13.01.2013 Views

Villains' Lorebook.pdf - Department of Political Science

Villains' Lorebook.pdf - Department of Political Science

Villains' Lorebook.pdf - Department of Political Science

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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 />

69

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!