Ogre Keep
This adventure is set in the Highland Freeholds
on the world of Mananya, details of which can be found elsewhere
on this website. It is however suitable for any semi-settled area
inhabited by ogres. The adventure is designed for 4-6 characters
of 5th-8th levels (about 30-33 levels in all). The characters are
unlikely to win in a toe to toe battle with the ogres,
spellcasters or sneaky characters would be a great advantage.
If the adventure is played as part of the "return of an
ancient god " campaign (imfo about which is also avaliable
elsewhere on this site) the characters should be of 6th-9th level
(about 35 - 40 levels in all). Writing in italics applies to the
ancient god campaign.
Basic outline
A group of ogres have raided a small village, killing or
capturing the inhabitants. The captured villagers have been taken
by the ogres back to their base. Lawful or Good aligned
characters should feel duty-bound to help the survivors.
The ogres are slave raiders capturing slaves to work
rebuilding the capital of the ancient ogre empire.
The village
The characters are riding through semi-settled farmland when they
see a plume of smoke in the near distance. The smoke is coming
from a small group of recently burnt-out farmhouses, some of
which are still smoldering.
The bodies of four men, who are dressed like farmers, are
scattered among the smoldering rubble. Ogre tracks lead away from
the farmstead, as do the footprints of seven humans. Two sets of
footprints look like they belong to children.
The keep
If the party follow the tracks, they find that they lead up into
the surrounding hills. The tracks stretch for two days travel,
and terminate at a semi-ruined keep set among forested hills. The
tracks aren't particularly hard to follow. The ogres didn't try
and hide their tracks as they expect to change bases soon.
The ruins are the remains of a keep the ogres destroyed roughly
two months ago, and have been using as a base for their raids
since. The prisoners the ogres have captured, and their captors,
are inside the main keep building.
There are two ogres for every member of the party.
The ogres are mostly located in the main hall of the keep, but
have posted two lookouts, one on the roof of the tower, and one
on the northwestern guard tower. These ogres are alert sentries,
and will definitely see the party if they just ride up. The
parties best bet is probably to sneak through the trees to the
south of the keep, and enter through the breach in the southern
walls. If they remain relatively quiet the party has a 50% chance
of entering the southern breach unseen. If the party attempts to
enter the eastern breach they have only a 10% chance of entering
unseen. These chances should be increased if they come up with
any more complicated plans. Unless the characters are invisible
they will be spotted once they enter the breaches. The sentries
raise the alarm and the ogres fight the characters in the
courtyard.
If the characters are spotted before they enter the breaches the
sentries raise the alarm and the other ogres man the outer walls,
defending them against the party. Two ogres will guard each of
the breaches in the walls, while the remaining ogres throw rocks
at the party from behind the lines. The rocks do 1-8 damage each,
and the ogres throw every other round. If an ogre is reduced to
less than 10hp he will fall back and allow another ogre to take
his place. The characters may get an attack in against the
retreating ogre as they change places. If half of the ogres are
killed, or reduced to less than 5 hp, the ogres make a fighting
retreat into the safety of the central tower. During a fighting
retreat the ogre's ac is lowered by one (they are harder to hit),
but their to hit score is penalised by -1.
There is only one entrance to the tower, a wooden door that can
be barred from within. The ogres defend the door for as long as
they can, before locking and barring the door.
While the party attempts to batter down the door, two ogres will
head for the roof, where they and the sentry posted there will
throw stones, from a stockpile on the roof, down on the party.
These stones do 3-18 hp damage per stone, and the ogres may
attack once every two rounds.
Once the party manages to enter the keep, the ogres will retreat
back up the spiral staircase defending as they do so. Those
standing on a higher point on the staircase gains a +1 bonus to
hit and damage rolls. The ogres fight to the death.
Reinforcements
Once the party have beaten the Ogres, they are able to release
the prisoners from where they are being held on the second floor
of the tower. As the party are preparing to leave, they spot
another, larger, group of ogres coming towards the keep. There
are three ogres for every party member with more than 50% of
their hit points remaining, and two for every party member with
less than 50% of their hit points remaining.
The ogres that hold this keep had split up into two groups to go
raiding, with the group the party killed raiding the village the
party found, and the larger group raiding a larger village to the
west. The new ogres were beaten back by the defenders of the
village they raided, and are fleeing back towards their base of
operations
The party has two options.
1/ Defend the keep against the approaching Ogres. - The party can
either just defend the keep, or else try and defend the keep
while someone goes for help. If someone goes for help they will
encounter the guardsmen after two miles.
2/ Quit the keep and make a run for it, with the ogres chasing.
Eventually the prisoners just can't handle the pace of the chase,
or a horse falls, and the adventurers are forced to defend
themselves in the open.
If things are going badly for the party (at least 1 party member
dead, and two reduced to less than 1/4 of their hp), a group of
guardsmen dispatched by the village the ogres raided arrive to
help the party. There is one guardsman for every remaining ogre.
The ogres fight to the death. If the party is not in enough
trouble for the guardsmen to arrive during the battle they arrive
approximately half and hour later.
The guardsmen are all 1st level fighters armed with swords and
wearing ringmail.
The ogres are all worshippers of Myrg. Three of the first
group and four of the second group of ogres are duel class
fighter/priests, while the rest are able to cast 1 first or
second level spell as per the rules for lay worshippers of Myrg
casting priest spells. The second group of ogres are led by a
black guard who has three wolf allies.
Split class ogres
HD 4+4, AC5, At 1, Dmg 1-10+1, NE, THACO 15. Effective priest
level 2nd (dragonlance cleric neutrality).
spells - 1st - Cure light wounds, Cause light wounds
- 2nd - Spiritual hammer
Black guard Ogre - AL - pure
neutral, AC 5, Mv 12", HD 6+2, #AT 1, Dam1d12, Thaco 15, SA
casts spells as a 5th level priest of neutrality (4/3/2) (Note,
in this campaign as originally played the priest spell charts
were as per Dragonlance rules. All references throughout campaign
related material are to these figures.)
Typical spells - 1st - Bless, Animal friendship (often used to
gain wolf / hawk allies who fight with the Black guards), cure
light wounds, cause light wounds.
-2nd - Charm person or mammal, Spiritual hammer, Heat Metal
-3rd - Pyrotechnics, Meld into stone, Dispel magic.
Aftermath.
The lords who owned the keep were all killed during the ogre
attack, and the keep is now uninhabited. Under Freehold law the
characters are able to claim lordship of the keep and the
surrounding ten square miles of land. There are currently no free
farmers remaining in the area, but the land is sufficient for an
annual income of 20gp/year if willing farmers were found. Offers
of land would go a long way in this respect, but only if the keep
was first restored so their safety could be guarenteed. The keep
counts as a dun if the party wishs to found a clan or knighthhod.
If the characters don't want the keep, they may sell the
contents, except for the food stored in the stables, which
belongs to the survivors of the villiages attacked.
The survivors rescued by the characters are greatful, but have
lost all they own to the ogre attacks. The survivors may look to
the characters again for help in the future.
If the characters defeat the ogres, Myrg sends one of the
eyes of god to get a look at the party, and gain some revenge.
Three days after the characters defeat the ogres the eye of god
arrives and unleashes a swarm of birds against the party.
The party should receive 1000xp for successfully rescueing the
villiagers from the ogres, 200xp if they successfully sneaked
through the breaches in the walls, 500xp if the successfully
defend the keep against the second group of ogres and 1000xp if
they succeed without the help of the guardsmen.
The keep
1 Main Gates
The main gates of the keep are made of iron bound hardwood, and
are still in reasonable repair. The Ogres didn't attack the gates
when they took the keep, so they didn't sustain any damage. The
Gates can be barred, and wedged, with iron wedge holes, and foot
long wedges. The gates are extremely resistant to ramming, and
should be almost impossible for the party to open, short of using
powerful magic.
2 Breaches in palisades
When the ogres invaded the keep they smashed two large holes in
the wooden palisade. The ogres have repaired these breaches to
some extent, piling dirt and brush in the breaches. Two ogres are
able to defend each breach at one time, and three human sized
characters may attack at one time (four smaller characters).
Defenders gain +1 to hit and damage when defending the breaches,
while attackers lose -1 to hit.
3 Main keep
1 Front door.
The front door to the keep was smashed by the ogres when they
took the keep, and has been only inexpertly repaired since. The
door is able to take 50 hp of damage before it is broken open.
Only one attacker may enter the door at one time, and only in the
round after the ogre defending the door has been killed. Once a
character enters the keep, he may be attacked by three ogres at
one time. So long as one character is inside the keep, one
character may enter each turn. Once three characters are inside
the keep, the ogres start to retreat up the stairs of the keep.
2 Main hall.
The main hall of the keep is a single large room, scattered with
the bedrolls and equipment of the characters inhabiting the
tower. A large hearth in the east of the hall burns fiercely,
warming the room. A spiral staircase to the other floors of the
keep starts in the south of the room. There is a large oaken
table against the far southern wall of the room which could be
used to barricade the door. If the table was used in this manner
it would take 30hp damage to destroy.
3 Barracks
This was formerly the barracks of the keep, the splintered
remains of two bunks remain, the rest having been burnt by the
ogres.
4 Captain's room.
This was once the room of the captain of the keep's war band. It
is now empty.
The ogres have erected a shrine to Myrg in the captain's
room. A small idol of Myrg sits on a table draped with a crimson
cloth. The idol has no magical powers.
5 Male Servant's quarters.
This was once the quarters of the male servants of the keep. It
is now where the prisoners are kept by the ogres, the ogres have
barred the doors from the outside. The room contains a few simple
sleeping pallets, and blankets, but nothing else. There are
twelve prisoners currently being held in the room.
6 Corridor
A corridor, where the stairs upstairs and downstairs meet, and
from which the doors to the other rooms on the second story lead.
7 Solar.
This was once the solar of the keep, it has a hearth set into the
western wall, and a trapdoor to the roof of the keep set into the
ceiling. The solar's walls are hung with the tattered remains of
tapestries, defiled by the ogres. The floors are muddy, from the
coming and goings of the ogre sentries.
8 Lords quarters
This was once the quarters of the Lord of the keep. The frame of
a great bed is the only remaining furniture in the room. The
mattresses were taken by the ogres for their own use. The bed
frame is an intricately carved piece, and would fetch up to 250
gold pieces if it could be removed from the keep and sold.
9 Female Servants Quarters.
This was once the quarters of the keep's female servants. It is
now completely empty.
10 Rooftop.
The Rooftop of the keep is surrounded by a waist high parapet,
except for the eastern section which was destroyed by a miscast
spell during the defense of the keep. The edges of the damaged
area are slick and smooth, looking as if they were melted.
4 Watch tower
The Northwestern watch tower is the only watch tower that did not
suffer extensive damage during the ogre assault. The watch towers
are built from roughhewn wooden beams, and can suffer a total of
125 hp before collapsing. The watch tower provides a -2 penalty
against missile fire directed at the defender. The tower is
currently manned by a single ogre lookout, who is armed with 6
rocks which he throws for 2-8 damage, and a double handed sword.
The ogre also possesses an alarm horn, which he will sound if the
party is spotted.
5 Watch towers
The Northeastern and, Southwestern
watch towers were severely damaged in the ogre assault upon the
keep. They are unsafe to climb.
6 Watch tower
The Southeastern watch tower is severely damaged. The corpse of
the two defenders killed in the tower during the ogre attack
remain in the tower, as it is too unstable for the ogres to
investigate. One of the corpses is that of the captain of the
keep's war band. The captain was making his rounds when the keep
was attacked, and was killed by a well aimed stone thrown by one
of the ogres. The captains sword +1 remains on his corpse. Any
character climbing the tower has a 50% chance of causing it to
collapse, causing the character 4-24 hp damage.
7 Stables
The stables are currently being used by the ogres to store the
nonperishable foods stolen from the surrounding farms. There are
four barrels of flour, three smoked sides of ham, four sacks of
lentils, and eight sacks of potatoes.
The tack from the keeps horses is still in the stables, and would
fetch up to 300 gp on the open market. the horses were killed and
eaten by the ogres.
8 Smithy
The smithy has been kept in relatively decent repair by the
ogres. While it was damaged during their attack, one of the ogres
is a decent smith, and had repaired and tidied the smithy, using
it to maintain and repair their equipment. The smithy contains
everything a smith might wish for, and this equipment would fetch
250 gp if it were sold.