Greebo
12th April 2009, 02:35 PM
What worked, what didn't, what did you like, what did you hate?
Suggestions, comments, and requests?
I'm starting to feel like I'm finally getting some of the newer ideas firmly planted. I definitely screwed up the temp hps, giving far too many, and that one slide move by DM controlled Jacoby, but meh, I honestly felt it was important not to leave Sagar in such a vulnerable position.
Now - some news for you. The ogre was level 8. The cart attachment reduced his speed by half, so the designer of the adventure had intended y'all to be able to either run away easily, or keep at melee distance, cause the Ogre wasn't able to chace, and he only had a 2 in 4 chance per throw of actually hitting you with his fire barrels directly, and a 50% chance of the blast from the barrel missing (barrel landed 1d4-1 squares from the target with every throw and was a blast 1 explosion).
Running up and getting yourself pummeled with his +11 vs AC, 2d10+5 dmg greatclub (with angry smash recharging 1 out of 6 times, giving him a 2nd roll to hit, use the best) was definitely a more interesting way of approaching the challenge...but then I probably should have done some insight checks up front to see if you had the sense that this guy didn't so much con red, as deep infrared with a tinge of black hole...
Lesson learned. :D
Suggestions, comments, and requests?
I'm starting to feel like I'm finally getting some of the newer ideas firmly planted. I definitely screwed up the temp hps, giving far too many, and that one slide move by DM controlled Jacoby, but meh, I honestly felt it was important not to leave Sagar in such a vulnerable position.
Now - some news for you. The ogre was level 8. The cart attachment reduced his speed by half, so the designer of the adventure had intended y'all to be able to either run away easily, or keep at melee distance, cause the Ogre wasn't able to chace, and he only had a 2 in 4 chance per throw of actually hitting you with his fire barrels directly, and a 50% chance of the blast from the barrel missing (barrel landed 1d4-1 squares from the target with every throw and was a blast 1 explosion).
Running up and getting yourself pummeled with his +11 vs AC, 2d10+5 dmg greatclub (with angry smash recharging 1 out of 6 times, giving him a 2nd roll to hit, use the best) was definitely a more interesting way of approaching the challenge...but then I probably should have done some insight checks up front to see if you had the sense that this guy didn't so much con red, as deep infrared with a tinge of black hole...
Lesson learned. :D