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#1 |
Fzoul Chembryl
![]() ![]() ![]() ![]() Join Date: June 14, 2001
Location: Vermont
Age: 34
Posts: 1,752
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What exactly is an orog? I have been waylaid by them several times, but I can't remember them from BG1 or ToTSC. They are easy as heck to beat, but I was just curious about what they are.
[ 06-22-2002, 03:10 PM: Message edited by: Willard ]
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#2 |
John Locke
![]() Join Date: February 7, 2002
Location: Edmonton, Canada
Age: 36
Posts: 8,985
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Those are those big orange things right? I think they are new to BG2
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#3 |
The Magister
![]() Join Date: August 12, 2001
Location: Miami FL
Posts: 135
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i am not sure but i think that they are some relative of orcs
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#4 |
Zartan
![]() Join Date: May 2, 2001
Location: Ulpia Noviomagus Batavorum
Age: 44
Posts: 5,281
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Funnily enough, Orogs are nowhere to be found in the 3rd edition Monstrous Manual. They had me puzzled as well.
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#5 |
Fzoul Chembryl
![]() ![]() ![]() ![]() Join Date: June 14, 2001
Location: Vermont
Age: 34
Posts: 1,752
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Hmm, I wonder. Oh, and Sir Goulum,this is what an orog looks like. [img]graemlins/neo1.gif[/img]
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#6 |
John Locke
![]() Join Date: February 7, 2002
Location: Edmonton, Canada
Age: 36
Posts: 8,985
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Yea, the big orange things!
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#7 |
Fzoul Chembryl
![]() ![]() ![]() ![]() Join Date: June 14, 2001
Location: Vermont
Age: 34
Posts: 1,752
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I don't think that they are relatives of orcs, Darkon. Orcs are green, not very hairy, can talk, and are fat. Orogs are furry, orange, and make these annoying "Rawwrah" sounds like gnolls did in BG1. Hey......maybe they are relatives of gnolls!
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#8 |
Guest
Posts: n/a
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hey, you fight these things in Icewind Dale. They are relatives of Orcs, yet slightly more powerful, and they have military ranks like commanders and warlords, or at least in IWD. Trust me, you'll fight these things a lot in the Windspear Hills....
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#9 |
Lord Soth
![]() Join Date: October 23, 2001
Location: Edinburgh
Age: 40
Posts: 1,918
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they have human minders dont they?
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#10 |
Dungeon Master
![]() Join Date: May 6, 2002
Location: Mexico
Age: 53
Posts: 59
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Orogs are a type of mutant orc, sort of like the Uruk from Lord of the Rings. I have the write-up for the Neo-Orog, from the Monstrous Compendium Annual, volume three (this is for 2nd ed. I hate 3d ed.)
There are two types of Neo-Orogs, red and black: Red Black Climate/Terrain: any any Frequency: Uncommon Uncommon Organization: tribal tribal Activity Cycle: any any Diet: Carnivore Carnivore Intelligence: Average (10) Average (10) Treasure: L (C,O,Qx10,S) L (C,Q,Ox10,S) Alignment: Lawful Evil Lawful Evil No. Appearing: 10-100 10-100 AC: 3 5 Movement: 6 8 Hit Dice: 5 4 THAC0: 15 17 Attacks: 1 1 Damage: By Weapon Special Attacks: War Cry nil Special Defenses: Nil Camouflage Size: M Morale: Champion (15-16)Elite (13-14) XP value: 270 175 Sergeant: 420 270 Officer: 650 420 General: 975 650 The neo-orog is a magical hybrid of ordinary orcs, ogres and other creatures. The two breeds of neo-orog, red and black, are warrior creatures, loyal and skillfull, who live for battle. Tall and muscular, with large hooded eyes, tough leathery skin, and snouted, bestial faces, neo-orogs seem to embody all the worst aspects of the creatures that went into their creation. Red neo-orog: These creatures are bred as elite troops. Their skin is a dark, mottled red, and their eyes are deep yellow. They are usually well equipped and revel in bloodshed and violence. They speak orc and the common tongue. In battle, red neo-orogs can scream their unique war cry, wich causes all orcs, orogs and neo-orogs within earshot to fight at +1 on attack and damage rolls for 2d4 rounds. The effect is not cumulative, and individual neo-orogs can´t be affected by it more than once a day. Red neo-orogs recieve an additional +1 on attack rolls when defending the Red Wizards of Thay. All neo-orogs live in barracks built by the Red Wizards. No independent groups of them exist. They are organized into large military units. For every 10 neo-orogs in a group there is one sergeant with maximum hit points. For every 20, there is one officer with 6 HD (THAC0 15) and +1 on damage rolls. Each barracks is commanded by a neo-orog general with 7 HD (THAC0 13) with +2 on damage rolls and AC 2. For many decades, Thayans have tried to create their own race of orcs, violent but loyal to Thay. Their only weakness is their slow rate of reproduction- The Thayans have managed to field only a few companies of them. As a group, neo-orogs have only a marginal reproduction rate. Many are infertile. Black neo-orog: The black breed of neo-orogs is similar to the red neo-orogs in many respects, but are bred as scouts, archers and infiltrators. They are leaner, slightly taller than reds, and their skin ranges from dark green to deep, sooty black. Their facial features are slightly less bestial, and their eyes are smaller and completely black. Camouflage masters, black neo-orogs hide so effectively that even observers who know what they are looking for have only a 20% chance of detecting them. Normally alert observers have only a 10% chance, while casual observers have 5%. The camouflage is negated if the creature moves or attacks. A number of black neo-orogs have thief skills in addition to their warrior skills. They do not have the war cry of red neo-orogs, but can be affected by it.
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