Friday, September 25, 2020

Revisiting Old Micro-Adventures: The Pig and the Ogre

 

I've been doing my Patreon since June of 2014. Yep, a way long time. The Pig and the Ogre was my 3rd micro-adventure. It was done on a 4" x 6" notecard that I laminated. My mapping style was basic with a flair of colored pencils. I was using a program called Xara to add the numbers and adventure title. What you see on the map is about the extent of what I could do. 

I used silhouettes to depict the monsters, and the pig in this case. I can't draw worth a shit and I didn't have a lot of money to buy stock art so I made due. And the system I used was Swords & Wizardry.

I present a simple situation where the crops are being damage by an ogre and villagers are afraid that they won't have enough food for the winter. I love my fake sleeping ogre and the fact he created a makeshift catapult escape plan. What could go wrong? 

I present you the adventure with warts and all. If you're interested in the PDF of The Pig and the Ogre you can grab it off my Patreon for free. 

Introduction
An ogre was spotted in the forest outside the village. The northern crops were heavily damaged. If more fields are harmed the villagers will not have enough food for the winter.

1. North Field
The three north fields look like a giant pig routed around ground leaving large holes. Nothing to do with the ogre. Only a few plants managed to survive the onslaught. Also apparent is the large foot prints next to giant hooved prints. They are easily tracked into the dark forested area.

2. Forest
The forest is thick with large trees and heavy undergrowth. The ogre has left an easy trail to follow. Within the forest the party will need a light source. Fire light sources may cause a bit of extra excitement (a 1 in 6 chance of catching debris or dead branches on fire).

3. Pit Traps
The ogre has dug a series of crude, but effective pit traps. He’s trying to catch the boar. The pits are hidden by a few branches (4 in 6 chance of spotting it). Each pit is about 12’ deep with spikes at the bottom. Falling damage is 1d4 due to the soft earth, but if the player get impaled by a spike (2 in 6 chance) it causes 2d6 damage.

4. Giant Boar
Off the path the party hears loud snorting and huffing. A squeal erupts, and the under branches shatter as a giant boar smashes through and charges the party.

Giant Boar: HD 6+1; HP 30; AC 4 [15]; Atk gore (3d6); Move 15; Save 11; AL N; CL/XP 1/15; CL/XP 7/600; Special: Continues to fight for 2 rounds after it is ‘killed’.

The boar weights over 500lbs and if the meat is processed correctly, it can be sold for 2sp/pound. The pair of large tusks can be sold as a novelty/trophy item for 50sp.

5. Sleeping Ogre
The party comes to a ridge and they hear the loud snoring. Beneath a rocky outcropping is a sleeping ogre. The ogre is faking. He’s hoping to lure the party into another trap. He holds a rope that triggers six logs to tumble onto the trail. The logs attack as a 5HD creature and do 2d6 damage. The ogre will attack as soon as he releases his trap.

Ogre: HD 4+1; HP 20; AC 4[15]; Atk scimitar (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120; Special: None. 

The ogre is armed with a crude scimitar and made a shield from the side of a horse cart. If he feels he may lose the battle, he will run for a tree he has tied down. He will lay on the tree, cut the rope and catapult himself on top of the ridge to escape (target roll of 12 (using a d20), if he misses he hits the side of the ridge taking 2d4 damage). There is one large sack made from a deer hide. Inside the party will find 23sp and 17cp loose, a small metal coffer (locked) with 100sp inside, two silver rings (10sp) and a silver ring with a ruby (50sp), a longsword, two wood axes and a battered helm.

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