Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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Ice Spire ogres are very well adapted to surviving in<br />
their frigid, treacherous environment. When operating<br />
in their home terrain, these ogres receive a +2<br />
bonus to their surprise rolls. Further, Ice Spire ogres<br />
also have 30% chance to move silently, as per the<br />
thief’s ability, in their native lands.<br />
To those Ice Spire ogres who worship the fiend<br />
Baphomet, he grants the ability to enter a state <strong>of</strong><br />
killing frenzy the ogres refer to as the Blood Dance.<br />
While in this strange state, the ogres receive an additional<br />
+2 bonus to both attack and damage rolls,<br />
and always fight to the death. When in this frenzied<br />
rage, the ogres also have their hit points drop to -10<br />
before they fall (though suffering any damage that<br />
takes them below 0 hp will kill the ogres after the<br />
frenzy passes). Only victory or death can quench the<br />
fire <strong>of</strong> the Blood Dance. Once the Blood Dance begins,<br />
its infernal frenzy lasts for 2d10 rounds. Most<br />
Ice Spire ogres have no foreknowledge <strong>of</strong> when the<br />
Blood Dance will strike, although it’s likely that the<br />
tribe’s shamans know in advance, or they may even<br />
play an active part in beseeching their god to bestow<br />
his bloody “blessing.”<br />
Habitat/Society: Most <strong>of</strong> the Ice Spire ogres live<br />
in a vast network <strong>of</strong> caves and caverns located high<br />
in the Ice Spire mountains. This range lies south <strong>of</strong><br />
the Great Glacier, north <strong>of</strong> Citadel Adbar, east <strong>of</strong> the<br />
Coldwood, and west <strong>of</strong> Anauroch. Access to the cavem<br />
network is gained by way <strong>of</strong> a series <strong>of</strong> stairs and<br />
ladders (giant-sized, <strong>of</strong> course, which will cause problems<br />
for any <strong>of</strong> the smaller PC races who try ascending<br />
them), strategically located to be easily defensible.<br />
In other words, many ascents all lead to a single<br />
entrance to the caves proper, allowing the ogres to<br />
concentrate their defenses at that cave opening.<br />
A thick, choking mist from vents deep within<br />
these caves permeates the entirety <strong>of</strong> the network.<br />
This mist causes nausea in all who are unaccustomed<br />
to it. Any who encounter this mist must save vs. poison<br />
or suffer a -3 penalty on all attack rolls for 1d3<br />
turns. Ice Spire ogres are adept at moving and fighting<br />
in this mist, however, and gain a +4 bonus to surprise<br />
rolls and a 50% chance to move silently or hide<br />
in shadows (as per the thief’s abilities) when within<br />
the mist.<br />
The ogres that inhabit this network worship<br />
Vaprak the Destroyer, the great ogre god. They’ve<br />
also followed the instructions <strong>of</strong> Lanaxis, the Twilight<br />
Spirit, in the past.<br />
Another tribe <strong>of</strong> Ice Spire ogres lives in the region.<br />
Calling itself the Dour Fissure, it also reveres<br />
Baphomet. This is the only tribe that possesses the<br />
above-described Blood Dance ritual ability.<br />
Shaman: An Ice Spire ogre shaman has the standard<br />
abilities for one <strong>of</strong> his race, and the abilities <strong>of</strong> a<br />
priest. If six or more Ice Spire ogres are encountered,<br />
they are accompanied by a 3rd-level priest. If 16 or<br />
more are met, their shaman is 5th-level priest.<br />
For those DMs who wish to give non-PC races a<br />
different feel, Ice Spire ogre shamans could use the<br />
rules from the Shaman AD&D game accessory. Use<br />
the tribal shaman template in this case.<br />
Chieftain: If 16 or more ogres are encountered,<br />
they are led by an ogre chieftain. A chieftain is a<br />
9HD monster with AC 3 and THAC0 11 (9). He inflicts<br />
2d8+7 points <strong>of</strong> damage, or by weapon +7.<br />
Ecology: Ice Spire ogres are low on the totem pole<br />
<strong>of</strong> giants and giant-kin in the Ice Spires region. They<br />
keep herds <strong>of</strong> krotter, a large, yaklike cattle, for food,<br />
clothing, and milk. They also raid and pillage to add<br />
to their larders and to increase their reputations.<br />
They’ve also been known to hire themselves out as<br />
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