Sorry for the delay. The battle has been done for a while, I just couldn’t find the time for the session report.
February 16
There are no encounters back to the ruined village for either the halflings or the PCs.
The martial PCs who still had an extra weapon slot (Axel, Primeau, Trent and Daryl) filled it with lance, and they each bought a lance (6 gp each) the previous afternoon. On medium horses the lance will do 2-12 damage, but doubled from the charge. They have a good chance here to take out some ogres if things go well.
The Andropshinx, named Tarlis, meets the group outside the ruined village (the southeast) around 9:00 A.M. with news that the ogres are in their lair.

The plan
Knowing that the ogres will be likely be resting during the day, the groups will attack during daylight, probably midmorning.
The crossbowmen along with Odalf and the halfling thief will make their way to the top of the abandoned two-story building marked C. It was a swordsmith’s shop. The other groups will take their positions, with the halflings taking measures to hide. The group with the dogs will hang back until combat ensues.

Odalf will cast an illusion of Tarlis to challenge the ogres, and taunt them until they come out. When they do the real Tarlis will fly in for a roar attack. Then all groups will attack with missile fire if possible. Next round Tarlis from the roof of the ogre’s lair will roar again.
And the dice will determine what happens next. How many ogres flee from the first roar? How many will be paralyzed from fright from the second roar? The remaining groups will adapt their tactics for more missile fire or melee.
The combatants
Tarlis the Androsphinx 70 hp (what a unit!)
Cleric spells Level 1: Cure Light Wounds, Detect Evil, Protection from Evil, Command, Level 2: Hold Person, Silence 15’ Radius, Find Traps, Level 3: Glyph of Warding, Dispel Magic, Locate Object.
Ogres. Chief (35 hp), Leader 2 (32), the rest 17, 11, 22, 17, 18, 15, 16, 14, 10, 26, 9, 16, 17, 22. No weapons
Halflings. There are six groups of ten halflings (H1-H6) armed with short bows (12 arrows) and a small sword. I will roll for each of their hit points as needed. Their leaders are designated below.
| Name and group | STR | INT | WIS | DEX | CON | CHA | HP | ||
| Falfer Tencrest H3 | F4 | 17 | 12 | 14 | 18 | 17 | 16 | 42 | Splint +4, M. Star +1, RoP+1 AC: -5 |
| Panzor Fatfinger, H1 | F3 | 15 | 9 | 10 | 16 | 18 | 16 | 35 | AC 6 |
| Nornan Tenwillow, H2 | F3 | 14 | 9 | 11 | 15 | 17 | 8 | 24 | Splint + 4, AC 0 |
| Halmo Teahare, H4 | F2 | 13 | 14 | 13 | 14 | 16 | 14 | 6 | AC 6 |
| Perhorn Riverbrand, H5 | F2 | 14 | 13 | 13 | 16 | 12 | 9 | 14 | M. Star +1, RoP+1, AC 5, AC 5 |
| Teeon Mosswind, H6 | F2 | 12 | 7 | 12 | 15 | 13 | 10 | 16 | AC 6 |
| Flynser Reedeyes, with group C | T2 | 10 | 12 | 15 | 15 | 10 | 12 | 7 | Small sword +1, RoP+1, AC 7 |
Moving into position
The halfling groups move first, since they have a better chance to remain undetected in the overgrown terrain. They will signal with bird calls once they are in place. Are they successful? The Oracle says, Yes and… so everyone makes it into position, including the halflings with the 10 dogs.
My Oracle by the way.

Odalf and the crossbowmen move into position. Odalf uses the potion of clairaudience to try and hear ogres as they slowly move into position. Along with the halfling thief trying to scout ahead. Do they do it? Oracle says Yes, and…. And Odalf has a good vantage point to cast an illusion unseen, behind a chimney on the roof of the old swordsmithy.
The PCs remain mounted on their horses (Odalf’s is tied up) with the lance bearers up front.
Time for Action
Tarlis, the illusion flies in lands in front of the lair. He calls out to the ogres to meet him. (Oracle, Yes, but… they take their time). Finally the group emerges, including the Chieftain. Illusion Tarlis says, answer my riddle and you can leave freely.
“Born from the void, I swiftly glide, Bringing an end to all that abide. In shadows deep, my whispers hiss, Who am I, the final abyss?”
The ogres do not know the answer (Oracle, No, but), instead they laugh and prepare to attack.
Round 1. “Tarlis” wins initiative.
The ogres are lairing in an old inn and stable (O). At this point, the real Tarlis lands on top of the inn and he roars, as does the illusionary Tarlis.
The ogres need to save vs. spells or flee in panic for 3 turns.
The ogres save as 5th level fighter, or 7th for the Chieftain. After rolling, six ogres save, and the rest flee in panic including the Chieftain and sub-chief.
The crossbowmen open fire on the six ogres who have not fled (Ogres: 17, 11, 22, 17, 18, 15 hp). Ogre #4 is hit for 2 points of damage, 17-> 15hp.
The panicked group tries to flee the village running to the Northeast, here they will run by three groups of semi-concealed halflings (Group H1-3). I think the halflings can get three attacks, one as the ogres approach and two as they flee, and this will be a sub-game away from the main battle.
Halfling missile attack!
Fleeing ogres: Ogres Chief (35), Leader 2 (32), the rest 16, 14, 10, 26, 9, 16, 17, and 22 hp.
Round 1. Groups H1-H3 fire short bows. H1 (17, 20), H2(20, 19, 19, 18), H3 (20, 17, 17)
Hits on ogres 6 (26->20), 4 (14->12), 10, 1, 8, 9, 1, 8, 3.
Round 2. H1(19), H2 (15), H3(20, 16, 18)
Hits on ogres: 5, 2, 6, 1, 8
Round 3. H1 (20, 17, 18, 15), H2 (20, 16, 19, 15, 20), H3 (15, 16, 15, 17)
Hits on ogres: 2, 4, 5, 3, 5, 2, 3, 5, 3, 8, 5, 8, 1
Hits on ogres: 2 (3), 4 (6), 5 (1), 3 (5), 5 (4), 2 (6), 3 (1), 5 (4), 3 (6), 8 (4), 2 (3), 8 (6), 1 (6)
| Ogre | HP | Round 1 | Round 2 | Round 3 | HP |
| 1 Chief | 35 | 3, 1, | 2 | 6 | 23 |
| 2 Leader | 32 | 4, | 3, 6, 3 | 16 | |
| 3 | 16 | 4 | 5, 1, 6, | 0 | |
| 4 | 14 | 2 | 6 | 6 | |
| 5 | 10 | 1, | 1, 4, 4 | 0 | |
| 6 | 26 | 6 | 1 | 19 | |
| 7 | 9 | 9 | |||
| 8 | 16 | 1, 3, | 4, 6 | 2 | |
| 9 | 17 | 6 | 2 | 9 | |
| 10 | 22 | 2 | 20 |
Two ogres are killed from the missile fire to the joy of the halflings (I hope I did not mess this up).
The crossbowmen open fire on the six ogres who have not fled (Ogres: 17, 11, 22, 17, 18, 15 hp). Ogre #4 is hit for 2 points of damage, 17-> 15hp.
Round 2. (Tarlis group and ogres)
Tarlis wins initiative (6>5).
Tarlis plans to roar again, and the remaining ogres will need to make a morale check (leader has deserted + 30%, 50% + of party** eliminated or slain +15%) so with a roll of 61 +45%, the ogres will surrender.
But Tarlis roars again and the crossbowmen fire.
The second roar of the androsphinx, the ogres need to save versus petrification, 3 ogres fail their saves (Ogres, 4, 5 and 6, the 15, 18, 15 hp ones) and they are paralyzed with fright for three melee rounds.
The crossbowmen hit ogre#6 for 4 hp, so 15->11 hp).
The mounted PCs and the halflings (+ dogs, Groups 4-6) emerge from their hiding place in the village.
The three ogres not paralyzed attempt to surrender.
Round 3.
Initiative. Good guys win 6>4
The surrender is not accepted.
The crossbowmen fire with two hits, on ogres #2, #3, for 4 and 3 points of damage
Tarlis leaps down to attack. He is a 12 HD monster and only needs a 4 to hit. Two attacks on ogre#2 for 2-12 dmg each for 12 dmg total, killing the monster.
The PCs with lances charge going for the two standing ogres, but there is only one hit from the fighter Daryl Archideld on ogre #3, for 8 points + 1 for strength to 9, doubled from the charge for 18 points, killing the ogre as it was already damaged for 4 hp.
The halflings of group H6 attack (10 halflings with swords, their F2 leader Teeon Mosswind and 10 dogs). I will split their attacks over the two standing ogres since they couldn’t really get access to the one crushed by Tarlis. Halflings (3 hits), Leader (miss), Halfling dogs (3 hits). Ogre #1 hits taken (4) for 16 points of damage, Ogre #2 hits taken (2) for 9 points.
The last standing, ogre#1 has 1 hp and strikes out to hit, rolling a 19 and hitting from a group of I will say 5 halflings, 5 dogs, and Axel and Primeau (rolling a d12). The ogre smashes Axel for 3 points of damage (Axel 12-> 9 hp).
Round 4.
Simultaneous initiative. Last strike from the ogre on a halfling (rolling a d12), for 6 points of damage on the halfling having 1 hp, bringing him to -5 and killing him. Poor Faleon Lunarsong, there will be time to mourn later.
The rest attack and kill ogre#1, and then they dispatch of the paralyzed ogres in a bloody mess of stabbing and dog bites.
Odalf ends the illusion, using 8 charges total.
Summary (I should look into using Chainmail rules for larger battles).
| Ogre | HP | Round 1 | Round 2 | Round 3 | Round 4 |
| 1 | 17 | 16 | Killed | ||
| 2 | 11 | 3, 12, 9 | Killed | ||
| 3 | 22 | 4, 18 | Killed | ||
| 4 | 17 | 2 | Paralyzed | Killed | |
| 5 | 18 | Paralyzed | Killed | ||
| 6 | 15 | 4, Paralyzed | Killed |
Round 5.
There are now eight remaining ogres, having recently fled. The PCs propose to Tarlis to try and hunt down the rest if possible, since the androsphinx can fly and lead the mounted PCs and crossbowmen to them.
A few things need to be worked out. The ogres are fleeing for 3 turns, so it may be possible to catch some of them before they can organize.
Are the ogres fleeing as a group? Oracle, No, but… I say No, but the chieftain has 1-4 ogres with him, I rolled 4. So a group of 5. The subchief and the other 3 ogres are together but running in a slightly different direction (more North instead of Northeast).
Round 6.
The crossbowmen and Odalf descend and mount their horses. Tarlis takes to the sky.
Fléau heals Axel for 1 hp (too bad!) so he goes from 9-> 10 hp.
End of turn 1.
Turn 2.
The mounted PCs (24”) and Tarlis (30”) have much greater movement than the ogres (9”). The halflings will follow at 9” as well.
The ogres have been fleeing for 6 rounds, so 54”. Tarlis in the sky and knowing the general direction can easily see for 2 miles. The great sphinx sees the two groups and flies in their direction. The PCs and halflings follow.
Cumulative movement estimates
Ogres: 54, 63, 72, 81, 88,
Tarlis: 30, 60, 90, 120
Mounted PCs: 24, 48, 72, 96
Halflings: 9, 18, 27, 36, 45, 54, 63, 72, 81
Tarlis easily catches up to group (randomly determined) 2, then flies to see group 1. He recognizes the chief in group 1 and circles above them. This is round 4.
I will say that on round 5 the PCs overtake the ogres in group 1. Following the same tactic, Odalf pauses about 100 feet from the ogres and uses the Wand of Illusion to create a second, flying Tarlis.
Tarlis uses this as the signal to attack, he flies within range and roars, his third and final roar of the day. The ogres must save versus spells or lose 2-8 points of strength. The ogres will not be knocked over since they are too large, but will still suffer 2-16 points of damage (since they are not part lion as per the Monster Manual).
Group 1 ogres: Chief (23 hp), and four ogres (6, 19, 9, 2). They all fail their saving throws and lose 4 points of strength for 4 rounds. I think this means that the ogres now have a strength of 14, so they lose their +6 damage. Since their damage is normally 1-10, this will now be 1-4 hp. They now also take 2-16 hp damage., and it is for 14 hp, killing three of the ogres. The chief is now at 9 hp, and the remaining ogre is at 5.
Chieftan group, Round 6
The ogres were attempting to flee but will now fight and they win initiative. They will both attack Tarlis who has moved within range. Oh wow, Tarlis has AC -2, I did not notice this until now. Both ogres miss their attacks.
Tarlis attacks the chief, and hits him twice for 15 points of damage, killing the chief.
The PCs with lances arrive and try to hit the remaining ogre.
Daryl hits again! This time for 10 + 1, 11, doubled for 22 points and skewers the ogre.
Odalf ends to illusion, using another four charges.
Based on this quick work, they all agree to take out the remaining ogres. They can overtake the other group in three rounds.
Subchieftan group, Round 1 (new independent combat).
The ogres are fleeing and not looking back. Tarlis flies in and attacks ogre#3.
Subchief has the 16 hp, and the other two ogres have 9 and 20.
Tarlis hits twice, for a total of 16 hp damage, ogre#3, goes from 20 -> 4 hp.
Round 2.
The ogres win initiative and attack Tarlis. The subchief hits Tarlis for 5 hp, Tarlis 70 -> 65 hp. Tarlis has a ton of hit points, incredible.
Tarlis attacks #1, the subchief and hits twice for 14 points of damage. The subchief goes from 16 -> 2 hp.
The four lancer PCs arrive and attack. They all miss.
The six crossbowmen attack, and they all miss.
Round 3.
Tarlis and the PCs win initiative.
Tarlis attacks ogre#3, and hits once for 9 points, going from 4 -> -5 hp, killing the ogre.
The PCs use their melee weapons, and Daryl hits again! This time on ogre#2 for 9 points, the ogre goes from 9 -> 0 hp, and is killed.
The crossbowmen fire, and three hits, two on the subchief, and one on ogre#2. # points of damage on the subchief, 2 -> -1 hp and is killed. Ogre#2 takes 2 points but is already killed.
And the ogres have been slain!
Aftermath
On the slain ogres was a total of 680 gp.
The two thieves, Sournois and Flynser Reedeyes volunteer to scout the now empty ogre lair. They make an agreement to spit the loot they find, with a personal percentage to be kept for themselves. Thieves, what are you going to do?
The lair had three females and two young. They fled out a back way once the everyone took off in pursuit of the fleeing chieftan. They made their way through the village and escaped to the northwest. Nobody noticed.
In the lair, there are no living slaves. There are the remains of halflings, dwarfs and humans. The two thieves find sacks filled with 800 electrum (they took 100 each, so really 1000 ep), and a suit of Studded Leather Armour +1 (elf size). But Sournois is 5.5 ft so it will fit her, and no one has a problem with her taking it.
XP
Calculating everything (ogres and treasure) divided by so many participants means there is 58 XP each.
But the bigger reward is making the area safer.
But what happens now? Do the PCs explore the ruined village? Can they establish a base of operations here? What about the dungeon and the Androsphinx?
Next time.













