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Troll Burrow

After players return to Grata from The Courtyard Encounter, she will reward them and give them direct them to find the den where all these trolls are coming from. She will be extremely interested to hear what mutations the trolls the players just defeated may have had and what the players found at the citadel.  
Oh dearies! You have returned. Good. Good. This is good. You look a little worse for wear though; come into the clinic. Let me patch you up and you can tell me the glorious tale. Lok! Put on a kettle! And get their reward out of my bedroom!
  Players will receive:   d 75 gems   d A Trollbrew potion for each player. They come in flasks with hand sewed lettering that reads "A special brew, made just for you. <3 Grata"   If players bring Grata any troll bits, (particularly blue troll's blood) she will attempt to make something for them the next time they see her. She will also direct them to where they can get the most value out of said materials if she can't brew anything for them.   Once they are all caught up Grata will say:  
Well then. Sounds like you still have a lot of work to do. Might you be able to help some more? This morning a gentlemen came in with multiple flesh wounds and a broken leg. He and his fellows had said they were out with a 12 man hunting party and had made camp for the night when a band of troll's ambushed them. No provocation, no warning. Just unearthly screams mixed with the gnashing of claws and teeth. They did manage to bring this back though. Grata walks over to a oddly shaped mound wrapped in cloth she has sitting atop the counter. She plops it on the table and unwraps the cloth to reveal a severed troll hand. Strands of gooey yellow blood trail around the arm and seep into the cloth giving the whole thing a gruesome visage. I asked to keep it so I can study it but look, here is where the arm was severed, and just in the span of the night it has healed and there's almost two fingerlengths of new growth. That's where all this yellow oozey stuff is coming from. I don't know what's going on with these trolls, but whatever it is, it isn't natural. My fear is that the trolls seem to be moving closer and closer to the village grounds. Go down to the Tracker's Lodge. I think that's who they hunt for. Talk to the injured man and he should be able to guide you to these trolls. We need you to get rid of them before anyone else gets hurt.
  At the tracker's lodge players will find the hunters Ermund, Gorm, and Engli. Ermund is the one with the broken leg. They can be found regailing the saga of their adventure to a drunken crowd of patrons.  
So ye wanna hear our terrifying tale do ya? Well hold fast to your boots cause it will scare them right off ya. It was but barely new night when we was sitting around the fire. We'd just finished a good days hunt down south of the keep and were fantasizing about the haul we'd get from the lodge for it. We'd had the kills ready to go, strung behind to the Sleipinir, and our hearts and bellies were full with hope and honey meade. Ravar was the first to hear it. Them beasts scuttling around in the bushes. I saw him get up, but I thought he just had to wiss or something. It was then we all heard it. Proceeds to make loud high pitched screeches The most blood curdling thing I'd ever heard. Before I'd even got a chance to stand I hear Ravan screaming bloody murder from behind the trees. Suddenly they were everywhere. Climbing on our gear, leaping across the tents. The man to my left goes down, I reach for my spear and the man to my right is ripped in two. I turn around to see the ugliest brute you can imagine lifting sleipinir above his head and hauling off with our kills! I charge and puncture him right in the ribs! He turns to me and shakes the night with his mighty roar. Boy was he angry, and his breath smelled almost as bad as he looked. He lunges, I dodge. I see Gorm slay another two of the smaller ones, Engli joins my side and together we began to chase off this brute. Blood flew through the air, mens screams were silenced mid yell by their razor sharp claws. I see them start leap from the trees down onto us. Eventually the big brute gives up on the kills and settles to gobble us up instead! He scoops Gorm up in his huge fist like that! I think, I can't let him get Gorm! He still owes me money! And so I throw my spear but the beast shrugs it off. In but a glance Engli and I know exactly what to do. He goes for a torch, I go for an axe. He gets right up in that beasts face and melts his fat schnozz right off. Before the troll can finish his screams of pain I swing the axe and chop through his arm smoother than a barmaids touch. Just so he can have the final word, the brute rises up and smacks me straight across into a tree. I land crooked and feel my knee SNAP in two. Together, Gorm and Engli chased off the last of the devils and drug me out of the camp. As far as we know we were the only survivors from the twelve we were with.moment of pause for effect A toast! To the brave men we lost! May the Skalds always remember their names! Erfi! Takes a hefty swig from his cup
  The hunters will be willing to provide any information they can, but will not help the players track the trolls back to their lair. The only directions they can give is that their camp lies somewhere north of Beastmaster's Keep. Players will have to make 3 successful nature/tracking checks starting at 14 and decreasing by 1 from there to find the camp. Have rothar aid in this task as needed. You may roll random encounters if you choose. Clues along the way include:  
  • Footprints from a hunting party  
  • Broken branches from up high in the trees where the smaller trolls were said to be hiding.  
  • Dropped shiny trinkets  
  • Troll Feces (Nature check vs DC 13 to know what it is)  
  • Drag marks from a troll's club  
  • Claw marks from troll's climbing into the trees.
  •   When players reach the camp they will be met by a grisly scene with multiple dead bodies. Some of the bodies have been devoured in place, others were left to rot. Most of the bodies are the hunters in the story, but there are a few Red Screechers killed during the battle. Once finding the camp, players may make perception checks to find the following.  
  • In the shade of some bushes remnants of a yellow goo can be found dripping from the leaves. When brought into the sunlight the goo immediately boils violently. (DC 15)  
  • Scattered traveling supplies. Several of the packs have been raided of anything with value but among the remnants a few medical supplies can be found. (DC 13)  
  • In a hidden pocket of one of the bodies is a pouch of 12 gems (DC16)  
  • A scroll titled 'hook line and sinker' detailing how to land every known fish in the sea. (DC11)  
  • A battered flask with a false bottom that contains 1d4 gems. (DC12)  
  • Large trollprints and trampled brush can be found leading away from the camp
  • (DC10)  

    The Burrow

    The trollprints lead to a portion of forest not far from the camp where the trees are broken up by ruined building remnants protuding from the ground. A very large burrow has been dug into the side of a hill and leads down into pitch black. Outside the burrow, are two Red Screechers up in the trees keeping watch. Have players roll a stealth check vs the troll's perception. If they trolls fail, reverse the rolls to see if the players spot the trolls. If the Red screechers are alerted to the player's presence, the trolls inside will go on alert and behave much more aggressively.   GM Secret
    The burrow is dug into an old Aesir structure that once served as a recreational museum. Over time the building has sunk into the ground and most of it has collapsed. Throughout players will be able to retrieve scattered history tidbits and artifacts.
     
    Troll Burrow
     

    Entrance

    The burrow angles down sharply and ends at sheer cliff. To get down the cliff requires a grip check vs DC 16. Players that fall off the cliff receive 2d6 damage  

    Room A - Museum Entrance - Enemies: 3

    In this room is one Yellow Trolls and two Red Screechers. These trolls will be attemtping to hide and ambush the players if the guards outside were alerted to the player's. As the Troll's stalk the players, they can be heard whispering phrases such as "kill" "eat" and "Ivilir"   This room used to be the entryway parlor for the museum. The very center features several massive metal cast statues of various Old Aesir hereoes. One can immediately be recognized as Heimdall wielding Horfund. The others require a History check vs DC 14 to recognize. One is Odin with his royal spear, and the other is Thor in VALCARE armor. The three stand facing outward toward the different parts of the room. There is a panel beneath of the statues that suddenly powers on when a player with an Energy Capsule nears it. Interacting with the console begins a hologram message that projects a model of the universe, highlighting the nine main realms the Aesir discovered. A computer begins voicing a prerecorded presentation, but much of it has been corrupted.  
    Welcome ----- to the Heimar Cultural Museum ------ the universe ---- glory of the Aesir ------ our noble heroes who pioneered -------- We hope you enjoy your visit, and don't forget to visit the ------- before you leave ---------
      dLoot and Scatter Items   dBehind the admissions counter a troll's stash of various valuables totaling 53 gems worth.   dAn ornate longsword, previously used for decoration   Scattered Teeth. Some are troll, some are human.   Fun Fact Board: Fun Fact! Did you know that the Elves and Alfheim used to have a different worldsoul? Before the Aesir arrived, the elves were imbued with an energy they equated to the life giving power of their systems sun. However, due to improper handling of their own society all the elder elves with this ability succummbed to the blight. Luckily for them, our glorious All-father brought reform and civility to the elves and our top scientists managed to cure the blight. Fate surely smiled upon Alfheim the day the Aesir landed!  

    Room B - The Hall of Heroes - Enemies: 2

    The door to this room is partially caved in. It requires a STR vs DC 17 to open. Above the door reads "The Hall of Heroes."   There are 2 Yellow Trolls in this room.   This room holds many exhibits detailing the escapades of the Aesir's most prominent hero figures. There are explanations and models of VALCARE warriors, metal cast statues of said heroes, and several small scale war models throughout the room. Most of the exhibits have been at least partially damaged by troll interference. The main ones that might catch the players attention are:  
    Heimdall
    Heimdall is regarded as one of the most influential members Aesir society. Although he is a halfblood of Aesir and Venir, he has shown extreme miltary prowess and very quickly gained the respect of Odin and the Royal Family. With his ability to gaze across the nine realms he was entrusted with a master key to the bi-frost gates and ensures the national security of our glorious civilization.  
    Thor Jormunslayer
    Thor is our beloved prince and Overseer General of the scouting armadas that span across Heimar. Out on the frontlines, he fights for progress and brings liberty to the oppressed peoples across the universe. Every day is a new adventure for Thor, but he does regularly return home to regail us with the stories of his mighty escapades. Although he is the son of Odin and heir to the Allfather reign, he showed himself to be a man of the people when he defeated the powerful Jormangandur that plagued the ships off the coast of Garmodor. Some say it was the largest Jormungadur to ever be recorded. That day, he earned the name 'Jormunslayer.'  
    Kita Waybreaker
    The tale of Kita Waybreaker is not one that will soon be forgotten by history. During the Aesir-Venir War, she was a VALCARE warrior serving her people on the frontlines of the Vanaheim encampments. The troops had been fighting long and hard to break a path through the Venir defenses but had been completely stalled by the installment of highpowered energy canons the Venir developed for defending their capital city. The Aesir generals had attempted multiple seiges without success and time was running out. Too many men had died to continue a push forward and reinforcements weren't due for months.   In the dead of night, the Venir launched a full assault on the already dwindling Aesir encampment resulting in Kita's battallion being completely pinned down. Seeing death approach quickly the troops began saying their final goodbyes to their fellows, but Kita refused to go quietly. Breaking rank, she charged forward alone into the thick of the battle. Using her incredible battle prowess and her legendary Voltsinger, Kita began carving her way through the Venir lines with incredible speed. Onlookers reported she killed 12 Venir soldiers before they even knew she had broken their line. Kita used her powerful blade to destroy one of the energy canons in a concussive blast that killed her and the last of the Venir advancement allowing the Aesir to charge forward and take the city. While there are many martyrs who gave their lives to the Aesir cause that night, Kita alone carved a path to allow for the most improbable victory of Aesir history. She was buried in great honor having earned the title "Waybreaker" from her family and fellow soldiers.   dLoot and Scatter Items   dKita Waybreaker's exhibit features her blade, Voltsinger which has been restored to full function.   d One exhibit features a model wearing what was once an early version of VALCARE armor. Most of the armor has been stolen or compromised by trolls. The chestplate remains intact (LVL 1 Armor)   A carved bust of an undescribed warrior   Fun Fact Board: Fun Fact! V.A.L.C.A.R.E stands for Vehicular Air Land Combat Armored Ranger Exosuit. When one becomes a VALCARE, they are able to fully customize their own set of armor. No two Valcare warriors are alike. While on Asgard anyone can become a Valcare, Helheim has it's own branch of Valcare warriors that are exclusively women. Rather than exosuits, they are equipped with metal wings planted directly into their spine that allows for extremely precise flying capabilities.  

    Room C - Caved in hallway

    This room is just a hallway, most of which has collapsed and caved in. However at the end of what remains of the hall a Red Screecher has dug itself a den away from the bigger trolls. This troll is armed with two short Sparkwood sticks it has sharpened to a point in order to ward off the yellow trolls that are extremely sensitive to heat. The den itself has two torches shoved into the surrounding dirt and lit covering the small entrance.   dLoot and Scatter items   d x1 engraved and bejeweled ring worth 40 gems   d a bundle of x6 sparkwood sticks   dA stone medallion with the same carvings as the one found in Courtyard Encounter   A set of six sided dice carved from bone  

    Room D - Dwarven Exhibit

    There are three Yellow Trolls in this room. One of the trolls has sustained previous injuries that have regrown and is beginning with +3 dice to it's rolls from it's healing ability. you can describe this troll as a deformed yellow troll with multiple extra limbs. It's most notable feature is a gash in the head where part of a second head has partially formed.   You may also choose to have one of the troll's be armed with a MED hammer, adding +3 skill points to it's Vocation in Med Wpns. Adding these dice/skill points brings the trolls to a full renowned tier statblock   This room is a an exhibit dedicated to how the Aesir's view and interactions with the Dwarves of Nidavellir. Much of the room has either completely caved in or been destroyed by trolls. On the walls, written in blood from one of the corpses in the room is a freshly scrawled message:  
    KILL THE IVILR
      Accompanying it is a pictogram also drawn in blood that matches the one the found on the stone medallions players have previously encountered.   dLoot and Scatter items   dOne exhibit features a ballistic rifle and 50 ammunition rounds. The gun is described to be of dwarven make.   dOne exhibit features recovered ancient dwarven coins worth a total of 46 gems.   A fresh corpse of one of the hunters from the camp. It had been ripped apart and strewn across the room.   A silver longsword of dwarven make. The blade has been bent a full ninety degrees by one of the trolls.   A leather strap stringing together 3 humanoid skulls hangs around one of the trolls' shoulders.   Fun Fact Board:Fun Fact! Dwarven Artisans are considered some of the best in all Heimar. Masters of fashion and function, all Dwarves have innate potential as architects, artists, armorers, scientists, and more thanks to their Forge Worldosul! However before the Aesir arrived on Nidavellir, all that dwarven potential was wasted on trivial pursuits. The nine realms have the Aesir to thank for bringing the dwarven innovation to the galaxy.  

    Room E - Bloodsoaked Glyphs

    In this room are 4 Yellow Trolls, and 4 Red Screechers. 2 of the Red Screechers are waiting to ambush players in the hall way. One of the yellow trolls is the one in the hunter's story. It has regrown two limbs where the initial one was chopped off by Ermund. It starts with +1 combat dice from it's healing ability.   This room used to be an exhibit explaining the nine realms in more detail but much of it has fallen into ruin. The ceiling of the room has partially caved in, allowing in moisture for small patches of Glimmer Moss to grow. There are a few bulbs budding, but they are several feet up in the air. These can be found with a Pereception vs DC 12 check. In the dim glow of the bulbs, a giant glyph matching the ones on the stone medallions has been drawn in blood. Surrounding it are several drawings depicting trolls eating and killing small humanoid shapes. Over and over the phrase, "KILL IVILR" is written in random places all over the room.   dLoot and Scatter items   d Various artifacts and valuables totaling 75 gems.   d Bordav's Chronicle   d 1d6 Glimmer Moss Patches, and 1d4 Glimmer moss bulbs.   Stone Medallions with the described glyph   A rusted and ruined tour guide bot. Completely non functional.
    Red Screecher

    Red Screecher

    For: Troll Burrow Italics indicate a free point to assign to any option with the following marker
     
    Adept Tier - 2 Att, 12 skills

    Razor Claws - This creatures claws have a bacterial irritant in them that burns on contact with open wounds. Their claws are considered +1 small weapons.
     
    Shrilling Shriek - This creature has a chance to intimidate players at the start of combat. Roll intimidation before beginning the first round.


    +2 in REF | Max Health: 40 (modified for balancing purposes)


    +3 Stealth | +5
     
    +2 Intimidate (REF) | +4


    +3 Vocation - Stalker | 8d6
     
    +4 Small Weapons | 12d6 (Red Screecher claws are condsidered +1 Small Weapons)
     
    +1 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: Red Trollhide, Red Troll's Blood, Fireclaw Flake
    Yellow Troll

    Yellow Troll

    Renowned Tier (21 Skills(modified to 18 for balancing), 3 Attributes) For Troll Burrow
     
    Advanced Regeneration - on each of its turns, the troll automatically heals 1d10 health if it did not sustain fire or heat damage the previous round. In addition to this anytime the troll is dismembered and the wound is not from a fire or heat based attack, roll a medicine check for the troll vs DC 14. On success the troll heals 1d8 damage. If the roll is 16 or higher the severed limb splits and regrows into two identical limb replacements. The troll gets +1 to its combat rolls for each additional limb it gains during combat. This does not apply to full decapitations.
     
    Weakness - A troll's skin burns and bubbles when exposed to sunlight. They are also sensitive to fire and heat. Yellow Trolls take an additional 20 damage from fire and heat based attacks. (this is increased from the base Cave Troll)
     
    Weakness - A level 2 victory or higher automatically dismembers these trolls in addition to the normal effects. Use a destiny roll to randomly determine the severity of dismemberment and what body part.


    +1 in INT| +2 REF | Health: 50 (Modified for balacing purposes)


    +4 Stealth | +6
     
    +3 Medicine | +4
     
    +2 Intimidation (REF) | +4


    +3 Vocation | Shanker | 9d6
     
    +3 Small Weapons | 12d6 (d6 + prof/d6 + x2prof in CC)


    +2 Vocation | Lurker | 8d6
     
    +2 Ambush (add to stealth when applicable)
     



    Weapons: Claws, Scavenged Weapons
     
    Loot: Scavanged weapons, 1d6 gems, patch of glimmer moss, stone pendants with carvings, bone jewlery
     
    Harvest: Yellow Troll's Blood, Yellow Troll's Tusk, Yellow Trollhide

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