Ogres
Ogres
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
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
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
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.
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 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.
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
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
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
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
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
13
SOCIETY
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.
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.
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
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.
16
METHODS OF WARFARE
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
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.
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.
19
SCENARIO HOOKS
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
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.
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.
22
SCENARIO HOOKS
23
OGRE CHARACTERS
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.
24
OGRE CHARACTERS
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.
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.
26
OGRE REFERENCE LIST
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
28
OGRE REFERENCE LIST
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.
‘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
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32