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INSIGHT
RPG SYSTEM ADVENTURE
TROLL SHIELD
by Even V. Rssland
www.insight-rpg.com
2014 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.
Published by
Neomedia Even V. Rssland (NEVR)
4879 Grimstad, Norway
www.nevr.no
Contents
Edwald the Troll Hunter
4
4
The Briefing
5
Available Weapons
5
Available Armor
5
Forest Troll Facts
6
General Forest Troll Knowledge
6
Forest Trolls and other Trolls
6
Forest Trolls and Humans
7
Tracking
7
Combat 7
Bertrand Sneechs Farm
8
The Plot
8
The Farm (Map)
9
Finding the Troll
10
Footprints 10
The Fence
10
The Well
10
Talking to Meritha
10
Encountering the Troll
10
Approaching 10
Communicating with the troll
11
Fighting the troll
11
Aftermath 11
Optional 11
Second Quest Revenging Trolls 12
The story
12
Current time
12
The First Mission
12
Investigating the Farm House Ruins
12
Talking to Tyin
12
Talking to Syrina
12
Jorn arrives
12
The Second Mission
13
Tracking the Route
13
The Time of Day
13
Sneaking 13
Rescuing Dynia
13
Aftermath 13
Third Quest Searching for Edwald 14
Edwalds Disappearance
14
Troll Slaughter
14
Not in Danger
14
A Trail of Bodies
14
Worglings
15
Worgling, Small (CL 1/4)
16
Worgling, Large (CL 1)
16
The Search
17
Finding Edwald
17
Edwald dBoar
18
Shirley Croal
19
Troll Stats
20
Troll Shield
This 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.
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.
The 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
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.
Their 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.
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.
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.
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.
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 Plot
About 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
feel 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
4. Well
2. Pigsty
5. Broken fence
3. Barn
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.
Footprints
Approaching
When the PCs finally encounter the troll, choose the trolls state, or
make a random Roll (average of 2d10 rounded down):
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
Roll
1
2-3
4-7
8-10
Trolls State
The troll is in a deep sleep
The troll is sleeping
The troll is resting
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
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)
10
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.
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.
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.
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.
Optional
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.
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.
11
Current time
While 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.
12
Before they leave, Shirley locks the door and hangs up a sign: Be
Back Soon.
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.
Sneaking
The 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.
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.
Aftermath
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.
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.
13
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.
14
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.
Worglings
A 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
15
Max Health: 20
Max Health: 50
Head (10): 20
Head (10): 30
Damage Reduction:
Limbs (1-4): 0 Torso (5-9): 0
Head (10): 0
Damage Reduction:
Limbs (1-4): 5 Torso (5-9): 5
Head (10): 5
Attack Type:
Bite (P): 4d10 (8-10); 2 Actions; Damage 5
Attack Type:
Bite (P): 4d10 +1 (8-10); 2 Actions; Damage 8
Speed: 2/3/4
Speed: 2/3/4
Size: Small
Size: Medium
Abilities
Abilities
Strength:
Strength:
Physical Fitness: 4
Physical Fitness: 4
Body Control:
Body Control:
Instinct:
2
Instinct:
2
Luck:
Luck:
Vision:
Vision:
Hearing:
Hearing:
Smell:
Smell:
Touch: 6
Touch: 4
Taste:
Taste:
16
The Search
Shirley 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.
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.
Finding Edwald
When 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
17
Head (10): 15
Damage Reduction:
Limbs (1-4): 18 Torso (5-9): 18
Head (10): 24
Physical Fitness: 3
Body Control: 4
Knowledge:
3
Social:
Reason:
3
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
18
Head (10): 12
Damage Reduction:
Limbs (1-4): 16 Torso (5-9): 12
Head (10): 16
Speed: 1/2/3
Size: Medium
Abilities & Skills
Strength:
3
Physical Fitness: 3
Social:
Reason:
3
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)
19
Max Health: 80
Max Health: 30
Head (10): 40
Head (10): 10
Damage Reduction:
Limbs (1-4): 5 Torso (5-9): 5
Head (10): 5
Damage Reduction:
Limbs (1-4): 0 Torso (5-9): 0
Head (10): 0
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
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
Speed: 1/2/3
Size: Large
Size: Medium
Abilities
Abilities
Strength:
Strength:
3*
Physical Fitness: 4
Body Control:
Body Control:
Knowledge:
Knowledge:
Social:
2
Social:
2
Reason:
2
Reason:
2
Intuition: 2
Intuition: 1
Vision:
Vision:
Hearing:
Hearing:
Smell:
Smell:
Touch: 1
Touch: 1
Taste:
Taste:
20
Head (10): 40
Damage Reduction:
Limbs (1-4): 5 Torso (5-9): 5
Head (10): 5
Strength:
Physical Fitness: 4
Body Control:
Knowledge:
Social:
2
Reason:
2
Intuition: 2
Vision:
Hearing:
Smell:
Touch: 1
Taste:
21
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