Ogres (10): hp 25 each; XPV 215 each, 2,150
for all
20A. Weapons Closet
Once in this room, the ogres (room
#20)
slam the door shut and bar it, possibly
locking
some companions outside. 3 rolls of 1 or 2
(on ld6) are needed to open the door by force.
The ogres in the room will have rearmed
themselves by then with pole arms--1/2
with
7-foot halberds (Dmg 3-12), a 1/4
with 9-
foot glaives (Dmg 3-8), and the rest
with 9-
foot spetums (Dmg 2-7). They try to
keep the
party from entering the room. There is no
treasure herein.
When so armed against opponents wielding
shorter weapons, the ogres automatically win
initiative on the 1st round of
melee, and gain a
+ 1 bonus to initiative rolls thereafter. As long as
they keep the initiative, the ogres gain a -4 AC
bonus against such melee attacks and can prevent
the PCs’ entry. If the party wins initiative
and the ogres fail to hit on their turn, the PCs
may force their way into the room.
>>21. Gargoyle Den>>