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(Mongoose) The Slayer's Guide to Ogres - Out Now!
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<blockquote data-quote="MongooseMatt" data-source="post: 1453303" data-attributes="member: 16996"><p>Hi guys,</p><p></p><p>The latest instalment of the Slayer's Guides, written by Shannon Kalvar, is now here! The Slayer's Guide to Ogres promises to make these post-orc nasties ever more deadly in your games, earning new respect from your gamers (seriously - arm up a gang of ogres with huge Greatswords and plate armour, and watch high level PCs stall and falter!).</p><p></p><p>The book opens up with a full colour 'anatomy' piece, which will be familiar to all Slayer's Guides fans, getting straight into the nitty-gritty of what makes an Ogre. Physiology and Psychology inspects possible origins of the race (giving several possibilities so you can be sure of slotting it into your own campaign world), the main subraces of Ogre and strange features (beware the black-eyed Ogre Mage).</p><p></p><p>Habitat explores to preferred domains of Ogres, Merrow and Ogre Magi, as well as giving clues on how players can detect the presence of this race before an ambush is launched. This then smoothly moves into the Society chapter, describing how these creatures live their day to day lives and what matters most to them. The main principles of Ogre culture are listed, allowing a GM to quickly move into the role of an entire Ogre settlement, and these are expanded into detailed descriptions that the Gm can use in his scenario writing to illustrate these points to his players (interesting monsters are always, well, more interesting, I find. . .)</p><p></p><p>Methods of Warfare details how GMs can use Ogres effectively in battle, and discusses both lone and group tactics. Variations on themes are covered too, with alterations needed for Merrow, and Ogre Magi being used as both leaders and common warriors.</p><p></p><p>Four pages of scenario hooks will get you putting Ogres in unusual of interesting situations throughout your campaign, and are suitable for low to high level characters, if pitched correctly. These can be bolstered with judicious use of the Ogre Characters chapter, which allows for the customisation of these creatures (Ogre bandit leaders will never be identical again). There are Ogre-only feats to choose from (such as Massive Wind Up and Awesome Rage), elongated slings, wooden tokens, charmed collars, and the Veteran Warrior prestige class which will provide a nice hardcore of fighters in any Ogre band, ready to counterattack any player-led invasion of the lair.</p><p></p><p>The book winds up with a four page Reference List detailing several Ogre characters, ready for play - these range from the Ancient Celestial Ogre, through the Veteran Warrior to an unusually Well-Equipped Ogre</p><p></p><p>The Slayer's Guide to Ogres is priced at $9.95 and is available from all good games stores and book shops now.</p></blockquote><p></p>
[QUOTE="MongooseMatt, post: 1453303, member: 16996"] Hi guys, The latest instalment of the Slayer's Guides, written by Shannon Kalvar, is now here! The Slayer's Guide to Ogres promises to make these post-orc nasties ever more deadly in your games, earning new respect from your gamers (seriously - arm up a gang of ogres with huge Greatswords and plate armour, and watch high level PCs stall and falter!). The book opens up with a full colour 'anatomy' piece, which will be familiar to all Slayer's Guides fans, getting straight into the nitty-gritty of what makes an Ogre. Physiology and Psychology inspects possible origins of the race (giving several possibilities so you can be sure of slotting it into your own campaign world), the main subraces of Ogre and strange features (beware the black-eyed Ogre Mage). Habitat explores to preferred domains of Ogres, Merrow and Ogre Magi, as well as giving clues on how players can detect the presence of this race before an ambush is launched. This then smoothly moves into the Society chapter, describing how these creatures live their day to day lives and what matters most to them. The main principles of Ogre culture are listed, allowing a GM to quickly move into the role of an entire Ogre settlement, and these are expanded into detailed descriptions that the Gm can use in his scenario writing to illustrate these points to his players (interesting monsters are always, well, more interesting, I find. . .) Methods of Warfare details how GMs can use Ogres effectively in battle, and discusses both lone and group tactics. Variations on themes are covered too, with alterations needed for Merrow, and Ogre Magi being used as both leaders and common warriors. Four pages of scenario hooks will get you putting Ogres in unusual of interesting situations throughout your campaign, and are suitable for low to high level characters, if pitched correctly. These can be bolstered with judicious use of the Ogre Characters chapter, which allows for the customisation of these creatures (Ogre bandit leaders will never be identical again). There are Ogre-only feats to choose from (such as Massive Wind Up and Awesome Rage), elongated slings, wooden tokens, charmed collars, and the Veteran Warrior prestige class which will provide a nice hardcore of fighters in any Ogre band, ready to counterattack any player-led invasion of the lair. The book winds up with a four page Reference List detailing several Ogre characters, ready for play - these range from the Ancient Celestial Ogre, through the Veteran Warrior to an unusually Well-Equipped Ogre The Slayer's Guide to Ogres is priced at $9.95 and is available from all good games stores and book shops now. [/QUOTE]
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