The Unification War was a travesty, an act of naked fascism against frontier worlds so diverse and destitute that their submission was not worth the cost in lives, material, and hostility garnered. We, gentlemen, have created generations of enemies.
L. C. Vallandigham
The Patron Saint of Beverages, Hang-Overs, Regrets
Blessed be are those wed beneath apple tree
Common Falk Saying, the Midlands
Mercenaries and bounty hunters? We don’t need the help of scum like that.
30 mystical imps to perch upon your wizard’s shoulder and whisper the secrets of magic and the universe.
The Black Bard of Nihilism
Known as the Witch-Queen of Togaille, the White Lady, and the Liche Elfbane.
Cowardly maggots! Bow your thrice cursed heads and thank the goddess that you still draw unworthy breath!
Age is a terrible weight
A man of extremes
The grim and often belligerent denizens of the Grand Duchy of Nyir
Once a god, now something less…
A pioneer, visionary, alchemist and industrialist, archibald Ganse was a man well ahead of his time.
A noblewoman of mixed pedigree, patron of the arts and infamous for playing ‘the older woman’.
Many claim him to have been of their own, be they mages or clerics, thieves or warriors. Such was the legacy of Atal, the Wise Councilor.
Devoted to the Goddess of War, Prince Yakaw is second to none in the crafting and use of swords mundane and magical.
‘That’s a nice tunic you’ve got there, I think I’ll take it…’
Marv, the Brigand
Vagrants, vagabonds, gaberlunzies, gypsies, thieves, beggars and more, presenting a list of 30 of the downtrodden and desperate.
‘Remember Lais and do your job well, perhaps one day you’ll be a Princess in a foreign land.’
The Promise of many a brothel keeper.
Dare you approach the great and mighty Modock! KNEEL!
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).