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Robert Bersch (order #6909358)

INSIGHT
RPG SYSTEM ADVENTURE

TROLL SHIELD
by 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.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.

First Edition: 2014


PDF version

Published by
Neomedia Even V. Rssland (NEVR)
4879 Grimstad, Norway
www.nevr.no

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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

First Quest The Limping Troll

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Troll Shield

First Quest The Limping Troll

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.

The 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:

Edwald the Troll Hunter


For 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.

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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

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Forest Troll Facts


Its 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 eat
mahDah
-
Im eating
mahBah - Im strong
Ahrrmah
-
Fear me!
mah - I/me/Im
Goh - Troll/us/we
MebGoh
-
Hill Troll
phiGoh
-
Human
DahGoh
-
Deer (and similar animals)
Bah - Strong/forceful
Meb - Large/hulky/clumsy
Ahrr - Fearless/scary/fear
bem - Smart
Doh
-
Run/move fast/hasty/quick
phi - Small/tiny
ahH - Hungry
Dab - A tree
Dabhag
-
Forest/more than one tree
nih - Hill/Mountain
Ehdom - Pain/injury/damage
Be - Kill/die/dead
RoH - Angry/determined/harsh
rub - Young/new/child
Boh
-
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/understood
Em - No/not/nothing/without
O - One
Ohag
-
More than one

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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.

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.

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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Bertrand Sneechs Farm

Dynia (11)

About 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.

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.

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.

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

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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.

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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.

Finding the Troll

Encountering the Troll

Footprints

Approaching

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.

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

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

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

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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.

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.

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.

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

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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

Second Quest Revenging Trolls


The story
Early 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 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

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The First Mission


The 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.

The Second Mission

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.

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.

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.

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.

Fumble: 1 hour is lost per fumble die.

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.

The Time of Day

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.

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

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.

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13

Third Quest Searching for Edwald


Edwalds Disappearance
Edwalds 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.

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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

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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.

15

Worgling, Small (CL 1/4)

Worgling, Large (CL 1/2)

Max Health: 20

Max Health: 50

Critical Injury Limits:


Limbs (1-4): 20 Torso (5-9): 20

Head (10): 20

Critical Injury Limits:


Limbs (1-4): 30 Torso (5-9): 30

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

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



Combat Actions: 3

Initiative: 7d10 (7-10)



Combat Actions: 4

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: 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 (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:

Force (7-10), Toughness (8-10)

Strength:

Physical Fitness: 4

Endurance (6-10), Tolerance (7-10)

Physical Fitness: 4

Endurance (6-10), Tolerance (7-10)

Body Control:

Melee Attack (8-10), Dodge (7-10)

Body Control:

Melee Attack (7-10), Dodge (6-10)

Reaction (7-10), Will (10),


Perception (6-10), Idea (9-10)

Instinct:
2

Instinct:
2

Force (6-10), Toughness (6-10)

Reaction (6-10), Will (7-10),


Perception (7-10), Idea (9-10)

Luck:

Luck:

Vision:

Vision:

Hearing:

Hearing:

Smell:

Smell:

Touch: 6

Touch: 4

Taste:

Taste:

16

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The Search

Possible Situations and Outcomes

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.

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 Edwald

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 friends
Edwald 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 killed
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 and
become Shirleys most trusted companions.
6. Edwald and Shirley are killed in action
The Troll Shield guild will never be reopened if both Edwald and
Shirley are killed.

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

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17

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:

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

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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:

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.
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19

The Limping Troll (CL 1)

Troll Children (CL 1/4)

Max Health: 80

Max Health: 30

Critical Injury Limits:


Limbs (1-4): 40 Torso (5-9): 60

Head (10): 40

Critical Injury Limits:


Limbs (1-4): 20 Torso (5-9): 20

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

Initiative: 3d10 (6-10) -1S



Combat Actions: 5

Initiative: 3d10 (8-10)



Combat Actions: 3

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

Attack: Troll Children will attack as long as their mother is fighting.


If their mother leaves the fight, the children will follow.

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*

Force (7-10), Toughness (7-10)

Force (7-10), Toughness (8-10)

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

Physical Fitness: 4

Endurance (8-10), Tolerance (8-10)

Body Control:

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

Body Control:

Melee Attack (8-10), Dodge (9-10)

Knowledge:

First Aid (9-10), Nature (6-10) +2

Knowledge:

First Aid (10), Nature (9-10)

Social:
2

Convincing - Neutral (8-10),


Emotion Control (7-10)

Social:
2

Convincing - Neutral (9-10),


Emotion Control (10)

Reason:
2

Reaction (8-10), Will (8-10),


Perception (7-10), Idea (8-10)

Reason:
2

Reaction (9-10), Will (9-10),


Perception (9-10), Idea (9-10)

Intuition: 2

Intuition: 1

Vision:

Vision:

Hearing:

Hearing:

Smell:

Smell:

Touch: 1

Touch: 1

Taste:

Taste:

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

20

Robert Bersch (order #6909358)

* They get stronger when they grow up

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 sneaking 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:

Force (7-10), Toughness (7-10)

Physical Fitness: 4

Endurance (7-10), Tolerance (8-10)

Body Control:

Melee Attack (6-10), Dodge (6-10)

Knowledge:

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:

Hearing:

Smell:

Touch: 1
Taste:

Robert Bersch (order #6909358)

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Robert Bersch (order #6909358)

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