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Help me create the next stage of Ogre!
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<blockquote data-quote="Sigurd" data-source="post: 2194296" data-attributes="member: 19412"><p><strong>Clean Sweep Ogre</strong></p><p></p><p>This terrifying creature of the wilderness is made twice as affective by reducing his clutter, selling old treasures and investing in new traps and redecoration ideas for his lair.</p><p></p><p>In the first phase he removes all the old bones, dead and uneaten creatures and separates all his hostages and possessions into 'keep' 'toss' 'sell' and 'ransome'. This effectively reduces his treasue rating to 0 in this first phase.</p><p></p><p>In the second phase he arranges his 'toss' pile to affectively repell invaders. At any time it is only a DC 10 challenge for this ogre to have 3D4 objects on hand from bones to boulders.</p><p></p><p>The Sell pile is similarly used to gather all his more stupid giant kin. In return for trinkets, cheap armor from underage adventurers, and various clubs of the day this ogre wins the leadership and lasting respect from his bumpkin neighbors and other dim witted giants. The Sell pile distributes his wealth such that all his allies receive no minuses for inferior equipment (some may even receive pluses). Defenders who receive this bounty get a +1 morale bonus for knowing that someone finally did something. A +2 if they actually inherited a shiney new to them club. It also garners 2D6 messangers that the ogre may use for his further operations.</p><p></p><p>The Ransome pile is the biggest tactical change for this advanced ogre. Knowing you don't have to hang onto your captives liberates the Ogre to make some real wealth. Captives are taken from the countryside and kept for a time, until their ransome is paid or the ogre gets too hungry. Messengers gatherred from the dispursement of his sell pile are sent to demand the things the ogre really wants. Money, magic, marinated Steer whatever.</p><p></p><p>An ogre who reaches this second level of organization acquires twice his standard treasure allowance because although he may have fewer possessions in total, what he has, he really likes. The ogre begins to learn that it is quality as well as quantity.</p><p></p><p>Some of this newfound wealth is spent on tasteful decorations - a built in Gaol to keep his captives, perhaps a new, larger cauldron, and shiny gold teeth. In his decorating the Ogre learns to emulate more powerful monsters, perhaps the local necromancer, and he learns that if he is careful there are many things that he can receive from these new aquaintances. Oversize swords, shields, even armor become standard. As do trips to the seaside to smash trading ships and collect wreakage.</p><p></p><p>Fee Fi Fo Fum becomes:</p><p></p><p>Pay me my Fee!</p><p>Fighter level Feats!</p><p>Foes must be anticipated!</p><p>Fumbling can get me killed!</p><p></p><p>All of these revelations bring powerful organization to the Ogre, making him prosperous and terrifying!</p><p></p><p></p><p>S</p></blockquote><p></p>
[QUOTE="Sigurd, post: 2194296, member: 19412"] [b]Clean Sweep Ogre[/b] This terrifying creature of the wilderness is made twice as affective by reducing his clutter, selling old treasures and investing in new traps and redecoration ideas for his lair. In the first phase he removes all the old bones, dead and uneaten creatures and separates all his hostages and possessions into 'keep' 'toss' 'sell' and 'ransome'. This effectively reduces his treasue rating to 0 in this first phase. In the second phase he arranges his 'toss' pile to affectively repell invaders. At any time it is only a DC 10 challenge for this ogre to have 3D4 objects on hand from bones to boulders. The Sell pile is similarly used to gather all his more stupid giant kin. In return for trinkets, cheap armor from underage adventurers, and various clubs of the day this ogre wins the leadership and lasting respect from his bumpkin neighbors and other dim witted giants. The Sell pile distributes his wealth such that all his allies receive no minuses for inferior equipment (some may even receive pluses). Defenders who receive this bounty get a +1 morale bonus for knowing that someone finally did something. A +2 if they actually inherited a shiney new to them club. It also garners 2D6 messangers that the ogre may use for his further operations. The Ransome pile is the biggest tactical change for this advanced ogre. Knowing you don't have to hang onto your captives liberates the Ogre to make some real wealth. Captives are taken from the countryside and kept for a time, until their ransome is paid or the ogre gets too hungry. Messengers gatherred from the dispursement of his sell pile are sent to demand the things the ogre really wants. Money, magic, marinated Steer whatever. An ogre who reaches this second level of organization acquires twice his standard treasure allowance because although he may have fewer possessions in total, what he has, he really likes. The ogre begins to learn that it is quality as well as quantity. Some of this newfound wealth is spent on tasteful decorations - a built in Gaol to keep his captives, perhaps a new, larger cauldron, and shiny gold teeth. In his decorating the Ogre learns to emulate more powerful monsters, perhaps the local necromancer, and he learns that if he is careful there are many things that he can receive from these new aquaintances. Oversize swords, shields, even armor become standard. As do trips to the seaside to smash trading ships and collect wreakage. Fee Fi Fo Fum becomes: Pay me my Fee! Fighter level Feats! Foes must be anticipated! Fumbling can get me killed! All of these revelations bring powerful organization to the Ogre, making him prosperous and terrifying! S [/QUOTE]
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