Cave Trolls - Encounter
This encounter begins when players take their first overnight rest in the Cloudcap Mountains. A band of trolls will attempt to sneak into the player's encampment while they are sleeping and capture their Hauler's Hog so they may cook and eat it. The trolls have recently done this very same thing with a traveling merchant, who they are keeping as a prisoner in their cave. This initial encounter with the trolls is meant to be an easy introduction to trolls in general. The band of trolls consists of one normal larger troll, and three young trollings. Two of the trollings will attempt to run away the first chance they have with some of the players items. The large troll will be concerned with the Hauler's Hog only until combat begins. Before that however, there will be several checks to see what the trolls are able to do before the players notice their presence. If the party posts a lookout through the night some of these checks will be skipped or modified.
Troll Stealth Checks vs Awake Player Perception Checks. Alternatively, for sleeping players, set a challenge level for the trolls' checks equal to the number of skill points each player has in perception. Do a perception check for the Hauler's Hog as well.
Sleight of hand checks for the trollings to take items from the players. Shiny objects, obvious valuables, things that make noise, food, things that might be food, and quirky bits and bobbles in particular attract a troll's attention. Choose to fixate on taking items that will motivate the players to pursue the trolls back to their lair.
If the players or the hog do not notice the trolls right away, you may choose to initiate the encounter by having the hog make loud squealing noises that awake the players and aggravate the trolls. Trolls are extremely hostile and will attack immediately upon being noticed. The players should only fight one normal troll, and one trolling for this first battle. the other two trollings will run back to their lair with the items they managed to pilfer. Pursuing them should be difficult in order to create drama and motivate the players to track them back to the lair.
Tracking the trolls: Survival or other applicable skill vs DC12
d Loot and scatter items
Necklace made of rat tails
Sticky excretions of unknown origin
Giant Spider Carcass covered in moss
d Pouch of 5 gems
d Box of trade goods that contains 1d12 gems, two bags of salt, a quiver of 15 arrows and a carved bear totem.
Cave Troll
Cave Troll
For: Cave Trolls - Encounter Italics indicate a free point to assign to any option with the following marker
Adept Tier - 2 Att, 12 skills | Regeneration - As it's turn action, the troll may choose to make a Constitution check agaisnt a DC12. On a success, the troll heals 1d20 + Constitution health| Weakness - A troll's skin burns and bubbles when exposed to sunlight. They are also sensitive to fire and heat. Trolls take an additional 10 damage from fire and heat based attacks.
Weapons: Clubs (Med or Lrg), Scavenged Daggers and Shortswords (Small or medium), Fists (Unarmed), rocks and boulders (ranged), Tusks(Small)
Loot: Scavanged weapons, 1d6 gems, patch of glimmer moss, stone pendants with carvings, bone jewlery
Harvest: Trollhide, Troll's Blood, Troll's Tusk
Reference: Gameplay Rules
Adept Tier - 2 Att, 12 skills | Regeneration - As it's turn action, the troll may choose to make a Constitution check agaisnt a DC12. On a success, the troll heals 1d20 + Constitution health| Weakness - A troll's skin burns and bubbles when exposed to sunlight. They are also sensitive to fire and heat. Trolls take an additional 10 damage from fire and heat based attacks.
+2 in STR | Max Health: 60
Intimidation (STR) +2 | +4
Aim/Throw +2 | +4
Constitution +2 | +4 (+10 health)
+3 Vocation(STR) - Bonker| 8
+1 Med Blade Wpns | 9 (d8)
+2 Med blunts | 10 (d8)
+1 Heavy Blunt | 9 (d10)
Intimidation (STR) +2 | +4
Aim/Throw +2 | +4
Constitution +2 | +4 (+10 health)
+3 Vocation(STR) - Bonker| 8
+1 Med Blade Wpns | 9 (d8)
+2 Med blunts | 10 (d8)
+1 Heavy Blunt | 9 (d10)
Weapons: Clubs (Med or Lrg), Scavenged Daggers and Shortswords (Small or medium), Fists (Unarmed), rocks and boulders (ranged), Tusks(Small)
Loot: Scavanged weapons, 1d6 gems, patch of glimmer moss, stone pendants with carvings, bone jewlery
Harvest: Trollhide, Troll's Blood, Troll's Tusk
Reference: Gameplay Rules
Trolling
Trolling
For: Cave Trolls - Encounter Italics indicate a free point to assign to any option with the following marker
Initiate Tier - 1 Att, 6 skills | Weakness - A troll's skin burns and bubbles when exposed to sunlight. They are also sensitive to fire and heat. +20 damage from fire and heat based attacks.
Weapons: Claws and Fists (unarmed), sharp rocks (small or ranged), dagger (small)
Loot: Stolen items, 1d4 gems, shiny objects, bits and bobbles
Harvest: Trollhide, Troll's Blood
Initiate Tier - 1 Att, 6 skills | Weakness - A troll's skin burns and bubbles when exposed to sunlight. They are also sensitive to fire and heat. +20 damage from fire and heat based attacks.
+1 in REF | Max Health: 40
+2 Stealth | +3
+2 Sleight of Hand | +3
+1 Vocation - Stalker | 6
+2 Dodge | 8 (+1 for the actual dodge modifier as well = 9)
+2 Stealth | +3
+2 Sleight of Hand | +3
+1 Vocation - Stalker | 6
+2 Dodge | 8 (+1 for the actual dodge modifier as well = 9)
Weapons: Claws and Fists (unarmed), sharp rocks (small or ranged), dagger (small)
Loot: Stolen items, 1d4 gems, shiny objects, bits and bobbles
Harvest: Trollhide, Troll's Blood
Lair Entrance - Enemies: 1
The entrance to the lair is guarded by a single troll. The players may attempt to stealth past it. If the watchman troll notices them, he will alert the other trolls in the cave and those that are in Area 1 will come to his aid. Similarly, if there is a commotion inside the cave, the watchman will come in to aid the trolls in Area 1. Troll Perception vs StealthArea 1 - Main Cavern - Enemies: 6+
Roll up to twice for the following extra random loot to place anywhere in the cave. 1) Tattered Book(s) 2) Padded Leather/Animal skins 3) Embellished Necklace worth 15 gems 4) Crowbar 5) Beltpouch with 2 days rations 6) Live Chicken with a collar detailing a reward of 50 gems upon return to the owner Throughout the course of completing the encounters, you may choose to have enemies stationed in other portions of the cave enter the main cavern at any point.The smell of burning flesh and sweaty troll permeate the entire cave. There are five trolls camped around a large fire in the center of the cave. They have strewn bits of hauler's hog all across the cave, and half chewed bones of various creatures including humanoids litter the cave.
A sixth enemy, the troll mage will enter the battle from area 2 once combat begins. This troll will remain in area 2 behind a sealed door until something draws it out such as the sound of combat or a low destiny roll.
There are two prisoners in the main cavern, both of which are trapped behind a series of stacked heavy boulders and have been held captive by the trolls for several days. They are both malnourished and dehydrated. The prisoners are hidden from view when players enter the cave. Upon being freed the prisoners first priority will be to leave the cave and return to the Othala tribe as quickly as possible. They will travel ahead of the players.
Prisoner 1 - Area 1a
This prisoner is actually Lokindras Addenrift, one of the major villains of this campaign. Lokindras is an Alven scientist, who is extremely skilled in the use of illusions and deception. He was captured by the trolls during an attempt to attain a DNA sample which he planned to use to develop an altered form of the Blight pathogen. Lokindras will disguise himself using illusions to make himself appear as an Remnant Aesir. He will attempt to hide behind anonyminity as much as possible. If asked, he will lie and say he was simply out hunting when they captured him and will state his name as 'Lokni'. Lokindras knows next to nothing about the Remnant Aesir, Trolls, or Asgard in general and will be completely avoidant of these types of questions. However, Lok does know that the Mage Troll is the alpha and the most intelligent of this group of trolls, and has seen him set traps for the other trolls to keep them from stealing his possessions. That is why he has a seperate chamber in which he keeps the select portions of everything the trolls have.Prisoner 2 - Area 1b
This prisoner is a traveling merchant from the Othala Tribe named Korman Fartread (far-tred). He was recently on the way home after visiting his daughter and doing trade business in the Mannaz Tribe. 3 days ago, on his way through the mountains he and his hauler's hog were ambushed by the trolls. He was taken captive for unknown purposes and the trolls killed and ate his hog. His cart of valuables has been ransacked and scattered across the cave. Upon being freed, he will share all this information with the players. He knows of the other prisoner but knows nothing about him.Oh thank the Norns! I'm free! Oh gosh! Oh my! Thank you! Thank you so much! I was so terrified! I was so nervous. I didn't know if they would eat me, starve me, or if i'd go insane fist. I was so distraught I started crying to anyone or anything that could maybe help me! And then I could've sworn I stared hearing a voice in my head saying that everything would be alright. Alright? Alright!? There are trolls out there! What could possibly be alright about this! Oh no! My wife is gonna be so worried! I have to go! I have to get home. Thank you again! If you look around this cave you might be able to find some of the stuff I was carrying over the mountains when they ambushed me. Gems, trade goods, all sorts of valuables! It's all yours! Keep it! I dont care, I just want to get out of this awful cave!
d Loot and scatter items
Dismembered Bear Paw
Basket of stale pastries (Mostly empty)
Jar of toes soaking in a mysterious liquid
Damaged flintlock pistol and broken glass vial (Clue to Lokindras' origins, can not be repaired)
d Large Onyx Stone worth 24 gems
d 1x Sparkwood stick
Area 2 - Troll Mage Den
The Troll Mage's Den is blocked by a heavy stone door. A normal sized troll can open it no problem, but smaller creatures will need to make a STR check. Inside the den is a collection of valuables the trolls have looted over time as well as a small garden of Glimmer Moss. The den is decorated with series of ropes and torn net hanging from the ceiling that serve as attachments points used to hang various pendants and chimes. There are several traps installed within this chamber that the players may set off during their investigation. Opening the door will trigger stone chimes to ring and alert those nearby. Ask for marching order when players enter the room. To open door - STR vs DC14 There is a poorly hidden trip wire trap in the entrance to the cave. When tripped, a large log swings down from the ceiling and bonks whoever's in the vicinity. It does 1d10+5 damage DC10 to notice tripe wire Sleight of hand vs DC16 to disarm. Failure causes the trap to trigger A second, less noticeable trap is set up to guard the Keystone, which is placed in a cutout of the cave wall and surrounded by candles. Removing the Keystone triggers a wire to go slack that drops the net holding the inner portion of the cave roof in place. Large boulders will fall on everyone in the vicinity. DC18 to notice trap Sleight of Hand DC18 to disarm. Failure causes the trap to trigger d Loot and scatter items Poultice for disinfecting wounds Jar of spider eggs Stack of padded leather and leather stripping Various candles Multiple crates of food, primarily stale pastries. d Bronze Hourglass worth 12 gems d Several sheets of scrap metal d Smith's Hammer (Small Wpn) d Wooden Compass d Bundle of 12 Sparkwood sticks d Staff made from Sparkwood (MED Blunt, deals fire damage) d 2x Flasks of Berkanan Berry Tea d Various collections of gems totalling 2d12 d Keystone of a bridge that doubles as a timepiece. Has ornate carvings inlaid with gold and the sound of rattling can be heard when shaken. Very heavy. (This will become an important item in chapter 4)Area 3 - Glimmer Moss Cave - Enemies: 2
The walls of this channel leading to this portion of the cave are covered in glimmer moss. Along the channel are severeral old crates and pots being used as garden boxes for the glimmer moss. The main portion of area 3 is also covered in Glimmer moss. This portion of the cave is significantly damper than the rest, with streams of water running down the sides. In the middle of the opening is a large spire, which hosts the center amalgamation of the glimmer moss. Atop it is one large bulb pulsing with blue glowing energy. Directly next to the rock is an enormous troll, sprawled on the floor asleep. There is also a regular troll in the cavern with his back turned to the entrance, gnawing on a large femur bone. He sits atop a large pile of crates, bags, bones, and the damaged remains of a trading cart and it's contents. The moss casts an ambient blue glow over the full scene. Troll BruteTroll Brute
For: Cave Trolls - Encounter Italics indicate a free point to assign to any option with the following marker
Specialist Tier - 2 Att, 15 skills | Hardened Hide - Whenever the troll brute takes damage, it rolls an Constitution check vs a DC 14. On a success the damage received is reduced by half rounded down. This will not apply to fire and heat based damage. | Weakness - A troll's skin burns and bubbles when exposed to sunlight. They are also sensitive to fire and heat. Receive an additional +20 damage from fire and heat based attacks
d Lair Action - When in a glimmer moss cavern, twice per combat as an action the troll can ingest a large portion of the moss growing around it, causing it to go into a frenzy. The troll is moved to the top of the initiative order, gains 1 additional adrenaline point, and has a +1 to all it's combat rolls for the duration of one round.
Weapons: Log Club(heavy), Boulders (heavy/ranged), Fists(unarmed), Tusks(heavy)
Loot: 1d4 Glimmer Moss Bulbs, patch of glimmer moss, stone pendants with carvings, bone jewlery
Harvest: Trollhide, Troll's Blood, Troll's Tusk
Specialist Tier - 2 Att, 15 skills | Hardened Hide - Whenever the troll brute takes damage, it rolls an Constitution check vs a DC 14. On a success the damage received is reduced by half rounded down. This will not apply to fire and heat based damage. | Weakness - A troll's skin burns and bubbles when exposed to sunlight. They are also sensitive to fire and heat. Receive an additional +20 damage from fire and heat based attacks
d Lair Action - When in a glimmer moss cavern, twice per combat as an action the troll can ingest a large portion of the moss growing around it, causing it to go into a frenzy. The troll is moved to the top of the initiative order, gains 1 additional adrenaline point, and has a +1 to all it's combat rolls for the duration of one round.
+2 in STR | Max Health: 65
+3 Constitution | +5
+1 Aim/Throw | +3
+3 Intimidation(STR) | +5
+4 Vocation(STR) - Basher | 9 (the brute's unarmed fists are considered heavy blunts do to it's size)
+3 Heavy Blunts | 12 (d10)
+1 Heavy Sharps | 10 (d10)
+3 Constitution | +5
+1 Aim/Throw | +3
+3 Intimidation(STR) | +5
+4 Vocation(STR) - Basher | 9 (the brute's unarmed fists are considered heavy blunts do to it's size)
+3 Heavy Blunts | 12 (d10)
+1 Heavy Sharps | 10 (d10)
Weapons: Log Club(heavy), Boulders (heavy/ranged), Fists(unarmed), Tusks(heavy)
Loot: 1d4 Glimmer Moss Bulbs, patch of glimmer moss, stone pendants with carvings, bone jewlery
Harvest: Trollhide, Troll's Blood, Troll's Tusk
Area 4 - Trollings Cavern - Enemies 3
This portion of the cave is only accessible through a narrow crag in the wall that the big trolls can not fit through. A smaller sized character could potentially fit through the opening. Within, there are 3 trollings that ran in here to hide from the bigger trolls. The trollings are able to climb the walls of the cave and may choose to attempt an ambush on the players. d Loot and scatter items Stuffed pillow torn to shreds and the fluff scattered everywhere Several pages of maps that have been torn to shreds dPlayers stolen items d 1d12 scattered gems d Hair-Brooch worth 6 gems d Signet ring worth 7 gems d Ornate dagger worth 75 gems
Plot type
SIde Quest
Parent Plot
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