Troll Shield Insight RPG System Adventure

22
 Robert Bersch (order #6909358)

Transcript of Troll Shield Insight RPG System Adventure

  • Robert Bersch (order #6909358)

  • INSIGHTRPG SYSTEM ADVENTURE

    TROLL SHIELDby Even V. Rssland

    Cover Illustration: Shutterstock/Even V. Rssland

    Other Illustrations/Images: Shutterstock/Even V. Rssland

    Book design, editing and production: Even V. Rssland

    www.insight-rpg.com2014 Neomedia Even V. Rssland

    ALL RIGHTS RESERVED. Any unauthorized reprint or use of this material is prohibited. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system without express written permission from the author except for the use of brief quotations in a book review or scholarly journal.

    This book is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of the authors imagination or used in a fictitious manner. Any resemblance to actual persons,

    living or dead, actual events or other fictions is purely coincidental.

    First Edition: 2014

    PDF version

    Published by

    Neomedia Even V. Rssland (NEVR) 4879 Grimstad, Norway

    www.nevr.no

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  • 3ContentsEdwald the Troll Hunter 4First Quest The Limping Troll 4

    The Briefing 5

    Available Weapons 5

    Available Armor 5

    Forest Troll Facts 6General Forest Troll Knowledge 6Forest Trolls and other Trolls 6Forest Trolls and Humans 7Tracking 7Combat 7

    Bertrand Sneechs Farm 8The Plot 8The Farm (Map) 9Finding the Troll 10

    Footprints 10The Fence 10The Well 10Talking to Meritha 10

    Encountering the Troll 10Approaching 10Communicating with the troll 11Fighting the troll 11

    Aftermath 11Optional 11

    Second Quest Revenging Trolls 12The story 12Current time 12

    The First Mission 12Investigating the Farm House Ruins 12Talking to Tyin 12Talking to Syrina 12Jorn arrives 12

    The Second Mission 13Tracking the Route 13The Time of Day 13Sneaking 13Rescuing Dynia 13

    Aftermath 13Third Quest Searching for Edwald 14

    Edwalds Disappearance 14Troll Slaughter 14Not in Danger 14A Trail of Bodies 14

    Worglings 15

    Worgling, Small (CL 1/4) 16Worgling, Large (CL 1) 16

    The Search 17Finding Edwald 17

    Edwald dBoar 18Shirley Croal 19Troll Stats 20

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  • 4Troll ShieldThis adventure is suitable for a group of 3-5 players, level 3-4, and is also an introduction to troll hunting. The story is based on the Era of Darkness Add-on, which is integrated in the Insight RPG System Core Rulebook. All rules, weapons, creatures etc. that are not explained in this adventure can be found in the Insight RPG Core Rulebook.

    Edwald the Troll HunterFor several years, Edwald dBoar has been the most successful and famous troll hunter in the Kingdom of Ordariss. His reputation is widespread throughout all the Swarryn Isles, and he is looked upon as a hero amongst both commoners and noblemen.

    After some years of service in the Shield of Ordariss (the largest of the Protectors guilds), he decided to establish a guild of his own; The Troll Shield. The Shield of Ordariss leaders accepted his defection as a member of the guild on one condition; the Shield of Ordariss would be supervising his new founded guild, and all of his members should be equally obedient to both guilds. The Shield of Ordariss will no longer assume any liability for troll hunting as long as the Troll Shield guild is fully operative. If the Troll Shield fails to perform their proclaimed duties, the guild will be closed.

    Because of Edwalds dedication and expertise in troll hunting (and his skilled companions) no trolls have been lurking near the walls of Greenturn for years. Farmers living close to the capital city are more than grateful for his effort, keeping them and their livestock safe from the roaming and dangerous creatures.

    First Quest The Limping TrollThe player characters (PCs) will have an opportunity to help out the Troll Shield guild. They will find posters at the message boards in the City of Greenturn containing the following message:

    Assistance needed. Due to low capacity at the Troll Shield Guild, able auxiliaries are wanted for an urgent job.

    Shirley Croal, Troll Shield

    When they show up at the Troll Shield guild house, a long line of idle peasants, drunkards and homeless is already formed in front of the main entrance. Most of the people in the line usually apply for any job they come across, not ever thinking about qualifications or consequences, but in this line, only the men and women that Shirley Croal finds suitable for her mission may enter the guild house.

    Shirley Croal (35) is the Troll Shields accountant and secretary, and the commander in chief when there is no one else in the building. She is taller than most women in the city and quite muscular. She was a part of Edwalds team for some years until a fierce forest troll ran her down and shattered her right arm. After that, she was unable to use her sword in fights and unsuited for troll hunting.

    In some way or another, the GM must make sure that Shirley chooses the PCs for the quest. If there are less than 5 PCs, a couple of NPCs should join them as well. The chosen PCs and NPCs are invited inside the guild house for a quick briefing.

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  • 5The Briefing

    Edwald and a couple of his men are on a mission in the outskirts of Ryford and are expected to be back within a week. The rest of the guild members were sent on an urgent mission to Illiorn where two angry hill trolls have been terrorizing a small coastal village, leaving the guild house almost empty for some days.

    The problem is as following: a forest troll has been observed close to the farmlands in the vicinity of Greenturn. This is the first troll occurrence in the area for several years, and dealing quickly with such problems is of great importance for the guild. The troll was observed late last night while it was attacking a cow belonging to the farmer Bertrand Sneech. Bertrands oldest son, Merwin witnessed the incident. It appeared to be a rather clumsy troll, and it moved like it was in pain. It was limping, just like an old man with gout he had said to Shirley this morning.

    Wounded and ailing trolls sometimes roam farmlands in search for easy prey when they realize that they no longer are able to hunt deer and boar in the woods. The hunger drives them closer to human settlements, and they usually dont travel far off when they find a suitable place close to a farm. Such trolls are easy to hunt down and kill, but they still pose a threat. They wont run away, but they wont surrender either, so there are only two options; killing it, or let it live and hope that it gets better and leaves. The first option is the quick solution, if you are able to kill a troll. The second solution may take several months; it may even carry on for years if the troll never feels any better.

    The troll has to go, one way or the other Shirley states at the end of the briefing. The best way to kill a troll is at daytime, while it is sleeping. Find its hiding spot and kill the creature before it wakes up. If youre a clever marksman, aim for its nostrils. If you face the troll during nighttime, you will probably not stand a chance, even if the troll is limp and weak. A single troll-jab will most likely kill you, or at least cripple you.

    The reward for the mission is 25 Silver Ceptras per team member, and the rank as Lesser Troll Hunter (this is not an official rank, only a proud title for those who has killed a troll once or twice. You need to have killed at least a dozen trolls and different kinds of trolls to call yourself a Troll Hunter). They may also get the opportunity to join the guild if they succeed with no problems.

    The team (consisting of the PCs and maybe some NPCs) may use weapons from the Troll Shields armory for the mission. Only a few weapons are available because all the guild members are out on missions.

    Available Weapons:

    2 X Long Spear, Quality 5

    Short Sword, Quality 6

    2 X Short Sword, Quality 5

    Long Sword, Quality 5

    2 X Short Bow (and 47 arrows), Quality 4

    Halberd, Quality 4

    War Hammer, Quality 5

    Mace, Quality 6

    3 X Dagger, Quality 5

    Available Armor:

    3 X Full Leather Armor, Quality 6

    2 X Studded Leather Shirt, Quality 5

    5 X Chain Coif, Quality 5

    3 X Medium Wooden Shield, Quality 5

    2 X Wooden Buckler, Quality 5

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  • 6Forest Troll FactsIts a common misunderstanding that forest trolls are stupid creatures only driven by their primary needs. The forest troll is an honorable and proud race. Most forest trolls even have their own name, given to themselves by themselves as a description of how they perceive themselves. Their names are composed of different words. Most forest trolls would therefore use the word Bah, meaning strong or forceful, as the first word, often followed by Ahrr, meaning fearless or scary. Lots of young male forest trolls are named Bah-Ahrr. When they grow older and more mature, they usually add one or more words to their names. Because their mouths motor skills are similar to an infant human, they are not able to pronounce most human words, but they may be able to understand simple human words if they get the chance to learn them, something they rarely do. The trolls have more ways of articulating H and R sounds than humans, making it hard for a human throat to mimic troll sounds.

    Common troll phrases and words:Dahru mahahH - Im hungry, must eatmahDah - Im eatingmahBah - Im strongAhrrmah - Fear me!mah - I/me/ImGoh - Troll/us/we MebGoh - Hill TrollphiGoh - Human DahGoh - Deer (and similar animals)Bah - Strong/forcefulMeb - Large/hulky/clumsyAhrr - Fearless/scary/fear bem - SmartDoh - Run/move fast/hasty/quick phi - Small/tinyahH - HungryDab - A treeDabhag - Forest/more than one treenih - Hill/MountainEhdom - Pain/injury/damageBe - Kill/die/dead RoH - Angry/determined/harshrub - Young/new/childBoh - Old/Aged (a troll is Boh when it is grown)Moh - Thing (can be anything, depending on what object they point at)A - Yes/agreed/understoodEm - No/not/nothing/withoutO - OneOhag - More than one

    Capitalized letters are usually dark and voiced. Lowercase letters are light and airy. Double letters are usually growled.

    h = light and airy. H = dark and voiced. hH = deep growling.

    General Forest Troll Knowledge

    Trolls have always been a natural inhabitant of the Swarryn Isles. Before the humans settled down here, the trolls had no natural enemies other than some few large carnivorous predators (which are believed to be extinct now). As the human population grew larger, the natural habitat of the trolls was reduced. Human settlers had to fight several forest trolls every time they cultured new lands and built villages close to forests. Cutting down healthy trees, is seen as a major offense for a forest troll. If the forest trolls had been slightly smarter, and able to cooperate, they would have posed a greater threat to the human settlers.

    Gestation in forest trolls typically lasts around one year. Typically two to five troll children are born and the mother will take care of her children for about two years before leaving them on their own. The forest troll children will keep together for about a year or two before wandering off, often in solitude. They are not territorial, and they prefer not to stay in large groups. Groups of three to four forest trolls are common, but they prefer solitude or being in the company with just one other troll; male and female forest trolls would never group. Female trolls tend to be more social than male trolls, and are more commonly seen in groups of 3-4 individuals.

    When a troll dies, other trolls will feel obliged to feed it to the ground. They believe that the forest will grow strong and fertile where trolls have been buried. Some trolls are also thrown into swamps in the hope that it will turn into woodland. Leaving a troll on the ground for the scavengers to eat them would be an insult to the forest.

    A common day for a troll is pretty monotonous, but hey seems to enjoy such a way of living. During nighttime they will hunt and eat, during daytime they will sleep, hidden, if they bother to find a place to hide. When they are not hunting or eating, they will sometimes use the remains of their kill to create necklaces, bracelets and earrings. If they should meet a troll of the opposite sex, they would want to look presentable. As a matter of fact, a female troll would never consider a male troll with no embellishments a candidate. Compared to the size of their fingers and hands, they are able to create quite impressive jewelry, but there are probably no other two-legged creatures that are better at digging holes in the forest ground. Their hands are like a pair of excavators, able to dig a nice and cozy den in less than 15 minutes without damaging too many tree roots.

    Forest Trolls and other Trolls

    The forest troll is closely related to the hill troll and the sea troll, but the different races have very little in common, except for some mental abilities. The forest troll does not feel comfortable when they occasionally encounter hill trolls. In their opinion, the hill troll is a scary and aggressive race, even though they rarely have been attacked by them. Because the hill trolls are territorial, the forest trolls will avoid entering hill troll areas. The hill trolls dont fancy staying in the woods for too long either, so there is a natural perimeter separating the two troll races.

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  • 7Their other cousin, the sea troll, is rarely seen by the forest trolls, and they would not be acknowledged as trolls because of their lesser size and creepy appearance.

    Forest Trolls and Humans

    The forest trolls biggest concern is the humans. They do not understand the humans social behavior, but they are well aware that the humans usually hunt in packs, just like wolves, but smarter than wolves.

    From a forest trolls point of view, humans are dangerous, stubborn and greedy. If you accidentally kill a human; first of all, they dont taste good at all, so its a waste of time. Secondly, more humans will come for you, trying to kill you. Humans are easy to kill, but when they come in numbers, its better to run away. Sometimes the humans live together with animals that dont run very fast. Such animals are easy prey, and they taste very good, but it seems like they are as valuable for the humans as their own children.

    Tracking

    Tracking forest trolls is easy when you know what to search for. First of all, their footprints are large and deep, but they are very aware of that. To avoid getting easily tracked, because of their footprints, they tend to walk in large circles before leaving their trail, stepping on large rocks, roots and overturned trees. Tracking trolls during nighttime is very hard. They have an excellent nose, and can smell humans from several hundred meters if the wind is right.

    When the sun rises, the trolls will search for a place to rest. This is when the trolls are the most vulnerable. If you are close, you can hear them preparing their den, lifting large roots or dead trees and digging a comfortable hole under it, or dragging large rocks in front of grottoes or natural cracks in the ground. They usually use the same den for a week or two before moving on to another part of the forest.

    Combat

    Fighting forest trolls is very dangerous even if you are a skilled warrior. Trolls are very strong, and they are skillful in melee combat. They prefer using large and heavy sticks, branches, clubs or other large bludgeoning weapons, but they may also use their fists, even though that wont deal as much damage.

    In combat, a forest troll will attack the same opponent until hes dead, and will not care about any other opponents. The first attacker is always that particular target. Because of this, it is important that the first attacker is either very stealthy or heavily armored, so that the rest of the team may attack it from behind while it is busy hammering away at him. If the first attacker manages to hide or run away, the troll will most likely spend his next turn searching for him.

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  • 8Bertrand Sneechs FarmAbout three hours walk through the farmlands south-west of Greenturn close to a dense old forest, lies the Sneech Farm. Its farmhouse is old and dilapidated, but anyhow habited by a family of eight; Bertrand Sneech and his wife Mulda, their oldest son Merwin and his pregnant wife Syrina and four children. They make a living by growing potatoes and lettuce that they sell at the Greenturn markets. They did have a cow, but it was recently taken by the Limping Troll. Now they are concerned that their two pigs will be the trolls next prey.

    Bertrand Sneech (58), Farmer

    Bertrand looks way too old for his age. Whats left of his hair is gray, and his face is cluttered with age spots. Illness has recently pinned him to his bed. Whenever he tries to speak he will cough and spit pink saliva in a bucket by his bed.

    Mulda Sneech (50), Bertrands Housewife

    Mulda is a patient woman. Most of the day she will sit in a chair watching over her ill husband while knitting different sorts of clothing for her grandchildren. She is not upset about the troll, because in her opinion every living creature has a purpose. The cows purpose that day was to feed the troll. The trolls purpose is not yet known. Her purpose is to knit.

    Merwin Sneech (31), Farmer

    Merwin is the one running the farm on a daily basis. He is not a typical farmer by the look of him; short and skinny, red-haired and pale, but he has the will to make it work out anyway. Some rude neighbors would say hes better at making babies than potatoes, but as long as the house doesnt fall down and the crops dont fail, he is a happy man.

    Syrina Sneech (29), Merwins Housewife

    Syrina is pregnant, awaiting her fifth child any moment. The emaciated appearance and pale skin makes her look quite unhealthy, but she is busy with the housework and taking care of her children all day. She got married to Merwin when she was 15 years old, and gave birth to their first child when she just turned 16.

    Meritha (13)

    Meritha is the first child of Merwin and Syrina. She is often mistaken for a boy because of her short hair, dirty fingers and filthy clothes. She does not behave as a girl at all. Shes more interested in tools and weapons, and she does know how to use them. Spending most of the day outside the house or in the forest, her parents quickly gave up hope that she would be ready for marriage anytime soon. As long as she is home by sunset, nobody really takes notice about where she is during the day.

    Dynia (11)

    Dynia is the second child of Merwin and Syrina. She looks just like her mother, and she plans on becoming a princess when she grows up; but for now shes busy learning how to knit, dye clothes and make weaved baskets.

    Jorn (9)

    Jorn is the third child of Merwin and Syrina, and the first boy. Ever since he learned how to walk, his father taught him how to sow, harvest, pick stones from the field and take care of the animals.

    Tyin (6)

    Tyin is the fourth child of Merwin and Syrina. He does not look like his father at all with his light blond curly hair and green eyes. They believe hes a happy boy even though he spends most of the day counting birds. Only his mother is able to make eye contact and communicate with him.

    The PlotAbout two months ago, Meritha travelled deep into the forest where she dug a deep hole in the ground. At the bottom of the pit, she placed a long and sharpened stake. When the pointy stake was firmly placed, she covered the hole with branches, moss and leaves. Maybe one day she would catch a bear, and she could sell the pelt and make her parents happy. That was her thoughts.

    While she was waiting for the bear to fall into the trap, she spent her time hunting rats and rodents using her homemade bow. She was actually a quite successful hunter for her age, but her parents didnt like the game she was bringing home, and asked her to get rid of it. She found a suitable place to dispose the dead animals. The well was deep enough to hide the carcasses, so she dumped them there.

    The water from the well became contaminated by the dead rodents. Her grandfather got very ill after a few weeks, and the rest of her family, included herself, became more or less sick and nauseous. Meritha has no idea that the dead animals she threw into the well contaminated the drinking water.

    Meritha checked the trap once in a while during the first month, but no bear ever fell into the trap. She lost interest in checking the trap after a while, and eventually she forgot all about it.

    A couple of days ago, on a stormy evening, an unfortunate troll stepped into Merithas bear trap. The pointy spike pierced the trolls foot and a large piece got stuck inside its leg. The rain poured down and the trolls painful roar could have been mistaken for a clap of thunder. Any other day, even the most unaware forest troll would have easily avoided the poorly covered hole in the ground, but the visibility was reduced because of the heavy rain and the vapors rising from the ground.

    The troll was unable to remove the impaled spike and the leg soon became severely inflamed by the injury. He could not sleep because of the pain, and even though he had not eaten for days, he did not

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  • 9feel any hunger. He became exhausted and felt like a useless troll; unable to hunt, unable to take care of himself. He limped over to the farm, smashed the fence and stole a cow; not because he wanted to eat it, but because he wanted to die.

    The cow is still alive. The troll made a hole in the ground for it, deep enough so that it was unable to run off. That is a common way for trolls to preserve meals for later, but this time, it had no intentions of eating it. The troll is waiting for some human warriors brave enough to attack him. Committing suicide is not an option for a troll. They never even consider it as a possibility. The most honorable way to die for a troll is AhrrBe (in combat, primary defending the forest or self against humans). The second most honorable way to die is DohBe (heart attacks or similar acute and fatal illnesses that the trolls find hard to explain). There is no honor in a slow and weakening death. He could of course walk over to the farm and let the farmer attack him, but that would not feel like a real fight. He wanted real warriors to surround him, maybe crush a few skulls and break a couple of spines before being pierced by a spear through the back of his head, and die honorable.

    Merwin saw the troll capturing the cow. He was completely paralyzed by the look of the troll as he saw it limping off back to the forest.

    The Farm

    1. Farm house

    2. Pigsty

    3. Barn

    4. Well

    5. Broken fence

    6. Forest

    He had never before seen a troll, just heard about them, knowing that they exist far away from Greenturn. While he was running to the city, looking for help, he became certain that the troll had to be responsible for his fathers illness as well.

    His was disappointed when he was made aware that none of the Troll Shield members was present at the guild house, only Shirley Croal, the accountant. He was about to head for one of the Protectors guilds, but Shirley assured him that the Troll Shield guild would take care of the problem. She would not let the other guilds assume that they were in some kind of trouble, and asked Merwin politely to return to his house and not talk about the troll to anyone until it had been dealt with.

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  • 10

    Finding the Troll

    Footprints

    The troll has no intentions to hide. He has left a trail of deep footprints directly to where he sits and waits, about 200 meters from the forest edge.

    Tracking Skill Roll (vision): Complexity Level 1, Difficulty Level -3

    If the PCs examine the footprints more closely, they might understand why the troll is limping. Smelling and/or tasting can give them a clue. A successful roll will make them understand that the trolls foot is severely injured.

    Perception Roll (smell/taste): Complexity Level 3

    The Fence

    The fence keeping the cow from wandering off has been smashed brutally by the trolls powerful fist. A successful Idea Roll will conclude that smashing the fence in that manner would be completely unnecessary if the troll was able to walk normally. A healthy troll would have stepped over the low fence with no effort.

    Idea Roll: Complexity Level 1

    The Well

    The PCs may also examine the drinking water from the well, or take a look down the well. A successful Perception Roll can reveal the source of contamination. Drinking more than a cup of the water requires a Tolerance Skill roll (Complexity Level 1) to avoid getting sick. The sickness will reduce the Physical Fitness by one point for a week. Discovering the source will exclude that troll had anything to do with the disease.

    Perception Roll (smell/taste): Complexity Level 2 (First Aid or Nature Skill will give Bonus Dice)

    Perception Roll (vision): Complexity Level 3 (The Difficulty Level can be reduced if a torch or lamp is lowered down into the well)

    Talking to Meritha

    The PCs may ask around about the troll. Nobody except Meritha knows anything of interest. If they talk to her, she might remember and mention her bear trap. She will then point out the direction of the trap.

    The hole in the ground is no longer covered by branches, and the long spike is broken. The pointy end is missing. Because the rain has washed away most of the signs of troll activity around the hole, it wont be obvious that the troll stepped into the trap.

    Tracking Rolls: Complexity Level 2 (finding evidence that a troll stepped into the trap)

    Encountering the Troll

    Approaching

    When the PCs finally encounter the troll, choose the trolls state, or make a random Roll (average of 2d10 rounded down):

    Roll Trolls State1 The troll is in a deep sleep2-3 The troll is sleeping4-7 The troll is resting8-10 The troll is awake

    1. Deep Sleep

    If the PCs find the troll sleeping deeply, they may approach it safely within 15 meters. No Sneak Rolls are required. The PCs may attack the troll for one Round before the troll makes an initiative roll (if its still alive). Difficulty Level -5 to the first Attack Action performed by the first attacker (this will wake the troll). No further Difficulty Level Reductions to any of the following Attack Actions.

    If the players start discussing what to do, planning some nifty ideas of killing the troll, the trolls state will increase from Deep Sleep to Sleeping (see 2-3 Sleeping).

    2-3. Sleeping

    If the troll is sleeping, the PCs must make a successful Sneak Roll, Complexity Level 1 (Trolls Difficulty Level +3/ PCs Difficulty Level -3) when they are less than 30 meters from the troll, and another (similar) Sneak Roll when they are less than 15 meters from the troll. If any Skill Roll fails, the troll will wake up.

    A successful attempt to imitate peaceful animal sounds (Complexity Level 2) will cause the troll to fall back to sleep. Singing a song with human voice is automatically a Failure.

    Imitate Animal Sounds = Perform (SO) + Nature (KN)

    4-7. Resting

    Most likely, the troll is just resting, sitting relaxed leaning against a tree. The trolls eyes will be closed, but it can hear and smell approaching humans. By determining the winds direction, and move against it, the PCs may approach the troll without being detected by its Smell Ability. Make a Sneak Skill Roll, Complexity Level 1, at 30 meters and at 15 meters (Trolls Difficulty Level +2/ PCs Difficulty Level -2). If the troll is able the smell them: Difficulty Level +1/-1.

    Determine Wind Direction = Perception (Touch) (RE) + Idea (RE)

    8-10. Awake

    If the troll is awake, it is very difficult to approach it without being noticed. All PCs and NPCs must make a Sneak Skill Roll versus the trolls Perceptive Rolls. By determining the winds direction, and move against it, the PCs may approach the troll without being detected by its Smell Ability.

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  • 11

    Communicating with the troll

    If a PC is trying to speak or communicate with the troll, the troll will not attack. The troll will behave aggressive and try to make the humans attack him. If no one engages in combat, the troll will threaten and roar, trying to provoke an assault on him.

    Fighting the troll

    The troll will attack whoever attacks him first. See stats at page 20.

    Aftermath

    When the troll eventually dies; if the PCs make a Perception Roll, Complexity Level 3, they will notice two other trolls hiding in the forest nearby. Two other male trolls have been lurking in the forest surrounding the wounded troll for some time, wondering about the limping trolls strange behavior. They figured that, when he eventually died, they could snatch the cow.

    A trolls organs and some of its body parts may be sold to alchemists, healers and the like for good money. Eyes, brain, heart, liver and spleen are the parts with the highest value (about 10 to 20 Silver Ceptras each). If the PCs start molesting the dead troll, the two other trolls will try to scare them off. These trolls are in good health, and will pose a much bigger threat than the limping troll did.

    If the PCs leave the dead troll as is, the two other trolls will take the dead troll deeper into the forest. If the PCs leave the cow, they will take it as well.

    While the trolls are transporting the dead troll (and maybe the cow) deeper into the forest, they stumble upon Merithas bear trap. They see the connection between the trap and the dead trolls foot, and become certain that the trap was meant to injure trolls, so that they would be easier to defeat in combat.

    Assured of their conclusion, they decide to attack the farm and revenge their fallen brother this night. But first they need to eat. Carrying dead troll is hard work.

    Back at the guild house, the PCs will have their reward in Silver Ceptras. If they ask Shirley whether they are accepted as Troll Shield guild members or not, she will answer: Youll have to wait for Edwalds return. Only Edwald may approve new members, but I will certainly put in a good word for you.

    The PCs are welcome to stay at the guild house until Edwald returns. All borrowed weapons and armor must be returned to the guild house armory.

    Optional

    The PCs can sneak around inside the guild house when Shirley is sleeping. If they sneak into Edwalds office, they may find notes, drawings and writings about trolls. Lots of the Troll Facts can be found here.

    Picking the lock to Edwalds office has a Complexity Level of 2.

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  • 12

    Second Quest Revenging Trolls

    The storyEarly in the morning, the day after killing the Limping Troll, Meritha comes running towards the city. She is covered with dried mud and her face is almost unrecognizable because of the dirt. For every step she takes, pieces of dried mud fall from her hair and body and crumble to dust as it hits the ground. She is completely exhausted after the long run from the farm, and passes out before she reaches the gate. Because of her unkempt appearance and filthy clothes, most people assume that shes a homeless beggar and walks past her without looking, until an acquaintance of her father (a farmer named Forald Nooran) comes by, headed for one of the city markets. He recognizes her, lifts her up onto his wagon and brings her inside the city.

    The two trolls attacked the farm during the night. They tore down the farm house and left it in ruins. Meritha escaped the house and ran for the pigsty where she hid in the mud, watching the trolls destroy the farm, and kill her family. While the trolls were tearing down the remains of the house in search for humans, Meritha crawled away from her hiding spot. She knew they would be searching all over the place, and assumed that she could not be safe anywhere in the vicinity of the farm. She crawled away from the farm and ran as fast as she could towards Greenturn. She did not go to any of their neighbors in fear of jeopardizing their lives and homes; they would not be able to help anyway.

    Bertrand, Mulda and Merwin were killed in the fierce attack. Syrina and Tyin was spared and left unconscious inside the ruins. Dynia and Jorn was abducted by the trolls.

    Not sure why they kidnapped the kids rather than just leaving them, the two trolls headed for safety deep inside the forest; it just seemed like a good plan, and besides, they did already revenged their dead brother more than needed. Killing more humans seemed unnecessary. Kidnapping a couple of phiGoh rub (human children), would certainly make a statement to the humans that you dont mess with Goh (the forest trolls).

    Before sunset, the trolls camped close to a clearing in the forest. They prepared a deep pit in the ground suitable for their prisoners before they went to sleep close nearby.

    Dynia and Jorn could see the sky turn blue from the bottom of the moist and smelly pit. They could hear the trolls making weird noises in their sleep. Jorn climbed up on Dynias shoulders and managed to climb the soil wall until he got out of the pit. Im gonna find a rope and get you out of there, he whispered before he ran.

    Current timeWhile Jorn frees himself from the pit, Meritha wakes up. When she opens her eyes, the first thing she sees is the face of Shirley Croal. She had been brought to the Troll Shield guild house because she was mumbling in her sleep about trolls killing her family. Rumors of the limping troll had spread among the farmers, and Forald Nooran thought it would be better letting the Troll Shield handle the situation.

    The PCs should join about this time. Maybe they stayed inside the guild house that night, or maybe Shirley came looking for them. Either way; the PCs should hear Merithas story when she wakes up.

    The First MissionThe PCs must leave as soon as possible to the farm and investigate the happening. They need to figure out how many was killed in the attack, and see if the trolls are still in the area. Shirley will join the investigation because shes interested in figuring out how many trolls took part in the attack.

    All team members are promised a compensation of 10 sc, and the double compensation if they have to fight any trolls. The Troll Shield is a wealthy guild, so any bargaining or negotiation attempts will most likely increase the salary (Complexity Level 1).

    Salary raise attempt: any Convincing Skill vs. Shirleys Willpower (3d10, (8-10))

    Using Friendly Convincing Skills: Difficulty Level -1

    Before they leave, Shirley locks the door and hangs up a sign: Be Back Soon.

    Investigating the Farm House Ruins

    When they arrive, they will find the farm house in ruins, just like Meritha explained. Some neighbors have arrived before them, trying to calm Syrina down and treat her injuries. Tyin sits on the remains of a wall and says repetitive: One, two Two angry trolls. One, two Two angry trolls.

    Talking to Tyin

    No one but Syrina is able to communicate with Tyin.

    Talking to Syrina

    Its not an easy task making Syrina talk comprehensible. Shes in a traumatic shock, and has no idea whos alive or dead. The PCs may roll Convincing (any) + Human Insight, Complexity Level 3. A successful roll will calm her down.

    If Syrina acts normally, she will talk to her son, Tyin. Shes the only one who is able to communicate with him. He saw the trolls taking Dynia and Jorn. He also saw the trolls break his fathers back and stepped on him while he was lying on the floor with spasms.

    Syrina got a couple of deep flesh wounds when the roof collapsed and the rubble hit her. If her wounds are cleansed with contaminated water from the well, they will get inflamed, causing a lethal infection to her body which will result in her death after only two days.

    Jorn arrives

    Short time after they arrive at the farm, Jorn will come running out from the forest. He is able to tell his story to her mother or Shirley Croal when he catches his breath after the long run.

    Robert Bersch (order #6909358)

  • 13

    The Second MissionThe PCs are sent on a mission to find the trolls, and free Dynia from the pit. Its about three hours walk through the forest, if you know the route. Even though Jorn wants to help, Shirley (or Syrina, if she is up to par) will not allow him to join them.

    Tracking the Route

    A Tracking Skill Combination Roll is used to find the best route. All PCs may attempt the first Tracking Roll, and they may choose the one with the best result (the First Tracker) to lead the way.

    Two more Tracking Rolls are required before they reach the trolls. The First Tracker will have no Difficulty Level increase when rolling the second and third time. The others will have Difficulty Level +1 increase on the second and third Tracking Rolls. If another of the PCs makes a better Tracking Roll than the First Tracker, they may switch roles, and the Difficulty Level increase will not apply to that PC.

    Tracking Complexity Level (for all 3 Tracking Rolls)

    1: They find the trail, but use 1 additional hour.

    2: They find the trail, but use 30 additional minutes.

    3+: They find the trail with no additional time used.

    Failure: They do not find the trail, Difficulty Level +1 increase.

    Fumble: 1 hour is lost per fumble die.

    The Time of Day

    The GM must keep track of the time. If the PCs reach the troll camp at daytime, the trolls will be sleeping. The trolls will wake up at dusk, slumbering while waiting for the sunset. At sunset, they will be completely awake, and discovering that one of their prisoners has escaped. They will blame each others for not digging a deep enough hole.

    Sneaking

    The forest surrounding the clearing is dense; Sneak Roll Complexity Level is 1 inside the forest. Sneaking across the clearing has a Complexity Level of 2. If the trolls are sleeping, their Perception Rolls have a Difficulty Level +3, and all Sneak Rolls have a Difficulty -3. At dusk, before the trolls are fully awake, their Perception Rolls have a Difficulty Level +2, and all Sneak Rolls have a Difficulty -2. If the players can be smelled by the trolls, reduce the Perception Difficulty Level by one point.

    Rescuing Dynia

    How the PCs decide to rescue Dynia, is more or less up to the players. They can avoid combat if they are stealthy or smart, or they can attack the trolls if they are fit for fight. Anyhow, the mission is to save Dynia, not killing the trolls, but they may both kill the trolls and save Dynia.

    The GM must be aware that the trolls are actually pretty intelligent creatures. They are not evil by nature, and they are able to communicate, even though they find the human language a bit annoying because of its complexity, and the fact that they dont understand it. Approaching the trolls will not automatically make them attack, unless the PCs are behaving aggressively.

    The GM must decide the trolls actions depending on the players choices. Attacking the trolls will most likely be devastating if the PCs are not skilled warriors, as these trolls have no death wishes. See Troll Stats at page 21.

    Aftermath

    When they (hopefully) return to the farm with Dynia, they are met with cheering and happy people. Syrina and her children have been offered to stay with a neighbor for a while.

    Shirley Croal and the PCs return to the guild house. When they arrive at the Troll Shield guild house, two heavy armored men from the Shield of Ordariss are blocking the door, refusing them to enter.By the command of Lord Ferreth, leader of the Shield of Ordariss, this guild has been closed down until further notice.

    Lord Ferreth will only speak to the leader of the Troll Shield, Edwald dBoar, regarding the matter.

    There are several leaders in the Shield of Ordariss guild. Lord Ferreth is responsible for all subsidiary guilds, the Troll Shield included. If any of the smaller guild should prove to be unsuitable for continued operation, it is his task to shut down the guild and incorporating it into its parent guild.

    A week later, Edwald has not returned, and there have been no words from him. The other members came back from Illiorn and were put into service at the Shield of Ordariss.

    Almost two weeks later, Shirley Croal decides to go look for Edwald. On this mission, she needs help from her new friends.

    Robert Bersch (order #6909358)

  • 14

    Third Quest Searching for Edwald

    Edwalds DisappearanceEdwalds last known location is somewhere in the forest south of Ryford. He was hired by a young local nobleman, Lord Aurond that had been fascinated by troll hunting since he was a kid. He had never been hunting trolls before, so he figured it would be safer if he teamed up with Edwald the Troll Hunter.

    Edwald didnt like the idea having an inexperienced lord in his team, but the compensation for the inconvenience was way too large to refuse.

    Lord Aurond brought with him two experienced archers, and joined Edwald and his two companions by the forest edge south of Ryford. Armed with his expensive and ornamented short bow, he followed Edwald closely through the dense forest.

    Deep inside the forest, they noticed that two separate packs of worglings were following them, monitoring every step they took. They were too far away to pose any immediate threat, and as long as the group stayed together the worglings did not take any risk attacking them. There was no need to waste any arrows on them; by the way, if two packs of worglings were following them, there would certainly be more of them.

    Troll Slaughter

    They had been walking for several hours through an almost impenetrable forest before they saw signs of troll activity, and shortly after, they were close enough to hear the sound of trolls.

    Carefully and soundless, Edwald sneaked forward to take a closer look. Two female forest trolls were sitting comfortably on the ground, resting their backs against the trees watching a couple of juvenile trolls play fighting in front of them.

    It would be wrong, Edwald thought, to slay innocent children, even though they were trolls. Killing trolls for the sport of it did not feel right. All the years of troll hunting had thought him a fair bit about the creatures. He didnt tell anyone, but he had become somewhat fond of the creatures.

    Edwald was about to return to the group and call of the attack when he saw Lord Aurond and his two archers moved into position ready to attack the trolls with their bows. Hold your fire, he shouted; but it was too late. One of the adult female trolls took three arrows to the chest before Edwald was able to reach them. Edwalds two companions came running out from the forest, charging the trolls as they stood up roaring at the aggressors. The attack had begun, and there was no turning back now.

    The fight became a mess. Edwald tried to end the situation by holding back his men. The wounded troll was killed and fell to the ground. Edwald attacked his own men by disarming them so that they would retreat.

    The last thing Edwald could remember was the piercing and intolerable pain when an arrow hit him in the neck. He saw his group scatter and retreat before he passed out.

    Not in Danger

    One troll had been killed in the short battle. The other troll was barely wounded.

    The surviving troll had removed the arrow from Edwalds neck and had treated the wound with some leaves and plants, ensuring Edwalds complete recovery. He was astounded when he woke up alive, but also a bit scared when he saw the troll leaning over him saying phiGoh Be Em. mah A (Human dead not. Me yes, or in English: You are not dead, and that is because of me). Edwald understood the meaning of the words and answered Thanks, Goh.

    A Trail of Bodies

    Edwald had been unconscious for six days. Lord Aurond and the rest of the group ran away from the battle. Most of them ran without their main weapon, which they lost when Edwald turned against them trying to calm the situation down. Scattered and alone, they were hunted down and killed by hungry worglings, one by one, leaving a trail of devoured bodies all the way to the forest edge.

    Robert Bersch (order #6909358)

  • 15

    WorglingsA worgling is a small to medium carnivorous creature that generally feeds on dying, wounded or sick animals. Usually they avoid humans, trolls and other intelligent creatures, but some years, when there are too many worglings, they might attack humans, livestock and healthy forest animals.

    A worgling grows to an average of 90 cm long and weighs about 40 kg. They are fully grown within one year, and lives for about 3 to 5 years depending on their access to food. Because of their poor hunting techniques, they are dependent on hunting in packs of 6 to 10. They always attack their prey by biting its legs, trying to bring it down to the ground before they go for the neck.

    A few worglings grow larger than the others (about twice the size), and become natural group leaders. Their fur is lighter brown than the average, and they are stronger and more ferocious. It is a common

    behavior for large worglings to kill one or two smaller worglings in the pack after a prey has been slain, just to make sure that there is enough to eat. Other worglings will nevertheless join the pack soon, because, for some reason they feel safer in a large worglings group.

    Small worglings are easily stressed in combat situations. After a failed attack, they will skip their next turn. If they are injured, they will pass out for 2-3 Rounds, even by the tiniest scratch wound. Large worglings are not as easily stressed, and may continue the fight even when heavily injured, and will never skip a turn.

    Worglings does not keep treasures, but the fur can be sold for 1 to 3 sc each depending on its quality. Most merchants would not buy single worgling furs. Ten or more furs must be sold at a time for a merchant to be interested.

    Robert Bersch (order #6909358)

  • 16

    Worgling, Small (CL 1/4)

    Max Health: 20

    Critical Injury Limits: Limbs (1-4): 20 Torso (5-9): 20 Head (10): 20

    Damage Reduction: Limbs (1-4): 0 Torso (5-9): 0 Head (10): 0

    Initiative: 6d10 (8-10) +1S Combat Actions: 3

    Attack: Small worglings will attack by biting the opponents legs. Hit Location Roll: 1-5: Right Leg, 6-10: Left Leg. If the target lies on the ground: Called Shot to the neck.

    Attack Type: Bite (P): 4d10 (8-10); 2 Actions; Damage 5

    Speed: 2/3/4

    Size: Small

    Abilities

    Strength: 2 Force (7-10), Toughness (8-10)

    Physical Fitness: 4 Endurance (6-10), Tolerance (7-10)

    Body Control: 4 Melee Attack (8-10), Dodge (7-10)

    Instinct: 2 Reaction (7-10), Will (10), Perception (6-10), Idea (9-10)

    Luck: 1 Vision: 3 Hearing: 3

    Smell: 4

    Touch: 6

    Taste: 2

    Worgling, Large (CL 1/2)

    Max Health: 50

    Critical Injury Limits: Limbs (1-4): 30 Torso (5-9): 30 Head (10): 30

    Damage Reduction: Limbs (1-4): 5 Torso (5-9): 5 Head (10): 5

    Initiative: 7d10 (7-10) Combat Actions: 4

    Attack: Large worglings will attack by biting the opponents legs or hips. Hit Location Roll: 1-4: Right Leg, 5-8: Left Leg, 9-10: Torso. If the target lies on the ground: Called Shot to the neck.

    Attack Type: Bite (P): 4d10 +1 (8-10); 2 Actions; Damage 8

    Speed: 2/3/4

    Size: Medium

    Abilities

    Strength: 3 Force (6-10), Toughness (6-10)

    Physical Fitness: 4 Endurance (6-10), Tolerance (7-10)

    Body Control: 4 Melee Attack (7-10), Dodge (6-10)

    Instinct: 2 Reaction (6-10), Will (7-10), Perception (7-10), Idea (9-10)

    Luck: 1 Vision: 3 Hearing: 3

    Smell: 5

    Touch: 4

    Taste: 2

    Robert Bersch (order #6909358)

  • 17

    The SearchShirley Croal and the PCs may find clues where to search for Edwald and his team in Ryford. Lord Auronds father has been trying to gather a search party without any luck. It seems like no one dares to enter the forest after Edwald had gone missing in fear of what might have happened to him and his group.

    A quick search for rumors in any tavern, marketplace or guild house will turn out fruitful. A lot of people know where the team entered the forest and which way they were headed, but the PCs will not be able to hire a guide.

    When they start walking through the forest, they will find the dead bodies of Edwalds team, or what is left of their dead bodies. The worglings have torn most of the flesh and skin of the bodies, leaving only bones and some intestines left on the forest floor for the insects to devour. One or two dead worglings, lies close to every dead body, indicating that they were attacked by a large worglings group.

    The third dead body they come across is the remains of Lord Aurond. The worglings seemed to have had problems feeding on him because of his body armor, a nice looking Quality 7 chain shirt, but his neck, head, arms and legs are flayed to the bones.

    If they search Lord Auronds purse, they will find 14 Gold Ceptras and 23 Silver Ceptras. On him, they can also find a beautiful ornamental dagger, worth 9 Gold Ceptras, 18 arrows, a gold ring worth 4 Gold Ceptras and a silver necklace worth 2 Gold Ceptras. All of his belongings are marked with his family insignia and are not easily sold in the open market.

    While they are searching Lord Auronds body, a pack of worglings, one large and 8 small, will sneak up on them and attack. These worglings have been killing humans before, so they believe they are able to take out a whole group. (GM: adjust the number of worglings to fit the number of PCs. Another pack of worglings may attack after the first is defeated).

    Finding EdwaldWhen the group eventually does find Edwald, they will see a man with no armor play wrestling a troll child. A large female troll sits nearby watching the playful fight and laughs. A second troll child waits for its turn wrestling the man. Shirley will recognize Edwald immediately. It is not obvious that Edwald actually has become friend with the trolls, when watching him from a distance. Shirley will have big problems believing it, and is certain that Edwald is in some kind of trouble.

    What the PCs do will determine the outcome.

    If they attack the trolls, see stats at page 20 and 21

    Possible Situations and Outcomes

    1. The PCs attack and kill all the trolls in an attempt to free Edwald.Edwald will grab his weapon and protect the trolls by trying to disarm the attackers. The adult troll will also attack the intruders. Edwald will not be able to forgive the PCs if they kill the trolls. He will return to Greenturn and retire. The Troll Shield guild will not be reopened.

    2. The PCs attack, but dont kill any trolls.Edwald will protect the trolls. The trolls escape the fight and Edwald will lay down his arms. Edwald will not be happy about the outcome, but will return to Greenturn and reopen the Troll Shield guild.

    3. The PCs do not attack, and free Edwald peacefully.Edwald will not leave willingly, but he may be convinced to do so. He fears for his reputation and believes that Lord Aurond has told the story to his people in Ryford. Knowing that the lord is dead will make him feel better (in a way). He will leave the trolls and return to Greenturn. When the Troll Shield is reopened, the PCs may join his guild.

    4. The PCs leave Edwald with his new friendsEdwald will never return to Greenturn. Shirley Croal will in some way or another manage to convince Lord Ferreth of the Shield of Ordariss to reopen the Troll Shield guild, and become the new guild leader. The PCs may join the guild.

    5. Edwald is killedShirley Croal will in some way or another manage to convince Lord Ferreth of the Shield of Ordariss to reopen the Troll Shield guild, and become the new guild leader. The PCs may join the guild and become Shirleys most trusted companions.

    6. Edwald and Shirley are killed in actionThe Troll Shield guild will never be reopened if both Edwald and Shirley are killed.

    Robert Bersch (order #6909358)

  • 18

    Edwald dBoar Edwald the Troll Hunter Lvl 7

    Max Health: 60

    Critical Injury Limits: Limbs (1-4): 20 Torso (5-9): 30 Head (10): 15

    Damage Reduction: Limbs (1-4): 18 Torso (5-9): 18 Head (10): 24 Initiative: 8d10 (6-10) Combat Actions: 6

    Combat Skill: Spec. + 1Focus (6-10), 4d10 +1

    Attack: Iron Buckler (B): 4d10 (7-10) ; 1 Action; Damage 4 Dagger (P): 4d10 (7-10) ; 1 Action ; Damage 6 Long Sword (S): 4d10 (6-10) +3 ; 2 Actions ; Damage 12+12

    Speed: 1/2/3

    Size: Medium

    Abilities & Skills

    Strength: 4 Force (8-10), Toughness (6-10), Forceful Strike (6-10)

    Physical Fitness: 3 Endurance (8-10), Tolerance (8-10)

    Body Control: 4 Small Melee (7-10), Medium Melee (6-10)+1, Dodge (6-10), Armor Usage (7-10)

    Knowledge: 3 Sharp Weapons Knowledge (7-10), First Aid (8-10), Trolls (7-10) Social: 3 Convincing (8-10), Emotion Control (8-10)

    Reason: 3 Reaction (6-10), Will (8-10), Perception (8-10), Idea (8-10)

    Intuition: 3 Vision: 2, Hearing: 4, Smell: 2, Touch: 2, Taste: 2

    Frequently Used Skill Combinations

    Willpower: Will (8-10) + Introspection (0)Improved Attack: Medium Melee (6-10) + Sharp W. Knowledge (1)Improved Dodge: Dodge (6-10) + Reaction (3)Tracking: Perception (8-10) + Idea (1)

    Armor: Banded arm and leg armor (1, 2, 3, 4), Quality 6; Splint body armor (5-9), Quality 6; Light plate helmet (10), Quality 6

    Robert Bersch (order #6909358)

  • 19

    Shirley Croal, Lvl 5

    Max Health: 50

    Critical Injury Limits: Limbs (1-4): 16 Torso (5-9): 25 Head (10): 12

    Damage Reduction: Limbs (1-4): 16 Torso (5-9): 12 Head (10): 16 Initiative: 4d10 (6-10) Combat Actions: 5

    Combat Skill: Spec. (6-10), 3d10

    Attack (using left hand): Dagger (P): 3d10 (8-10) +2 ; 1 Action; Damage 6+3 Short Sword (P): 3d10 (8-10) +2 ; 2 Actions; Damage 9+6

    Speed: 1/2/3

    Size: Medium

    Abilities & Skills

    Strength: 3 Force (7-10), Toughness (7-10), Forceful Thrust (7-10)

    Physical Fitness: 3 Endurance (8-10), Tolerance (8-10)

    Body Control: 3 (4-1)* Small Melee (8-10), Medium Melee (6-10), Dodge (7-10), Armor Usage (7-10), Dual Weapons (8-10)

    Knowledge: 3 Piercing Weapons Knowledge (7-10), First Aid (7-10) Social: 3 Convincing (8-10), Emotion Control (8-10)

    Reason: 3 Reaction (8-10), Will (8-10), Perception (8-10), Idea (8-10)

    Intuition: 2 Vision: 4, Hearing: 2, Smell: 2, Touch: 2, Taste: 2

    Frequently Used Skill Combinations

    Willpower: Will (8-10) + Introspection (0)Improved Attack: Medium Melee (8-10)* + Piercing W. Knowledge (2)Improved Dodge: Dodge (7-10) + Reaction (1)Tracking: Perception (8-10) + Idea (1)

    Armor: Light Plate (1, 2, 3, 4 and 10), Quality 4; Chain mail body armor (5-9), Quality 6; *Her BC is reduced due to a critical injury. She cannot use her right arm in combat. Left hand = Dual Weapons Skill.

    Robert Bersch (order #6909358)

  • 20

    The Limping Troll (CL 1)

    Max Health: 80

    Critical Injury Limits: Limbs (1-4): 40 Torso (5-9): 60 Head (10): 40

    Damage Reduction: Limbs (1-4): 5 Torso (5-9): 5 Head (10): 5

    Initiative: 3d10 (6-10) -1S Combat Actions: 5

    Attack: The Limping Troll will only use his fists in combat, and will not escape the fight.

    Attack Type: Punch (B): 2d10 (6-10); 1 Action; Damage 7

    Speed: 1/2/3

    Size: Large

    Abilities

    Strength: 6 Force (7-10), Toughness (7-10)

    Physical Fitness: 3 (4-1) Endurance (7-10), Tolerance (8-10)

    Body Control: 2 (3-1) Melee Attack (6-10), Dodge (6-10)

    Knowledge: 2 First Aid (9-10), Nature (6-10) +2 Social: 2 Convincing - Neutral (8-10), Emotion Control (7-10)

    Reason: 2 Reaction (8-10), Will (8-10), Perception (7-10), Idea (8-10)

    Intuition: 2 Vision: 1 Hearing: 3

    Smell: 5

    Touch: 1

    Taste: 2

    Max Health, PF and BC are reduced because of the injury.

    Troll Children (CL 1/4)

    Max Health: 30

    Critical Injury Limits: Limbs (1-4): 20 Torso (5-9): 20 Head (10): 10

    Damage Reduction: Limbs (1-4): 0 Torso (5-9): 0 Head (10): 0

    Initiative: 3d10 (8-10) Combat Actions: 3

    Attack: Troll Children will attack as long as their mother is fighting. If their mother leaves the fight, the children will follow.

    Attack Type: Short Stick (B): 3d10 (6-10) +1; 2 Actions; Damage 6 Punch (B): 3d10 (6-10); 1 Action; Damage 3

    Speed: 1/2/3

    Size: Medium

    Abilities

    Strength: 3* Force (7-10), Toughness (8-10)

    Physical Fitness: 4 Endurance (8-10), Tolerance (8-10)

    Body Control: 3 Melee Attack (8-10), Dodge (9-10)

    Knowledge: 2 First Aid (10), Nature (9-10) Social: 2 Convincing - Neutral (9-10), Emotion Control (10)

    Reason: 2 Reaction (9-10), Will (9-10), Perception (9-10), Idea (9-10)

    Intuition: 1 Vision: 1 Hearing: 2

    Smell: 3

    Touch: 1

    Taste: 1

    * They get stronger when they grow up

    Robert Bersch (order #6909358)

  • 21

    Forest Trolls (CL 2)

    Max Health: 100

    Critical Injury Limits: Limbs (1-4): 40 Torso (5-9): 60 Head (10): 40

    Damage Reduction: Limbs (1-4): 5 Torso (5-9): 5 Head (10): 5

    Initiative: 4d10 (6-10) -1S Combat Actions: 5

    Attack: Forest Trolls use large sticks in combat. They prefer sneak-ing close to the victims before attacking and will escape if their lives are endangered. Sneak 3d10 (6-10) +5 in forests.

    Attack Types: Stick/Club (B): 3d10 (6-10) +1; 3 Actions; Damage 20 Punch (B): 3d10 (6-10); 1 Action; Damage 7

    Speed: 1/2/3

    Size: Large

    Abilities

    Strength: 6 Force (7-10), Toughness (7-10)

    Physical Fitness: 4 Endurance (7-10), Tolerance (8-10)

    Body Control: 3 Melee Attack (6-10), Dodge (6-10)

    Knowledge: 2 First Aid (9-10), Nature (6-10) +2 Social: 2 Convincing - Neutral (8-10), Emotion Control (7-10)

    Reason: 2 Reaction (8-10), Will (8-10), Perception (7-10), Idea (8-10)

    Intuition: 2 Vision: 1 Hearing: 3

    Smell: 5

    Touch: 1

    Taste: 2

    Robert Bersch (order #6909358)

  • 22

    visitwww.insight-rpg.com

    Robert Bersch (order #6909358)

    WorglingsWorgling, Small (CL 1/4)Worgling, Large (CL 1)

    The SearchFinding EdwaldEdwald dBoar Edwald the Troll Hunter Lvl 7Shirley Croal, Lvl 5

    Third Quest Searching for EdwaldEdwalds DisappearanceTroll SlaughterNot in DangerA Trail of Bodies

    Second Quest Revenging TrollsThe storyCurrent timeThe First MissionInvestigating the Farm House RuinsTalking to TyinTalking to SyrinaJorn arrives

    The Second MissionTracking the RouteThe Time of DaySneakingRescuing DyniaAftermath

    Encountering the TrollApproachingCommunicating with the trollFighting the trollAftermathOptional

    The PlotThe Farm

    Forest Troll FactsGeneral Forest Troll KnowledgeForest Trolls and other TrollsForest Trolls and HumansTracking Combat

    Bertrand Sneechs Farm

    First Quest The Limping TrollThe Briefing Available Weapons: Available Armor:

    Edwald the Troll HunterFinding the TrollFootprintsThe FenceThe WellTalking to Meritha