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Matías Torino |
![Kobold](http://cdn.paizo.com/image/avatar/kobold.jpg)
In my campaign, I decided to follow the advise given by various users and make an all out attack to Fort Rannik, courtesy of Barl Breakbones and the lamia sisters, Lucrecia and Xanesha. I hope my take on the battle is usefull for other GMs.
My group, named "The Cold Iron Company" (after the initiative of buying cold iron to fight Erylium in Burnt Offerings)is in charge of the fort and is investing resources in it. They want to travel to the clanholds and murder all ogres they can find, but I keep throwing side adventures at them, 'couse I want them to fight a real battle in the fortress. But side adventure time is over: the ogres are attacking!
The battle plans of the Villains:
Xanesha, who survived the Shadow Clock battle, wants to fight the Cold Iron Company again, so she will lead the attack. Using her charms she dominated an ogre leader: "Pappy" Mammog from the Trunn Clan, who, in turn, persuaded his brother-sons to attack the fort now that the Black Arrows are dead. Xanesha plans to use the ogres to destroy the fort defenses, maybe kill some of the PCs and then capture the rest, so she can bring them to Mokmurian as a gift. If things turn out bad, she will fly into battle and take care of the Company herself.
Lucrecia is more rancor-driven that her sister: the Company ruined her plans in Skull's Crossing, plans that took her months to prepare. That really hurt her pride, so she wants vengeance. She is going to infiltrate Fort Rannik using the secret entrance behind the waterfall. When the battle starts, she is going to enter the fort and sistematically kill any PC she can find. And she will not be alone: a group of ogrekin who also want revenge is going with her. They are the Garul Cousins: other horrible creatures that loved (in a lot of ways) "Aunty Graul" and her boys.
PCs will be notified by Shalelu of the ogre advance, so they will have like 3 or 4 hours before the battle.
If any of them check the waterfall caves will find a nasty surprise: Lucrecia and the Graul Cousins are already there (they traveled there last night). In the ghost's room will be two dead ogrekin (Lucrecia let the ghost in peace once it became obvious that it wouldn't leave the tomb, but two ogrekin died in the process- the bodies are a warning for may players).
The battle starts with the Trunn ogres charging towards the rampart. Some of them carry great clubs to use like a ram and bring down the gates. If PCs doesn't engage them, they will bring down the gates in 5 turns. Other ogres carry ogre hooks tied with ropes and use them like grappling hooks to climb the walls. This first attack is probably doomed to fail, but it's designed to act as a distraction for Lucrecia and an easy start for the PCs.
Also, the ogres have another ally: a stone giant who, protected by ogres carring shields (I guess they would provide him cover), launches stones to the walls, functioning like a mangonel. Appart from rocks, he has some nasty amunition:
- Centimpede swarms trapped inside dry-mud rocks. On impact, the swarm is released.
- Grey Ooze capsule made of stone. On impact, the ooze is released.
If defeated, the Random Event Table(see bellow) ignores "Giant's" results (1-3).
Random Event Table
Each encounter in the battlefield has added mayhem in it. On initiative count 10, roll a d6. On a result of 1, an event happens near the PCs. If an event happens, roll a d10 in the following table:
1- Giant's Rock: select randomly a character, a rock lands near her. Take 1d8+12 damage (Reflex DC 15, half).
2- Giant's Centipede Swarm: select randomly a character, then randomly select a square adjacent to her. A special rock lands there, releasing a centipede swarm.
3- Giant's Ooze: idem Centipede Swarm, but release a Grey Ooze.
4- Scorching Ray: a "lost" scorching ray attacks a random character. Touch Attk +1 (4d6 fire damage)
5- Javelin: a "lost" javelin attacks a random character. Attk +5 (1d8+6/x3). Ignore cover and other penalties, unless logic dictates otherwise.
6- Broken Weapon: A random PC's weapon (being held) acquires the broken condition.
7- Broken Shield: A random PC's armor or shield acquires the broken condition.
8- OGRE!: A Trunn Clan Ogre joins the encounter.
9- OGREEE!: A Trun Destroyer joins the encounter.
10- OGRE! Fire! Fire-Ogre?!: A Trunn Burned One joins the encounter.
The second weave of Trunn ogres attack later, leaded by Mammog Trunn. They are more powerfull and challenging than the previous wave. If Mammog is defeated, the other ogres make a morale check or retreats.
Encounter Design
My group is composed of 6 PCs level 9, plus Shalelu, Jakardros, Vale and a Fighter cohort of a PC. Other characters (warriors, commoners, etc.) will be fighting. I use EL as "EL for 6 characters" (usualy adding a CR5 creature per extra character. This is already reflected in my encounters).
I use the rules of Heroes of Battle, wich states that a lot of thing will be going on during the attack and PCs only will take part in some of the events (hopefully, the important ones). Ogres will we everywhere: some destroying things, some persuing fort warriors, some distracted by the funny cries of a mutilated man, some elite ones throwing fire at things, and some others looking for ways to enter the keep. The idea is that when a PC wants to deal with the ogres (or do something interesting in the battlefield) I select a pre-made encounter and let her have fun killing some monsters.
Ogres [EL 7]
4 Trunn Clan Ogre (CR 3)
1 Trunn Destroyer (CR 5)
Evoker Ogres [EL 7]
4 Trunn Clan Ogre (CR 3)
1 Trunn Burned One (CR 5)
Gate Breakers [EL] 7
2 Trunn Clan Ogre (CR 3)
2 Gatebrakers (CR 5)
Other Encounters will be more important and, therefore, more difficult.
Xanesha and her zombie defenders [EL 11]
Xanesha, Lamia Matriarch (CR 10)
6 Ogre Zombie -one of them is Pappy Grolki Kreeg-(CR 3)
Lucrecia and the Graul Cousins [EL 10]
Lucrecia, Lamia Matriarch (CR 10)
2 Graul Cousin Trapper (CR 4)
2 Graul Cousin Hunter (CR 4)
Mammog Trunn and his ogres [EL 9]
Mammog Trunn (CR 9)
1 Trunn Destroyer (CR 5)
1 Trunn Burned One (CR 5)
Stone Giant and the ogre "crew" [EL 9]
1 Stone Giant (CR 8)
2 Trunn Destroyer (CR 5)
4 Trunn Ogre (CR 3)
The special monster stats are bellow. Note that I changed the Ogre Hooks of the Trunn Ogres. I looked at the illustrations and thought that the Ogre Hooks are in reality weapons used in one hand and medium characters get to use them as two-handed weapons. But in the ogre stat blocks I saw so far, Ogre Hooks are treated like two handed weapons even by ogres (which doesn't make any sense), the proof os that they usually add the 1.5 Str bonus of Two-handed weapons and it's dice damage is 2d8. My house rule is that there are only one kind of ogre hooks and they are made by ogres intended as one handed melee weapons (1d10/x3, trip). Smaller creatures treat them as two handed.
Trunn Clan Ogre CR 3
Male or Female Ogre
CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 19, touch 8, flat-footed 19 (+4 armor, +2 shield, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3
OFFENSE
Speed 30 ft. (40 ft. base)
Melee medium ogre hook +7 (1d10 +5/x3)
Ranged javelin +1 (1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant
Trunn Destroyer CR 5
Male or Female Ogre Warrior 4
CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 20, touch 8, flat-footed 20 (+4 armor, +3 shield, –1 Dex, +5 natural, –1 size)
hp 60 (4d8+4d10+20)
Fort +10, Ref +3, Will +4
OFFENSE
Speed 30 ft. (40 ft. base)
Melee mwk medium ogre hook with power attack +11/+6 (1d10 +10/x3) or
Mwk greatclub with power attack +11/+6 (2d8+12)
Ranged javelin +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Combat Gear Potion of Cure Moderate Wounds (12 hp)
STATISTICS
Str 22, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +14; CMD 23
Feats Iron Will, Toughness, Power Attack, Lightning Reflexes
Skills Climb +12, Perception +5
Gear +1 heavy wooden shield, mwk hide armor, grappling hook, ropes.
Languages Giant
Trunn Burned One CR 5
Male or Female Ogre Sorcerer 4 (Fire Elemental Bloodline)
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 22, touch 9, flat-footed 14 (+4 armor, +4 shield, +5 natural, –1 size)
hp 63 (4d8+4d6+31)
Fort +9, Ref +5, Will +8
Resist Fire 10
OFFENSE
Speed 40 ft.
Melee dagger +6 (1d6+2 /19-20)
Ranged wand of Scorching Ray (10 charges) +5 touch (4d6 fire) or
elemental ray (5/day) +5 touch (1d6+2 fire damage /range 30 ft.)
Space 10 ft.; Reach 10 ft.
Combat Gear Potion of Cure Moderate Wounds (12 hp)
SPELLS
Spells Known (CL 4th; ranged touch attack +5)
0 level – Acid Splash, Dancing Lights, Detect Magic, Flare, Ray of Frost, Spark
1st (7/day)– Burning Hands (DC 14), Shocking Grasp, Mage Armor, Shield
2nd (4/day)– Flaming Sphere (DC 15)
STATISTICS
Str 14, Dex 11, Con 16, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +8; CMD 18
Feats Iron Will, Toughness, Spell Focus (evocation), Lightning Reflexes
Skills Climb +9, Perception +7, Spellcraft +7, Use Magic Device +9
Gear Cloak of Resistance +1
Languages Giant
Mammog Trunn CR 9
Male Ogre Ranger 6
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +13 (+15 Mountain)
DEFENSE
AC 21 touch 8, flat-footed 21 (+7 armor, –1 Dex, +6 natural, –1 size), +2 vs. Law
hp 143 (4d8+6d10+51) Solo Monster: Max HP
Fort +13, Ref +5, Will +3
OFFENSE
Speed 30 ft. (40 ft. base)
Melee 2 +1 medium ogre hook +14/+14/+9 (2d8 +7/x3)
Ranged javelin +7 (1d8+6)
Space 10 ft.; Reach 10 ft.
Atk Options Trip +18 vs CMD. If success, opponent provokes AoO. Fail more than 10 may drop weapon.
Favored Enemy Humans +4, Giants +2
Combat Gear Potion of Cure Moderate Wounds, Potion of Bull’s Strength, Potion of Protection from Law, Potion of Protection form Good (+2 AC, saves, new save vs domination)
Spells
Spells Memorized (CL 2nd)
1st – Lead Blades (already cast, made hook damage 2d8), Entangle (DC 12)
STATISTICS
Str 22, Dex 8, Con 18, Int 13, Wis 12, Cha 6
Base Atk +9; CMB +16; CMD 25 (29 vs Trip)
SQ Favored Terrain (Mountain) +2, Wild Empathy, Track
Feats Iron Will, Toughness, Two Weapon Fighting, Double Slice, Endurance, Combat Expertise, Improved Trip, Greater Trip
Skills Climb +14, Perception +13, Intimidate +10, Handle Animal +10, Survival +13, Stealth +8
Gear 2 +1 Medium Ogre Hook, +1 Large Breastplate, Amulet of Natural Armor +1,
Languages Giant, Common
Graul Cousin Trapper CR 4
Male Ogrekin Rogue 3
CE Large humanoid (giant)
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC 20, touch 12, flat-footed 18 (+3 armor, +2 shield, +1 Dex, +3 natural, +1 dodge); Mobility
hp 30 (3d8+12)
Fort +6, Ref +4, Will +2; Evasion
OFFENSE
Speed 30 ft.
Melee mwk sickle +9 (1d6 +5) or
Ranged javelin +3 (1d6 +5/ 30 ft.)
Special Attack Sneak Attack +2d6
Combat Gear 2 potion of cure light wounds
STATISTICS
Str 21, Dex 13, Con 16, Int 8, Wis 12, Cha 6
Base Atk +2; CMB +7; CMD 18
Feats dodge, mobility, weapon focus (sickle), improved initiative
Skills Acrobatics +7, Climb +11, Escape Artist +7, Disable Device +7, Perception +7, Stealth +7
SQ Advantageous Deformity (Quick Metabolism), Flaw (Extra Ugly), trapsense +1
Gear mwk studded leather armor, mwk spiked heavy wooden shield
Languages Giant, Common
Graul Cousin Hunter CR 4
Male Ogrekin Fighter 3
CE Large humanoid (giant)
Init +2; Senses low-light vision; Perception +0
DEFENSE
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp 34 (3d10+12)
Fort +8, Ref +3, Will +1; Bravery +1 vs Fear
OFFENSE
Speed 30 ft.
Melee sickle +8 (1d6 +4) or
Ranged mwk composite longbow +7 (1d8+ 4/ x3) or
With Rapid Shot +5/+5 (1d8+ 4/ x3)
Special Attack Point blank shot (+1 atk, +1 dmg)
Combat Gear 3 +1 human bane arrow (+3 atk, +3 dmg, +2d6 vs humans)
STATISTICS
Str 19, Dex 15, Con 16, Int 10, Wis 10, Cha 6
Base Atk +3; CMB +7; CMD 18
Feats Point blank shot, Precise shot, Weapon focus (longbow), Skill focus (stealth), Rapid Shot
Skills Climb +10, Stealth +7
SQ Advantageous Deformity (Quick Metabolism), Flaw (Extra Ugly)
Gear mwk composite longbow (Str +4), mwk hide armor
Languages Giant, Common
Ogre Zombie CR 3
CE Large undead (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 21, touch 7, flat-footed 21 (+4 armor, +2 shield, –2 Dex, +8 natural, –1 size)
hp 33 (6d8+6)
DR 5/slashing
Fort +1, Ref -1, Will +4
Defensive Qualities undead traits
OFFENSE
Speed 30 ft. (40 ft. base)
Melee medium ogre hook +9 (1d10 +/x3) or
Slam +9 (1d8 +
Ranged javelin +4 (1d8+6)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 19
Feats Toughness
Skills
SQ Staggered
Languages Giant
Staggered (Ex)
Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
That's all for now. If everything goes as planed, I think this weekend will start the battle. I'll post the results here later.
Thanks for reading, and excuse my English (not my mother language).
Rhada.
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![Ogre](http://cdn.paizo.com/image/avatar/PZO9003-Cover_working1.jpg)
I recently did the math for Ogre Zombies myself and these were my differences:
1) Ogre Zombies calculate as CR2 (4 racial HD + 2 size HD = 6 = CR2).
2) I was unsure whether to add the Zombie Natural Armour to the Ogre's Natural Armour or whether to replace it. I replaced it reasoning that they are CR 2 and the decomposition would soften their hide.
3) They have no intelligence and thus do not understand any languages
Zombie Ogre CR2
XP 600
NE Large Undead
Init -2; Senses Darkvision 60'; Perception +0
Defence
AC 14, Touch 7, Flat Footed 14 (+4 armour, -2 Dex, +3 Natural, -1 size)
HP 33 (6d8+6)
Fort 2; Ref 0; Will 6
Dr 5/slashing; Undead Traits
Offence
Speed 30 (40 base)
Melee greatclub +12 (2d8+9) or slam +12 (1d8+6)
Space 10'; Reach 10'
Statistics
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Base Attack +6, CMB +10, CMD 18
Feats: Toughness (B)
SQ: Staggered (1 move or 1 standard action/round, includes a standard charge)
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Matías Torino |
![Kobold](http://cdn.paizo.com/image/avatar/kobold.jpg)
I recently did the math for Ogre Zombies myself and these were my differences...
I too calculated CR 2 for the zombies, but it seamed to me that the "zombogres" had too much Str and AC. Beign zombies, they are even more threatening than beign normal ogres. Yes, they are mindless and have the Staggered SQ, but it doesn't change the fact that an ogre, zombie or not, would just attack once per turn and in a realy idiotic way. So it seamed more balanced to scale them to CR 3. Maybe, "CR 2.5" would be better.
Anyway, Thanks for reading and correcting the stats! :D