Ogres' Lair
[Castle Line]
 
 
The entire ogre tribe consists of 25 males, 15 females, 7 young, 2 patrol leaders, 1 chieftain, and 1 shaman.  Their lair is a series of largely natural caverns that they have crudely worked into more liveable areas.

1. West Entrance
(Ceiling Height: Varies 15' to 20'; Illum: Fire baskets nailed to walls)

Four ogres (AC 3; MV 9; HD 6; hp  29,  21,  24,  26; THAC0 15; #Att 1; Dmg 2d6+3 or weapon +6; Ml 11-12; XP 270) guard this entrance into their caverns.  However, at any given time 0-3 (1d4-1) of the guards will not be alert; either sleeping or, if more than one are not being vigilant, playing a crude dice game with bone dice for a handful (1d12) of gold coins.

2. Central Guard Post
(Ceiling Height: Varies 20' to 25'; Illum: Large torches in floor stands)

Five ogres (AC 3; MV 9; HD 6; hp  33,  38,  32,  30,  26; THAC0 15; #Att 1; Dmg 2d6+3 or weapon +6; Ml 11-12; XP 270) make their home in this open area centrally located between the two entrances.  In the event of an attack, they will go to the aid of which ever group is being attacked.  These ogres have constructed beds from rough branches, straw, and old furs.  Hidden among the filthy bedding, for each ogre, can be found 2d10gp and 4d10sp.

3. East Entrance
(Ceiling Height: Varies 10' to 15'; Illum: Fire baskets nailed to walls)

Four ogres (AC 3; MV 9; HD 6; hp  23,  35,  24,  29; THAC0 15; #Att 1; Dmg 2d6+3 or weapon +6; Ml 11-12; XP 270) guard this entrance into their caverns.  However, at any given time 0-3 (1d4-1) of the guards will not be alert; either sleeping or, if more than one are not being vigilant, playing a crude dice game with bone dice for a handful (1d12) of gold coins.
 
4. Common Area
(Ceiling Height: Varies 15' to 20'; Illum: 5' diameter firepit in center of floor)

This area is used as a meeting room and 'dining hall' by the ogres.  Gnawed bones and old, untanned hides can be found scattered all about.  If the party arrives during the main meal time, just as dusk is falling, about 1/2 of all the ogres will be gathered here eating and drinking stolen ale. There will be 2d8 male ogres, 2d8 female ogres, and 1d6 young ogres here if it happens to be mealtime.  At any other time, there will only be 1d6 ogres here.

5. Main Living Area
(Ceiling Height: Varies 20' to 30'; Illum: 5' diameter firepit in center of floor)

The bulk of the male ogres have their quarters in this vast cavern.  Like ogres everywhere, they make their beds from piles of old furs, half-rotted cloth, and straw.  Each ogre bed, if thoroughly searched, contains 2d12gp and 2d20sp.  Depending on the time of day, as many as 10 male ogres can be found here, mostly, though, the ogres who make their home here will be outside, raiding, or guarding.

6. Shaman's Quarters and Altar to Krushkor and Salsmen
(Ceiling Height: Varies 25' to 30'; Illum: Continual Light cast on ceiling)

Ogre religious worship is a simple affair -- basically the sacrifice of captured victims upon an altar consecrated (crudely) to both Salsmen and Krushkor.  The Ogre Shaman (AC 5; MV 9; HD 4+1; THAC0 17; #Att 1; Dmg 1d10 or weapon +6; Ml 11-12; XP 375) presides over these simple, yet brutal, ceremonies.  He is attended at all times by two younger members of the tribe who will always fight to the death to defend his life.  The Shaman has the spell casting abilities of a 3rd level priest (3 1st, 2 2nd) and has the following spells available:

7. Quarters for Females and Young
(Ceiling Height: Varies 25' to 30'; Illum: 5' diameter firepit in middle of area)

15 female ogres (AC 5; MV 9; HD 4+1; hp  23, 14, 23, 20, 15, 20, 19, 16, 23, 23, 14, 19, 17, 14, and 18, THAC0 17; #Att 1; Dmg 1d10 or weapon +6; Ml 11-12; XP 270), who fight as viciously as their males, make their quarters here with 7 young ogres (treat as orcs).  Each female has her own 'bed' a heap of smelly furs which conceal her 'treasure' (1d20cp, 1d10sp, and 1d6gp with a 50% chance of a 50gp rock crystal).  When defending the young, the female Ogres will gain a +1 bonus to hit and damage rolls due to their maternal ferocity.

There is a deep pool of water in the northeast corner of this chamber which is replenished from an underground stream.  The water is cold and clean, and used by the ogres for drinking, only.

8. Patrol Leaders' Quarters
(Ceiling Height: Varies 25' to 30'; Illum: Torches in wall sconces)

The two ogre patrol leaders (AC 3; MV 9; HD 6; hp 42, 38; THAC0 15; #Att 1; Dmg 2d6+3 or weapon +6; Ml 11-12; XP 270) share this roomy chamber and keep their personal share of the treasure (chest 1: 125sp, 55gp, 1x250gp gem, chest 2: 200sp, 75gp, 1x200gp gem) in the southern spur of the chamber in two heavily locked (-15% chance for a thief to pick these locks), both trapped with sleep gas (save or sleep for 1d6 hours) and a string of metal bells which cause enough noise to draw the ogres' attention if they are not disarmed first.

9. Chieftain's Quarters and Treasure Storage
(Ceiling Height: Varies 25' to 30'; Illum: Oil lamps hanging from ceiling)

The mighty leader of the ogre tribe (AC 2; MV 9; HD 7; hp 49; THAC0 14; #Att 1; Dmg 2d6+7 or weapon +7; Ml 12-13; XP 320) makes his home here.  He keeps the bulk of their treasure -- 4363cp, 1291gp, 10 gems (2 X 10gp, 1 X 50gp, 5 X 100gp, 2 X 500gp, 1x1000gp), 5 magic items (Cloak of Protection +1, Chain mail +1, Longsword +1, Scroll: Protection-All Lycanthropes) -- stored away in a hole beneath a huge (300lb) boulder which blends very well with the natura contours of the cavern.  A successful detection of secret doors is necessary to discover the moveable boulder.

[Castle Line]
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