enough to drop the Boulder behind the heroes, too, so that they HAVE TO get into your room.