Problem in Hell spike Prison. Possible Spoiler!! [Archive] - Wizards Community

Post/Author/DateTimePost
shl8594

12-23-07, 12:08 PM
So I am prepping hellspike prison to run for some friends and I have come across an issue.
In the first area there are supposed to be 3 normal barghests. However it mentions them using mass bull strength, mass enlarge, and invisibility sphere. Those are abilities greater barghests are supposed to have. Which is it supposed to be? Is there any rulings or errata out there?

Saul
Jay_Ibero_911

12-23-07, 12:24 PM
So I am prepping hellspike prison to run for some friends and I have come across an issue.
In the first area there are supposed to be 3 normal barghests. However it mentions them using mass bull strength, mass enlarge, and invisibility sphere. Those are abilities greater barghests are supposed to have. Which is it supposed to be? Is there any rulings or errata out there?

Saul

It should also be noted that barghests can't benefit from mass enlarge, because functions like enlarge person which can only affect humanoids. Barghests are outsiders, and therefore can't benefit from one of their own spell like abilities, which I find moderately humorous...
ChainLink

12-24-07, 12:30 AM
As unlikely as I think it is, perhaps the module refers to the fact that Barghests can become Greater Barghests by feeding until they hit 9 HD.

Check if the Barghests are 9+ HD, or if they are close enough that they could advance mid-combat by feeding.

It is funny that a Greater Barghest gets an ability it can't use, unless it's hanging out with humanoids...Even using its Change Shape won't do it.

Maybe it was a holdover mistake from 3.0, or something.
Samwise

12-24-07, 12:57 AM
No, that is how it is written. I was wondering the same thing myself when I ran it.
Looking it over, I expect it is just an oopsie, or an editing revision nobody caught.
I just wound up ignoring that part. It is functionally irrelevant to the adventure as a whole.
Greyson

12-24-07, 01:59 PM
Looking it over, I expect it is just an oopsie, or an editing revision nobody caught. I just wound up ignoring that part. It is functionally irrelevant to the adventure as a whole.
I think Sam is correct. It looks like an editing glitch and best ignored. Our judge commented on it when I played it, and we moved on knowing it must've been a goof. Don't expect an errata or some official correction. Just ignore it and game one.
Jay_Ibero_911

12-24-07, 05:47 PM
Reminds me of another mod which had a spell turret in it, and one of it's spells was Bestow Curse...which happens to be touch range only....
Arvagor

12-24-07, 06:22 PM
There's nothing that says the spells in a spell turret have to have a range greater than touch; in fact, one of the sample turrets in the DMG 2 casts a touch spell in round 2 of its activation on a creature it summons in round 1.

Nothing like giving an extra jolt to the person trying to disable you...
Jay_Ibero_911

12-24-07, 06:27 PM
There's nothing that says the spells in a spell turret have to have a range greater than touch; in fact, one of the sample turrets in the DMG 2 casts a touch spell in round 2 of its activation on a creature it summons in round 1.

Nothing like giving an extra jolt to the person trying to disable you...

Except the turret has no way TO touch anyone. It doesn't physically move, so even if the turret does cast the spell, it can't do anything but hold the charge.
Surgebuster

12-26-07, 08:15 PM
Except the turret has no way TO touch anyone. It doesn't physically move, so even if the turret does cast the spell, it can't do anything but hold the charge.

Also, according to Disable Device rules, any Spell Turret worth it's salt would take minutes to disable, making the poor trapfinder have to sit through many roations of the turret's spells...

Joe
copperwyrmling

12-26-07, 09:28 PM
Also, according to Disable Device rules, any Spell Turret worth it's salt would take minutes to disable, making the poor trapfinder have to sit through many roations of the turret's spells...


Our rogue's favorite spell is Instant Locksmith ;)
Arvagor

12-26-07, 10:16 PM
Except the turret has no way TO touch anyone. It doesn't physically move, so even if the turret does cast the spell, it can't do anything but hold the charge.
I'm curious why you say this; DMG2 (page 45) specifically states,
"A spell turret is a highly dangerous magic trap that blurs the line between trap and construct. [...] If a spell turret detects an unrecognized target, it immediately activates. When it does, it emerges from the wall quickly and quietly with a flash of colorful light; each spell turret looks different, since their creators personalize them. One turret might resemble a crystal lance, another a leering gargoyle, and still another an out stretched arm."
If a spell turret is to be considered an amalgam of trap and construct, then why can it not move? Clearly it's moving to emerge from the wall, so why could it not move to touch a creature standing next to it?

Also, according to Disable Device rules, any Spell Turret worth it's salt would take minutes to disable, making the poor trapfinder have to sit through many roations of the turret's spells...And why is this a problem for the spell turret? ;)
Jay_Ibero_911

12-27-07, 12:37 AM
I'm curious why you say this; DMG2 (page 45) specifically states,
"A spell turret is a highly dangerous magic trap that blurs the line between trap and construct. [...] If a spell turret detects an unrecognized target, it immediately activates. When it does, it emerges from the wall quickly and quietly with a flash of colorful light; each spell turret looks different, since their creators personalize them. One turret might resemble a crystal lance, another a leering gargoyle, and still another an out stretched arm."
If a spell turret is to be considered an amalgam of trap and construct, then why can it not move? Clearly it's moving to emerge from the wall, so why could it not move to touch a creature standing next to it?

Well one of the example turrets in DMG2 does have a touch spell listed too...stoneskin...which is fine since it has summon nature's ally immediately before it...but an offensive touch spell on a spell turret just seems like a waste the majority of the time, especially if it's just being smashed with reach/ranged weapons or spells....
Zanzibax

12-30-07, 10:47 PM
Also, according to Disable Device rules, any Spell Turret worth it's salt would take minutes to disable, making the poor trapfinder have to sit through many roations of the turret's spells...

Joe

:evillaugh

I disable spell turrets with a non-damaging spell in a *single* action.

Simple cast a :censored: and then :censored:

Damn...my DM has censored me again.
Redfist

12-30-07, 11:42 PM
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