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Ogres

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0% found this document useful (0 votes)
199 views35 pages

Ogres

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

The

Slayer’s Guide
To

Ogres
Shannon Kalvar

Contents Credits
Editor
Introduction 2
Ted Chang
Physiology and Psychology 4 Line Developer
Paul Tucker
Habitat 9
Studio Manager
Ian Barstow
Society 12
Cover Art
Methods of Warfare 16 John Hodgson
Interior Illustrations
Scenario Hooks 20
Tony Parker
Ogre Characters 24 Production Manager
Alexander Fennell
Ogre Reference List 27
Proof-Reading
Richard Ford
Licences 32
Statistical Analyst
Steve Mulhern

Open Game Content & Copyright Information


Slayer’s Guide to Ogres ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. Slayer’s Guide to Ogres is
presented under the Open Game and D20 Licences. See page 32 for the text of the Open Game Licence. All text paragraphs
and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document
are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are
copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any
material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are Trademarks
owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of
this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of
Wizards of the Coast, Inc. in the United States and other countries and are used with Permission. Printed in China.

Mongoose Publishing
Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom

info@mongoosepublishing.com

Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news

1
INTRODUCTION

Introduction These three races represent an amalgamation of three basic


folklore creatures: the ogre (large, strong, dumb), the merrow
(a rather ugly merman from Irish legends) and the Japanese
oni (literally ogre, demon, or fierce god). Ogres belong to

W
all cultures. Merrow, as a specific type of relatively friendly
elcome to the Slayer’s Guide to Ogres, the latest
merman, really only appear in Irish folklore. Oni come in
instalment in the long running ‘Slayer’s Guide’
many shapes but the Core Rulebook III limits ogre magi to
series. Each book in the series focuses on a single
relatively mundane forms.
monster or monstrous race from the pages of Core Rulebook
III. This allows us to explore the monster in depth, providing
Although it is tempting to discard the folklore as irrelevant to
details about its history, culture and physical presence that
a gaming supplement, that lore also provides some clues to
might not be immediately obvious.
the solutions we seek. Specifically, it points towards several
particulars that can be woven together to form a coherent
This book, and the others in the series, seeks to provide
narrative. These particulars form the framework of this book.
the reader with a ‘ready to use’ monster template that both
By picking and choosing which elements fit in a specific setting
entertains and intimidates the players. For Games Masters it
the Games Master can easily add depth to his ogres. Similarly
needs to provide a sufficiently setting neutral yet detail rich
players can create interesting ogre characters from all three
description to be easily applied to any campaign. For players, it
racial strains.
should provide sufficient information to both entice the player
to make a character of the race and bring a level of believability
to hostile encounters with them.
Organisation of
Why Ogres? Elements
Rather than stating a single ‘truth’ about ogres, the Slayer’s
The most difficult question this book must address, more Guide to Ogres outlines a variety of possible connections
complex than anything to do with fictional physiology or along common themes. These connections and origins are
subcultures, finds its clearest expression in the simple question: all mutually interchangeable; although some represent rather
Why ogres? Why do players want to create ogre characters? extreme versions of the ideas presented they all work together.
Why do Games Masters want to use ogres as villains, minions, These elements are backed up with rules designed to assist
or setting elements? What about them attracts attention? What players and Games Masters in portraying ogres in a specific
about them makes them the laughable buffoons encountered light.
in song and story?
Welcome to the world of ogres. Do not fail to pay attention,
The basic image of ogres, of monstrous stupid men who or someone may eat you.
can sweep cattle up in their arms, reoccurs in the folklore of
hundreds of cultures. Every single time the ogre appears, a
clever human or god appears right behind it, tricking the mighty
creature to its death. Despite its strength and cannibalistic
ways the ogre stands no chance against the tricky mind of an
alert human being.

What We Know
From the Core Rulebook III we know that ogres are large,
vicious and extremely lazy. They do not work well together, nor
do they believe in bathing. Although they use some basic tactics
most ogre encounters involve running away from foes.

The same source describes two (or possibly three) races of ogre.
The common ogre stands nine to ten feet tall, smells like a dung
heap and avoids direct confrontations. The merrow resemble
their land-bound cousins but breath water and swim like fish.
Finally we have the ogre mage, a creature somehow related
to the common ogre but remarkably different; although they
share a similar physical appearance the ogre mage represents
a much greater threat than an ogre.

2
INTRODUCTION

Quinlan Gray’s teeth cracked together as his back impacted against the rough pit wall. The handle of his
throwing axe bit into his hip. ‘Right. Keep your teeth closed when fighting.’ He spat a wad of blood and
white shards onto the moss covered stones. ‘Lovely. Tall, strong, and it smells bad.’

Footsteps echoed around him like a hail of thunderclaps. Quinlan slid sideways, slipping between the wall
and what he hoped was a large rock. The buzzing of flies and general stench suggested that his shelter
might be something else entirely.

‘Who said these things could see in the dark?’ Faint rays of light illuminated the pit floor, the sun having
touched the western sky when he started his descent. Locals claimed the creature went out to feed during
the afternoon hours. It should be out there somewhere, eating a cow.

The footsteps faded. For a moment the fly’s buzz filled the space. Then, from somewhere to his left, Quinlan
heard a great sniff, followed by an almost human exhale and another sniff. He leaned forward onto the
wet, loose stone. It gave under his weight, but held enough for him to lift his head up.

The great beast stood in the last rays of the dying sun. Ruddy light cast shadows along his skin, accenting
the heavy muscles and long torso. Its comically short legs looked almost normal, bathed in shadows that
revealed the depth of their strength. With its head thrown back like that, sucking air into its snout, Quinlan
could not see its black eyes. Which was just as well.

He turned around, sliding on his back down the heap. ‘Even better. It’s sniffing for me.’ He groped around
for his sword. ‘Maybe I can kill it while it is distracted.’ His fingers found the cool hilt of the blade he had
liberated from a goblin chieftain that summer. He took a deep breath, driving strength into his bones.

Quinlan allowed the explosion of his breath to carry him up, past the pile and the place where the creature
first hit him. He stopped instantly, his studded leather and chain jingling like tiny bells, when he saw the
creature’s eyes on him. It reached down to its feet and picked up the log it used as a club.

The warrior shifted his weight from foot to foot. His ankles shook as they took his weight. ‘Well. Not
much chance of dodging in this shape.’ He looked at his straight sword then back at the battle-scarred log
the creature held. It roared, and echoes multiplied the sound a thousand fold. As the last reverberation
ceased, Quinlan seized his axe and tossed it. The runes in the head cut circles of light in the dark air before
it buried itself in the thing’s chest.

The creature roared again. Its irises flared with unholy power. ‘Gods. Strong, fast, tough and magical…is
there anything this thing isn’t?’ Quinlan lifted his sword back to the centreline. The creature, blooded for
the first time, bellowed once more then charged.

Quinlan rolled the creature’s swing, lashing out at its belly as he dove past. He felt a rush of heat across his
hands, then landed face first in a pile not unlike the one he just leapt away from. Behind him, the creature
roared again. Then again, and again, each roar weaker than the last.

The mighty warrior dragged himself out of the heap, spitting foulness out past his broken teeth. He looked
around while shaking muck off his hands. The creature shuddered on the floor, loops of intestines and
blood flooding the space around it.

‘Well, good. Strong, fast, tough, magical and rock stupid. That I can live with.’

One of the bits of muck rang against the stone floor. Bending down, Quinlan picked up a hard round metallic
disk. His agile fingers found embossing on it, although he could not make out the design.

3
PHYSIOLOGY AND PSYCHOLOGY

Physiology of spiritual creatures. They appear as place guardians and


obstacles of a particularly brutish nature, distinguishable from

and other nature spirits mostly for their rock-like stupidity. Indeed
many stories about ogres mention a single, specific magical

Psychology
trick the creatures perform in their own defence.

According to this explanation common ogres are magical spirits


who have lost or been somehow deprived of the majority of
their powers. Merrow retain some small element of those

T
he earliest depictions of ogres show them as large, powers, as witnessed by their aquatic nature. Ogre magi
degenerate human beings. They may also possess represent the ‘original’ ogres, magical creatures who fulfil a
animalistic qualities, twisted human features or even villain’s role in the cosmic cycle of hero myths.
radical deformities like useless limbs or extra eyes. Although
later stories and sightings elaborate on these original themes, Support for this theory comes from several sources: tales
they remain true to them. of ogres’ magical abilities and the innate magical power of
the ogre magi standing foremost among these arguments.
However, ogres are generally not vulnerable to the same things
Origins of the Ogres that trouble the fey. Indeed, they seem almost too mundane
to be the descendants of spirits. Even the magically powerful
Myths and legends suggest many possible origins for all three ogre magi do not seem especially fazed by cold iron or other
strains of ogre. Which, if any, of these origins holds the truth traditional tools.
may remain an eternal mystery. Some scholars feel that they
all are true, or at least ring true on a psychological level. This origin makes the most sense in worlds where the heroic
cycle exists not as a theoretical construct but as a functional
Fallen Humans part of the cosmology. In such places the role of minor obstacle
and thug carries a specific context and weight best filled by
The most commonly accepted origin story for ogres holds that
the three common types stem from a single human or near a weak fey. More importantly, the dim-witted yet physically
human culture that fell to evil. The reason given for this fall imposing nature of the ogre makes it an excellent early obstacle
varies: some claim it was a curse, other’s a punishment for for heroes who need to solve problems by their wits alone (a
moral transgressions. Hubris and vanity usually play a strong common motif in mythic worlds).
part in such tales.
This origin does not strictly require any changes to the ogre,
In either event this origin places ogres firmly in the human merrow or ogre magi race descriptions as presented. The
family tree. Their immense size and strength, along with their Games Master may wish to give ogres access to one or more 0-
remarkable stupidity, therefore represent exaggerations of the level druid spells as a spell-like ability to their latent connection
base stock. It also helps to explain why ogres cannot seem with the raw power of nature.
to overcome the lesser folk despite their obvious physical
advantage. A race cursed to failure will always fail, at least
until the curse is finally lifted.
Fallen Giants
The most common explanation provided by ogres for their
own origin, the so-called ‘fallen giant’ theory, states that the
According to this origin merrow and ogre magi represent ogre races were once full giants. Indeed, they strode the
aberrations in the race’s overall downward spiral. Merrow land as the most powerful and magically adept giants of all
somehow tap into their ancestral magic to adapt to underwater time. Through either a mischance or more likely the envious
life. Ogre magi serve as focal points for the race’s latent power. machinations of the ‘good’ giants, the ogres were deprived of
The hope of the race lies with these crude and dangerous their rightful place. Although the ogres retain some vestige
creatures that may not even know their destiny. of their physical strength, most no longer wield the power
that is rightfully theirs. This origin story helps to explain the
Support for this theory comes from three sources: ogres’ ability bitterness and underlying rage that make up such a large part
to interbreed with humans, the innately lawful nature of ogre of ogre psychology.
magi and the superficial resemblance between humans and
ogres. In terms of evidence, the fallen giant theory certainly has the
most support. Ogres are clearly descended from giant stock:
This origin possibility does not require any modification to the their size, disproportionate strength and durability attest to
ogre, merrow or ogre magi racial descriptions. that. Furthermore ogres of all three sorts constantly consort
with more recognisable giants.
Fallen Fey This origin does not require any changes to the ogre, merrow,
Another common explanation for the origin of ogres lies
in their close association (often violent) with various kinds or ogre magi race descriptions.

4
PHYSIOLOGY AND PSYCHOLOGY

Tainted Demons Ogre Physiology


One of the more radical explanations for ogres holds that Ogres of all three sorts generally resemble large, physically
they are, in fact, the children of demons that somehow found powerful humans. Like other humanoid species they have a
themselves trapped on the mortal plane. Over time these modest amount of sexual dimorphism, but not to the point
demons devolved, their supernatural powers slipping though where males and females superficially look like separate
their fingers as they interbred with the giant races. The current species.
form of ogres and merrow represent the common state of their
people; ogre magi are throwbacks to a more glorious past.
Beautiful Ogres?
This argument rests entirely on the physical appearance and
Of course, there is nothing to say that ogre sexual dimorphism
magical characteristics of ogre magi. Their blue-skinned,
could not be fairly radical. Imagine a race of ogres where the
horned appearance and strong innate magical ability certainly
women were physically attractive and the men the ugly brutes
gives them the appearance of otherworldly creatures. Although
pictured in Core Rule Book III…
some would argue that their native ability to turn into gaseous
form points to a close relationship with vampires, there does
not seem to be any evidence connecting ogres generally with Common Ogres
negative energy. Common ogres stand between nine and ten feet tall and weigh
upwards of 650 pounds. Their skin tone ranges from dull
This origin works best if all ogres have the half-fiend yellow to dull brown. The common ogre species has brown,
inherit template. However, applying the half-fiend template black, or dirty blonde hair in a large mass of dreadlocks,
generically increases the challenge rating of ogre encounters. although their skin is almost hairless. Most have a single
This side effect makes the origin less desirable in low-level skin tone, but a few display piebald coloration. Piebald ogres
campaigns. Alternately, the Games Master could apply
the half-fiend template to ogres later in the campaign,
giving the players time to encounter the ‘little cousins’
before the main event.

Tainted Humans
Similar to the ‘fallen human’ hypothesis, the tainted
human school argues that ogres are essentially just really,
really big human beings. However, rather than supposing
that the ogre race is a cursed offshoot, this school holds
that ogres are a mixing of human and some other racial
stock. Some scholars speak of unthinkable races from
beyond space and time; others more prosaically point to
common animals.

This particular theory has both historical precedent and


common ogre features on its side. There are massive
human babies, some of whom grow to be almost ogre size.
Additionally ogres look like distorted humans, and the
occasional ‘animal birth’ of a human child with similarly
bestial features does not help matters. The Ogre’s current
existence as a separate, viable species simply indicates
that at some point in the past these monstrous births were
considerably more common than they are today.

This origin does not require any changes to the ogre


racial descriptions. It does, however, imply that some
human-human pairings could result in viable ogre births.
The rate of such births might be fairly low, or could be
as high as 1% of all live births in a specific region. This
could create some interesting interdependencies between
the human and ogre populations, especially if the two do
not completely separate over time.

5
PHYSIOLOGY AND PSYCHOLOGY

typically have a darker brown ‘base’ colour with dull yellow Unlike common ogres, merrow look more like humans than
or ivory splotches. giants. They have muscular, sleek bodies with legs that are
almost as long as their torsos. This allows them to move quickly
In terms of physique and stature, common ogres look quite a though the water, using their legs for propulsion. Merrow also
bit like giants. They carry a massive amount of lean muscle carry a great deal more fat around their back and chest than the
mass, combined with disproportionately strong outer limbs. common ogre. This fat gives them some modest protection
Like other giants they have a wide build and very broad pelvis from the cold associated with the depths that they prefer as
so as to better support their weight. Some humans, unused to dwelling places.
seeing males with a wide, low hip may well mistake male ogres
for females. Similarly, many first time observers notice that an The aquatic merrow have a large, gill structure along the sides
ogre’s legs strongly resemble squat tree trunks. This structure of their neck. This gill extends down into their chest cavity.
represents an adaptation to their massive weight; although they This allows them to ‘hold their breath’ for a short time while
have human-like torsos ogre legs are short and broad to provide above water. Severe damage to the chest can damage the gill,
enough support for rapid locomotion. which in turn causes them to suffocate even if they can return
to their watery abode. Underwater, this arrangement allows
Many scholars dismiss the claims of the ogre’s ‘naturally them to speak normally. When speaking above water the
repellent odour’ as a simple example of bad hygiene or poor merrow must expel the water in its gills and then deliver its
clothing maintenance. However, in reality ogres do, in fact, statement. This immediately begins the process of ‘drowning’
smell rather foul to non-ogres. Even baby ogres give off this for the merrow. Most merrow simply refuse to speak to surface
distinctive stench. The smell seems to originate from their dwellers, not being willing to take the risk of dying for the
sweat glands. When ogres perspire they ooze a somewhat sake of a few words.
viscous, foul smelling liquid that clings to their skin and hair.
When exposed to air this liquid quickly begins to reek like Merrow, like common ogres, do not possess any unusual senses
rotting meat. beyond their darkvision. Unlike common ogres, however, the
merrow have come to rely fairly heavily on this special sense.
Other than darkvision most Ogres do not have any unusually The cold, murky underwater world contains even less light than
acute senses. They see, hear and smell roughly as well as a the temperate hill caves favoured by their cousins. Darkvision
human. This is not to say that individual ogres might not have gives merrow an advantage both in hunting and on the rare
unusual abilities; but the average ‘run of the mill’ ogre has occasions that they find themselves engaged in open warfare
enough trouble processing the information provided by the for their aquatic homes.
standard five senses. He does not need any additional input.
The merrow’s secondary features diverge from the human norm
Common ogre facial features vary from mostly human-like to slightly more than common ogres. Their eyes are especially
rather bestial. Most common ogres are difficult to distinguish large and dome-like. They have a significant amount of
from extremely ugly, large humans. However a few have webbing between their fingers and toes. Merrow that come
muzzles, pronounced pointed teeth or other unusual features. from a particularly old bloodline may have elongated hands
For more information on these features please refer to the and feet.
Uncommon Traits section below.
There are persistent rumours that merrow can ‘hibernate’ in
Descriptive Keys: Common Ogre very cold water or even ice. Although there are several frogs
† Long torso, short legs capable of this feat, this remains a tall tale told by various
† Shaggy head hair, hairless everywhere else adventurers. When their watery homes become too cold
† Rapid, heavy footsteps merrow migrate to warmer climates.
† Common voice descriptions: rumbling, deep, bestial
snarl Descriptive Keys: Merrow
† Powerfully built chest/back, no fat † Human proportions, but very tall
† Strong scent, enough to leave most non-scavengers slightly † Braided head hair, otherwise hairless
ill † Heavy, clumsy footsteps. Very graceful in the water.
† Common voice descriptions: whistling, reedy, thin.
† Chunky build. Some fat on chest and back
Merrow † Smells like rotten fish if out of the water for more than one
Merrow dwell in large freshwater lakes and rivers. Like their round
land-bound cousins they stand between nine and ten feet tall.
Their skin colours tend towards pale yellow, very pale blue
and occasionally mud brown. Merrow hair (which is usually Ogre Magi
braided) varies from black to a kind of yellowish green not Ogre magi bear some resemblance to their more common
unlike some kinds of aquatic weed. ogre cousins. In particular they share the same build, physical
structure and hair. Unlike their ogre cousins the ogre magi

6
PHYSIOLOGY AND PSYCHOLOGY

do not wear dreadlocks, preferring to keep their hair in neater Dog Muzzle (Ex): A jutting, dog-like muzzle massively distorts
braids or cut short as the situation dictates. the ogre’s human-like features. This prevents the ogre from
speaking, but he gains a natural weapon (bite) capable of
The most immediately apparent difference in appearance inflicting 1d8 damage. If this ogre also has the Talon’s feature
between ogres and ogre magi is the variation in their skin tone. the talons are the primary weapon and the bite secondary.
Where common ogres generally display earth tones, ogre magi
skin varies from pale green to sky blue. Many have ‘mystical’ Eagle Eyes (Ex): The ogre’s eyes have slitted golden pupils.
symbols tattooed onto their arms and back in order to further He gains low-light vision out to 240 feet and a +2 bonus to
accentuate the differences. Spot and Search rolls. The ogre can only eat meat.

Ogre magi have far more human looking features than either Talons (Ex): The ogre has two-inch long black or white talons
the common ogres or the merrow. They have broad human tearing though his fingertips. These natural weapons allow
facial features, usually with horns or tusks (and occasionally him to make two claw attacks a round when unarmed. Each
both). If these were removed the ogre magi, other than being talon does 1d6 damage. Ogres with talons have trouble using
10 feet tall and light green, would fit well in with most human weapons and so receive a –1 penalty to attack rolls when
societies. A handful of ogre magi have distinctive marks making an armed attack. Furthermore they receive a –2 penalty
indicating fiendish heritage, and a handful have the more to any skill check requiring fine motor control (i.e. Forgery or
bestial features of common ogres. Sleight of Hand).

In order to answer the question of where ogre magi come from, Black-Eyed Ogres
the Games Master must first answer whether ogre magi are a Some ogres, a handful of merrow and many ogre magi have
separate species or part of the overall ogre race. In all of the black eyes with white irises. This unusual coloration does not
origins described above common ogres and merrow can, and damage the creature’s ability to see.
occasionally do, give birth to ogre magi children. Two ogre
magi can, in turn, give birth either to another ogre mage or less Black-eyed ogres of all sorts display unusual prowess with
commonly to a common ogre or merrow. arcane magic. They gain a +2 bonus to their Charisma for
the purpose of determining the number of spells they can cast
Descriptive Keys: Ogre Mage per day.
† Long torso, short legs
† Neatly cut head hair, generally hairless
† Rapid, heavy footsteps Stony Hide
† Common voice descriptions: commanding, cultivated, A handful of ogres, many merrow, and a few ogre magi have
strong, rich what appear to be large warts or extremely thick layers of
† Powerfully built chest/back, no fat pebbles embedded in their skin. In reality these features are the
† Strong scent, enough to leave most non-scavengers slightly expressions of a massive fungal infection that simultaneously
ill protects the ogre and makes him less mobile. Some ogres
actively seek out this infection; others contract it though close
physical contact with an infected ogre. Most eventually come
Uncommon Traits to accept it as part of the misery that the universe heaps upon
In addition to the common traits listed above, many ogres them.
(common, merrow and magi) suffer from various mutations.
These mutations are, for the most part, cosmetic. However a An ogre with the stony hide infection loses 10 feet from his land
few have enough impact to warrant further examination. and swimming movement rates, but gains +2 natural armour.
Non-ogres generally cannot contract this fungus, as it feeds
Animal Features off of the ogres’ unique physiology and blood.
Some common ogres and a few merrow display physical traits
obviously derived from some other animal. Examples include:
long dog-like muzzles, conical cat ears, sharp talons coming Ogre Psychology
from the finger tips like a bird of prey and eyes like an eagle’s.
If these changes have more than a cosmetic effect the ogre loses Ogres, like all races, have a unique psychology that informs
one of his starting feats and gains an ability as follows: their decisions. This psychology is based in part on their
immense physical presence, their ability to simply take what
Cat Ears (Ex): The ogre’s ears stand up and out from his head. they like and largely on their innate stupidity.
They can swivel independently. These ears give the ogre a
+2 bonus on Listen and Sense Motive checks. Cat ears also
makes the ogre more vulnerable to sonic attacks; he has a –2
Agreed upon Aspects
All ogres demonstrate the following psychologically aspects:
penalty to saves against spells or other effects with the sonic
descriptor. Distractible: Ogres lack the mental discipline to focus on
anything for more than a few minutes at a time. This leads them

7
PHYSIOLOGY AND PSYCHOLOGY

These four aspects of an ogre’s personality work together to


produce the chaotic and often evil behaviour noted by other
species. For example, when an ogre encounters a group of
travellers his first question is not: ‘Who are these people’, but
rather ‘Am I hungry?’ He sees the creatures he meets as being
instrumental in fulfilling his own needs. If it turns out that he is
hungry he probably just attacks without further consideration.
If not, he may well just walk away. After all, interacting with
the travellers would take energy. If he is hungry and the
travellers run away he is not likely to give chase.

Additional Aspects of the Ogre Mage


Just as an ogre mage wields remarkable (for an ogre anyway)
magical powers, he also has unusual mental equipment that
makes him able to maximise his potential. Although scholars
and philosophers debate as to the true nature of thought, those
who have encountered ogre magi describe this ability with
one word: focus.

An ogre mage is not less distractible or even any faster than


his lesser brethren. However, something in his spirit allows
him to achieve a frightening level of focus that makes such
petty issues fade away. The ogre mage can sustain this focus
for hours, days, or even years at a time. So long as he has
something to focus on the petty troubles of his baser nature do
not bother him. Once he achieves whatever he focused on, he
must either develop a new goal or spend a time lazing about
like a regular ogre.

to be easily confused or distracted. It also prevents them from To some extent this ability to focus accounts for the extreme
building anything but the crudest of structures or crafted items. behaviour witnesses report in regard to ogre magi. Many of
Anything that takes more than a half-hour or so to complete these creatures seem to focus on the achievement of wealth,
lies beyond the scope of even the most focused ogre. using this goal as the means by which they beat back their
internal weaknesses. Unfortunately this drive to run away from
Lazy: In addition to being distractible most ogres demonstrate themselves through accomplishment forces them to constantly
extreme laziness. Once an ogre secures his immediate objective acquire more and more, until finally they overreach.
(i.e. gets food, drives off an attacker, or satisfies his thirst)
he rarely pursues the matter further. Ogres take the shortest
possible path to solve every problem, even if that path is fraught Optional Aspects
with danger. They reason that the sooner a thing is completed, In addition to the aforementioned psychological aspects,
the sooner they can return to their customary indolence. individual ogres may display their own personality quirks.
These quirks rarely exert a strong enough influence to
Rage: Ogres of every sort constantly seethe with unchecked overcome the ogre’s basic psychology, but sometimes they
anger. Every time they encounter an obstacle or interact with taint it sufficiently to create odd behaviours. Common optional
another creature this rage suggests simple, very direct ways aspects include:
to solve the problem. This almost insane fury should not be
confused with the occasional berserker moods of more civilised Curiosity: The ogre displays an intense curiosity about the
folk. Ogres are almost pathologically angry, and have almost tools of other races.
no inclination to either control or reduce this rage. Venting Greed: The ogre’s appreciation of wealth evolves beyond the
their anger on others does not seem to lessen it, not even when utilitarian stage into a desire for riches for the sake of having
the ogre descends into the madness of total bloodlust. riches.
Humour: The ogre somehow acquired an abiding sense of the
Slow: When extremely pressed ogres can demonstrate the absurdity of mortal existence. Although he has inherited the
reasoning skills the gods gave to most intelligent creatures. murderous rage of his forbears, this ogre is more inclined to
However, ogres generally come to conclusions and realisations laugh than smite.
much slower than other folk. Even the wisest cannot tell Lust: The ogre desires the pleasures of the flesh. He will relieve
whether this slowness results from natural inability or simply this need with whatever creature he can dominate.
a decay of the ogre’s mental abilities as they pass out of early
childhood.

8
HABITAT

Habitat spring or large overhanging trees. After creating a fire-pit the


ogres laze about their open camp, stirring only when they must
to secure food, fuel, or water. Ogres remain in these camps

E
ver since the early days of adventuring, ogres have until they strip the local area of all easily available resources,
dwelt in cave hovels, occasionally associated with less then move on.
powerful creatures but usually alone or with a handful
of other ogres. Occasionally an ogre mage will rise above this Naturally occurring shelters include great trees with openings
poverty to dwell in a palatial mansion carved out of a cave in their base, open caves, and dry narrow streambeds with
complex or sewer. overarching bushes. These locations provide more protection
from the elements than open camps. Ogres who chance upon
These stereotypes carry a strong ring of truth. Although ogres such places dwell there until they deplete the local resources,
can easily acquire other accommodation, most in fact live in then move on. Although they make no effort to maintain the
squalor. They favour areas of the world where easy shelter and shelter, ogres also will generally not try to destroy it unless
relatively mild weather allow them to live lives of indolence. enraged. This means that shelters made of naturally durable
This tendency means that ogres cluster most thickly in the materials (like limestone caves) will generally endure their
temperate hill and lower mountain zones. occupation. Wooden or earthen shelters typically sustain
considerable damage if the ogres live within them for more
than a week.
Common Ogres Ruined shelters occur either where the ogres appropriate an
Most creatures with normal olfactory ability can detect the existing ruin or create one from a once thriving settlement
stench of an ogre’s lair from several hundred yards. A brisk created by another species. If the ruin retains enough walls
wind can carry this unique smell for several miles. Animals each ogre will take a separate ‘sleeping space’, decorated with
quickly learn to recognise and avoid this odour, and even whatever worked goods still exist. These goods invariably
strong men sometimes shudder when they catch a particularly become foul and rotted, thanks to the lack of care they receive.
strong whiff. Ogres that find and secure a ruin generally settle down for a
period of several years (or even decades), exploiting the local
This odour emanates from the open piles of waste and garbage region to the utmost. When possible they will demand tribute
that pile up near the entrance of an ogre shelter. How long from other, weaker species to supplement their good fortune.
it takes for this distinctive scent to develop depends on the
number of ogres present. One ogre can foul an area in a month, The final kind of ogre habitation is the so called ‘tribute shelter’.
while a band of the creatures can generate a plant-wilting stench Other races construct these shelters to give the ogre somewhere
in less than a week. These refuse piles contain biological waste, to live. Typically they do this in an effort to convince the ogres
broken items, half-eaten carcasses, decayed clothing and other not to kill them out of hand. The builders may also wish to
such materials. If other creatures (like kobolds or goblins) harness the ogres’ ferocity and strength for their own defence.
share living space with the ogres they will try to keep ahead In either case, these shelters will be as well constructed as the
of the garbage production. host race can manage. The host race will often supply the
ogres with food, servants and cleaning services in order to keep
Once an observer can manage to suppress his sense of smell, the stink down. Races that commonly build tribute shelters
he has the opportunity to appreciate the other unique aspect of include gnomes, goblins, halflings, hobgoblins and kobolds.
ogre architecture. Specifically, they do not have any. Ogres A group forced to build a shelter for ogres is unlikely to assist
do not build for themselves; they make no effort to improve in its defence. One that intentionally attracted the ogres will
the area they choose to call home, or even to personalise it. probably use whatever means they can to assist, although they
Close examination of any ‘ogre lair’ simply shows the signs allow the ogres to bear the brunt of any assault.
of wear caused by massive bodies engaged in the general acts
of living. Regardless of the type of shelter involved, all ogre camps
contain only the bare essentials for survival. Each ogre carries
This lack of interest in one of the basic aspects of civilisation a set of filthy blankets, what tools they may need, and their
leads ogres to live in conditions that would make a goblin supply of inexpertly prepared food. They lash the blankets
blush with shame. These ‘lairs’ generally fall into four distinct together with barely cured hides. The rest goes into filthy bags
categories: open camps, naturally occurring shelters, ruined not unlike the giant’s bags of legend.
shelters and tribute shelters. Regardless of the particulars,
ogres take just enough interest in their homes to ensure that Common ogres that take service in mercenary armies or with
biological waste finds its way into the outside middens. stronger giants typically dwell with their employers. If they
are isolated into ‘ogre quarters’ these quarters will quickly take
Open camps occur when an ogre or a group of ogres throws on the aspects of a typical ogre lair. Otherwise the location
down their blankets and material goods in a convenient open looks and smells more like that of the host race.
space. This spot may have some unique natural feature, a

9
HABITAT

Ogre refuse pile effects


If the Games Master’s chooses an ogre’s refuse pile
can have one or more of the following effects: Ogres
may ignore these effects. Each pit covers at least a
5 ft. square.

Filthy: The refuse pile contains the shakes (contact,


DC 13, 1 day, 1d8 Dex) or cackle fever (inhaled, DC
16, 1 day, 1d6 Wis). In either case moving though the
pile exposes the character to the disease.

Impediment: The refuse pile represents broken


terrain. Anyone moving though it uses two squares
of movement rather than one. Furthermore walking
though the pit requires a Balance check (DC 15).
Charging or running through the pit requires a
Balance check (DC 20). Failure indicates that the
character falls prone.

Nauseating: The refuse pile reeks of things best left


unmentioned. Characters approaching within a 10 ft.
radius of the pile must make a Fortitude save (DC 14)
or become nauseated for 1d4 rounds. For every 5ft.
square the pile occupies increase the stench’s radius
by 10 ft. Therefore a pile covering a 20 ft. area has
a 40 ft. effect radius. Once a character succeeds
on his saving throw he is immune to the stench for
one day.

Merrow
Like their land-bound cousins merrow lack even the
most basic appreciation of cleanliness or hygiene.
Unlike their cousins, merrow live in a constantly
moving and changing environment. This carries the
worst of their filth away before it gets a chance to
accumulate to dangerous proportions. Furthermore Unlike common ogres, merrow happily gather whatever flotsam
the merrow’s aquatic existence protects them from the worst they can scavenge. Indeed, merrow lairs usually bristle with
of the weather, allowing them to establish long-term lairs in pieces of discarded junk and the remains of wrecked ships.
the murky depths. The closer merrow live to an active river or lake city, the more
junk they gather. The lair of merrow living under the docks
Rather than dealing with constant shifts in weather and of a great river city will be completely packed. A similar
resources, merrow face the unique challenges created by lair of a merrow band living out in the middle of nowhere is
living underwater. These challenges alter merrow lairs from comparatively sparse.
the pattern exhibited by the common ogres. However, the same
psychological factors come into play. As mentioned above, merrow tend to create more lasting
shelters than common ogres. Rivers and lakes have a
Merrow typically select out of the way parts of the water considerably higher density of resources than even lush forests
bottom for their homes. Alternately, if the shore possesses and hills. Merrow only move if forced to by calamity, the
sufficient integrity, they try to find underwater crevices or caves change of seasons, pollution, or some stronger force. Some
to live in. Underwater ruins and the wrecks of freshwater particularly wise river folk regard the movement of merrow as
boats also provide these creatures with ample shelter. In any a sure presaging of danger or at least the coming of winter.
case merrow rarely make any structural changes to whatever
shelter they find.

10
HABITAT

Ogre Magi decorations are inevitably expensive relative to the creature’s


absolute income. However, the display shows the world that
Of all the ogre people, only ogre magi have sufficient discipline he has ‘come into his own’ and ‘risen above the common lot’.
and intelligence to appreciate things of beauty. They also The longer that an ogre mage holds a particular location the less
possess enough strategic and tactical awareness to realise that defendable it becomes, until finally it takes on the appearance
if your enemies can smell you before you smell them it is of a somewhat ratty palace.
generally a bad thing. What each individual ogre mage does
about this depends on his personal circumstances. Ogre magi will happily assault other creatures to gather their
babbles. Similarly an alert creature that can display on one
When first acquiring a lair, most ogre magi make defensibility hand items that the ogre mage wants, and on the other hand
a primary concern. Faced with an utter lack of building ability sufficient strength to make simply taking the items dangerous
on the part of their common ogre brethren, they look to local can also easily buy them off.
ruins and weakly defended, fundamentally sound fortifications.
After driving out the current inhabitants the ogre mage will On rare occasions an ogre mage will achieve sufficient
use his own magical powers to help repair the place to the wealth and local control to force his servants to build him
best of his ability. Common initial locations for ogre mage a custom-made fortification. These baroque monstrosities
fortifications include abandoned mines, cave complexes held bear only a superficial resemblance to defensible fortresses.
by weaker species, out of the way sewers, ruined keeps or For example, their thick walls rise high into the air, but the
towns, or old tombs. expensive (and soft) stones used for them cannot withstand
steady bombardment. Every aspect of the fortress shows a
If the ogre mage has ogre followers, he must spend a similar concern for show over utility.
considerable amount of his personal energy preventing them
from damaging the shelter. If he instead binds other races into
his service, he is most likely to select those who have some
native talent for building (i.e. gnomes or kobolds). In either
case the ogre mage, uniquely among ogres, spends energy on
creating a fortification worth living in.

At first this building will be strictly utilitarian, leading to a very


Spartan interior and a forbidding exterior. Over time the ogre
mage will add elaborate, gaudy decorations to both. These

11
SOCIETY

Society what passes for justice among them, and the rules by which
they live. Ogre magi and evil warlords find this tenet of ogre
culture particularly easy to manipulate. All they need to do

A
is demonstrate their innate strength and ogres will quickly
lthough it may not look like it from the outside, ogres
fall into line.
do in fact have a relatively stable and complex culture.
The lackadaisical way in which they pursue it, along
The other is dangerous: All cultures have a degree of
with its lack of material output, make this culture difficult
xenophobia built into them. Ogres carry this innate xenophobia,
to track. But its fundamental rituals and rules inform every
this fear of anything that is not from their own culture, to an
decision made by ogres, ogre bands and even the ogre magi
extreme. Everything not an ogre, and most ogres for that matter,
who seek to rise above the common lot of their people.
are innately dangerous. Harsh measures and absolute strength
are the only possible solutions to this problem. It is only by
Like all social phenomena this ‘ogre culture’ results from
keeping the ‘other’ down that ogres feel at all safe. Ogres select
people’s myths, psychology, circumstances, prejudices and
one race, often humans, to be the ‘primary’ manifestation of
sometimes simply blind chance. This process leads to the
this fear; interactions with that race are automatically hostile
juxtaposition of seemingly paradoxical elements; for example,
and generally end in violent conflict.
although ogres do not produce much in the way of material
culture they do have a few artistic traditions. Within the context
of history these paradoxes are revealed as simple remembrances
of other times and places; it is only within the present context
Manifestations of
that they seem out of place.
Ogre Culture
The following aspects of the ogre culture represent
Principles of Ogre manifestations of the above principles. Some of these
manifestations contain ‘survivals’; customs or ideas left over
Culture from previous cultural incarnations.
The principles by which ogre culture organises and perpetuates
itself help to support their role as archetypal thugs. They also Arts and Crafts
point to a grander, older time when the ogre people had some Ogres lack a strong artistic or craft tradition. What little they
kind of purpose. These cultural principles assume that the know about the creation of material goods individual ogres
Games Master selected one of the ogre origins described in the have learned or stolen from other peoples. Ogre weapons
Physiology chapter, and can easily be changed to fit a specific and armour are either revoltingly crude or made by someone
implementation. For example, the ‘principle of the other’ else. Their clothes, survival gear and tools all display a similar
specifies humans as the target. If the Games Master chooses dichotomy.
he can easily insert gnomes, elves, or some other species as
the ‘cultural perpetrators’. Despite this general lack of artistic tradition, ogres do have two
outlets for their limited creative spirit: their shoulder bags and
The principles of ogre culture are: wooden figurines. Whether they adopted these two traditions
as a result of recent exposure or as a long standing cultural
Everything dies: Ogres believe that everything, from the survival remains a topic open to debate by scholars.
greatest god to the very roots of the mountains will eventually
come to an end. Nothing is permanent; nothing can last Many ogres have adopted the giant custom of carrying a
forever. In some cultures this produces art; in ogres it created large leather shoulder bag into which they stuff the majority
a dedication to not investing in anything that cannot be easily of their possessions. Unlike giants, ogres have also taken to
replaced. decorating these bags with whatever pretty objects they can
find. A young ogre’s bag will be almost unadorned. The older
Freedom comes from not caring: If everything dies, it an ogre becomes, and the more he wanders about, the more
logically follows that eventually everything that a person trinkets he hangs from it. These gewgaws range from bits of
cares about will vanish into dust. The easiest way to get oddly shaped bone to ancient coins the ogre has dug up from
around this is simply not to care about anything at all. Since some dead adventurer’s belt pouch. Ogres affix these items
ogres are a wrathful people this leads them to expressing their to their bags with short leather cords and bone needles. Some
rage towards everything around them as a visible sign of just ogres obsessively rearrange their bag’s adornments, striving
how little they care. to create a pleasing visual and auditory effect.

Might makes right: Ogre ethical thought has not advanced Ogres also retain a modest tradition of woodcarving. This
appreciably in however long the campaign world has tradition mostly encompasses what other races call whittling;
existed. They firmly believe that the strongest individual, as ogres lack the patience to create anything larger than their own
demonstrated by their capacity to inflict violence, is in fact fists. As with bag adornment most ogres at least try their hand at
correct. This belief expresses itself in their family structures,

12
SOCIETY

this activity, but only a few have the discipline to spend


hours at it. This results in most ogres having a small
collection of crudely carved figures in their shoulder
bags, with a few possessing figures that even the most
negative critics admit have artistic merit.

Common subjects depicted in these figurines include


ogres, natural objects (i.e. trees and rocks), beasts, and
occasionally other races. Even the most sophisticated
carvings utilise a very minimalistic style; realism is
discarded for evocative features. A figurine of a tree
might look on first inspection like a small wooden
mushroom with thin lines carved over it. Only on
closer inspection would the viewer realise that the
‘lines’ were in fact abstract depictions of branches
and leaves.

Ogre magi make up for this lack of artistic tradition


by stealing every work of art they can lay their hands
on.

Birth and Death


Like all mortal people, birth and death form the greatest
transitions in ogre life. Birth represents the beginning
of an ogre’s struggle against the world; death is his
final gesture. As such, ogres place great importance
on the quality of a child’s birth and of a warrior’s death
respectively.

Ogre females typically carry two to four children at


a time. Pregnancy lasts for between six and eight
months, depending on the amount of food that the
female ogre receives during gestation. A large food
supply allows for more rapid child growth, while a
limited food supply leads to longer pregnancies and in
extreme cases termination due to lack of resources. Notes on Ogre Mage births and deaths
How ogres handle the birth of an ogre mage depends on how
Roughly half of ogre children are stillborn. The other half come common these births are. If ogre magi commonly appear, then
into the world helpless. They grow quickly and can walk on the ogres probably do not treat them any differently than their
their own within two months. During this period they consume other children. If such births are extremely rare, the newborn
a vast amount of meat. may be exposed at birth. This would create a society of ogre
mage outcasts, each one angry and bitter at his parent race.
If the child survives to his walking days the ogre band takes a Assuming that the exposed infant somehow survived…which
single day to celebrate. During this celebration (mostly marked means that some agency would have to intervene. Devils,
by gorging) the young ogre receives his given name from his evil gods and other ogre magi make excellent rescuing forces,
mother. His father presents him with his shoulder bag and although each presents its own story opportunities.
potentially with his first decoration. After this ‘ceremony’ he
is considered a full, if weak, member of the band. Given their regenerative powers an ogre mage may well be
practically immortal. In this case the population of ogre magi
An ogre’s death receives similar attention. Three days after the slowly rises relative to the number of common ogres and
ogre’s death the band takes a full day off to consume whatever merrow. This may point to a day when ogres become extinct,
foodstuffs they can find. If the ogre died in battle then they leaving the ‘great’ race of ogre magi in their place.
also consume his body and the bodies of whatever enemies he
killed. If he died due to natural causes they instead gather food
from the area around where he died. No ogre really knows
where these customs come from, but they recognise them as
Diet
Ogres can eat nearly anything; tough old roots and decayed
being significant for some obscure reason.
meat present no serious challenge to their digestive systems.
However, given their size and energy requirements they prefer

13
SOCIETY

In times of great environmental stress ogres will turn to


eating whatever plant life they can stuff in their mouths.
They generally avoid poisonous plants, but anything else is
fair game. It is theorised that a band of ogres trapped in an
area for some reason would strip if bare of plant life, much
like a pack of goats. Of course this has never been tested;
anyone sufficiently powerful to exert that much influence over
a sufficiently large group of ogres has better things to do.

Ogres do not generally cook their food. They are not adverse
to eating food cooked by other people. It is just that the
amount of time required to cook most foods is longer than
most ogres can maintain their focus. They will most likely
wander away from a cook-fire with meat on it, resulting in
a burnt mess.

Ogre magi will have their slaves and servants cook their food
for them. They regard cooked food as yet another sign of
their superior status.

Merrow, being aquatic, have a much easier time of acquiring


food than either of the land-bound ogre races. Rivers and
lakes have abundant supplies of fish and edible weeds. Even
the laziest merrow can gather enough food for a week in a
matter of hours. This bounty contributes to the merrow’s
stout appearance.

Names
Ogre names are typically simple, abstract sounds. They
have only one given name, although an ogre may acquire
descriptive names or phrases during the course of his life.
These ‘secondary names’ may be jokes, descriptions of the
creature’s greatest deeds or just something that the ogre
to eat meat whenever possible. They are not overly picky thought made him sound more impressive. They always
about the meat’s condition; carrion is just as good as the best answer to their given name, even if they would rather be
cut from a prime bull. called something else.

The truth is that, like many other large predators, ogres are both Ogre magi, if not exposed at birth, adopt elaborate names
lazy and perfectly willing to steal a kill. If they come across from the dominant local culture. Like other ogres they still
a supply of meat, fresh or otherwise, they will not pass it up. answer to their original given name. When they do so they
It is only when they cannot find easy meat that they resort to become enraged. This weak spot makes for an easy target when
the energy intensive activities of hunting and gathering. They goading the ogre mage; all the adventurer has to do is learn his
do not keep dogs or other animals. original ogre name to almost instantly spark homicidal rage.
Mechanically this gives a character that knows the ogre mage’s
Many ogres suffer from constant hunger. They can and will original name a +2 circumstance bonus to Taunt and Intimidate
eat until the food runs out. This reality gives many races a skill checks targeting that specific ogre mage.
bargaining edge when they deal with ogres; most will do almost
anything for a steady supply of meat. Indeed, most tributes
offered by lesser creatures include food.
Others
Ogres have a deep-seated fear of anyone and anything not of
their own kind. They predictably respond to this fear with
Ogres are not overly particular about the kinds of meat that they
absolute, unthinking rage. In turn this behaviour accounts
eat. Although they do not go out of their way to consume the
for their inability to form anything resembling long lasting
flesh of other intelligent races, nor will they turn their noses up
alliances with other peoples; they rarely pause long enough to
at a fresh supply of food. This leads to ogres happily gorging
engage in intelligent conversation before attacking.
themselves on the field of battle, stuffing the steaming flesh of
their enemies into their open maws.
Their firm belief that ‘might makes right’ helps to temper this
behaviour. If an ogre suffers defeat in battle he tends to bow
his head and become relatively subservient. Of course, such

14
SOCIETY

a servant presents numerous problems. The ogre remains power. Fortunately for the parents the parent-child relationship
constantly vigilant for any opportunity to prove that he is, in mostly dissolves by the time ogres reach adulthood.
fact, the stronger party. Any moment of weakness is exploited,
even if such exploitation could lead to the collapse of long Once the ogre passes beyond his familial bonds he enters into
held objectives. the wider world of ogre relationships. These relationships come
in two basic structures: dominant/servant, and peer/peer. The
This combination of murderous rage and obedience to the primary difference between the two is that while peers share
stronger party helps to explain ogres’ associations with the activities, servants are expected to do what they are told by
greater giants. Ogres recognise that the great giants are stronger their master. In either case the ogre will constantly contest
than they are. After a brief display of power the great giant his position, striving to change the roles in a dominant/servant
can press an ogre or ogre band into relatively loyal service. Of relationship or to dominate his peer. Friendships as other races
course, the ogres’ lack of anything remotely resembling useful understand them are virtually unknown to ogres.
skills mostly relegates them to the role of sword-fodder.
Sexual contact (both heterosexual and homosexual) is a
Similarly the combination helps to explain why ogres dominate common part of ogre relationships. Ogres consider it a method
weaker races, and more importantly why the other races put up for establishing dominance, not a means of gaining or giving
with it. It is easier for a tribe of kobolds or goblins to offer up pleasure. If pregnancy results from such contact both ogres
occasional tribute than it is for them to kill the ogres. For the become responsible for the offspring until it becomes strong
ogres’ part receiving a constant influx of food/goods certainly enough to fend for itself. This can lead to situations where a
make their brutal lives a little bit easier. single ogre male or female has a ‘family unit’ including more
than one member of the opposite sex.

Religion and Rituals


If ogres worship anything, they worship power. They recognise Tribute and Slaves
power in the gods, certainly, but they also offer up what little One of the key manifestations in an ogre’s approach to the
extra they have to impressive natural features, particularly world is the idea that it is right and proper to offer up tributes
powerful monsters (i.e. dragons), and anything else that to things that are stronger than you. This manifestation comes
intrudes upon their world. from purely mundane origins; ogres try to buy off things that
could harm them. It also has very practical ramifications; if
Many scholars mistake these offerings as evidence of a they can gather tribute from weaker creatures they can live
superstitious belief in spirits. In reality, it is simple pragmatism. quite a bit better than they can as scavengers.
Ogres hope that their offerings will appease the more powerful
force enough for it to leave them alone. Given the option they This tradition of tribute giving can lead to some very odd
would never give anything they possess away. circumstances. For example, ogres working for a more
dominant giant may well give the giant ‘employer’ gifts as a
One of the key differences between this pragmatic approach way to avert his wrath. Similarly ogres who protect a kobold
and a more spiritual one lies in the timing of the offerings. village may have little to do with the creatures except when
A more spiritual approach would somehow tie the evolution the kobolds offer up their tribute.
of the seasons into an offering cycle, potentially to powers
that are not immediately present. Ogres, however, make It should be noted that ogres do not put any great thought or
offerings only when they encounter the object/force/creature effort into their own tributes. They just offer up whatever
that impresses them. They certainly do not make offerings to happens to be handy and not immediately useful to them.
abstract concepts, or to things that might potentially happen Occasionally, if they are very impressed, they may offer up
in the future. something that they could personally use.

Some canny dark gods use this pragmatic approach to religious Some scholars hold that this tribute giving is a primitive form
expression to their own advantage. They send petty servants, of social organisation. Others, pointing out that it is at odds
armed with some flashy powers, to gain offerings from the with the current ogre culture, claim that it represents a hold over
simple ogres. With a bit of patience these gods can bind whole from the distant past. In either case it provides an interesting
legions of ogres to their cause, all without the ogres ever really counterpoint to their more usual smash and grab behaviour.
understanding the bigger picture.
Ogre magi, being self-consciously capable of extended
symbolic thought, have evolved this concept of tribute into
Relationships a system of slavery. They hold that the strongest individuals
As a general rule ogres do not maintain anything more than the (obviously themselves) can accept another person’s life as
most remedial of family relationships. They recognise their tribute. This ‘life tribute’ theoretically establishes a permanent
fathers, mothers and siblings. A few recognise that they have dominant/servant relationship between the ogre mage and the
some kinship with their parent’s siblings, but that is really as lesser being. Ogre magi typically become enraged when
far as it goes. Dominance within the family unit is established their slaves rebel, seeing such action as a violation of the
as it is in every other aspect of ogre society; by pure physical fundamental rules of civilised behaviour.

15
METHODS OF WARFARE

Methods of provoking an attack of opportunity). A lone ogre does not


display great sophistication in target acquisition; he attacks
the most powerful looking target first. It continues to bash

Warfare at its target until the victim either collapses or a better target
presents itself.

D
escriptions of ogre methods of warfare provide the Once seriously injured (at ½ or fewer hit points) most
able scholar with several conflicting accounts. Ogres solitary ogres will initiate a retreat. Ogres retreating into a
are described as being too brutish to use more than constructed lair may have a bolthole. Otherwise they simply
the crudest weapons and tactics, yet ‘soften their opponents pick the nearest horizon and head for it at top speed. Given
up from a distance’ and flee direct combat. At the same time their rather remarkable personal speed they can quickly out-
they are berserker warriors of incredible personal strength distance most normal foes. If their opponents have ranged
and savagery. This confusion grows even greater when we attacks most ogres have enough presence of mind to seek
consider the tactics of merrow and ogre magi, and how these concealment while running.
three might interrelate.
If cornered and allowed to live the ogre may offer up tribute
As with many things the truth of ogrish warfare depends entirely to its vanquishers. Accepting this tribute initiates the constant
on the circumstances. Ogres left to their own devices are one cycle of conflict inherent in the ogre’s dominant/servant
thing; ogres in a band are quite another. Ogres organised into relationship. Although the ogre may serve the vanquisher
an army by a giant may well demonstrate a grasp of tactics for a short period of time, it will inevitably turn when the
that would astound adventurers used to dealing with the blind opportunity arises.
flailing of their more feral cousins.
Should an ogre defeat his opponents he will most likely leave
Whatever the circumstances, ogres always try to achieve the most of them alive, finishing them off only if he is particularly
maximum result for the least amount of effort. Before their rage hungry. Alternately, if his opponents wish to surrender the ogre
kicks in they would rather frighten a target into submission, is likely to accept, assuming that he is not in the middle of a
since it usually requires less energy than fighting. Once they blind rage. In either case the ogre will strip the defeated of all
become enraged they attack without hesitation or consideration of their useable goods and coin.
for their own safety. When the encounter breaks off they may
give chase but a distraction will quickly crop up, limiting the If his opponents run the ogre will give brief pursuit. This chase
chance of a lengthy pursuit. will likely end in less than a minute, especially if it does not
appear that the ogre will catch up quickly. A canny opponent
can use this tendency to his own advantage, retreating and
The Lone Ogre coming back later when the odds are more in his own favour.

A solitary ogre generally avoids conflict with any group that


looks like it might be stronger him. The simplest rule of thumb Lone Ogre Key Tactics
ogres use is numeric superiority; a pair is likely to be stronger When running an encounter with a lone ogre, the following
than one ogre. On the other hand, they also realise that they information may be of assistance:
are quite powerful and may be able to fight with one or more Ogres receive a +4 bonus to their Intimidate check against
opponents without significant risk. † Medium-sized opponents (i.e. dwarves, elves, humans) and
a +8 against Small opponents (i.e. gnomes and halflings).
If given the opportunity to initiate a conflict, a solitary ogre Use an Intimidate check early in the encounter (either
will usually reveal himself in some impressive fashion. He before or after the initial ranged attack) to break one or
may also launch a few, powerful, ranged attacks (usually rocks more target’s morale.
or javelins) to demonstrate his destructive power. Assuming † If the targets obviously have several ready ranged attacks
that he does not take any damage during this process the ogre the ogre will try to start the encounter within melee range.
then steps back to demand tribute from his targets. If they fail Opening with a ranged attack is only good if he can inflict
to comply, or damage him, the ogre typically flies into a rage more damage on the targets than they can inflict on him.
and attacks. † Ogres use their tremendous size and strength to their own
advantage. If faced with a single, smaller opponent they
If the ogre finds itself in a situation where the other party quickly go into a grapple. This allows them to use their
initiated the target, it is likely to flee if it has not yet suffered greater size and weight while neutralising the target’s
damage. When it takes damage or suffers sufficient insult the advantages.
ogre flies into a rage and attacks. † Ogres generally attack and move back. If the target does
not immediately close with them after the move, the ogre
An ogre’s typical tactics are limited to wading in and bashing. follows the move back with a charge.
They will use their reach to their advantage, and tend to attack † Once the ogre is injured (50% or less hit points) he will
then move, forcing smaller opponents to constantly close (thus try to run.

16
METHODS OF WARFARE

Ogre Groups Ogre Group Key Tactics


Ogre gangs (3 to 4 ogres) and bands (5 to 8 ogres) appear Ogres in groups use the following tactics:
considerably braver than a lone ogre. They rarely retreat † So long as there are more targets than ogres, each ogre
from battle, sometimes concentrating their strength against a will attack a separate target.
single foe, and sometimes even attacking groups that display † If there are fewer targets than ogres, ogres spread their
numerical superiority. attacks around as evenly as possible.
† Ogres in a group do not flee from combat. The last ogre
As with a lone ogre encounter, encounters with a gang or band standing may attempt to flee if he still retains a significant
typically start out with a display of force. The ogres scream, number of his hit points.
beat their chests and launch javelins at their potential target. † Ogres do not generally aid another when making Intimidate
They hope to intimidate the opposing group into submission; checks.
if the targets do not immediately surrender the ogres follow † Ogres do not position themselves to maximise ‘drag
the display with a sudden and ferocious assault. through’ attacks of opportunity.

Ogres do not appreciably alter their tactics when they fight in


groups. Each ogre chooses a separate opponent and charges. Ogres In Service
They strike and then move, hoping to lure their targets into Ogres in service to a stronger creature do not suddenly develop
provoking attacks of opportunity. However, they rarely display a better sense of tactics or strategy. They are just as vain,
the presence of mind to layer their threatened areas or engage disorganised and personally unwilling to co-operate as ever.
in baiting tactics. Nor, fortunately, do they tend to bulrush However, they do follow orders when it looks like failing to do
or grab smaller opponents to push them though other ogres so will result in even greater punishment later on.
threatened areas. This lack of co-ordination means that they
spread their damage out rather than quickly crippling a single When the battle is going reasonably well and the ogres’ master
target. This in turn leads to the target group being able to apply remains reasonably undamaged the ogres will follow whatever
significantly more of their abilities, over a longer period of the order of battle the master established. This order of battle can
conflict than would be true if the ogres actually co-ordinated include ambushes, tactical withdrawals and even co-operative
their attacks. battle tactics. Furthermore the ogres will obey direct orders
without hesitation.
During the assault the first difference between a single and a If the tide of battle turns against the ogre’s master but the master
group ogre encounter manifests itself. Ogres in a group do not remains unharmed, the ogres will continue to obey orders.
back down from combat. They fight with almost amazing zeal, Once the master becomes embattled, however, the ogres begin
slaughtering and being slaughtered without regard for their to look at him for signs of weakness. When it becomes clear
own lives. This happens in part because rage is infectious; as that the ‘master’ will go down in defeat any servant ogres will
each ogre gets angry the other ogres around him become even immediately attempt to flee. They only hesitate if it they see
more enflamed. Ogre culture plays an equally large part in this an obvious opportunity to bring the ‘master’ down.
change of behaviour. Ogres do not want to appear weak before
one another, as doing so could throw their social relationships
out of balance. Therefore they refuse to back down from a
situation that, alone, they would happily run away from.
Merrow Adaptations
Merrow share most of the cultural and psychological traits of
Ogre groups will generally not exhibit enough coherence to their common ogre cousins. Therefore the cousins share many
accept surrender after they engage. They also tend to kill common tactics and prejudices in personal combat. However,
everyone they knock down. After all, great battles deserve the merrow’s aquatic nature grants them access to a number of
great feasts. discrete tactics that common ogres simply cannot duplicate.

Fortunately ogre groups do not demonstrate any great Being aquatic, merrow do not directly engage surface dwellers.
dedication in pursuit. Much as with a single ogre encounter, the If they attack a boat they are far more likely to just pull out
group will break off the chase as soon as it becomes apparent the bottom than to climb into the open air and fight the crew.
they will not immediately catch their prey. When they attack a swimmer they grapple and pull the target
underwater, allowing their weight and the water to finish the
If the group is defeated and allowed to live, each individual opponent off.
ogre will try to make what tribute it can. It is possible,
although extremely dangerous, to take an entire band of ogres When merrow launch attacks on the surface for some reason
into service this way. Doing so opens up the master’s constant their first priority is to drag or carry a target into the water.
struggle of maintaining dominance over not just one ogre, but Much like a human fighting underwater, merrow do not try to
over however many survived. remain in a hostile environment for long. Unless magically

17
METHODS OF WARFARE

compelled they will not move far from their


‘safe’ body of water. When hard pressed they
immediately retreat back underwater.

Merrow believe they are relatively safe


underwater. Should they face aquatic opponents
most merrow will immediately try to flee. If
cornered they fight with considerable frenzy but
only limited tactical skill. They display even
less finesse than their common ogre cousins,
laying about with their long spears and hoping
for the best.

Ogre Magi as
Warriors
Ogre magi use completely different tactics
than their brutish cousins. Not only do they
have access to spells and superior weapons,
but they also understand their own strengths.
Furthermore they keep a much tighter reign on
their emotions. This allows them to fight with
their minds, not their hearts, which makes them
that much more dangerous.

In encounters they initiate, ogre magi rarely


display themselves before attacking. Against
targets obviously not capable of significant
ranged damage they use invisibility and flight
to manoeuvre into a concealed spot, then begin
go rain spells and arrows down on their targets.
Typical spots for an ogre mage to start an
encounter from include from behind boulders,
from within a crack on a cliff face, and in what
looks like an impenetrable thicket of thorns.

If the targets seem to be or prove themselves In encounters they do not initiate (i.e. ambushes or lair
capable of significant ranged attack ogre magi become invisible invasions) ogre magi rely on scripted battle plans. They
and close. They fly down next to the ‘softest’ target, as defined immediately retreat to a place of strength, regroup and then
by a lack of armour, and unleash a cone of cold. When possible attempt to take the initiative. They will not fight on someone
they try put as many ‘soft’ targets in their threatened range as else’s terms unless cornered or otherwise forced to it.
possible, hoping to use attacks of opportunity against spell
casters. Ogre magi also understand the use of attrition. This means
that they rarely engage in pitched battles. They would much
In melee combat ogre magi use their natural size, strength and rather hit their opponent’s then move to a new position of
flight ability to their advantage. In areas with sufficient space safety, slowly bleeding out the target’s resources until they can
(and they try to fight in spaces with enough space) they fly 10 initiate a final encounter.
feet above the ground, using their reach to strike down at their
targets. Although it is amusing to think of ogre magi fighting When acquiring a target an ogre mage selects magicians and
upside down to strike at their opponents, the results can be other ‘soft’ targets first in order to maximise his damage.
devastating. If faced with a swarm of melee opponents most He takes a position where he can maximise his attacks of
ogre magi take a round to cast darkness for concealment. opportunity, thereby multiplying his potential damage. Once
he renders his first target non-functional he moves on to the
If significantly pressed ogre magi combat cast gaseous form next available soft target.
and make a hasty retreat. They do not fight to the death. If
knocked down by relatively tough foes they will ‘play dead’
while waiting for their regeneration to repair the damage.

18
METHODS OF WARFARE

Ogre Magi Key Tactics interior doors, and a fourth archery force hidden on the top of
main keep tower. As the invaders move forward the ogre magi
Ogre magi use the following tactics:
pull their forces back in successive waves, each one supported
† Intelligent target acquisition. They attack soft targets first,
by the next. These waves draw the invaders into pre-set traps
and refuse to be ‘drawn’ into bad situations.
and killing fields.
† Flee as soon as the combat begins to turn against them.
They have unlimited access to healing (through their
Ogre magi also apply the Conservation of Force principle. They
regeneration 5) where their targets will generally have to
try to minimise their own casualties while maximising their
expend spells and potions.
target’s losses. They do not do this out of any great sense of
† Select the moment of the engagement for maximum effect.
a need to preserve life, but instead out of a desire to preserve
Ogre magi demonstrate sufficient patience to wait for the
their investments. Followers and soldiers take time to gather;
right opportunity, or even create a three-way conflict.
every death represents a serious loss of resources.
† Open with spell-like abilities or ranged attacks. If the
target group has obvious ranged superiority open with
On the offensive these cruel creatures carefully conduct
an invisible first strike attacking as many soft targets as
comprehensive campaigns of terror. Before engaging with
possible.
the enemy they spend months destroying food stores, poisoning
wells, blighting crops and making caches of weapons useless.
Ogre Magi as Leaders Their goal is to consistently reduce their target’s logistical
capacity, thereby causing them to collapse when the final strike
Ogre magi present a radically different encounter profile arrives. They also use their minions to isolate and destroy
from that of common ogres. This difference extends beyond outlying villages or forces, causing the target to retreat to a
just the obvious use of spells and superior weapons. Ogre concentrated position.
magi are intelligent enough, and driven enough, to develop
a solid understanding of strategy as well as tactics. This
means that, unlike common ogres or merrow, they tend
to carefully stage encounters to maximise their strengths
and minimise their opponent’s abilities. More importantly,
they take the time to develop resources, escape routes and
fortifications.

In practical terms, this means that ogre magi spend time


studying the resources of the local enemies. They stay
aware of the surrounding area, have good intelligence
about the movement of troops and keep an eye on world
events that might affect them. Many ogre magi develop
elaborate ‘eyes and ears’ networks, or direct their servant
creatures to do so.

Unless invaders (i.e. an adventuring party) make a


deliberate effort to approach the fortification undetected,
the resident ogre magi will know about the incursion as
soon as it sets out. They will spend whatever time they
have preparing to the best of their ability. If need be they
will also sacrifice a number of troops on probing attacks
designed to determine the capabilities of the attacking
force. These attacks also attempt to draw the invading
force away from the main fortification.

Once the invaders reach the fortification, the ogre mage


may choose to simply close up and wait out the attack.
More often they opt for ‘defence in depth’, using successive
layers of defensive measures and forces supporting one
another. For example, ogre magi in a fortress may opt to
divide their forces into four parts: a wall guard that has
orders to hold the wall for one sally then retreat, a gate
guard that hides in the gate house to hit the opponents
from behind when they come though the gate or over the
walls, a keep guard (usually made of ogres) that holds the

19
SCENARIO HOOKS

Scenario Born to the Filth


Concept: A young ogre mage wants to establish his first

Hooks stronghold. Through an intermediary, he hires the adventurers


to go deal with a local tomb, fully expecting them to be killed
in the process. When they are not he comes in and kicks them
out. This leads to an ever-escalating series of conflicts with

O
the ogre mage just one step ahead of the players until the final
gres are almost as common in adventures as gauntlets
encounter.
of ogre power used to be. However, adventures mostly
use them as thugs or as heavies in an otherwise weak
Starting Situation: The party receives a job opportunity
encounter. Ogre centred or initiated plots are few and far
involving clearing out an old tomb, theoretically so that a new
between. This section tries to address this imbalance.
village can be constructed nearby. They can receive this job
either directly or though a second or even third party (i.e. a
In a break from the traditional Scenario Hooks section, these
merchant asks the local noble for a favour, who in turn asks
hooks will provide single encounter, adventure and campaign
the local temple, which in turn assigns the players).
hooks in the same description. The various kinds of ogres
mentioned here have detailed encounter information provided
Progression: The tomb turns out to be a deep and fiendish
in the Ogre Reference List section.
maze of traps and protective undead, taking a heavy toll on the
party’s resources. When the players finish, exhausted from the
An Ogre’s Nightmare final battle, the ogre mage appears and gives them the boot.
He allows them to keep whatever treasure they acquired in
Concept: An ogre living with a group of kobolds has not seen clearing out the tomb. A bargain is a bargain after all. If the
his providers in almost a week. His normally well kept home players attack immediately he knocks them out then puts them
has become a mess. He would like some answers. Whether someplace embarrassing but not immediately lethal.
the party kills him or not, they will have to deal with whatever
happened to the kobolds. Potential Complications: The players may immediately attack
the ogre mage, which should end in disaster. Alternately, they
Starting Situation: Local villagers, tired of the constant may spend some time exploring the political aspects of dealing
kobold infestation, hire the characters to go ‘deal with the with him. Gathering an army takes time though, and the ogre
problem’. The characters may be from the village, have family mage obviously has some connections in the established
in the village, or just be passing though. The villagers may or community. He may be associated with a thieves’ guild, or
may not know exactly where to find the kobold fortress. They even with a dark temple of some sort.
do know that the kobolds keep a ‘pet ogre’.

Progression: The party can make its way to the kobold fortress Demon Blood, Demon
with a minimum of difficulty. There, the fortress itself provides
most of the adventure by way of traps and released giant Bone
vermin. The ogre is confused, hungry and relatively enraged.
Concept: A foolish group of adventurers (either the party or
If the characters kill him, they have to completely explore the
someone else) breaks into a forgotten crypt. Within, a group
fortress. Otherwise, he can tell them how the kobolds were
of fiendish ogres stir from their ancient slumber. They want
using giant ants to burrow deep towards what they hoped would
to bring together their blood with the blood of mortal ogres
be a rich new vein of metal. Once under-ground the characters
and ogre magi, so that they can unleash a pack of half-fiends
may encounter anything; drow, formians, and undead all make
on the world.
excellent adversaries in this situation. Formians in particular
present an interesting challenge for the characters because they
Starting Situation: The characters hear about an adventure
provide non-evil hostile encounters.
gone awry from some of their contacts, a few sessions later their
contacts ask them to follow the path of another party down into
Potential Complications: Above and beyond whatever
a long lost crypt said to be filled with mystical treasures.
happened to the kobolds, the characters now have to deal
with this somewhat confused ogre. They also have a nicely
Progression: The trek to the crypt takes a heavy toll on the
constructed fortress to dispose of; if they do not seal it up or
characters in the form of ‘random’ encounters with various evil
destroy it some other hostile force will claim it in short order.
magical beasts. The other adventuring crew mostly cleared out
Of course, if they spend too much time down in the mines
the crypt, so the traps are sprung. At the crypt’s centre they
with the ants and invaders someone could claim it while they
find twelve empty slabs, the bodies of the former party, and
were away…
a lone fiendish ogre waiting for them. If the players choose
not to track down the fiends they will begin to breed with the
local ogre population, unleashing unspeakable evil within
two years. If they do choose to track them down they are

20
SCENARIO HOOKS

in for a wide variety


of conflicts, ranging
from flat out melees to
magical duels.

P o t e n t i a l
Complications: Each
of the twelve fiendish
ogres has levels in at
least one character
class. Furthermore,
the longer the party
delays in seeking them
out the more ogres and
ogre magi they gather
to their cause. The
first encounters may be
with individual ogres,
but the final encounters
will be grand conflicts
with dozens or even
hundreds of troops.

Down Just another manic


with Love harvest day
Concept: Immediately after last years harvest a band of ogres
Concept: A beautiful female ogress moves into town, looking
attacked, stealing most of the hamlet’s food and produce. The
for help and potentially someone to spend time with.
villagers survived by appealing to the local nobility for aid.
This year, the village elders have scrapped together what little
Starting Situation: One of the characters encounters a gigantic
gold they have to pay for adventurers to help them. What
yet beautiful woman in the local marketplace. Street urchins
has caused the usually unintelligent ogres to engage in such
follow her around, making catcalls and getting in her way. She
extensive planning?
ignores them with magnificent dignity. Suddenly a small group
of black clad men leap from an alleyway, knives gleaming in
Starting Situation: The hamlet’s villagers appeal to a higher
their hands…
authority, which in turn sends the characters to help. The
hamlet itself sits in a fertile but relatively obscure valley. As
Progression: Any true-blooded hero should leap immediately
the villagers bring in the harvest their usual festivities take on a
to the young lady’s rescue. She is ever so grateful for the
sombre tone, as if they expect an attack at any moment. Where
assistance, and more than happy to tell her saviour about her
the men usually wear their finest garb they now dress in battered
troubles. It seems she has just escaped from a fortress deep in
old armour. Where once the women carried ribbon-decked
the woods. She believes that the men in black are following
poles around the fields now they clutch spears.
her, and want to take her back for some reason. If the characters
investigate they discover that the ‘fortress’ is nothing but a
Progression: On the dawn immediately after the harvest
crumbled ruin. The ogress has somehow slipped into the
festival, massive fires start in the local temple and inn. When
present day from the past, and is now the last member of the
the villagers finally put out the blaze they discover it was just
‘pre-fall’ human race that became the ogres. The forces of
a diversion; the communal grain store has been ransacked. If
both good and evil will mobilise to bring her in. Good wants
the characters do not fall for the diversion they can engage the
to restore her to her own time, allowing her to fall as destiny
six well-equipped ogres and their goblin minions. In either
decrees. Evil wants to learn how she came through time so
case an ogre mage sorcerer notes the characters’ actions and
that it can duplicate the feat. She herself just wants to live a
displayed capabilities. Following the ogres back to their ‘hide
normal life.
out’ reveals an ogre mage fortress of considerable age. The
ogre mage meticulously constructed a decade long plan to
Potential Complications: What side do the characters choose?
conquer the surrounding territory, and has almost gathered
How do they discover the truth (as she herself does not know
enough forces to begin.
it) and are they willing to sacrifice an innocent in the name
of destiny?
Complications: What would the characters do if offered a
place at the ogre mage’s side? He knows their abilities and

21
SCENARIO HOOKS

history; he may even have staged last year’s raid knowing that Complications: Assuming that the characters kick the goblins
the authorities would send the characters to investigate. and the young ogre mage out, what happens with the fortress?
Where did the ogre mage get the money to build such a thing?
More importantly, are the former owners of the stolen goods
Me Brog, You Dead going to want them back? What would happen if a detachment
of the local law found the characters standing alone in a fortress
Concept: A fire giant sends the leader of his ogre corps out to full of stolen goods? If they do not manage to kill the ogre
gather more reinforcements. They encounter the players while mage will he hound them for the rest of their days?
on one of their ‘acquisition’ runs. The ogres are well equipped
and controlled by a combination of fear and slave collars with
charm person on them.
Searching for a Home
Starting Situation: The characters are limping home after a Concept: Water traffic comes under attack by a newly arrived
particularly nasty adventure. As they round the bend headed group of merrow. They want to sink a large boat to make their
down to their favourite inn, they run into a group of well new home. They come from the far north, where an underwater
equipped ogres (at least three, varied based on what the party monstrosity has taken up residence in their original stamping
can handle). After a hard fight the ogres run off. ground.

Progression: Over the next few weeks rumours come in from Starting Situation: When the characters go down to the
all around the area about gangs of ogres attacking and abducting riverside docks one day they see a boat rocking violently in
able-bodied people. They even attack the local sheriff and one the water. It suddenly lists to one side. Then it rapidly sinks
or more of the characters’ allies. The slain ogres are all carrying into the water. An unseen force pulls one after another of the
high quality worked goods. They also wear spiked iron collars screaming sailors down to a watery grave.
that radiate a faint trace of magic. When the characters finally
track the ogres down they discover a group of fire-giants under Progression: If the characters intervene they may be able to
the domination of an ancient ogre mage. Their nearly complete save some of the sailors (or even the boat) if they can fight off
army stands poised to take over the kingdom. a band of eight merrow. The merrow will give up the sailors
easily, letting each sailor go after one effective attack. However
Complications: If the ogre mage cannot make the magical they really want the boat, and will constantly knock holes in
collars, who did and why did they sell them? What happens the hull until it finally sinks. They have constructed a crude
if one or more of the characters’ allies find themselves under shelter of nets down in the pier pilings, but the merrow want
the influence of such a device? If the ogre mage escapes what a bit more substantial shelter. Assuming that the players kill
kind of revenge will he seek against those who thwarted his one or more, they discover items on the merrow bodies from
plans? the far northern end of the river…hundreds or even thousands
of miles away.

Raise up the Master’s Complications: These merrow represent the first warning of
a far greater threat. An aboleth enchanter, banished from his
House watery underground domain, wishes to establish a kingdom
in the north. If someone does not act quickly the creature
Concept: Goblins come in to town, looking to buy or steal the
enslaves an army of minions in preparation for a return to its
tools they need for a massive fortification work. The players
rightful dominion.
can investigate, help or attack the fortress and its young ogre
mage master.

Starting Situation: A plague of goblins comes to the


Tricks of the Dark
characters’ attention. The little pests show up everywhere in
the characters’ favourite urban environment, stealing tools,
God
absconding with carts and generally stealing things that no Concept: Groups of ogres are, uncharacteristically, coming
self-respecting thief would touch. When cornered the little from around the world to make tribute offerings. A new god
blighters flee, dropping their ill-gained loot. has arisen among them, one well known to the players. If not
stopped, he will forge them into the vanguard of a new army
Progression: Following the goblins back to their local lair of darkness.
reveals that they have acquired a vast array of high quality
building materials and sufficient tools to equip an army of Starting Situation: The characters, while out and about on
craftsmen. It also reveals that they work with a local smuggler their usual adventures, begin to encounter small groups of
to ship these goods somewhere. Dealing with the smuggler ogres. These encounters do not have to be hostile; the ogres
leads the characters in turn to the partially built fortress of a wish to move quickly and display uncharacteristic restraint.
young ogre mage and his goblin minions. If the characters attack they discover that these ogres carry a
wide array of art as well as fine food and cloth.

22
SCENARIO HOOKS

Progression: If the characters track the ogres’ route back


they discover that the creatures come from dozens of different
What lies beneath
places. If they follow a group without being discovered they Concept: In an unusually peaceful gesture a group of merrow
find a massive, newly built temple with dozens or even hundreds has come ashore to trade beautiful artefacts drawn from an
of ogres worshipping a dark god (select one the characters have undersea ruin. What else lies down there, and why are they
reason to fear or hate). The ogres are lead by a charismatic trying to get rid of the things?
ogre cleric, relatively young but gifted with immense powers
by his god so that he can rally an army to the cause. Starting Situation: Local merchants, craftspeople and
common labourers start to display beautiful jewellery of opal
Complications: If the characters ignore the situation it and gold. The characters (loaded down with jewellery from a
simply gets worse and worse. Eventually the ogre army, previous adventure) discover that items worth hundreds of gold
now numbering in the thousands, links up with the dark pieces only fetch coppers in the town. If they ask why they
god’s human worshipers. The humans provide command and discover that a small band of local merrow are trading pounds
control as well as logistical support. The ogres provide raw, of worked jewellery every day for fishing hooks, metal rods
unstoppable might. Come the next summer this army attacks, and well made nets.
seeking dominion and revenge on all who have opposed the
god’s divine will. Progression: No one has noticed that the items all radiate a
faint necromantic aura. Every week that someone wears a piece
of the jewellery he permanently loses one point of
Con. If the characters investigate they discover
that the first people to find these items have
already fallen seriously ill. Further research
reveals that the merrow deliver their goods at
twilight every evening. They will happily trade
with the characters, but never more than one
item per trading session. They claim to have
discovered a massive underwater horde; in
reality they have made a bargain with the drow
who want to weaken the human community so
they can take over the local mines.

Complications: Word of the incredible wealth


available in the town spreads to the surrounding
countryside. Merchant companies interested in
establishing a broad export trade move in to
secure exclusive contracts with the merrow.
As greed takes over, tensions rise between the
various factions. Eventually armed conflict
breaks out in the streets. With the human forces
fully occupied the drow move in, sealing off the
area’s legitimate wealth.

23
OGRE CHARACTERS

Ogre to the incredible damage available though the rogue’s sneak


attack ability.

Characters Ogre magi live somewhat different lives. Preternaturally gifted,


they excel in all of the spell casting trades. Their innate arcane
might makes them extremely powerful sorcerers and bards,

O
gres make interesting, if somewhat limited, characters. and their intelligence means they can easily master the arts
Their tremendous strength, reach and damage output of wizardry. Although some ogre magi might walk the lesser
makes them almost ideal combat characters. At path of the adept none have ever admitted to it.
the same time their inherent limitations in Intelligence and
Charisma give players easy handles for playing ogres in non-
combat situations. Their culture and psychology also make Ogre Feats
for simple, easy to play characters that easily fit into non- Although ogres lack much in the way of reliable history or
intellectual high level games. replicable culture they have developed a few tricks that they
have passed on. These tricks take the form of the following
feats.
Ogre Professions
Ogres have the full range of potential life paths stretched out
before them. Although their large size and relative stupidity
Awesome Rage
Your rage is an inspiration to your companions.
do limit their options, they may still make decisions based on Prerequisites: Rage ability.
the experiences they encounter. Benefit: When you activate your rage ability all of your allies
within 30 ft. gain a +1 bonus to attack and damage rolls. This
The fighting professions provide common ogres and merrow bonus lasts as long as you continue to rage and your allies
with their most commonly chosen life paths. Ogres’ massive remain in range.
size, unstable temperament and low frustration thresholds allow
them to easily master the essence of the barbarian rage. The
fighter’s disciplined path presents them with more difficulties Incredible Stench
but can easily be attained by an exceptional individual. Most You develop deeply offensive body odour.
ogres will never demonstrate the agility and stealth needed to Prerequisites: Con 13+.
become a ranger, or devote themselves enough to discipline Benefit: You eat a diet of rotting meat and vegetables that
to become monks. Those rare few that do are always elite accentuates your ordinarily foul body odour. You may add
individuals marked by a great destiny. +2 to your grapple checks unless your opponent has this feat
as well.
Most ogre spellcasters follow the way of the adept, cleric of Special: Any opponent with scent who attempts to track you
evil or dark druid. Although a few possess sufficient arcane gains a +4 bonus to his Survival roll.
might to become sorcerers or bards, they mostly lack the
dedication required to develop such
abilities. Instead they choose paths
that allow them to sacrifice others
in order to gain greater strength.
Many ogre adepts go on to become
reasonably competent spell casters.
Ogre clerics and dark druids walk
a much darker path, eventually
descending into foulness so deep
even other ogres shun them.

Ogres know little of the life


paths requiring grace and skill.
Their simple intellects make it
difficult for them to master even
the simplest of crafts that might
interest an expert. Similarly,
their size and lack of grace makes
life as a rogue quite difficult for
them. At the same time a few do
try such radically different paths,
particularly in order to get access

24
OGRE CHARACTERS

Massive Wind Up against a charm effect he suffers a –4 penalty. Additionally if


he is affected by the charm the effect remains until someone
You can greatly increase a sling weapon’s range.
removes the collar.
Prerequisites: Proficient with sling, Str 20.
Benefit: By taking a full round action to attack you can double
Minor enchantment; CL 5th; Craft Wondrous Item, charm
the range increment of a sling or other sling-like weapon.
person or charm animal; Price: 1500 gp; Cost: 750 gp + 60
XP.
Palm to the Face
You have learned to use your size to your advantage in Protective Token: Although these tokens look like the
grappling. worthless wooden tokens carried by many ogres, ogrish adepts
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed have infused them with weak magic. When the token’s bearer
Strike. goes below 5 hit points the token discharges, casting a cure
Benefit: You may grapple an opponent who is one or more light wounds on the bearer. Tokens are destroyed after use;
size categories smaller than you with one hand. You gain an most simply fall part into ash.
additional +2 bonus to all grapple checks, regardless of whether
you started the grapple. This bonus tacks with the bonus from Minor conjuration; CL 1st; Craft Wondrous Item, cure light
Improved Grapple. wounds; Price: 50 gp; Cost: 25 gp + 2 XP

Items of Note Veteran Warrior


Ogres find the following items particularly useful. See this blade? It has cut down ninety-nine men. You will
make one hundred. To honour your memory I will retire this
blade to rest beside its seven brothers.
Mundane Items
Elongated sling: This long and elaborate sling requires that the All ogres live for the clash of battle. In the fleeting moments
user have a 5-ft. clear space around him in ever direction (10 when steel clashes on steel they feel their many limitations
ft. for large slings). The enormous reach of this weapon also fall away. In the moment when steel bites into flesh they are
forces the user to use both hands. The elongated sling does not stupid, or slow, or the prey of others. They are victors,
slightly more damage than a regular sling, has a better range, revelling in their own personal power.
and counts as a two handed weapon for purposes of calculating
the user’s Strength bonus to damage. Large Martial Weapon; Most ogres do not survive their first battle. Drunk on rage and
5 gp; Damage 1d3+1 (S), 1d4+1 (M), 1d6+2 (L); Range 60 joy they slash and cut until the more disciplined soldiers of
ft.; 4 lb.; Bludgeoning other races pull them down. Those that do survive learn basic
cunning, retreating to get away from foes that could truly harm
Large Sling: This item is like a normal sling, only larger. It them. But those survivors always cherish the memories of their
inflicts 1d6 damage with a bullet, or 1d4 with a stone. first real battle, and of the heady joy that it brought them.

Wooden Tokens: These crudely carved wooden figurines Some ogres walk down the path of the barbarian, drinking
depict ogres, natural objects, and occasionally rocks. A deep of the rage in their souls. This easy path certainly offers
collector might pay as much as 1 gp for them; most people them considerable power. Rage is one of the primary parts of
consider them worthless. Most of these tokens could fit into all ogres’ personalities. Expanding and enhancing it certainly
a 2-inch cube. seems like a good idea.

However, a handful of ogres turn their back on the easy path.


Magic Items They dedicate themselves instead to the joy they felt in battle,
Bullet Sleeves: These crudely made leather bracers lace up the exhilaration that came from crossing blades and risking
the inside with blackened hide ties. As a free action the user death. These rare ogres spend their lives studying the art of
can utter a command word; causing the sleeves to drop sling personal combat. Each warrior also constantly seeks to test
bullets into his hands. This permits him to load the sling as a his mettle against other fighters, accepting the chance of death
free action once per round. The sleeves can produce up to 40 as part of his training.
sling bullets a day.
Eventually, after accumulating enough scars, the ogre becomes
Minor Transmutation; CL 3rd; Craft Wondrous Item, magic a veteran warrior. He learns to harness his innate rage and joy
stone; Price: 4,500 gp; Cost: 2,225 + 180 XP in battle without allowing either of them to touch his basic
skills. When blades clash he feels the thrill run up his arms,
Charmed Collar: This rough leather collar has brutal iron and when blood fountains into the air he smells the sweet
spikes shoved though the back. The unfinished ends of the scent of victory.
spikes cut into the wearer’s neck, causing the skin to rub raw in
a matter of hours. If the collar’s wearer must make a Will save Hit Die: 1d10

25
OGRE CHARACTERS

Requirements Battle Roar (Ex): By 3rd level the veteran warrior can harness
his rage in a vocal fashion. So long as he is not silenced he may
To qualify to become a veteran warrior the character must fulfil
use Strength rather than Charisma as Intimidates key ability.
all of the following criteria.
He may also use his Strength modifier rather than his Charisma
modifier when calculating leadership scores, but only for the
Base Attack Bonus: +6
purposes of attracting evil humanoid cohorts.
Concentration: 4 ranks
Feats: Power Attack, Weapon Focus (any two-handed melee
Velocity (Ex): At 4th the veteran warrior begins to master
weapon)
the weight and velocity of the great two-handed weapons he
Class Skills favours. He gains a +1 bonus to damage rolls when taking a
The veteran warrior’s class skills (and the key ability for each full attack action. This bonus increases to +2 to 6th, +3 at 8th,
skill) are Concentration (Con), Climb (Str), Craft (Int), Handle and +4 at 10th.
Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis),
and Swim (Str). See Core Rulebook I for skill descriptions. Mighty Blow (Ex): At 7th the veteran warrior’s blows stagger
lesser foes. When he deals 20 or more points of damage with
Skill points at each level: 2 + Int modifier a single blow in melee combat his target must make a Fortitude
save with a DC equal to the damage inflicted. Failure causes
the target to be stunned for one round.
Class Features
All of the following are class features of the veteran warrior. Art of Death (Su): At 10th level the veteran warrior masters the
art of death. When he deals massive damage to an opponent
Weapon and Armour Proficiency: A veteran warrior gains he adds his Strength bonus to the DC of the required Fortitude
no new weapon or armour proficiencies. save. If he gains a damage bonus from his Velocity special
ability he may add that bonus to the massive damage save
Art of Battle (Ex): At 1st level the veteran warrior begins to DC as well.
learn the true art of battle. When wielding a two-handed melee
weapon for which he has the Weapon Focus feat he adds three
times the amount subtracted from his attack rolls as a damage
bonus rather than two.

Shield made of Swords (Ex): At 2nd the veteran warrior learns


how to use a two-handed melee weapon as a shield. At first
this provides the character with a +1 shield bonus. This shield
bonus increases to +2 at 5th and to +3 at 8th.

The Veteran Warrior

Class Base Fort Ref Will


Level Attack Save Save Save Special
1 +0 +2 +0 +0 Art of battle
2 +1 +3 +0 +0 Shield made of swords +1
3 +1 +3 +1 +1 Battle roar
4 +2 +4 +1 +1 Velocity +1
5 +2 +4 +1 +1 Shield made of swords +2
6 +3 +5 +2 +2 Velocity +2
7 +3 +5 +2 +2 Mighty blow
8 +4 +6 +2 +2 Shield made of swords +3, velocity +3
9 +4 +6 +3 +3
10 +5 +7 +3 +3 Art of death, velocity +4

26
OGRE REFERENCE LIST

Ogre Fiendish Ogre


Large Giant (Augmented Giant, Extraplanar)

Reference
Hit Dice: 4d8+8 (26 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
AC: 18 (–1 size, -1 Dex, +5 natural, +5 chain shirt +1), touch

List 8, flat-footed 18
Base Attacks/Grapple: +3/+12
Attack: Greatclub +7 melee (2d8+7) or javelin +1 ranged
(1d8+5)
Full Attack: Greatclub +7 melee (2d8+7) or javelin +1 ranged
(1d8+5)
Ancient (Celestial) Ogre Face/Reach: 10 ft./10 ft.
Large Giant (Augmented Giant, Extraplanar) Special Attacks: Smite good
Hit Dice: 4d8+11 (29 hp) Special Qualities: Damage reduction 5/magic, darkvision
Initiative: -1 60 ft., low-light vision, resistance to cold 5 and fire 5, spell
Speed: 40 ft. (8 squares) resistance 9
AC: 17 (–1 size, -1 Dex, +5 natural, +4 masterwork chain Saves: Fort +6, Ref +0, Will +1
shirt), touch 8, flat-footed 17 Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Attacks/Grapple: +3/+12 Skills: Climb +7, Listen +2, Spot +2
Attack: Masterwork falchion +8 melee (2d8+7) or mighty Feats: Power Attack, Weapon Focus (greatclub)
composite longbow (+4 Str bonus) +1 ranged (1d8+4) with Environment: Infinite layers of the abyss
20 masterwork arrows Organisation: Solitary or cabal (4–16)
Full Attack: Masterwork falchion +8 melee (2d8+7) or mighty Challenge Rating: 4
composite longbow (+4 Str bonus) +1 ranged (1d8+4) with Treasure: None (see below)
20 masterwork arrows Alignment: Always chaotic evil
Face/Reach: 10 ft./10 ft. Advancement: By character class
Special Attacks: Smite evil Level Adjustment: +4
Special Qualities: Damage reduction 5/magic, darkvision 60
ft., low-light vision, resistance to acid 5, cold 5, and electrical Possessions: Large great club and +1 chain shirt.
5, spell resistance 9
Saves: Fort +6, Ref +0, Will +1 Fiendish ogres are the original stock of evil ogres. These
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 creatures may exist independently, or may be the forefathers
Skills: Climb +6, Listen +2, Spot +2 of the common ogres.
Feats: Toughness, Weapon Focus (falchion)
Environment: Heroic domains of ysgard Smite Good (Su): Once per day, this fiend can make a normal
Organisation: Solitary melee attack to deal +4 damage against a good foe.
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic good
Advancement: By character class Fiendish Ogre, 7th level Cleric
Level Adjustment: +4 Large Giant (Augmented Giant, Extraplanar)
Hit Dice: 4d8+16 plus 7d8+ 28 (79 hp)
Possessions: masterwork chain shirt, large masterwork Initiative: +0
falchion, large masterwork composite longbow (+4 Str) and Speed: 40 ft. (8 squares)
20 masterwork arrows. AC: 19 (–1 size, -+5 natural, +5 chain shirt +1), touch 9,
flat-footed 19
Ancient ogres are remnants of the once almost divine human Base Attacks/Grapple: +8/+16
race that fell to become today’s common ogres. If characters Attack: + 1 Greatclub +13 melee (2d8+7) or javelin +7
encounter them they are always alone, usually confused and ranged (1d8+4)
almost always in danger. Full Attack: +1 Greatclub +13 melee (2d8+7) or javelin +7
ranged (1d8+4)
Smite Evil (Su): Once per day this celestial can make a Face/Reach: 10 ft./10 ft.
normal melee attack to deal 4 points of extra damage against Special Attacks: Smite good
an evil foe. Special Qualities: Damage reduction 5/magic, darkvision 60
ft., domain abilities, low-light vision, resistance to cold 10
and fire 10, rebuke undead, spell resistance 16, spontaneous
casting (inflict)

27
OGRE REFERENCE LIST

Saves: Fort +13, Ref +3, Will +9 Challenge Rating: 9


Abilities: Str 18, Dex 10, Con 18, Int 10, Wis 16, Cha 6 Treasure: Double standard
Skills: Climb +6, Concentration +11, Craft (woodworking) Alignment: Always lawful evil
+9, Listen +6, Knowledge (religion) +7, Spot +6 Advancement: By character class
Feats: Combat Casting, Craft Wondrous Item, Power Attack, Level Adjustment: +9
Weapon Focus (great club)
Environment: Infinite layers of the abyss Possessions: large +2 greatsword, large longbow, 40 arrows.
Organisation: Solitary or cabal (4–16)
Challenge Rating: 11 Smite Good (Su): Once per day, a fiendish ogre mage can make
Treasure: None (see below) a normal melee attack to deal +5 damage against a good foe.
Alignment: Always chaotic evil
Advancement: By character class Spell-Like Abilities: At will- darkness, invisibility; 1/day-
Level Adjustment: +4 charm person (DC 14), cone of cold (DC 18), gaseous form,
polymorph, sleep (DC 14). Caster level 9th. The save DCs are
Smite Good (Su): Once per day, this fiend can make Charisma-based.
a normal melee attack to deal +11 damage against a
good foe. (This is in addition to the destruction domain Flight (Su): An ogre mage can cease or resume flight as a free
action. While using gaseous form it can fly at its normal speed
ability.)
and has perfect manoeuvrability.
Cleric Spells Prepared: (6/5+1/4+1/3+1/1+1; save DC 13
Regeneration (Ex): Fire and acid deal normal damage to an
+ spell level) 0 – cure minor wounds (3), resistance (3); 1st
ogre mage.
– cause fear, cure light wounds (2), divine favour (2), inflict
light wounds*; 2nd – bear’s endurance, cure moderate wounds
This unusually powerful fiendish ogre mage represents the
(2), darkness, desecrate*; 3rd – bestow curse, contagion*, cure
original strain of magical ogres. His diabolic rather than
serious wounds (2); 4th –spell immunity, unholy blight*.
demonic heritage indicates a possible split in the origin stories,
* Domains: Destruction (smite 1/day +4 attack, +7 damage),
or potentially a path of degeneration for the common ogres.
Evil (+1 caster level to evil spells).

Possessions: 2 potions of cure moderate wounds, 1 potion of


bull strength, broach of shielding, necklace of fireballs type Half-Fiend Ogre
II. Large Outsider (Augmented Giant) (Native)
Hit Dice: 4d8+15 (33 hp)
Initiative: +1
Fiendish Ogre Mage Speed: 30 ft. (8 squares) with armour, 40 ft. base, fly 40 ft.
(average)
Large Giant (Augmented Giant, Extraplanar)
AC: 18 (–1 size, +1 Dex, +6 natural, +3 hide), touch 10, flat-
Hit Dice: 5d8+15 (37 hp)
footed 18
Initiative: +4
Base Attacks/Grapple: +3/+14
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Attack: Claw +9 melee (1d8+7) or greatclub +9 melee
AC: 18 (–1 size, +5 natural, +4 chain shirt), touch 9, flat-
(2d8+10) or javelin +3 ranged (1d8+7)
footed 18
Full Attack: 2 Claw +9 melee (1d8+7) and 1 bite +4 melee
Base Attacks/Grapple: +3/+12
(1d6+3) or greatclub +9 melee (2d8+10) and 1 bite +4 (1d6+3)
Attack: +2 Greatsword +9 melee (3d6+9/19-20) or longbow
or javelin +3 ranged (1d8+7)
+2 ranged (2d6/X3)
Face/Reach: 10 ft./10 ft.
Full Attack: +2 Greatsword +9 melee (3d6+9/19-20) or
Special Attacks: Smite good, spell-like abilities
longbow +2 ranged (2d6/X3)
Special Qualities: Damage reduction 5/magic, darkvision 60
Face/Reach: 10 ft./10 ft.
ft., immune to poison, low-light vision, resistance to acid 10,
Special Attacks: Spell-like abilities
cold 10, electrical 10, and fire 10, spell resistance 14
Special Qualities: Damage reduction 5/magic, darkvision 90
Saves: Fort +7, Ref +2, Will +1
ft., low-light vision, regeneration 5, resistance to cold 5 and
Abilities: Str 25, Dex 12, Con 17, Int 10, Wis 10, Cha 9
fire 5, spell resistance 19
Skills: Climb +11, Jump +7, Intimidate +2, Listen +7,
Saves: Fort +7, Ref +1, Will +3
Knowledge (planes) +3, Knowledge (religion) +2, Spot +7,
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Survival +3, Swim +4
Skills: Concentration +11, Listen +10, Spellcraft +10, Spot
Feats: Toughness, Power Attack
+10
Environment: Temperate hills
Feats: Craft Wondrous Item, Improved Initiative
Organisation: Solitary
Environment: The nine hells
Challenge Rating: 4
Organisation: Solitary, pair, or coven (3-18, plus equal # of
Treasure: Standard
ogres)

28
OGRE REFERENCE LIST

Alignment: Always evil Speed: 30 ft. (6 squares), swim 40 ft.


Advancement: By character class AC: 14 (–1 size, +5 natural), touch 9, flat-footed 14
Level Adjustment: +6 Base Attacks/Grapple: +5/+13
Attack: Longspear +9 melee (2d8+6) or fist +8 melee
Smite Good (Su): Once per day this half-fiend can make a (1d4+4)
normal melee attack to deal 4 points of extra damage against Full Attack: Longspear +9 melee (2d8+6) or fist +8 melee
a good foe. (1d4+4)
Face/Reach: 10 ft./10 ft.
Spell-like abilities: 3/day – darkness; 1/day – desecrate. Special Attacks: —
Caster level 4th. The save DC for these abilities is Charisma Special Qualities: Darkvision 60 ft., familiar, low-light
based. vision
Saves: Fort +6, Ref +2, Will +7
This tortured creature came into being as the result of an Abilities: Str 18, Dex 10, Con 13, Int 7, Wis 14, Cha 6
experiment on the part of the forces of darkness. His eventual Skills: Climb +7, Concentration +4, Listen +6*, Spot +6*,
fate is undecided, but will probably not be pleasant. Survival +6, Swim +12*
Feats: Craft Wondrous Objects, Toughness, Weapon Focus
(long spear)
Environment: Temperate Hills
Merrow Organisation: Solitary
Large Giant (aquatic) Challenge Rating: 6
Hit Dice: 4d8+11 plus (29 hp) Treasure: Standard
Initiative: -1 Alignment: Chaotic evil
Speed: 30 ft. (6 squares), swim 40 ft. Advancement: By character class
AC: 13 (–1 size, -1 Dex, +5 natural), touch 8, flat-footed 13 Level Adjustment: +2
Base Attacks/Grapple: +3/+12 * Skills include bonus from familiar.
Attack: Longspear +8 melee (2d8+7) or fist +7 melee
(1d4+5) Adept Spells Prepared: (3/3/1; save DC 12 + spell level) 0
Full Attack: Longspear +8 melee (2d8+7) or fist +7 melee – detect magic, touch of fatigue (2); 1st – bless, comprehend
(1d4+5) languages, sleep; 2nd – cure moderate wounds.
Face/Reach: 10 ft./10 ft.
Special Attacks: — Familiar: Toad (+2 natural armour, Int 7, Alertness, Deliver
Special Qualities: Darkvision 60 ft., low-light vision Touch Spells, Empathic Link, Improved Evasion, share
Saves: Fort +6, Ref +0, Will +1 spells).
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +8, Listen +2, Spot +2 Skills: A merrow has a +8 racial bonus on any Swim check
Feats: Toughness, Weapon Focus (long spear) to perform some special action or avoid a hazard. They can
Environment: Any always choose to take 10 on a Swim check, even if distracted or
Organisation: Solitary, pair or gang (4-6) endangered. A merrow can use the run action while swimming,
Challenge Rating: 3 provided they swim in a straight line.
Treasure: Standard
Alignment: Usually chaotic evil Possessions: 2 protective tokens.
Advancement: By character class
Level Adjustment: +2 The use of a longspear gives the merrow adept an effective
reach of 20 ft. However, it means that they cannot attack
The use of longspears gives merrow an effective reach of 20 creatures that get within 10 ft. (2 squares) of them.
ft. However, it means that they cannot attack creatures that
get within 10 ft. (2 squares) of them.

Skills: A merrow has a +8 racial bonus on any Swim check Ogre Mage, 8th level Sorcerer
to perform some special action or avoid a hazard. They can Large Giant
always choose to take 10 on a Swim check, even if distracted or Hit Dice: 5d8+25 plus 8d4+40 (107 hp)
endangered. A merrow can use the run action while swimming, Initiative: +3
provided they swim in a straight line. Speed: 40 ft. (8 squares), fly 40 ft. (good)
AC: 17 (–1 size, -1 Dex, +5 natural, +4 mage armour), touch
8, flat-footed 17
Base Attacks/Grapple: +7/+16
Merrow, 4th level Adept Attack: Large Frost Brand +14 melee (3d6+10/19-20 +1d6
Large Giant (aquatic) cold) or longbow +5 ranged (2d6/X3)
Hit Dice: 4d8+7 plus 4d6+4 (43 hp) Full Attack: Large Frost Brand +14 melee (3d6+10/19-20+1d6
Initiative: +0

29
OGRE REFERENCE LIST

cold) or longbow +5 ranged (2d6/X3) Saves: Fort +16, Ref +4, Will +7
Face/Reach: 10 ft./10 ft. Abilities: Str 24, Dex 10, Con 18, Int 6, Wis 16, Cha 4
Special Attacks: Spell-like abilities Skills: Climb +10, Intimidate +17, Listen +5, Spot +5
Special Qualities: Darkvision 90 ft., familiar, low-light vision, Feats: Cleave, Great Cleave, Improved Overrun, Improved
regeneration 5, spell resistance 19 Sunder, Leadership, Power Attack, Toughness, Weapon Focus
Saves: Fort +11, Ref +2, Will +11 (greatclub)
Abilities: Str 20, Dex 9, Con 20, Int 16, Wis 18, Cha 22 Environment: Temperate Hills
Skills: Bluff +10, Concentration +18, Knowledge (arcana) +7, Organisation: Ogre gang (Leadership 20)
Intimidate +10, Listen +14, Spellcraft +16, Spot +17* Challenge Rating: 13
Feats: Combat Casting, Combat Expertise, Improved Initiative, Treasure: Standard
Quicken Spell-like Ability (invisibility), Empower Spell-like Alignment: Chaotic Evil
Ability (cone of cold) Advancement: By character class
Environment: Cold hills Level Adjustment: +2
Organisation: Solitary, pair, or coven (3-18, plus equal # of
ogres) Possessions: large +1 flaming greatclub, large +2
Challenge Rating: 16 studded leather, 4 protective tokens, 10 javelins, 800 gp in
Treasure: Double standard miscellaneous gear.
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7
*Skill includes bonus from familiar Well-Equipped Ogre
Large Giant
Sorcerer Spells Known: (6/8/8/6/4; save DC 16 + spell level): Hit Dice: 4d8+11 (29 hp)
0 –acid splash, arcane mark, detect magic, light; mage hand, Initiative: -1
read magic, prestidigitation, touch of fatigue; 1st –animate rope, Speed: 40 ft. (8 squares)
enlarge person, mage armour, magic weapon, true strike; 2nd AC: 17 (–1 size, -1 Dex, +5 natural, +4 chain shirt), touch 8,
–ghoul touch, protection from arrows, scorching ray; 3rd –dispel flat-footed 17
magic, displacement; 4th – shadow conjuration. Base Attacks/Grapple: +3/+12
Attack: Greatsword +8 melee (3d6+7/19-20) or elongated
Spell Like Abilities: DC increases to 16 + spell level. Effective sling +1 ranged (1d6+7)
caster level 17th. Full Attack: Greatsword +8 melee (3d6+7/19-20) or elongated
sling +1 ranged (1d6+7)
Familiar: Hawk (+4 natural armour, Int 9, Alertness, Deliver Face/Reach: 10 ft./10 ft.
Touch Spells, Empathic Link, Improved Evasion, share spells, Special Attacks: —
speak with master, speak with animals of its kind). Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Possessions: Frost Brand (large +3 frost greatsword)
Skills: Climb +6, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatsword)
Environment: Any
Ogre, 3rd level Fighter, 7th level Veteran Organisation: Solitary
Challenge Rating: 3
Warrior Treasure: Standard
Large Giant Alignment: Usually chaotic evil
Hit Dice: 4d8+16 plus 3d10+12 plus 7d10+28+3 (136 hp) Advancement: By character class
Initiative: +0 Level Adjustment: +2
Speed: 40 ft. (8 squares)
AC: 21 (–1 size, +5 natural, +2 shield made of swords, +5 Possessions: 2 protective tokens.
studded leather +2), touch 9, flat-footed 21
Base Attacks/Grapple: +9/+20
Attack: Greatclub +17 melee (2d8+11 plus 1d6 fire) or javelin
+8 ranged (1d8+7)
Full Attack: Greatclub +17 melee (2d8+13 plus 1d6 fire) or
javelin +8 ranged (1d8+7)
Face/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Art of battle, battle roar, darkvision 60
ft., low-light vision, mighty blow, shield made of swords +2,
velocity +2

30
OGRE REFERENCE LIST

‘I am very sorry sir. You really cannot.’ The sound of wood cracking and a shrike of hinges cut the
young man off.

Behind the wreckage of the door lay a room of modest size. Three walls of well-fitted wooden slats
and an outer wall of mortar and timber defined its shape. It contained a small wooden chest, a
desk, a floating wick oil lamp, and a large, wood-framed bed. Upon that bed lay a man, his once
ruddy face pale. The whites of his eyes were the colour of old ivory, and the whole bed shook as his
powerful body quivered.

The door’s destroyer looked about, then turned upon the hapless fellow behind him. ‘What is the
meaning of this!’ His great bushy beard quivered. The target of his words staggered back. ‘Why
is Quinlan in this dank hole of an inn, sick! Are you people mad? There is a temple not a half day
away from here.’ As he spoke he stepped forward, emphasising each point by thrusting his beard
into the boy’s chest.

‘Dwarven sir, please! We have done the best that we could. I myself walked to the temple to beg for
help. They cannot spare anyone until the Moon Festival ends next week.’

The only answer to this explanation was a grunt. The dwarf tuned his back on the speaker before
the first sentence finished, waddling on stubby legs over to Quinlan’s bedside. ‘Can you hear me
lad!’ He laid a meaty hand on the pale warrior’s shoulder. ‘Get up lad! Need to get you down to
someplace you can get better.’

Quinlan’s yellowed eyes lit up as he focused on the face hovering over him. ‘Lad? You old fake.’

‘Ah-ha! You are awake. Fake, am I?’ The dwarf tightened his grip on the warrior’s shoulder. ‘No
more a fake than any chosen by gods. Think you can stand going down deep, where I can call up
me masters?’

The fallen warrior shuddered. Then his eyes rolled up into his head.

The dwarf spun around. ‘How long has he been like this?’

‘A week sir, no more. Ever since he saved the village by killing Jorgen the ogre sir.’

‘Ogre?’

‘Yes sir.’

He dwarf looked down at his companion. ‘Well, you stuck your foot in this time lad. I thought I
taught you better than that.’ He heaved the taller man out of bed in a single motion, slinging the
fever-wasted form over his shoulders.

‘Is there a cave near here?’

‘Just the ogre’s pit sir. We try to avoid it. Even the vultures stay away.’

‘That’ll do. I just need some good earth between myself and the sky.’

31
LICENCES

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NOTICE portion of this License to include the exact text of the
THIS LICENSE IS APPROVED FOR GENERAL USE. COPYRIGHT NOTICE of any Open Game Content You are copying,
PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY modifying or distributing, and You must add the title, the copyright
WIZARDS OF THE COAST! date, and the copyright holder’s name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute.
OPEN GAME LICENSE Version 1.0a
7. Use of Product Identity: You agree not to Use any Product Identity,
The following text is the property of Wizards of the Coast, Inc. and including as an indication as to compatibility, except as expressly
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights licensed in another, independent Agreement with the owner of
Reserved. each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
1. Definitions: (a)”Contributors” means the copyright and/or Trademark in conjunction with a work containing Open Game Content
trademark owners who have contributed Open Game Content; except as expressly licensed in another, independent Agreement with
(b)”Derivative Material” means copyrighted material including the owner of such Trademark or Registered Trademark. The use of
derivative works and translations (including into other computer any Product Identity in Open Game Content does not constitute a
languages), potation, modification, correction, addition, extension, challenge to the ownership of that Product Identity. The owner of any
upgrade, improvement, compilation, abridgment or other form in Product Identity used in Open Game Content shall retain all rights,
which an existing work may be recast, transformed or adapted; (c) title and interest in and to that Product Identity.
“Distribute” means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)”Open Game 8. Identification: If you distribute Open Game Content You must
Content” means the game mechanic and includes the methods, clearly indicate which portions of the work that you are distributing
procedures, processes and routines to the extent such content does are Open Game Content.
not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open 9. Updating the License: Wizards or its designated Agents may
Game Content by the Contributor, and means any work covered publish updated versions of this License. You may use any authorized
by this License, including translations and derivative works under version of this License to copy, modify and distribute any Open Game
copyright law, but specifically excludes Product Identity. (e) “Product Content originally distributed under any version of this License.
Identity” means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories, 10. Copy of this License: You MUST include a copy of this License
storylines, plots, thematic elements, dialogue, incidents, language, with every copy of the Open Game Content You Distribute.
artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or 11. Use of Contributor Credits: You may not market or advertise the
audio representations; names and descriptions of characters, spells, Open Game Content using the name of any Contributor unless You
enchantments, personalities, teams, personas, likenesses and special have written permission from the Contributor to do so.
abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or 12. Inability to Comply: If it is impossible for You to comply with
graphic designs; and any other trademark or registered trademark any of the terms of this License with respect to some or all of the
clearly identified as Product identity by the owner of the Product Open Game Content due to statute, judicial order, or governmental
Identity, and which specifically excludes the Open Game Content; regulation then You may not Use any Open Game Material so
(f) “Trademark” means the logos, names, mark, sign, motto, designs affected.
that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the 13. Termination: This License will terminate automatically if You fail
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, to comply with all terms herein and fail to cure such breach within 30
copy, edit, format, modify, translate and otherwise create Derivative days of becoming aware of the breach. All sublicenses shall survive
Material of Open Game Content. (h) “You” or “Your” means the the termination of this License.
licensee in terms of this agreement.
14. Reformation: If any provision of this License is held to be
2. The License: This License applies to any Open Game Content that unenforceable, such provision shall be reformed only to the extent
contains a notice indicating that the Open Game Content may only necessary to make it enforceable.
be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be 15. COPYRIGHT NOTICE
added to or subtracted from this License except as described by the Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
License itself. No other terms or conditions may be applied to any Inc.
Open Game Content distributed using this License.
System Reference Document Copyright 2000-2003, Wizards of the
3.Offer and Acceptance: By Using the Open Game Content You Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
indicate Your acceptance of the terms of this License. Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R.
Cordell, based on original material by E. Gary Gygax and Dave
4. Grant and Consideration: In consideration for agreeing to use this Arneson.
License, the Contributors grant You a perpetual, worldwide, royalty-
free, non-exclusive license with the exact terms of this License to Open game content from Slayer’s Guide to Ogres is copyright 2004,
Use, the Open Game Content. Mongoose Publishing Ltd.

5.Representation of Authority to Contribute: If You are contributing


original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

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