While On Northcrown in The Wilde Frontier
While On Northcrown in The Wilde Frontier
While On Northcrown in The Wilde Frontier
A treasure hunt for an ancient sword, a fortress and the truth behind a legend.
The Legend
The king dealt with all fairly and soon there was peace across the realm. The king was King
Gunnar Hamundarson. He was a warrior without peer, stories say Gunnar could fight equally
with both hands and was so fast with his sword that “three seemed to slash through the air at
once.” Along with his swordsmanship, he was reputed to never miss with a bow and be able to
jump more than his height while wearing full battle-gear. His knights were fearless and vanquished
evil. He built places of learning and fantastic temples. Many races swore allegiance to him and
he raised his towers of ice, steel and magic around the kingdom.
His lands prospered and peace was known throughout his kingdom. His knights rode the land
enforcing the king’s justice and keeping the highways clear of brigands. Even as all the people
enjoyed the benefits of the peace, others were not so happy.
King Gunnar had claimed his kingdom by defeating the evil Trollocs that had spread across the
land bringing violence, slavery and terror to the inhabitants. King Gunnar led his knights to
victory time and again until the Trollocs had been forced from the land. These Trollocs had
retreated to hidden camps in defeat. It was during this time a Trolloc child was born that was
destined to become a Trolloc commander.
The child was given the name of Garn at birth. As he grew it became apparent of his destiny. He
was larger, stronger and smarter than other Trollcos and he earned his clan name of Garn
Bloodaxe. Garn rose to quickly become his Bands leader. From there he began to consolidate
other Bands and other tribes of humanoids. Garn had his eye on destroying the kingom that had
driven his people out.
Garn moved in secret, keeping his plans in the shadows, not even all of his allies to each other. He
watched as the kingdom grew lack in its peace. He knew the time was right and he struck. His
horde of Trollo’cs and other humanoids sept over the kingdom’s border destroying the border forts
the king had erected to prevent this exact thing.
Garn’s forces moved quickly not giving King Gunnar’s forces time to regroup. King Gunnar soon
realized his treasured kingdom was in danger of being destroyed. He trusted his most faithful
knight Roland with his sword Kongens Sverd ordering him to take it to his hidden fortress deep
in the frozen mountains where is 12 most trusted knights awaited it. Roland took the sword and
rode out toward the hidden fortress.
Garn’s forces quicly destroyed the kingdom
and King Gunnar was killed defending his castle.
King Gunnar Hamundarson was a Icejewel Gunnar’s Ulfhednar waited at Greywatch for
Barbarian Jarl. He led his clan to victory the sword that never came. They set out in
after victory until he had conquered various search of Rollo and the sword. Each of the
tribes around him. Instead of butchering the twelve eventually fell to the blades of the
members of the other clans he accepted Trollocs. Their spirits returned to
their surrender and united them all into one Greywatch becoming Bane Lords.
great barbarian horde. He then attacked the
Trollocs, who were a hated enemy of the Rollo, whose body had been
Icejewel Barbarians. unceremoniously tossed down a ravine
suffered the same fate, he arose as a Bane
After he succeeded in this purpose he
Lord tied to the King’s Sword.
released the horde but was seen as a king by
the other clans and their Jarls swore fealty to For the DM
him. His rule was very light as he did not
interfere in other clans business unless a This module is set in tundra and
dispute arose between two different clans. mountainous wilderness. The trip will take
He did carry an enchanted broadsword, one
the party 25 days if mounted, double if
he had found during his rite of passage on
the frozen tundra. walking. It is highly recommended that you
have the party buy enough provisions and
Gunnar had no knights, instead he traveled monitor the use of the provisions. Also the
with 12 Ulfhednar, or wolf berserkers, as his weather will be cold, really cold. The party
personal guard. These howling psychopaths MUST dress for the weather or suffer
were so wolf-like in behavior and ferocity penalties. Also they must take care of their
that none could stand before them for long.
mounts as they could suffer from the
Gunnar did not rule over other races, though
he did make alliances with the Snow Elves weather as well. As they get closer to the
and Frostreaver Dwarves. When his fortress the temperature will continue to
kingdom was being overrun by the Trolloc drop.
Horde Gunnar knew all was lost. He turned
to his most trusted friend, an Ulfhendnar Adventure
named Rollo (hence Roland) and bade him
take his sword to a border fort named While on Northcrown in the Wilde Frontier,
Greywatch where his 12 Ulfhendar guard the party is taking their leisure after a hard
were at after being sent to look into a border fought adventure they witness the following
skirmish. scene.
Local toughs are taking turns pushing a He turns to the heroes “My, my, what a fine
small being around, it appears to be male group of heroes sit there, too good to let
and has some goblin features. yourselves be bothering helping one in need
I see. No, no enjoy your mead let an old
“What you got today frog? More maps to feeble Halfling take care of this.”
buried treasure?”
“Yotho, stay out of this before we take your
“Maybe the little snot face has found King cane and beat you with it” another of the
Prester John’s hidden trove” young toughs says
“I know he finally figured out why his “Try, like to see you I would” Yotho
mother let a goblin do her, even if she did answers before moving forward and
make him pay for it.” smashing his cane down on the wrist of the
“Oh no, it looks like that one made him one he called Philbin, almost faster than
mad, watch your ankles boys he might could be followed. Philbin cry’s out as he
bite’em” drops the knife.
The rest of the tavern patrons look “Cold mead I need, that is why I have come”
embarrassed by what is happening and some Yotho continues, calmly walking past. At
even look ashamed, but no one is lifting a this point a large tough who has obviously
finger to help him. The insults continue and had waaaay to much to drink starts forward.
soon actual punches are being thrown. The If the heroes do not interfere now, Yotho
defenseless creature can’t seem to even will take care of all of the toughs and shame
protect himself and curls up on the floor to the party into leaving because they surely
take the beating. did not act as heroes.
If the PCs do not move to stop this, how can If they interrupt earlier, than the toughs will
they call themselves heroes, an old halfling turn their attention to them instead of their
will enter the as one of the toughs draws a target ; however, any show of force from the
dagger party is enough to kick the idiots survival
instincts into high gear and they will decide
“Your worthless and weak, you’re not even to find their fun somewhere else, in another
worth the time it will take to clean my tavern where there aren’t tough looking
blade.” adventurers that have no problem beating on
some bullies.
“and just what do you think you’re doing
Young Philbin, hmmmm?” he asks the one Once the PCs have intervened the target of
with the knife. “Going to do something that the bullies attention will pick himself up off
is not in keeping with the town church? “ He the floor and begin to profusely thank the
walks in, leaning heavily on his cane. PCs for helping though he will try to make
“Perhaps over my knee I should put you, light of the incident saying his “friends” just
like it not I think you would.”
had too much to drink and they would never If the PCs offer him food or drink they can
really hurt him. see how desperately he wants it, but he will
insist on repaying the party. He will eat and
“Thank you for helping but please do not drink trying not to show how hungry he is
think badly of my friends, they just had too and will use exaggerated manners. If asked
much to drink, they would never really hurt Wort will hesitantly tell his story.
me. I mean when they broke my arm it hurt,
but they said they were sorry and bought me His mother was a tavern wench who was
an ale. So they couldn’t really have meant one of the only survivors of a goblin raid.
it, right?” She was able to survive by offering herself
to one of the goblin warriors. Her actions
Any amount of time with this poor being saved herself and some children survivors.
will reveal he is desperate for friends and Her actions were considered noble by some
willing to suffer grievous abuse to be liked. but most think she was just a (he can’t say
Now that they can see him better, the PCs the word). When his mother found out she
will see he has green skin and long black was pregnant she kept it to herself, staying
hair. His face is a mix of goblin and human away from the townsfolk. Unfortunately,
features. His clothes, what there are of them she died in child birth leaving Wort to be
are dirty and ripped, his hair is greasy and he taken in by the wise woman that had helped
shows evidence of other beatings and sores his mother give birth. She was kind but old
dot his skin. He looks malnourished and is and poor. She cared for him as best she
trying not to droll as he looks at the PCs could, teaching him manners and to not be
food on the table. Despite his appearance ashamed of who he is and what his mother
and injuries he will remain upbeat. did. The wise woman passed away when
“You are kind to help me, but where are my Wort was 9 and he has been on his own
manners. My name is Wort Brandybuck and since then, he has nowhere to go and no one
I am pleased to make your acquaintance. I will hire him. He ekes out a living
insist on buying you a round of ale to repay scavenging things in the wilderness.
you for your kindness.” He is easily tricked in giving up anything
No matter what the PCs say Wort will insist valuable he finds or maps to hidden treasure
on buying the pitcher of ale. He goes to the or to someone he thinks is in more need than
barkeep and asks for the pitcher, he then him. Something many have taken advantage
carefully counts out coins from a purse. It of, despite all of that Wort still maintains a
seems the ale has cost him all but his last positive attitude and tries to be friendly to
copper piece; again Wort will not let this everyone.
dampen his spirits. He brings the ale to the After Wort has eaten (and he will only eat a
PCs and pours them each a glass making very little so not offend his benefactors) he
sure each of their mugs is full and taking will insist the PCs have his most prized
none for himself. possession to repay them for their kindness.
He hands them a scroll tube of bone and
silver, it is carved with scenes of battle. The # of Att – 1, Dmg – 1d6 (club) or 1d4
value would enough to see Wort living (dagger), THAC0 – 20, Morale – Average
comfortably for the rest of his life. If asked (9), XP – 15
why he has not sold it, he will tell them it is
the only thing he has left of his mother’s and If rescued Wort will have no idea what they
selling it would be wrong. But giving it to wanted and will pass out from his injuries
such kind and generous folks as the PCs is and the cold. Hopefully the party will take
the right thing to do. He will insist the party care of Wort instead of leaving him to die on
take the tube. the cold. If they do he will insist on
accompanying them to pay them back for
Roll a Perception check to notice some their kindness.
rather shifty fellows watching the
If any of the men are captured they will
exchange.
refuse to say what they were up to or who
Wort will tell the party the wise woman read they work for, saying only that they want to
him the story inside so many times he has it see the local constable.
memorized now and that he never really
understood the picture that went with it no Wort Brandybuck
matter how many times he looked at it. Beastmaster 1st Level
Maybe they will know what it is. He will STR 12
refuse to take any money for the tube as it is DEX 16
his way of repaying the party. He will CON 13
gingerly get up, obviously felling his INT 13
injuries and pull his scant clothes about WIS 10
PER 13
himself to head out into the cold saying he
CHA 12
must be getting home. COM 12
A Perception check will reveal the shifty
AC 8, AL LN
characters from before leave just before hp 3 (has 8 but is hurt) Age
Wort does. 40,
MV 6 Height 3'8"
If the party follows they will see the men MR 0 Weight 69 lbs
grab Wort and drag him down an ally. If
they don’t follow Wort is killed and his
body is found the next day showing obvious Wort’s only friends are animals, he has
signs of torture. found he can communicate with them and
they treat him nicely and look on him as a
Confronting the men will lead to a short friend. A lot of what he finds are things the
scuffle with two trying to delay the part and animals bring to him. He will be hesitant to
two trying to escape with Wort. reveal that he is a beastmaster for fear of
being ridiculed.
Bandits (4)
Align – CE, AC – 8 (leather), Hit Points – 6,
Once the party has a chance to actually look The trip can be as eventful or uneventful as
inside the scroll tube they find two things. the DM wants. If an encounter is warranted
One is the legend of King Gunnar use the following encounter tables:
Hamundarson (see handout 1) the other is
the picture Wort was talking about. It is a DAYTIME TUNDRA TRAVEL
map that leads to somewhere or something (Roll d100 each morning, afternoon, and
in the Deadlands on Northcrown. evening. 50% nothing occurs, 50% you roll
on table)
To determine where the map actually 1 - pack of 3d4 wolves attacks
leads a successful Orienteering check 2 - pack of 3d4 wolves keeps a distance and
must be made at a -4 due to the follows party for a few hours, but eventually
ancientness of the map. leaves
3 - 1d4 deer at a distance (doe + fawns, 50%
A successful Ancient History heck will
chance includes big stag)
reveal the map and story are hundreds of
4 - snowshoe hare, very quick.
years old
5 - small freshwater spring, deliciously clean
A successful Blazoning check reveals that water. Special property: a long drink heals
the scroll tube actually bears the seal of 1d4 hp.
Gunnar Hamundarson. 6 – Berserkers (monster not class)
7 - strong and warm south-western wind
(disadvantage on ranged, etc)
The Trip to the Deadlands 8 - light, gentle snowfall covers all tracks in
1d4 hours.
Now the party has an ancient map that leads 9 - white arctic fox follows party, very
to an important ancient site. They also curious, will come hang out with successful
might be suspicious of the intentions of the animal handle
four men who tried to kidnap Wort. Wort 10 - rocky hole in the ground leading to a
also now wants to go with the party to find mysterious underground cavern, Wendigo
out where the map leads. lair
11 - 1d4 deer at a distance (doe and fawns,
The location on the map is about 350 miles 50% chance includes big stag)
away from where the party is over frozen 12 - strong and very cold northern wind
tundra. They will be able to purchase (disadvantage on ranged, etc)
mounts in the town, riding rams or 13 - Some sort of interesting building
snowmanes. They will be able to purchase
14 - Enormous stone monolith covered in
other equipment for their trek as well. Wort elaborate and mysterious runes. 50’ anti-
has no equipment, supplies or anything. He magic radius.
doesn’t even have money to afford those 15 - 1d4 winter wolves
things.
16 - small fast moving stream, full of swift-
swimming silver cold-tail
17 - large male polar bear keeps distance, 6 - strong and very cold northern wind, 50%
50/50 it feels bold and approaches. Low chance the campfire gets blown out
morale. 7 - very thick, heavy snowfall obscures
18 - 1d3 small bear cubs. Each round 25% visibility, covers all tracks within 3d6
chance that an enraged mother ar bear shows minutes.
up, she never flees. 8 - the cackling laughter of an old woman is
19 - very thick, heavy snowfall obscures heard beyond the firelight, but nobody can
visibility, covers all tracks within 3d6 be found
minutes. 9 - a strange traveller approaches and asks to
20 - 2d4 bandits. Hostile if they outnumber join the campfire (Forgotten God)
the party. 50% chance vikings, 50% chance 10 - 3d4 bandits, work with the ones from
dwarves town
Vikings 11 - ice troll attacks.
Align – CE, AC – 5 (Chainmail), Hit Points
– 8, # of Att – 1, Dmg – 1d8 (longword) or 12 - a burly smilodon watches the camp
1d6 (axe), THAC0 – 20, Morale – Average from safe distance, intimidated by the
(9), XP – 15 campfire. Perception check to notice its
reflective eyes peering at the sentry from the
Dwarves darkness. If there is no fire, the smilodon
Align – CE, AC – 4 (Chainmail and shield), attacks.
Hit Points – 6, # of Att – 1, Dmg – 1d6 (axe) Vikings
or 1d4 (hammer), THAC0 – 20, Morale – Align – CE, AC – 5 (Chainmail), Hit Points
Average (9), XP – 15 – 8, # of Att – 1, Dmg – 1d8 (longword) or
1d6 (axe), THAC0 – 20, Morale – Average
(9), XP – 15
NIGHT TIME TUNDRA CAMPING Dwarves
(Roll d100 once or twice each night. 50% Align – CE, AC – 4 (Chainmail and shield),
nothing occurs. 50% you roll on table) Hit Points – 6, # of Att – 1, Dmg – 1d6 (axe)
or 1d4 (hammer), THAC0 – 20, Morale –
1 - wolves howling in the darkness, roll Average (9), XP – 15
perception checks to build suspense, but no
attack Once the party has reached The Scarred
Lands and Deadlands the encounters will
2 - same as above, except a snarling pack of change in type. Less animals will be
3d4 hungry wolves really does attack encountered and more of the monstrous type
3 - lone polar bear comes nosing around, of encounters. In those lands use the
easily scared off but will surprise maul following encounter tables:
someone if no sentry
4 - aurora borealis dances in the sky above The Scarred Lands/ Deadlands
and provides a +1 bonus to all dice rolls for
magic stuff (Roll d100 once or twice each night. 50%
nothing occurs. 50% you roll on table)
5 - noses assaulted by a terrible smell with
no discernible source, Con or barf 1. 1d4 Winter Wolves attack
2. Ice troll attacks
3. Remorhaz
4. Wendigo as belonging mainly to Trollocs, with
5. Polar Bear other normal creatures thrown in.
6. Ice Bear
7. Ice Toad
8. Ice Slug (Haundar) As the party starts following the trails there
9. Ice Worm (Hauns) is a 1 in 8 chance o encounter a Trolloc
10. Ice Spire Ogre raiding party, this check can occur as often
11. Tundra Arlyss as the DM wishes. Along the trails the party
12. Berserker will see strange sign posts made of ice,
13. Trolloc wood and skulls. While these totems make
14. Cauldron Born sense to Trollocs, the party has no chance of
15. Trollocs figuring what they mean. There are 4
16. Ice Dragon (one time only requires different raiding party types a party can
specific write up) encounter. They are detailed below:
17. Berserkers (monster not class)
18. Frost Giant Raiding Party 1
19. Artic Owlbear
20. Sabre-Tooth, Superior 5 Trolloc grunts
AL – CE, AC 4,HP – 17, 9, 15, 12, 14
#At – 1 Dmg – 1d8+1 (+3) (battle axe) or
The Deadlands
2d4+1 (+3) (bastard sword), THAC0 – 17,
You have traveled for many days, roughly XP – 175 ea
25 days, since starting out. You have
reached what you think is the spot marked
on the map. Raiding Party 2
As you look around all you see is snow, ice 10 Trolloc Grunts
and more snow and ice with mountains. To AL – CE, AC 4,HP – 17, 9, 15, 12, 14, 13,
the west you see what you think is smoke 10, 9, 12, 17
from campfires and everywhere else nothing #At – 1 Dmg – 1d8+1 (+3) (battle axe) or
but glaring white. 2d4+1 (+3) (bastard sword), THAC0 – 17,
XP – 175 ea
You seem to be where the map directed but
nothing is here. 1 Trolloc Veteran
AL – CE, AC – 2,HP – 22
#At – 1, Dmg – 1d8+2 (battle axe) or 2d4+2
An Orienteering check must be made in (bastard sword), THAC0 – 15, XP – 420 ea
an attempt to locate reference points on
Band - Dhjin'nen
the map
8. The Keep
This is where the commander of the keep
resided. They had the largest living area of
the fortress. It had a private dining area and
bed room. There was a separate storage area
Skeleton Warlock (5th level Geomancer) also just for the Fortress Commander.
Align – CE, AC 7, HP 27, THAC0 14, #Att The Keep is filled with the rotted remains of
– 1, Dmg by weapons; Immune to Sleep and once ornate furniture and tapestries. There
Charm and cold and electrical damage. are holes in the ceiling and the windows
Takes only 1 point of damage from edged have no barriers. As you explore the rooms,
you are confronted by a skeleton in the
weapons, but full damage from blunt. 2d8
tattered remains of a cape, a huge helmet used for sacrifices. There are two skeletons
with one huge horn on the left side with the in here, one is in front of the alter dressed in
right horn broken off. It wields a two tattered robes and is acting in some macabre
handed scimitar as it moves to confront you. parody of a priest, while handing the other
skeleton a strange sword while it kneels
before it to receive the sword.
Skeleton Hero Siguard
Skeleton Hero Eyvind
Align – CE, AC 5, HP 42, THAC0 16, #Att
– 2, Dmg by weapons; Immune to Sleep and Align – CE, AC 5, HP 20, THAC0 16, #Att
Charm and cold and electrical damage. – 2, Dmg by weapons; Immune to Sleep and
Takes only 1 point of damage from edged Charm and cold and electrical damage.
weapons, but full damage from blunt. 2d8 Takes only 1 point of damage from edged
damage from holy water, turned as wraiths weapons, but full damage from blunt. 2d8
XP - 270 damage from holy water, turned as wraiths
XP - 270
Magic Items – Azure great scimitar of the
Colossus (+2 save vs. spells, +30 hp) Magic Items – Blue Yatang of Excellence
(+1 save vs cold, base minimum damage is
XP – 5,400 GP – 27,000 4) XP – 1,900 GP – 9,500
An amulet with a white wolf is around its
neck.
Skeleton Vicar 5th level cleric
Align – CE, AC 5, HP 30, THAC0 16, #Att
9. Residential Quarters – 1, Dmg by weapons; Immune to Sleep and
This area was where the residents of the Charm and cold and electrical damage.
fortress slept. The rooms have multiple bed Takes only 1 point of damage from edged
remains but nothing else. There is one large weapons, but full damage from blunt. 2d8
area the must have been some sort of damage from holy water, turned as wraiths
common area.
Magic Items – Sapphire Mace of 3rd Level
10. Trophy Corridor Spell (+4 save vs cold, -50% damage from
This large area has rusted shield on the wall cold and casts a third level cleric spell, 65
with others having fallen from the wall and charges) XP – 3,100 GP- 15,500
lay on the floor. Rusted weapons are in
cases or in pieces around the room. 12. Armory
Preserved heads of animals are attached to
the wall in several places. All have plaques There is no doubt what this room used to be,
that would have told someone what these rusted pieces of weapons with wooden
were but they have all worn away due to shelves and armor stands. Litter the room.
age. This was obviously the armory of the
fortress.
A skeleton is examining a two handed sword
11. Defiled Chapel as you walk in. A three horned helm sits on
This was the chapel of the fortress, its head pieces of armor still being worn by
dedicated to the god ?. It has been this skeleton reveal it to have been a woman.
desecrated and defiled, evil symbols adorn
the walls and the alter has obviously been
In the back corner of the armory there is an over the skeleton cracks as it raises its sword
armor stand. A suit of full plate is on it. It is and attacks.
covered in frost, snow and grime. If it is Skeleton Hero Eilisif
cleaned it is revealed to be a suit of Gothic
Plate. Align – CE, AC 5, HP 18, THAC0 16, #Att
– 2, Dmg by weapons; Immune to Sleep and
Under this suit of armor is trap door leading Charm and cold and electrical damage.
down to area 23. Takes only 1 point of damage from edged
Treasure – Gothic Plate of Swiftness (-3 to weapons, but full damage from blunt. 2d8
initiative when wearing this armor) xp - damage from holy water, turned as wraiths
1000, gp 50000 XP - 270
Magic Items – Warlock Greatsword (+15%
Skeleton Hero Lagertha (found in room Magic Resistance) XP – 3,000 GP –
12) 15,000
Align – CE, AC 5, HP 17, THAC0 16, #Att An amulet of a black wolf can be found
– 2, Dmg by weapons; Immune to Sleep and around its neck.
Charm and cold and electrical damage.
Takes only 1 point of damage from edged 14. Kitchen
weapons, but full damage from blunt. 2d8
damage from holy water, turned as wraiths The cracked remains of iron ovens are found
XP - 270 in this room, along with rotted tables and
chairs. There are storage areas and hooks
for meat. This was the kitchen, snow drifts
Magic Items – Two Handed Sword of here as is it does in other rooms.
Health (-1 point of damage per attack) XP – A search will reveal stairs leading down to
500 GP – 2,500, Glorious sword of the the basement (coming out in area 24). There
Ages (+3 AC, cannot be damaged or is nothing of interest or worth here.
destroyed) XP – 3,000 GP – 15,000
15. Traveler’s Guesthouse
An amulet of an attacking wolf is around its
neck. You have come to a long, straight hallway
that is dotted by doors on either side.
Unfortunately at the end of the hall is a
13. The Great Hall broken wind. This, with the shape of the
This was once the dining hall of the fortress, hallway act as funnel for a bone chilling
the remains of tables and chairs are littered wind that hits full on.
about, there are doors in the north, west and -4 to missile attacks in the hallway and -2
east walls. Snow drifts through the room to AC due the chill setting into the PCs
stirred by wind through the broken bones.
windows. The wind also stirs the snow There are a total of six individual rooms
around the feet of a gleaming skeleton. here. It seems to have been some sort of
There remains no tattered, cloth or rusted guest chambers. The last room on the north
armor on this skeleton. But in its hands, wall is a gauderobe.
point to the floor is a great sword.
There is nothing but rubble in all but the
As you enter the room the room there is a middle room in the north wall.
loud cracking sound, ice that has formed
As the PCs enter that room they see the All must roll Dex check at -2 or fall. If
following: they fall they must roll another Dex check
“A skeleton is slowing banging its head into at -3 to get back up. Attacks and AC are
the wall here. Every so often it will stop, tilt all at -2 in here due to the ice.
its head back and wail (yes it makes noise) Hidden under the remains of one of the
then start hitting the wall again. It hold to tubes the party can find and unstrung
axes in its hands and does not seem to have longbow. The wood is frozen and it must be
noticed you yet.” thawed out before it can be restrung or it
could break (save required)
This is the skeleton hero of Floki and it is Treasure: Oracular Long War Bow
trying to go berserk as it has vague (constantly detects invisible) xp 1,000
memories of being able to do this before. gp 5, 000
Ogre Shaman
If six or more ogres are encountered, they
are accompanied by a shaman with the Hit
Dice, AC, damage/attack, etc. of a normal
ogre, but all the abilities of a 3rd-level priest
as well. If 16 or more ogres are encountered
they are accompanied by an ogre shaman of
the 5th level.