Thursday, March 3, 2016

Ogre Haunted Dungeon of The Witch or A Random Progressive Dungeon in the Orgrot

A quickie Random progressive dungeon set in a world suffering from the ravages of the Ogre Apocalypse.

The Setup: A desperate escapee from a den of horrors has let everyone know there is a witch under the old grey keep and there she is exposing captives to ogre bites and it milking them for their humors to brew a vast keg of ogre biles to poor in the river and inflict ogrism on everyone down stream !

How To play: use your favorite set of dungeon romping rules compatible with D&D and associated clones and roll on the table below. The DM should track and change the Threat Level (which starts at 0) as the game session goes one, some table entires will will tell you to raise or lower the Threat Level while a DM can use judgement to alter the Threat Level based on events in the game session.  The table has 2 entries for each roll location and situation, if the party is staying in the same area just use situation column.

Threat Level
0        roll 1d6 Each Turn PCs on the move, roll 1d6 each 4 turns in same area
1-2        roll 1d10 each Turn, roll 1d8 each 3 turns in the same area
3-5        roll 1d20 each Turn, roll 1d12 every 2 turns in the same area
6-10        roll 1d30 each Turn, roll 1d20 every 2 turns in the same area
11+        roll 1d40 each Turn

Ogre Haunted Dungeon of The Witch
Tight Dusty Corridor
No Encounter
Barren Cell
All’s quiet (lower threat level by 1)
Drain Pipe, it’s a very tight squeeze but no Ogres will be squirming into here.
(lower threat level by 1 hidden in, if situation rolls with an Ogre occur ignore or have them waiting outside pipe)
Nasty Rat 

(raise threat level by 1 if fight with rat over 2 rounds)
Smashed door hanging on single hinge. Passing or messing with this has a 2 in 6 chance of making noise (raise threat level by 1)
No Encounter
Cubby behind a soiled curtain. Good hiding spot for 2-3 people (lower threat level by 1)
Desperate Captive.

(not initially encountered in a cubby behind curtain but may show up on later turns to hide)
Forgotten Larder no-one been here in a while. Making noise here will draw lot’s of attention from hungry Ogres (raise threat level by 2 if noise made).
No Encounter
Recently hollowed out sleeping chamber fit for an Ogre. (lower threat level by 1 and only 1 for first 3 turns, after ward raise the threat level by 1 each turn until threat level drops again) 
Lice, no immediate harm but in 1-3 days it will be hard to get rest which is a disaster for spell casters.
Damp Corridor
Torches Sputter (if any are lit), If torches were sputtering earlier they go out now unless fresh torches were lit.
A courtyard mostly sealed overhead by rubble, it may be possible to climb out here.

(if there is a fight with the bat raise threat level by 1)
Narrow stair snaking around edge of wide shaft. 
Only one manizied or larger begin may pass at a time, if there is a fight on the stair anyone hit has a 2 in 6 chance of falling down shaft and suffering 6d6 damage (saves vs fall at DM discretion)
2 in 6 Chance of hapless Ogre wandering by.

Pulverized corpse in hall. There is a 1 in 6 chance a coin purse with 1d20 GP was left on corpse).
2 in 6 chance of Ogre hiding nearby to ambush anyone it notices.
Sealed Prison Cell

A maiden can be heard weeping in the distance. Calling out to her will raise threat level by 1.
Minor Ghost  
(only encountered if Crying maiden called out to or rooting about in Crypts)

Tumble of Rocks. Should be safe to climb over carefully but if anyone is trying to go fast there is a 1 in 6 chance they slip and trap their foot (STR check to free).
No Encounter
Lantern/Lamp leaking, someone in the party with a lantern/lamp will discover it is leaking and will use twice as fast as normal.  If a fight breaks out while it is still leaking the owner will be drenched in remaining oil.
Privy. Good place to hide, Ogres seldom use them. (lower threat level by 2 if hide for over 1 turn)
No Encounter
Lowered Portcullis.  
No Encounter
1-6 Gooms HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 9
1-3 Ogres HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9
Murky hall with recently smashed pillars. An explosion or fireball here will bring the ceiling down, maybe anything that brings down one of the remaining pillars will do so as well.
Anyone who has contracted Ogrism has a 2 in 6 chance of transforming into an Ogre (see Ogre Transformation Chart).
Gibbets hanging in chamber. 2 in 6 chance of 1-3 living victims.
Carrion Creeper HD 2+4; AC 7 [12]; Atk bite (1hp) 6 tentacles (cause Paralysis); Move 12
(not initially encountered in chamber with Gibbets)
Organ Chamber with functioning grand organ. If fiddled with there is a 2 in 6 chance it make noise (raise threat level by 2), if played it will get a lot of attention (raise threat level by 4)
No Encounter
Flooded Passage. Man-size may wade through as water is about 5’ deep. Smaller folk will need to swim or ride on allies.
No Encounter
Water Snake
Lurking Goom HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 9
Fountain with running water.  3 in 6 chance an Ogre has spit in it recently not safe to drink out of for 1-6 turns.
If anyone drinks while it isn’t safe they will contract Ogrism. A second drink out of a tainted fountain will cause someone to transform.
No Encounter
Gruesome Servant Girl. HD 2; AC 7 [12]; Atk 1 weapon (1d6); Move 9
Hork, HD 2; AC 7 [12]; Atk 1 weapon (1d8) or Corrosive Spittle ; Move 9
Cobweb choked crawlspace
No Encounter
Victims hanging by chains, their humors draining into pots.
Gruesome Servant Girl. HD 2; AC 7 [12]; Atk 1 weapon (1d6); Move 9
Web Choked Crawlspace
Giant Spider (4ft spread) HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18 Special: lethal poison, improved chance to surprise
Active Kitchen.
Food eaten from here has a 3 in 6 chance of causing Ogrism.
2-5 Gruesome Servant Girs (female Gooms) HD 2; AC 7 [12]; Atk 1 weapon (1d6); Move 9
Ogre Larder a true scene of nightmare.
Anything eaten from here has a 4 in 6 chance of causing Ogrism.
1-3 Ogres HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9
Ogre abattoir….  lots of parts..

Ogre Butcher, HD 5; AC 4 [15]; Atk 1 weapon (1d10+1); Move 12
Hall of Armor
Skitterman HD:3; AC 7[12];ATK 1 weapon (1d8); Move 9
(skitterman only encountered on successive rolls bnot on initial entry to Hall of Armor)
Mushroom Garden, mostly harmless fungus
Gump, HD 4; AC 5 [14]; Atk 1 weapon (1d6+2); Move 9; Special: Gaze attack paralyzes (+2 to save)
Gumps are fond of shrooms.
Barracks hall 
1-4 Ogres HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9
Ritual Chamber with intact summoning pentagram on floor. (Raise threat level by 3 if pentagram fiddled with)
Minor Plague Demon. HD:6 AC:5[14] Mv 9 ATK: 2 attacks for 1d6 plus save vs disease, only regenerates damage from normal weapons. setting aflame causes toxic fumes to all within 20’ that fail save for 2d6 damage.

(only encountered if pentagram has been fiddled with at soem point earlier)
An Elegant Boudoir. (Lower threat level by 2 and 2 only for first 6 turns, after ward raise threat level by 1 per turn)
Gruesome Hand Maiden. HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 9
(not initially encountered in Elegant Boudoir)
Foul Laboratory
The Witch.  As Ogre Mage. HD 5 HP 30  AC 4 [15]; Atk 1 weapon (1d12); Move 12 (Fly 18); Special: Magic use, regenerate 1hp/round.
The witch will have jewelry in vale of 2,000 to 12,000 gp (or whatever the common treasure coin of your campaign)

Ogre Transformation Chart. 
Roll on when hapless victims who have contracted Ogrism begin to transform.

Goom, Horribly deformed lesser ogre. HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 9
Irk, deformed with horrible spikes and extremely violent.
HD 2; AC 5 [14]; Atk 2 barehand strikes (1d4+1); Move 12; 
Hork, a Goom with caustic saliva.  HD 2; AC 7 [12]; Atk 1 weapon (1d8) or Corrosive Spittle ; Move 9
Corrosive spittle requires a save or blinded for 1-6 turns, even on a successful save suffer 1 hp damage a round unless washed off. The spittle has a 33% chance of causing the victim to b exposed  to Ogrism.
Common Ogre, HD 4+1; AC 5 [14]; Atk 1 weapon (1d10+1); Move 9
Gump, HD 4; AC 5 [14]; Atk 1 weapon (1d6+2); Move 9; Special: Gaze attack paralyzes (+2 to save).
Skitter Man, walks on all four twisted and elongated limbs. HD:3; AC 7[12];ATK 1 weapon (1d8); Move 9
special: crawl on any surface,


  1. I like what you did here using Threat Level to drive a random, progressive dungeon with a goal or Big Boss at the end.

    I refer to your article in a post where I discuss using Threat Level as a solution to adjusting the type and frequency of encounters based on how easy it is for others to notice the PC party. That post also references one of your posts from last June. Here's the link to my post.

    And thanks for the great ideas!

  2. Glad you liked and thanks for the link, I enjoyed reading your related posts.