How to defeat the bbeg in his tower?

Wolfix

First Post
I'd like some strategic advice on how to handle a group of enemies located in a tower/building. We are 2 4th lvl pc's, a spiked chain fighter and a psychic warrior. Our enemies: an Ogre, a 5th lvl wizard and couple of mooks.

We're playing Ken Hood's Grim & Gritty variant for combat, and in this system the Ogre (being Large size) is the main problem, he deals massive pain and can take hits quite well too. The wizard, though annoying, is of secondary importance considering damage dealing capacity, it's the buffs we're afraid of :).

The building is located in a forest and consists of a L-shaped hallway about 10ft wide, a main room about 40x40ft beyond that and 3 floors of similar rooms above that one with stairs in between each. Only top floor has windows, the rest have arrow slits.

We've tangled with them 2 or 3 times now, and were forced to run but did manage to take out a few every time. We'd really like to be able to defeat them, but I fear we might need to recognize that they're simply too strong for us. What I'm looking for is interesting tactics we might have overlooked... I always feel there's some creative solution one could try :). Any ideas?

btw: We have considered setting the building on fire to cause chaos & panic and drive them outside (stone walls but wooden floors) but that would probably burn the loot as well :heh:
 

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I suppose ranged combat is not an option?

I'm not too familiar with the Grim n Gritty in play, but I guess that ogre is pretty deadly.

Fireballs from the wizard are not to be expected? Then wait till the ogre takes a walk and attack him from a safe position with bows.
 

Build ballistas and catapults.

Load the catapults with cemaric ammunition that contain boiling oil.
Load the ballistas with burning, huge, crossbow bolts.

1st round: fire catapults

2nd round: fire ballistas

3rd round: reload catapults and ballistas with conventional bolts and stones.

4th round ->: keep on firing on the place until they run out screaming. Kill the buggers as they come out and use ranged attacks to pick off the mooks so you don't have to worry about as any more opponents than absolutely necessary.

EDIT: it is unlikely that the loot will be destoyed if the building catches on fire. Unless we are talking about art pieces there's no such thing as worthless precious metals and stones. Magical items can take the heat and unless you pummel the place to the ground level it shouldn't be impossible to go in there afterwards and just pick the place apart one stone at a time.

You may have to use some npc hirelings for siege engine construction and operations, but if you have the time to do all this it will most likely pay off.

Good luck :).
 
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hero4hire said:
I wouldn't expect 2 4th level PCs to have access to seige weaponry..But I suppose they might be able to build them, but I doubt it.

I wouldn't expect two 4th level characters, or any characters for that matter, to be proficient with siege engine construction and operation. That's why I also suggested using hirelings. It's not like the hirelings are going to be in any real danger... ;)
 

Hmm. I took a look at the Grim and Gritty system...interesting stuff.
It seems the best way of taking out the Ogre is not smacking him but attacking his weaknesses. Does your Psychic warrior have access to any Psionic stuff that might make the Ogre fall over?
 

Hehe, burning the tower sounds good. They'll carry your loot outside where you can ambush them... :D

But in all honesty, I'd not expect two fighter-types to win against a higher level wizard and a nasty meat shield.

A single Suggestion or Hold Person or Glitterdust can divide your strength and then they'll just rip you apart one after the other.

Hope your Will saves are good... or your DM is nice enough to not use spells that target your Will and incapacitate you... ;)

Bye
Thanee
 

Bribe the ogre or the mooks. Ambush whichever one is forced to do the shopping or hunting, then offer him a deal he can't refuse.

Entice them out of the tower. Have a disguised PC offer to sell them the location to your camp, then ambush them when they do something about it.

Set up a visible camp just outside of their reach and then pretend to tunnel in. A growing mound of dirt and carts making trips back and forth into the forest will force them to investigate.

Start piling kindling around the tower and then smoke them out. The DMG has very good enviromental condition rules that cover things like choking on smoke.

If you can't get to the tower with kindling build several large fires out of siight. The smoke caused will be indistinguishable from an approaching forest fire and again they will be forced to investigate.
 


What powers and fighting style does the Psychic Warrior have?

Hit and run techniques might be your best bet. If you can draw someone out of the tower, that would be ideal, otherwise, try to sneak into it.

Stake out the tower. I assume the wizard has an agenda. He probably isn't powerful enough to be able to lock himself up for years to accomplish the plans, he will have to leave sometime. Either strike when they leave, or break into the tower while they are gone and create a special homecoming.
 

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