Assault At The Ogre Camp - An Exciting Adventure of One Ogres Quest To Find True Love (expert)

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An Exciting Adventure of One Ogre’s Quest To Find True Love

Assault At The

Ogre Camp BY

TOM R OBINSON

Requires Shadow of the Demon Lord from Schwalb Entertainment. Distributed through the Disciples of the Demon Lord Creative Community at DriveThruRPG.

ASSAULT AT THE OGRE CAMP is an exciting and deadly outdoor side adventure for EXPERT level characters using the Shadow of the Demon Lord RPG by Robert J. Schwalb, that can be played in a few hours over the course of one adventure session. Players will investigate an abandoned palisade and mining camp inhabited by Ogres with a malevolent leader wreaking havoc through the surrounding countryside. Enjoy this small side adventure that will take your party to the brink of excitement and death. If they are lucky, they may just find a small amount of unrequited love... in all the wrong places.

This product was created under license. Shadow of the Demon Lord is a trademark of Schwalb Entertainment, LLC. This work contains material that is copyright Schwalb Entertainment, LLC. Such material is used with permission under the Community Content Agreement for the Disciples of the Demon Lord CC. All other original material in this work is copyright 2018 by Tom Robinson and published under the Community Content Agreement for the Disciples of the Demon Lord CC.

Assault at the Ogre Camp

Feast of the Flesh Background for the GM

The Adventure Begins

A marauding tribe of nearly 10 Ogres has migrated into the area for the winter. Three years ago they found a local mining camp and feasted on the inhabitants. They have returned regularly over the passing years as the fare in the area is plentiful and takes little effort for them to acquire a decent meal. The Ogres have sufficient numbers to easily ward off any attempts by the locals trying to force them to move on. When spring arrives they will migrate further to the East and up into the highlands once again. The Ogres see the locals as “sweet meats” to pick like vegetables from a garden when their leader gives the word to feast. The townsfolk do not like having them encamped so close to civilization and raiding their farmlands at will, but accept that they do not have the means to force them to move on. Any force the village can muster is met with resistance and is quickly cowed into servicing their leader, MIG’DARNEL BRU, and then used as a meal or entertainment to satisfy her tribe. The Ogres raid the nearby farms and have all but decimated the two adjoining villages despite this, the humans continue to rebuild even as the Ogres feast and eventually move on.

HAGGIT CHUM, a local merchant who has suffered greatly with the Ogres and represents the provincial farmers, will approach the party as they drink and socialize at the local tavern and explain the areas plight with the Ogre tribe. He will offer a reward of 40 gold coins in total for the party’s removal of the marauding Ogre band. A robust funeral and burial expenses will naturally be waived for any player who becomes deceased from this expedition. If any players escape the Ogres and return to the village to regroup or mend, the local village will happily oblige them and send them back to the mining camp once they are restored with all pomp and circumstance befitting their heroism.

Abandoned Mining Camp and Palisade A small palisade borders sections of this abandoned mining camp. A nomadic tribe of Ogres has recently taken up residence here for the season. A shallow cave is to the rear of this encampment and two ramshackle structures remain near the front. Although the walls of the palisade are small, they are still sturdy after all the years of standing guard. High and fairly steep hills help protect and shelter the area fostering a pleasant, secluded bowl effect. Hoping to find adequate fare locally, the Ogres have been making off with nearby farmer’s livestock and the occasional human. If encountered outside their camp, they will seek to restrain and capture any humanoid and return with them to the camp. They will report anything seen or encountered to their leader.

What Is Needed To enjoy this adventure, you will need a copy of the Shadow of the Demon Lord core book by Robert J. Schwalb and the monster supplement Ghastly Gourmands. While beneficial, these items may be purchased on DriveThruRPG but are not necessary to run the adventure. They will be helpful and are highly recommended.

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1. Palisade Walls and Entry

Perception 14 (+4) Defense 14; Health 5 Strength 5 (-5), Agility 14 (+4), Intellect 6 (-4), Will 8 (-2) Speed 10; Flyer

Constructed primarily from the abundant conifer trees in the area, the walls of this palisade still stand sturdily to ward away intruders. Individual trees are lashed tightly together and carved to a sharp point to deter the errant climber. Although sturdy, the walls do little to keep out unwanted guests, as one can simply walk around the sides. Persons attempting to climb the walls will receive a boon to climbing checks due to the age and knotting of the wood. Inside the enclosure, broken ladders give access to an upper ledge tier, perfect for a keen eyed archer or lone sentry to ward unwanted guests away from the walls.

ATTACK OPTIONS Natural Weapon (melee) +4 with 2 banes (1d3) SPECIAL ATTACKS Distract One target creature within the animal’s reach must make a Will challenge roll. On a failure, the target becomes impaired for 1 round or until it is no longer within the animal’s reach.

A Perception challenge roll will reveal the location of the small stash of items overlooked by the ogres: an old sack filled with 12 copper pennies, 8 silver shillings. If the flies are disturbed in any manner, 1 FLY SWARM will emerge and plague the characters until it has been dealt with.

2. Cart and Refuse Pile The Ogres have disposed of a broken and battered cart here from a recent pillaging expedition. A refuse pile of rotting human and animal carcasses, broken lumber, filthy clothing and unwanted odds and ends are piled up here. During the daylight hours flies swarm and cover this pile with a nearly solid cover of seething matter. A nest of 6 GIANT FLIES have made their lair here among the animal carcasses, broken lumber and filthy clothing.

FLY SWARM

Located on page 217 of the Shadow of the Demon Lord core book.

FLY SWARM Size 1 animal

Perception 12 (+2) Defense 13; Health 20 Strength 8 (-2), Agility 13 (+3), Intellect 5 (-5), Will 8 (-2) Speed 8; Flyer Immune charmed, dazed, deafened, frightened, grabbed, immobilized, prone, slowed, stunned Multitude A swarm takes half damage from effects that use an attack roll and double damage from effects that require it to make a challenge roll. Revulsion Creatures that are not swarms are impaired while they remain in the swarm’s space or within 1 yard of it.

GIANT FLY (TINY ANIMAL)

Located on page 217 of the Shadow of the Demon Lord core book. Giant flies are extremely adaptive and can exist in nearly any environment where they can find a readily available source of food. Not normally prone to violence, flies can become quite agitated and attack if they feel threatened. Because giant flies are nasty, frightening creatures and unexpected, players should make a Will challenge roll with 1 boon when encountering them or suffer 1 INSANITY.

GIANT FLY (TINY ANIMAL)

DIFFICULTY 5

ATTACK OPTIONS Natural Weapon (melee) +3 with 1 boon (1d6, or 1d3 if the swarm is injured) END OF THE ROUND Swarming Animals Each creature that isn’t a swarm and that is in the swarm’s space or within 1 yard of it must make an Agility challenge roll. On a failure, the creature takes 1d6 damage and becomes slowed for 1 round.

DIFFICULTY 1

Size 1/4 animal

Any person sifting through the refuse pile must perform a Strength challenge roll with 1 bane or

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contract a disease in addition to smelling like a rotting carcass. As an added bonus to grossness, a large pile of fleshy maggots live within the refuse pile. The maggots are the larvae of the flies and are nothing more than an annoyance. Perform a Will challenge roll with 1 Boon or gain 1 INSANITY.

BLA’TAN (OGRE)

Located on page 249 of the Shadow of the Demon Lord core book.

BLA’TAN Size 2 ogre

Perception 7 (-3) Defense 15; Health 45 Strength 14 (+4), Agility 10 (+0), Intellect 7 (-3), Will 9 (-1) Speed 10

3. North Building A primary portion of the roof of this building has collapsed as well as the rear wall, littering the interior of the building. The stone foundation and side walls remain solid. TWO OGRES who are brothers have made this building their residence.

ATTACK OPTIONS Morningstar (melee) +5 with (2d6 + 1) SPECIAL ACTIONS Devour The ogre eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten. Vomit When the ogre takes damage, it can use a triggered action to vomit semi digested food into a 3-yardlong cone originating from a point it can reach. Each creature in the area must make an Agility challenge roll. A creature takes 2d6 damage and becomes impaired for 1 round on a failure, or just takes half the damage on a success. Once the ogre uses Vomit, it cannot do so again until after it eats.

CHU’GAR (OGRE)

Located on page 249 of the Shadow of the Demon Lord core book.

CHU’GAR

DIFFICULTY 50

DIFFICULTY 50

Size 2 ogre Perception 7 (-3) Defense 15; Health 45 Strength 15 (+5), Agility 10 (+0), Intellect 7 (-3), Will 9 (-1) Speed 10

Bla’tan is missing two fingers from his left hand from a previous encounter with humans. If Bla’tan takes a human captive he will bite off two of their fingers and wear them around his neck.

ATTACK OPTIONS Morningstar (melee) +5 with 1 boon (2d6 + 2) SPECIAL ACTIONS Devour The ogre eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten. Vomit When the ogre takes damage, it can use a triggered action to vomit semi digested food into a 3-yardlong cone originating from a point it can reach. Each creature in the area must make an Agility challenge roll. A creature takes 2d6 damage and becomes impaired for 1 round on a failure, or just takes half the damage on a success. Once the ogre uses Vomit, it cannot do so again until after it eats.

4. South Building This southern building is larger than the northern one and most of the roof is still intact, although it will leak considerably during wet weather. Bones and other refuse litter the floor (leavings from recent meals). A single remaining wall separates part of this dwelling forming a fairly private room. The largest of the THREE OGRES in this building, Muz’ga, has made this his personal residence. Pine needled branches with bits of sheep wool and grasses as well as a stolen, tattered blanket form a semicomfortable pallet for this Ogre.

Chu’gar is blind in his left eye and missing several teeth from a fight with a giant rat. He has a keen sense of smell (add 1 boon to Perception checks involving smell). He is good at sniffing out a human, dwarf or elf within medium range.

MUZ’GA (BOOGEYMAN)

Located in the monster supplement Ghastly Gourmands.

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MUZ’GA

DIFFICULTY 50

Size 2 frightening ogre Perception 12 (+0); darksight Defense 16; Health 56 Strength 16 (+6), Agility 11 (+1), Intellect 10 (+0), Will 11 (+1) Speed 12 Immune gaining Insanity Big Belly A boogeyman’s gullet can hold creatures whose total Size does not exceed 1. Silent Moves When the boogeyman moves, it makes no sound unless it chooses to make noise. ATTACK OPTIONS

A rough-cut wooden table and large stools dominate the entry area of the building. Two refuse strewn pallets along the far wall serves as sleeping quarters for two more Ogres: Gligid and Thagol. GLIGID (OGRE)

Located on page 249 of the Shadow of the Demon Lord core book.

GLIGID

DIFFICULTY 50

Size 2 ogre Perception 7 (-3) Defense 15; Health 45 Strength 15 (+5), Agility 10 (+0), Intellect 7 (-3), Will 9 (-1) Speed 10

Teeth (melee) +6 with 2 boons (3d6 plus Swallow on attack roll 20+) Swallow If the target is Size 1 or smaller and the boogeyman’s Big Belly is not already filled to capacity, the boogeyman unhinges its jaw and swallows the target whole. The target moves into the boogeyman’s space where it remains until digested. A creature swallowed in this way is blinded, deafened, immobilized, has total cover from everything outside the boogeyman’s space, and moves with the boogeyman when it moves. In addition, at the end of each round, the target takes 2d6 damage from the boogeyman’s digestive juices. A swallowed target can attack the boogeyman from inside its space. The boogeyman’s gullet has Defense 10. If the boogeyman becomes incapacitated, it vomits all swallowed creatures and their remains, causing them to exit its space and fall prone in spaces the GM chooses within 1 yard of the boogeyman.

ATTACK OPTIONS Morningstar (melee) +5 with 1 boon (2d6 + 2) SPECIAL ACTIONS

SPECIAL ACTIONS Stinking Mist The boogeyman uses an action to turn into a cloud of stinking mist that fills its space. It remains in this form until the end of the round, at which point it returns to its normal form. While in this form, the boogeyman is immune to damage, can move by flying, and can pass through spaces wide enough to permit the passage of air as well as spaces occupied by other creatures. Any breathing creature that enters the boogeyman’s space must get a success on a Will challenge roll or become impaired for 1 round.

Muz’ga is not favorable in the Ogre tribe and Mig’darnel Bru uses him as semi-comic relief for his lack of genitalia. He was unmanned years ago by a captured dwarf as he escaped when Muz’ga was sleeping while on guard duty. Muz’ga will focus on any dwarf character until they are slain due to his hatred of dwarfs. A flayed Centaur skin serves as a curtain to the side room affording some privacy.

Devour The ogre eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten. Dung Bomb The ogre throws a ball made from its own dung to a point within medium range. The ball’s exterior is semi-hardened, but the interior is warm and viscous. When the ball reaches the target point or encounters a solid surface before then, it explodes, dealing 3d6 +2 damage to everything within three yards of the point it struck. A creature that would take this damage must make a Strength challenge roll. A creature takes half the damage on a success, or also becomes impaired for 1 round on a failure.

THAGOL (OGRE)

Located on page 249 of the Shadow of the Demon Lord core book.

THAGOL

DIFFICULTY 50

Size 2 ogre Perception 7 (-3) Defense 15; Health 45 Strength 15 (+5), Agility 10 (+0), Intellect 7 (-3), Will 9 (-1) Speed 10 ATTACK OPTIONS Morningstar (melee) +5 with 1 boon (2d6 + 2) SPECIAL ACTIONS

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OGRE (M’USH, LEPT’N, SC’RIG)

Devour The ogre eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten. Choking Blast Roll a d6. On an even number, the giant lets rip a disgusting blast of flatulence that spreads through a 6-yard cone originating from a point in the giant’s space. Each breathing creature in the area must get a success on a Strength challenge roll with 1 bane or become impaired for 1 round.

Located on page 249 of the Shadow of the Demon Lord core book.

OGRE Size 2 ogre

Perception 7 (-3) Defense 15; Health 45 Strength 15 (+5), Agility 10 (+0), Intellect 7 (-3), Will 9 (-1) Speed 10

Stone stairs once led to a cellar within this building. It is currently crammed with ogre feces and animal bones and various detritus. Characters who spend time digging through the feces and muck must perform a Strength challenge with 1 bane or contract a disease. Discovered will be a small door (perform a Strength challenge to force open the door) at the bottom of the refuse strewn stairway that will have a small opening inside that contains THREE ANIMATED CORPSE that were locked in and died here long ago. They will rise up and attack if disturbed.

ATTACK OPTIONS Morningstar (melee) +5 with 1 boon (2d6 + 2) SPECIAL ACTIONS Devour The ogre eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten. Choking Blast Roll a d6. On an even number, the giant lets rip a disgusting blast of flatulence that spreads through a 6-yard cone originating from a point in the giant’s space. Each breathing creature in the area must get a success on a Strength challenge roll with 1 bane or become impaired for 1 round.

ANIMATED CORPSE

M’ush is a very fat ogre that has thin, wispy orange hair and fat, puffy lips. Lept’n is thin for an Ogre but very clumsy and stupid (possibly due to his hill giant ancestry). Sc’rig is short for an Ogre, has very low self-esteem and an almost nonexistent morale, as Mig constantly picks on him and the others for being such idiots.

Located on page 218 of Shadow of the Demon Lord core book.

ANIMATED CORPSE

DIFFICULTY 50

DIFFICULTY 1

Size 1 frightening undead Perception 5 (-5); sightless Defense 8; Health 10 Strength 10 (+0), Agility 8 (-2), Intellect —, Will 15 (+5) Speed 6 Immune damage from cold, disease, or poison; gaining Insanity; asleep, blinded, charmed, dazed, deafened, diseased, fatigued, frightened, poisoned, stunned

5. Bonfire, Cook Pot, Roasting Spit, and Stakes A tall, continuously burning bonfire is located at the center of the encampment. The Ogres maintain the fire regularly and keep a supply of fuel on hand at all times. Roughly smashed tree trunks are piled together in an ‘A’ shape, creating this tall bonfire. A large copper cooking pot sits bubbling to the side atop stones and smoldering ashes waiting for a tasty bit of meat. A thick metal bar stretches across wooden anchors above a small side fire pit used for cooking the odd bit of man flesh or animal carcass. Three large tree trunks have been pounded into the ground to serve as stakes where humans or animals may be tied to while waiting flaying for the cooking pot or spit. If the Ogres have taken any

ATTACK OPTIONS Fist (melee) +0 (1d6 + 1)

If defeated, found among their remains will be a small rough cut topaz gemstone valued at 7 silver, a rusted iron amulet in the form of a fist inset with a sapphire gemstone valued at 9 silver, and a glass container of a watery blue liquid that will perform as a healing potion. THREE OGRES have sleeping mats and have dug out mounds of earth around the foundations of the buildings.

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prisoners, they will be tied to these stakes (also see location 9). Among the current prisoners are ALDACAR TURNLOP, a middle-aged human male, dressed in tattered clothing, who did not quite “measure up” to Mig’Darnel’s desires and was cast aside here and placed at this stake for cooking. He is covered in bruises and scratch marks from her nails. Remembering her unwanted groping and “attentions” has caused a fair amount of insanity in him and he will gape, wide-eyed and mostly babble nonsense recalling the event to any that rescue him. BIFFORD CLAMSTOCK (an older male farmhand, dressed in a loin and heavily tattered night shirt) has a festering deep gash across his forehead from a fight with the Ogre brothers, Chu’gar and Bla’tan, resulting in his capture. His left arm has been crushed and is useless.

Natural Weapon (melee) +3 (1d6 + 1) SPECIAL ATTACKS Poison The target must make a Strength challenge roll. On a failure, it takes 1d6 damage and becomes poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage.

8. Cave Entrance TWO DIRE WOLVES are chained here and guard the entrance to the cave. DIRE WOLF

Located on page 229 of the Shadow of the Demon Lord core book.

DIRE WOLF Size 2 faerie

Perception 13 (+3); darksight Defense 16; Health 45 Strength 15 (+5), Agility 13 (+3), Intellect 8 (-2), Will 11 (+1) Speed 12 Immune damage from disease; charmed, diseased, frightened Iron Vulnerability A dire wolf is impaired while it is in contact with iron.

6. Fresh Water Well A relatively deep fresh water well yields clean, cool water. A low stone wall surrounds the hole and wooden planks straddle the hole itself. A wooden bucket tied with a sturdy rope is to the side of the well.

ATTACK OPTIONS Teeth (melee) +5 with 2 boons (3d6 + 1 plus Trip) Trip The target must make an Agility challenge roll. On a failure, it falls prone or takes 1d6 extra damage if already prone.

7. Wood Pile Freshly hewn tree trunks are piled here for use on the central bonfire. An Ogre would have little troubles using one of these trunks as a pole weapon in a time of need. FOUR WOOD SNAKES have made their home among the pile and will aggressively bite anyone lingering around the pile. The Ogre’s skin is too thick for their bites and the snakes serve as no more than a mere annoyance to them.

SPECIAL ATTACKS Darting Attack The dire wolf moves up to half its Speed and then attacks with its teeth. If it gets a failure on the attack roll, it can use a triggered action to retreat.

During the daylight hours they will be laying in the shadows of the cave, just inside the entrance out of sight (add 1 bane on Perception challenge rolls to detect them). During the evening they will be relaxing outside the cave, flanking the entrance, easily seen in the shadow of the firelight. They will not attack or make a sound unless anyone but an Ogre comes within 5’ of their location. There is a 1 on a d6 check that they will attack an Ogre as well, but will increase the check to 1 to 3 on a d6 to reaction checks if an Ogre “presses the issue”. They are completely loyal to the Ogre matron and will obey her without hesitation.

WOOD SNAKE (SMALL ANIMAL)

Located on page 217 of the Shadow of the Demon Lord core book.

WOOD SNAKE (SMALL ANIMAL)

DIFFICULTY 50

DIFFICULTY 1

Size 1/2 animal Perception 12 (+2) Defense 13; Health 5 Strength 8 (-2), Agility 13 (+3), Intellect 6 (-4), Will 8 (-2) Speed 10 ATTACK OPTIONS

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Oiled torches are driven into the walls of the entryway to help illuminate the cave during the evening hours. The torches will emit a thick, acrid smelling black smoke when they are lighted. Rusted rail ties and an old mining cart have been tossed aside to the left of the cave entrance. Tall grasses have overgrown all throughout this small area. If players move through here, they have a 4 in 20 chance of soiling themselves on the wolves defecation, who will frequently use the area around this disused pile as their lavatory.

help arouse the human men she chooses to satisfy her. MIG’DARNEL BRU (ONI)

Located in the monster supplement Ghastly Gourmands.

MIG’DARNEL BRU (ONI)

DIFFICULTY 100

Size 2 faerie Perception 15 (+5); darksight Defense 17; Health 47 Strength 17 (+7), Agility 12 (+2), Intellect 13 (+3), Will 12 (+2) Speed 12 Immune damage from disease; gaining Insanity; diseased

9. Cave Room West This natural room at the rear of the cave is the residence of the Ogre matron, MIG’DARNEL BRU. A roughly sewn together and tanned centaur hide makes a colorful curtain held by hemp rope, keeping out the elements and providing some manner of privacy. A “lavish”, foul smelling and crusting bed from her sexual escapades dominates the rear of the cave. She has made every Ogre effort to “pretty up” the cave and make it as lovely as possible for her paramours. Two youthful human males have been taken captive and are chained, naked, to the bed post: JACK NANCE and BURLOP TILHOUSE. Mig has developed a sexual fetish for handsome, muscular and well-endowed human males. She will keep them here in her room, tied to the bed to serve the matron in her dark, sexual fantasies and orgies. Mig is not delicate with her suitors, and the males will be in a very weakened state unable to journey far under their own waning strength (Impaired). They will have many bruises, discolored hickies and oddly shaped bite marks in unusual locations. She will bite the head off the man during a ceremony at the bonfire during the full moon with her clan surrounding her once she has had her fill of his attentions. Ogre males are known for their rather small and wide mushroom-headed penises which Mig’Darnel finds distasteful and unappealing. On three sides of her lavish mess of a bed are braziers where she will burn a concoction of herbs and vile plants to provide an aphrodisiac smoke to

ATTACK OPTIONS Iron Club (melee) +7 with 2 boons (3d6) Claws (melee) +7 with 2 boons (2d6) SPECIAL ATTACKS Plaguebringer The oni uses an action, or a triggered action on its turn, to make an Intellect attack roll against the Strength of one living creature it can see within short range. On a success, the target takes 1d6 damage and becomes diseased. A creature diseased in this way can spread it to other living creature by physical contact. The exposed creature must get a success on a Strength challenge roll or take 1d6 damage and become diseased. When a creature diseased by this attack completes a rest, it must make a Strength challenge roll. On a failure, it takes a cumulative –1d6 penalty to its Health. After three successes, the creature removes the diseased affliction and any penalties to Health gained as a result of having the affliction. Devour The oni picks up and eats one unconscious or dead Size 1 or smaller creature it can reach. A living target dies. SPECIAL ACTIONS Disappear The oni uses an action, or a triggered action on its turn, to become invisible for 1 minute or until it takes damage. The oni can use Disappear three times and regains expended uses when it completes a rest. Change Shape The oni uses an action, or a triggered action on its turn, to assume the form of a Size 1 human or similar creature. It makes all decisions about its appearance and remains in this form until it uses a triggered action at any time to resume its normal form or uses Change Shape again. While in this form, it loses the frightening trait and cannot use Disappear. END OF THE ROUND

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Disastrous Presence Each creature within short range of the oni that is not an ogre must make a Will challenge roll with 1 bane. A creature becomes immune to this oni’s Disastrous Presence on a success, or becomes impaired for 1 minute on a failure. If the creature is already impaired, it gains 1 Insanity.

shiny coins). The small sacks and casks that contained them sit open and discarded in the room. A total of 180 silver and 220 coppers are haphazardly stacked or thrown about the room. •• Eight large casks of Ale from a waylaid liquor shipment. Mig will order a cask broken open when they feast on their human prisoners. 22 silver value per cask.

MAGIC Power 3 Fire Fire Missile (4) Meteor (2) Fireball (1) Wall of Flames (1)

Mig’Darnel Bru is extremely obese as well as extremely deformed. Her clan worships her as a near demi-goddess for her “beauty” and ferocity. She keeps a small moldy pouch buried in the folds of her fat that contain eight beautifully carved tourmaline gemstones valued at 12 silver each. Mig is a shaman of skill in Fire Magics and was taught by her now deceased father. Mig wears muddy and tattered clothing stained with the juices of recent meals and her lovers. Her largess is unparalled among other Ogres. Large fluid filled cysts bulge from her flesh that often weep and ooze. She has severe eczema and a nasty rash on her arms that makes her constantly itch and scratch her skin. She keeps her sparse hair tied in unkempt braids and favors wearing wooden sandals. She weighs well over 500 pounds but is quite agile for her size. She uses one of the femur bones of her father that has been scrimshawed. This magical implement provides 1 boon to all Fire Magic spells cast and gives 1 bane to all spells cast against the wielder. Loose scrolls containing her various spells are scattered about on a rough shod table along with a writing kit and several pornographic male images with enormous phalluses performing sexual acts on large illustrations of indiscernible horrific creatures. Anyone looking through these illustrations must perform a Will challenge roll with 1 boon or gain 1 INSANITY.

•• Six bundles of sturdy woolen cloth. 18 silver value per bundle. •• A large but charred Ogre skeleton wrapped in an excessively elaborate looking carpet. These are the bones of Mig’Darnel Bru’s father who was a Shaman. The carpet is enchanted to work in unison with its mate (on the floor of Mig’s “bedroom”) by transporting a person standing on it from one to the other if the command phrase is spoken. •• Two small crates of miscellaneous plants including paper-wrapped, dried insects and other foul smlling dyes in metal flasks. One crate includes two books on dye processes (20 silver value). All items above have a seal stamped or branded on some part of them of a tusked boar’s head (the emblem for the house of ESMER HALDEMAN, a local merchant).

Wrapping Up If the players retreat back to the village and seek to recover from any wounds or have a rest before routing the Ogre camp, Mig will call in a few friends to help defend her home — possibly a Hill Giant or a Troll. She may have the perimeter lined with exploding mushrooms to warn of any encroaching enemies. Just make it deadly and fun. If the party succeeds in routing the Ogre camp, reward the players as promised with 40 gold coins.

10. Cave Room East

This ends the adventure Assault at the Ogre Camp.

This small side cave is the storage room for the Ogre tribe. Any items pillaged from the locals will be found here as well as the following treasures: •• Various silver shillings and copper pennies in plain sight (Mig likes to play with the

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Credits Writer/Designer Tom Robinson Playtesters Daniel Christensen Jacquelin Coronilla Matthew Derer Raul Encisco John Espino Chad McElhiney Cary Potochnik Paul Robinson Peter Robinson Wil Strickland Posin Wang Special Thanks Robert Risko Demonic Princess Abigail Pippington

THIS ADVENTURE IS ABBY TESTED AND APPROVED TO BE VICIOUS!

Photo Credits •• rocky outcropping - https://www.flickr.com/photos/jsjgeology/22730334194 - Rhyolite (Palisade Rhyolite, North Shore Volcanic Group, Mesoproterozoic, 1096-1097 Ma; Rt. 1 roadcut just north of Ilgen City, Minnesota, USA) •• Ogre - https://www.flickr.com/photos/55711655@N08/5791112689 - manguzmo - Renaissance Festival @ #LowerLake - May, 2011 •• dripping blood - https://pixabay.com/en/blood-paint-stains-the-background-295734/

Other images used are in the public domain and subject to the Creative Commons CC0 with no attribution required: •• https://creativecommons.org/publicdomain/zero/1.0/deed.en •• https://creativecommons.org/licenses/by/2.0/

Assault at the Ogre Camp
Assault At The Ogre Camp - An Exciting Adventure of One Ogres Quest To Find True Love (expert)

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