The High Ogrelands

In the rainy highlands where once a great dwarven kingdom stood, Kang’Bo the Ogre King now rules the over the ruins.
A dwarven fortress built into the side of a mountain was once enough to secure 4 wilderness hexes, 128,000gp. However, whether from years of neglect or wanton looting, it has been reduced to half, 64,000gp, riddled with broken and breached walls. (like the picture below, but with even more wall breaches)

Kang’Bo is the most cunning and powerful of the Bleeding Hook ogre clan, who dominate 2 other lesser clanholds. Each clanhold on it’s own boasts 38 ogre families and covers 1 and 1/3rd of a 6-mile hex, creating a small domain of 4 hexes and 114 ogre families. Because Ogres are so large and often keep slave labor, the realm is comparable to a human realm with 456 families.
Because he rules a chaotic realm, Kang’Bo can at any time summon forth 1 tribal warrior for every family he rules. If there were 120 ogre families, Kang’Bo would get 70 ogre light infantry and 50 ogre heavy infantry. Because his raids have made him wealthy, and because he hates math, Kang’Bo uses his substantial wealth to hire ogre mercenaries so that he as 75 ogre light infantry and 45 ogre heavy infantry, or 5 and 3 units at the platoon scale. He has also kept a band of 5 giants in his employ, having seen the devastating power of man’s siege engines and being cunning enough to want that kind of power for himself.
Finally, after decades of brutal slave rule, Kang’Bo and his ogres have taken a generation from the realm’s dwarf slaves and turned them into “loyal” crossbowmen. The young dwarves nervously attend to their crossbows while being forced to chant “I am loyal or I am dead” in ogrish dialect. In total, Kang’Bo commands 120 slave dwarf crossbowmen.
Kang’Bo regularly sends out half of his force into raids against other nearby beastmen domains. While still somewhat animalistic in intelligence, Kang’bo has figured out that raiding those who raid civilized settlements tends to prevent an army from marching into his realm. His two lesser chieftains, Slavemaster Prongles and Yobo the Ravenous, vie for the right to lead the raiding party each month.
Each ogre clanhold is roughly equivalent to an average lair in the ACKs core rulebook, meaning they have 5.5 warbands, each possessing Treasure Type L, worth an average of 6,000gp. In total, Kang’Bo’s realm holds 99,000gp in (relatively) liquid wealth. Of this, 31,290gp is spread out amongst the ogre families and lesser holds, while he keeps the other wealth to himself. Below are the calculations to determine the worth of all this treasure, followed by which money and goods would likely be held by the population vs. which would be held in the ancient dwarven vault that Kang’Bo uses for himself.
Kang’Bo has picked the finest items for himself: wielding it like a dagger, he holds a Manslaying Short Sword +2 (+3 vs. Humans), a +3 Shield, and his dwarven servants have created a set of belts that allows him to drape a set of +1 plate armor over himself, effectively functioning as Lamellar. He also wears a ring of protection +1 and keeps a large selection of potions on his person. At least one mage attempting to harry him from the air on a magic carpet has been foiled by his potions of flight.
Kang’Bo is attended to by his Ogre Shaman, Go’Chall, who wears masterwork plate (made for him by the slave craftsmen) and wields the staff of healing in service of Kang’Bo. The remaining magic and masterwork weapons and armor are distributed among Slavemaster Prongles, Yobo, and Kang’Bo’s sub-chieftain bodyguards.
When a raid isn’t happening, the ogre chieftains drink and eat to excess in the inner keep, attended to by their 7 captured slave servants and entertained by a Hateara, who had been along with a nobleman as a mistress on a military campaign until Kang’Bo crushed their forces and took her for himself. Several fine rugs and furs are slung without respect all around the rooms of the keep, while most of the coins, gold, and jewels are kept in the vault.
Each day, the 18 laborers and 4 craftsman are given the impossible task of trying to repair the damage to the fort, but rarely make progress, as their scaffolding is often destroyed by drunk angry ogres who like the convenience of the breach in a wall.
The full amount of treasure is described below.
Note: Below are my notes for what I calculated as the remainder of the treasure. I’m using the modified tables from Heroic Fantasy Handbook, and due to the high number of dice, i’ll just be using the average rather than actual rolls. Crossed out items are considered to be distributed out with the families and must be looted or pillaged to be gained. All magic and masterwork items and their numbers are listed (there are so many!). Assume any item not mentioned above is simply kept in the vault.
16.5 Treasure Type L:
Treasure Type & Avg. Value
|
1000s of
<p><strong>Copper</strong></p>
</td>
<td style="vertical-align:bottom">
<p><strong>1000s of</strong></p>
<p><strong>Silver</strong></p>
</td>
<td style="vertical-align:bottom">
<p><strong>1000s of</strong></p>
<p><strong>Electrum</strong></p>
</td>
<td style="vertical-align:bottom">
<p><strong>1000s of</strong></p>
<p><strong>Gold</strong></p>
</td>
<td style="vertical-align:bottom">
<p><strong>1000s of</strong></p>
<p><strong>Platinum</strong></p>
</td>
<td style="vertical-align:bottom">
<p><strong>Gems</strong></p>
</td>
<td style="vertical-align:bottom">
<p><strong>Jewelry</strong></p>
</td>
<td style="vertical-align:bottom">
<p><strong>Magic Items</strong></p>
</td>
</tr>
</tbody>
|
L
|
Raider
<p><em>6,000gp</em></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">80% 3d20</span></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">60% 4d6</span></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">60% 1d8</span></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">50% 1d6</span></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">None</span></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">60% 1d6</span></p>
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">gems</span></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">40% 1d4</span></p>
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">jewelry</span></p>
</td>
<td style="vertical-align:top">
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">80% 2d8 common, 60% 1d4 uncommon,</span></p>
<p><span style="background-color:transparent; color:rgb(0, 0, 0)">25% 1 rare, 10% 1 very rare, 1% 1 legendary</span></p>
</td>
</tr>
</tbody>
|
16.5 * 80% * 3 * 10.5 * 1000 ~= 416,000 copper pieces (416 lots, 137 among populace)
Copper Lots
208,000 just copper pieces (191,000 in vault, 17,000 among families)
20 lots of 100 silver = 2,000sp
(everything else is 20 lots times the average)
420 bags of grain or vegetables, worth 5sp each (4 stone each)
40 barrels of preserved fish or pork, worth 5gp each (8 stone each)
40 tenths of a cord of hardwood log, worth 5gp each (8 stone each)
420 wheels of cheese, worth 3sp each (1/3 stone each)
40 half-barrels of beer, worth 5gp each (4 stone each)
280 bricks of salt, worth 7sp each (1/2 stone each)
210 ingots of common metals, worth 1gp each (1/2 stone each)
40 quarter-barrels of preserved meats, worth 5gp each (2 stone each)
20 rolls of roughspun cloth, worth 10gp each (4 stone each)
16.5* 60% * 4 * 3.5 * 1000 ~= 139,000sp (139 lots, 46 among families)
Silver Lots
69,000sp
700gp
70,000cp
(everything else is 7 lots)
735gp of livestock (roll 1d6 on Animals table of Trade Goods)
35 jars of lamp or cooking oil, worth 20gp each (6 stone per jar)
18 captured or enslaved laborers, worth 40gp each (12 stone each if unconscious)
140 yards of woven textiles, worth 5gp each (1 stone each)
50 bundles of common fur pelts (such as beaver, fox, or rabbit), worth 15gp each (1 stone per 5gp value)
7 captured or enslaved domestic servants, worth 100gp each (12 stone if unconscious)
126 common animal antlers, horns, and tusks (such as boar, bull, or ram) worth 1d10gp each (1 stone per 10gp value)
14 jars of dyes and pigments, worth 50gp each (5 stone each)
14 quarter-barrels of fine spirits or liquor, worth 50gp each (4 stone each)
10 bags of loose tea or coffee, worth 75gp each (5 stone each)
14 half-crates of terra-cotta pottery, worth 50gp each (2 3/6 stone each)
16.5 * 60% * 4.5 * 1000 = 44,550ep (44 lots)
Electrum Lots
26,550ep (24.5 lots)
10,000sp (2 lots)
1,000gp (2 lots)
(everything else is 2 lots)
4 captured or enslaved craftsmen or merchants, worth 1d4x100gp each (12 stone each if unconscious)
4 crates of armor and weapons, worth 225gp each (10 stone each)
200 bottles of fine wine, worth 5gp each (1 stone per 5 bottles)
40 rugs of common fur pelts (such as beaver, fox, and rabbit) worth 2d4x5gp each (1 stone per 25gp value)
5000 common bird feathers (such as goose, owl, or swan) worth 1d3sp each (1 stone per 150 feathers)
15 bundles of large common fur pelts (such as black bear, hyena, or wolf) worth 1d8x15gp each (1 stone per 30gp value)
13 uncommon animal antlers, horns, and tusks (such as sabre-tooth tiger) worth 3d4x10 gp each (1 stone per 40gp value)
5 crates of glassware, worth 200gp each (5 stone each)
4 bundles of large uncommon fur pelts (such as ape, lion, or polar bear) worth 2d4x50gp each (1 stone per 50gp value)
16.5 * 50% * 3.5 * 1000 = 28,875gp (28lots)
Gold Lots
10,000gp (10 lots)
1,400sp (1.4 lots)
280pp (1.4 lots)
(everything else is ~1.4 lots)
1 metamphora of preserved special components, worth 4d4 x 100gp (1 stone per 60gp value)
5 fresh monster carcasses, with special components worth 1d10 x 50gp each (1 stone per 60gp value)
110 monster feathers (such as griffon, hippogriff, or roc), worth 1d6x1d6gp each (1 stone per 80gp value)
6 monster horns and tusks (such as basilisk, dragon, or wyvern) worth 1d8 x 50gp each (1 stone per 80gp value)
30 pieces of elephant ivory, worth 1d100gp each (1 stone per 100gp value)
14 bundles of healing herbs, worth 100gp each (1 stone each)
4 rolls of silk, worth 400gp each (4 stone each)
3 bundles of rare fur pelts (such as ermine, mink, or sable), worth 2d4x100gp each (1 stone per 100gp value)
1 captured equerry or lady-in-waiting or enslaved hetaera or odalisque, worth 2d4x200gp (10 stone if unconscious)
3 crates of fine porcelain, worth 500gp each (5 stone each)
20 rugs of large common fur (such as black bear, hyena, or wolf), worth 1d4x30gp each (1 st per 150gp value)
16.5 * 60% * 3.5 = 35 gems
Gem Lots
18 gems (18 lots)
(everything else is ~3.4 lots)
3 pouches of black lotus, worth 200gp each (1 item each)
3 sets of superior thieves’ tools, worth 200gp each (1 item each)
9 sets of engraved teeth, worth 2d6x10gp each (1 item each)
7 vials of rare perfume, worth 1d6x25gp each (1 item each)
40 sticks of rare incense, worth 5d6gp each (1 stone per 100 sticks)
16.5 * 40% * 2.5 = 16.5 jewelry
Jewelry Lots
8 Jewelry (8 lots)
(everything else is ~1.65 lots)
7 trinkets (1 item each)
1 cape of large animal fur (such as black bear, hyena, or wolf), worth 2d4x200gp (1 stone each)
9 vials of common poison (animal venom or plant toxin) worth 2d6x25gp each (1 item each)
3 statuettes, worth 1d10x100gp (1 stone per 1d3 statuettes)
3 items of masterwork quality, worth 2d6x100gp each (1 item each)
Magic Items:
Common: 16.5 * 80% * 2d8 = 118
Armor, Masterwork
|
7
|
Miscellaneous Weapon, Masterwork
|
7
|
Oil of Bane-Rune
|
3
|
Oil of Sharpness
|
3
|
Oil of Slipperiness
|
3
|
Oil of Vitriolic Infusion
|
3
|
Potion of Alter Self
|
3
|
Potion of Chameleon
|
4
|
Potion of Cure Light Wounds
|
8
|
Potion of Cure Moderate Wounds
|
4
|
Potion of Eldritch Armor
|
2
|
Potion of Jump
|
3
|
Potion of Resist Cold
|
1
|
Potion of Resist Fire
|
2
|
Potion of Righteous Wrath
|
1
|
Potion of Silent Step
|
5
|
Potion of Speaking With Animals
|
2
|
Potion of Spider Climb
|
2
|
Potion of Swift Sword
|
1
|
Potion of Swimming
|
3
|
Rechargeable Trinket, Level 1 (4d4)
|
5
|
Rechargeable Trinket, Level 2 (2d4)
|
3
|
Rechargeable Trinket, Level 3 (1d6)
|
4
|
Rechargeable Trinket, Level 4 (1d4)
|
1
|
Rechargeable Trinket, Level 5 (1d2)
|
3
|
Rechargeable Trinket, Level 6 (1)
|
1
|
Shield, Masterwork
|
4
|
Spell Scroll (1 spell level)
|
14
|
Spell Scroll (2 spell levels)
|
4
|
Sword, Masterwork
|
8
|
Waybread (1d2 slices)
|
4
|
Uncommon: 16.5 * 60% * 1d4 = 25
Armor +1
|
2
|
Crossbow Bolts +1, 2d6 (7)
|
1
|
Oil of Stone to Flesh
|
2
|
Potion of Cold Immunity
|
1
|
Potion of Cure Major Wounds
|
1
|
Potion of Flying
|
1
|
Potion of Greater Clairvoyance
|
1
|
Potion of Guise Self
|
1
|
Potion of Invisibility
|
1
|
Potion of Necromantic Invulnerability
|
1
|
Potion of Trollblood
|
2
|
Rechargeable Trinket, Level 6 (2d4)
|
2
|
Shield +1
|
2
|
Spell Scroll (3 spell levels)
|
1
|
Spell Scroll (4 spell levels)
|
2
|
Sword +1
|
2
|
Talisman +1
|
1
|
Treasure Map (1d4x1,000gp)
|
1
|
(I’ll actually roll these)
Rare: 7
Ring of Protection +1
Short Sword +2, +3 versus humans
Treasure Map (6d6x1,000gp)
Staff of Healing [DE]
Censer of Controlling Air Elementals
Talisman +5
Polearm +2
Very Rare: 1
Shield +3
Legendary: 0
Taking Away a chunk:
Total estimated worth: 99,000gp
Estimated worth among the families: 31,290gp
Percent to remove: 31.6%, just call it 1/3rd
Let’s italicize the lots that are among the families (italics are little too subtle, we’ll have to do strikethrough)
416 copper lots => 137 lots
139 silver lots => 46 lots
44 electrum => 15
28 gold => 9
35 gem = 12
16.5 jewelry => 5