No God But Their Stomachs - d3 Ogre Encounters to Haunt Your Wilds

We're Ogre-Posting today.

Their destiny is destruction,
their god is their stomach,
and their glory is in their shame.
Their mind is set on earthly things.
- Phil. 6:13

An ogre is a hollow creature, never satisfied with its lot, always trying to fill itself up. Despite opinions of lesser monstrologists (Such as E.F. Curd and Company), it is clear that ogres are intelligent beings, at least as intelligent as the average human. Their fault is in their inescapable longing. - Carrivilus Barq, Monstrologist.

1. Buck

At first Buck only wanted friends. As a young human boy, he longed to be included in the gaggle of peasant children that gathered each morning by the well in the early hours, but his twisted face earned him the scorn of his would-be companions. One can feel sad about this for a moment.

Unfortunately, Buck chose the route of violence to solve his problems. A thrown stone marred the face of a boy a little older than him, and in the ensuing scuffle, another stone sent the same lad to an early grave. That first taste of violence was all it took, and Buck has craved it ever since.

Shunned entirely by his village as a murderer, he has been a lone wanderer on hi-ways ever since, leaping out from behind boulders and large trees to throw stones at passing travelers. Once his victims are subdued, he enjoys removing their limbs one by one as he listens to them squeal.

Notably, he is not a cannibal. Rather, he keeps a flock of goats tied along a rope as he travels.

Buck, 4 HD+4 (22 HP), AC 10, Morale 6, Extra Attack (d12 Fist, d10 Stone). If a fist attack hits, the target must save or be grappled, and either used as a club (d10 to club and target) or ripped in half for 2d8 DMG on subsequent turns. He keeps shiny baubles in the bag around his neck.

2. Alfira

One might think the fairer sex too gentle to fall into the cursed Ogre state. I assure you, this is nonsense.

Alfira was a child born into poverty, well-loved by her mother and father. After her father went missing, she and her mother were starving. One evening, hungry beyond sense, Alfira climbed into the pantry and ate every last scrap of food she and her mother owned. It was enough to sustain the daughter, but not the mother, and when no further food presented itself, Alfira ate her own mother. Once again, this was enough to sustain her, but only until the village priest arrived, who also fell into the girl's clutches.

The hovel is now widely avoided by all sensible travelers, but Alfira roams far and wide, returning from time to time with a fine kill large enough to preserve. She salts the meat, dries it, and stores it as jerky in the basement, along with a small hoard of treasures from her victims.

Despite her appetite, Alfira appears as a shockingly thin 9' tall woman with moon-white skin, hollow cheeks and form, and a gaunt stare. She often sings a lullaby as she ambles through woods and bogs. Each night, she sharpens her cleaver meticulously.

Alfira does not only feed on humans, but she seems to prefer them. The only food she desires more is sweet candies.

Alfira, 5 HD+5 (27 HP), AC 12, Morale 8, Extra Attack (d8 Cleaver). If Alfira's cleaver rolls a 19+ on the dice it crits, and the target must save or lose a hand (evens) or foot (odds). 

3. Father Cory

I am unsure of whether Father Cory still believes his own sermons.

Shouting homilies raggedly through the treetops, startling birds and beasts, Father Cory is an ogre of the cloth, if such a thing is possible. He wears (poorly, on his bulbous body) the robes of an itinerant minister, and instructs those whom he sees on the importance of hope, justice, and wisdom.

And then the little hat comes off his head, and a worm-eaten smile crosses his face. "Would you support the mission, my children?" he asks.

Please, good people, give the minister a coin. Your lives are well worth it.

Father Cory, 6 HD+6 (33 HP), AC 14, Morale 6, Extra Attack (d10 Fist, a struck target must save or be grappled by Cory's long fingers. With any subsequent actions, the ogre will inflict d10 crushing damage on a grappled target, unless they give him more gold).

Father Cory's gut is full of d20*50 gold coins.

Ogre Moots

Very rarely, the ogres of a land may hold a moot. Here they argue, accuse, bluster, brag, and fight over territorial issues. This lasts all night, and usually ends with all three slightly injured (-2 HD each at the end of the argument).

If an ogre encounter is rolled, there is a 1-in-20 chance that the Ogre Moot is encountered, in which case all three of the above are present. If it is morning, the moot has just started and tensions are mostly uneasy. If it is evening, the moot is little more than hoarse shouting, waving arms, and violent threats. If it is night, the three are fighting and wounded.

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