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👹 Dungeon23 - Lair of the Obsidian Ogres

Map created using Dungeonscrawl

Pressing on through the caverns occupied by the Fire Tribe Goblins the heroes find themselves descending into the lair of their more fearsome allies, the Obsidian Ogres.

The first level of the Obsidian Ogres lair is occupied mainly by warriors of the Obsidian Clan who have recently allied themselves with the Fire Tribe goblins; in truth the ogres would normally have conquered or killed the goblins but they are currently besieged by a different enemy to the Northwest of their part of the caverns. Unwilling to face enemies on two fronts the leader of the clan, a particularly vicious ogre by the name of Drokhar agree to ally with the goblins, lending them some of his laziest and scrawny members as support.

After all--he reasons--once the more pressing threat is dealt with they can always kill the goblins later.

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Wandering Monsters

Roll 1D6 every other turn, there is a 1-in-6 chance of an encounter. Encounter distance, etc should be determine as normal using your system of preference.

1D6 roll Encounter
1 2d6+6 Fire Tribe Goblins
2 1 Oche Jelly
3 2d6 Obsidian Ogres
4 1d6 Trolls
5 2d6 Obsidian Ogres
6 2d6+6 Fire Tribe Goblins

Monster Stats

Fire Tribe Goblins AC 6 [13], HD 1-1 (3 hp), Att 1 x weapon (1d6), THAC0 19 [0], MV 60' (20'), SV D14 W15 P16 B17 S18 (NH), ML 7, AL C, XP 5

The goblins are armed with short swords and short bows.

  • Infravision: 90’.
  • Hate the sun: -1 to-hit in full daylight.
  • Hate dwarves: Attack on sight.

Obsidian Ogres AC 5 [14], HD 4+1 (19 hp), Att 1 x club (1d10), THAC0 15 [+4], MV 90' (30'), SV D10 W11 P12 B13 S14 (4), ML 10, AL C, XP 125

Fierce 8'-10' tall humanoids dressed in animal furs and armed with wicked bone clubs.

  • Sack: Each ogre carries a sack containing 1d6 × 100gp.
  • Hate neanderthals: Attack on sight.

Ochre Jelly AC 8 [11], HD 5 (22 hp), Att 1 x touch (2d6), THAC0 15 [+4], MV 30' (10'), SV D12 W13 P14 B15 S16 (3)), ML 12, AL N, XP 300

  • Immunity: Unharmed by all attacks except cold or fire.
  • Division: Lightning or attacks with weapons cause the jelly to divide into 1d4+1 2HD jellies that do half damage.
  • Acid: After a successful attack, sticks to the victim and exudes acid. The acid inflicts 2d6 damage per round to flesh and destroys cloth, leather, or wood in one round. (Stone and metal are unaffected.)
  • Seep: Can squeeze through small holes and cracks.

Troll AC 4 [15], HD 6+3x (30 hp), Att 2 x talon (2d6), 1 x bite (1d10), THAC0 13 [+6], MV 120' (40'), SV D10 W11 P12 B13 S14 (6), ML 10 (8 fear of fire), AL C, XP 650

Intelligent, wicked, 8’ tall humanoids with emaciated, rubbery bodies. Consume the flesh of other humanoids. Dwell underground, in barren wilderness, and in the ruined homes of former victims.

  • Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.
  • Return from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.
  • Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.
  • Fear of fire: Morale 8 when attacked with fire or acid.

Skeleton AC 7 [12], HD 1 (4 hp), Att 1 x weapon (1d6), THAC0 19 [0], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 10

Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics. Often encountered in cemeteries, crypts, or other forlorn places.

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Zombie AC 8 [11], HD 2 (9 hp), Att 1 x weapon (1d8), THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 12, AL C, XP 20

Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.

  • Guardians: Always attack on sight.
  • Initiative: Always lose (no roll).
  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Location 1 - Crude Alarms

A large cavern that appears empty, however the ogres have strung some fine cord across the tunnel to the West, if the PCs do not spot it (same chance as a room trap) and blunder into it then the cord causes two large bells to ring in the cavern; unless stopped the bells rings for 1D3, roll a wandering monster check (with a 3-in-6 chance of an encounter) each turn they are ringing.

Location 2 - Empty Cave

Location 3 - Guard post

A small cave that is guarded by 1D3 ogres.

Location 4 - Rock concealment

The Southwestern wall of this cavern appears to have collapses in a cave-in. In-fact the rocks were deliberately placed in that manner to hide two secret exits, anyone wishing to move the large rocks must make a Strength check to do so.

Location 5 - Empty Cave

Location 6 - Ogre Barricade

Rubble barricase (where the passage splits to the Northeast, both entrances are piled high with rubbish forming a makeshift but sturdy barricade). Always guarded (there are always 2D6+2 Ogres on guard here, watching for signs of undead incursions from the Abode of the Dead off the Northeastern edge of the map).

In their excavations the Obdisian Ogre Clan discovered a long buried and forgotten ancient tomb, whilst initially giddy at the thought of plunder they faced stiff resistance from the spectral inhabitants of the tomb, who now launch sporadic attacks. Drokohr the ogre chieftain ordered a barricade built here and has his troops guard it.

Undead Attacks and Reinforcements

The guards on this barricade are changed regularly and sporadic attacks are launched by the undead from the Northeast, when the PCs are in this location the GM should roll a wandering monster check each turn (rather than every other tunnel) and--if they roll a 1--they should roll on the below table rather than the usual wandering monster chart.

1D6 Roll Encounter
1 1D6 Ogre re-inforcements arrive.
2 1D3 Ogres arrive.
3 3D10 Skeletons swarm down the passage to the NE and attack.
4 4D6 Zombies shamble down the passage to the NE and attack.
5 1D3 Ogre re-inforcements arrive.
6 1D6 Ogres arrive.

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