FRCG: Barrow of the Ogre King questions

Post/Author/DateTimePost
#1

dracowayfarer

Sep 16, 2009 13:02:35

1. Where in area B2 does the trap in area B1 drop the PCs? Is it the area with the rubble?


2. Are all of the squares in area B2 sloped? If not, which ones are? The Features section only says "These squares are difficult terrain when ascending...", and does not specify which square "these" is referring to.


3. The Side View map does not seem to match up to the map of B2. The slope in the Side View leads towards B3, where the slope in the map of B2 is perpindicular to the passage to B3.


4. How deep is the area with the rubble compared to the rest of area B2? Why does the secret door open into this pit/sloped area?


5. In area B3, the description says that the portcullis is closed. Are zombies, with a 1 INT, smart enough to open the portcullis? If so, why do they wait for the PCs to arrive to do so? Why is there a portcullis in a tomb to begin with?


6. In area B3, the description of the shrine states that wiping away the dirt reveals a statue of an ogre. The illustration suggests the opposite: that the dirt has been applied to a statue of a dwarf to resemble an ogre.


7. The stepping disks are shaped like plugs. What kind of plugs? How is something that is a disc also plug-shaped? What are Davek letters?

#2

dracowayfarer

Sep 17, 2009 2:54:53

8. The Goblin Hexer's ability, Vexing Cloud, states: "...all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies." Is the -2 penalty provided by the cloud due to the concealment it provides, or in addition to it? 


I'm inclined to think that it is due to, as a total -4 penalty (-2 from the cloud's effect, -2 from concealment) would be rather heavy.


9. The Goblin Hexer's ability, Stinging Hex, states: "...the target takes 3d6+1 damage if it moves during its turn (save ends)." There is no other mention of damage. Does this mean that if the PC does not move, it takes no damage at all from this ability?


10. High Shaman Sancossug's ability, Misdirection, reads: "(immediate reaction, when targeted by a ranged attack; at will) Change the attack's target to an adjacent foe." If I am reading this correctly, Sancossug cannot be hit by a ranged attack, ever, so long as he is engaged in melee with at least one PC.


This means that the PCs need to either a) use reach weapons to avoid the "adjacent" clause, b) only use ranged weapons, or c) only attack via melee.


Is this right?

#3

dracowayfarer

Sep 18, 2009 4:04:27

Is this posted in the correct forum or should I seek answers to these questions elsewhere?

#4

Promitheas

Sep 19, 2009 7:20:22

Hey draco


1. Yes, the fluff text of the pit trap mentions it covers a 20 by 40ft area. Its the shaded area with the rubble


2. The sloped floor is the bright 10ft line with the statues. In tactics the goblins wait for the pcs to make it up the slope before attacking


3. I agree with you there. Its not perfect but it does a good job linking the encounters together showing the whole structure


4. The shaded area is 10ft lower than the upper area. Dont forget the dungeon is built by dwarves. Their tactic is to create multiple defensive points, when 1 is overrun the rest of the defenders can retreat to the next chokehold


5. The mindless undead are created  by the high shaman. They can follow simple orders like "when you spot any non goblin passing through this hallway press this stick down and attack". If you think thats too far-streched place the lever in the shrine room. The zombies spot the adventures and start moaning giving the signal to the nearby goblins to open the portcullis. I think this crypt before the real thing was a luring/stalling trap. Robbers could infiltrate the fortress all the way to the tomb where they spot a crypt filled with treasure ( notice that even with countless residents since then, the room still holds coins and jewels). Opening the portcullis is easy but the grating sound could be heard a long way in the silent tomb. Furthermore, even if that doesnt work, the robbers will at least stall for a time to gain access to the crypt. Dwarven patrols are bound to pass this way and perhaps notice anything unusual. Greed is a sentiment the dwarves understand all too well.


6. They dont contradict each other. At first glance you see a humanoid. You wipe away the dirt and you reveal the statue of an ogre. The goblins used the stone statue of a dwarven champion to make it.


7. I dont know what the exact image of the discs is. Imagine it as you like. Dethek is the dwarven alphabet (mentioned in frpg and shown as illustration in PHB).


8. Vexing cloud has 2 effects. -2 to ARs from enemies inside the zone and grants concealment to allies in the zone. So if your fighter goes to melee with a goblin inside the cloud he will take a -4 penalty. Dont worry play it as is, its not as powerful as it sounds.


9. Yup, you are right there. Stinging hex deals damage only if the pc moves during his turn ( so forced movement wont trigger it either)


10. Thats right draco, dont forget that close burst/blast attacks will work too. High shaman is a strong solo monster and many dms have made adjustments in fear of a tpk.


Hope it helps Cool

#5

keithp

Sep 19, 2009 10:38:12

I agree with almost all of Promitheas' answers. However when I ran this, I assumed that the statue of the Ogre King was from when the Ogre King was ruling. It was buried somehow after the Ogre King was slain, but excavated by the latest group of goblins.


When I ran this, my players found Vexing Cloud to be pretty vexing, but not insurmountable. They eventually developed tactics to minimize its effects, including ranged attacks from outside the cloud and using powers to strip targets of concealment.


Note that there is errata for Sancossug. Make sure to check it out:


www.wizards.com/default.asp?x=dnd/update...


My players ended up negotiating with him rather than fighting him. Perhaps he'll show up again!


We enjoyed this adventure, with a few modifications on the fly. I hope that you'll enjoy it too.

#6

keithp

Sep 19, 2009 13:45:52

Draco, I wrote up our Barrow of the Ogre King adventure in some detail. See this thread:


community.wizards.com/go/thread/view/758...


Also, I imagined the "plug" like a plug for a drain. That is, the sides are slightly tapered so that the base has a smaller radius than the top.

#7

dracowayfarer

Sep 20, 2009 20:10:13

Thanks for the advice, you two! Sancossug is definitely overpowered, though I found that increasing the size of the room he's in, and going with a more appropriate amount of HP (~100 less) made him challenging, but not deadly. I also took away one action point.


I missed at least half of the party with each burst attack, and despite the Recharge 5, he managed to have at least one attack available each round, until he finally ran out - at which point he was down to 20HP, and surrendered.


I did fudge some of the damage rolls, but only towards the end, when the party started to get down to at-wills and running out of healing.

#8

carahue

Nov 10, 2010 8:33:05
10. High Shaman Sancossug's ability, Misdirection, reads: "(immediate reaction, when targeted by a ranged attack; at will) Change the attack's target to an adjacent foe." If I am reading this correctly, Sancossug cannot be hit by a ranged attack, ever, so long as he is engaged in melee with at least one PC.

This means that the PCs need to either a) use reach weapons to avoid the "adjacent" clause, b) only use ranged weapons, or c) only attack via melee.


Is this right?



Actually his Misdirection power doesn't do anything. It's listed as an immediate reaction, and not interrupt. It's broken. And even if it was written correctly, it's better to just ignore it; a power that makes all ranged classes useless in a fight is a very, very badly designed power.