Category Archives: Trolls

Guttuz War Parties

Culture:  Mixed

Cults:  Zorac Zoran, Kyger Litor, Zong

Found: Bear Woods, Bear Hills

The Guttuz tribe is on permanent war footing at the moment, they are fighting the  Aldyami of Bear Woods, and pushing deeper into the woodlands. This fight is also bringing them into conflict with Balazaring hunters of the area, and some of the chaos emanating from festering isle. Also there is also some internal conflict with some clans unhappy with the new tribal leadership.

As a result of this most encounters with  the Guttuz will be predominantly violent.  Encounters can take a number of different forms.

Undead Raiders

The Guttuz are sending parties of animated undead into enemy territory with orders to destroy all non troll sentiment life they can find. They tend to comprise of a  small number of troll zombies and a larger number of skeletons which could be trollkin or human.

They will not negotiate, talk, use tactics, or ambush in anyway. They will just walk towards the party or other targets and try to kill them .

It is very possible that any corpses found in the troll side of the bear woods will be  reanimated at some point.

  Small Party Large Party
Dark Troll Zombie 1d4 – 1 2d2
Great troll Zombie 1d4 -3 1d3 – 1
Human skeleton 1d6 -2 1d6 -2
Trollkin Skeleton 2d4 2d4 + 4

 

Trollkin Raiders

Trollkin raiding parties are also being sent out, primarily to skirmish and kill, but also to set fires in the woods and engage in other acts of guerrilla warfare.

The skirmishing groups main targets are lone elves, runners, Balazaring women and children. They are trying to avoid conflict with groups warriors and inflict damage on more vulnerable targets.

The raiding parties will always be encountered at night, they will send scouts out before them and will usually know of the players first. Groups that seem weak or unprepared will be viable targets, stronger well guarded groups will be avoided, thought is possible night guards will spot the trollkin scouts as they leave the area.

If there were to attack the trollkin would skirmish concentrating most of their fire own on target will it goes down, then they move onto the next one.

  Trollkin Raiders
Superior Trollkin Leader 1
Trollkin Raiders 1d3 + 1
Trollkin Hunters 2d4 + 2
Watch Beetle 1d4 -1

 

Full War party

A full war party is a full gang of trollkin skirmishes with a group of trolls attached to it. They have been drilled in certain styles of fighting, and will use the same tactic in most situations. This group is mainly local hunters organised into a raiding party with one or two m,l       ore civilised Zorac Zoarn followers leader the party.

The Tribe will send a full war party out against a known target usually identified by trollkin raiders. Their targets will almost always groups of warriors of full communities of either humans or elves.

However they will be very happy to fight any random players they happen to stumble upon. The only exception this may be a troll party, but that may still turn into a fight.

The party travels with 3 trollkin scouts out front, and one to the rear. When combat is initiated the trollkin skirmish line will engage for 2 or 3 rounds with the trolls and zombies hidden out of site. They will then break and run back towards the group of trolls hoping the enemy will give chase.

At that point the trolls and zombies will charge( or stumble) into a hopefully disorganised enemy. If the opposition does not give chase the trolls will charge anyway. Finally the remaining trollkin return in flanking positions from which they attack with missiles or close for the kill.

This will be a very dangerous combat encounter for most parties and should be used scarcely because of such. Allowing the players to retreat early is always an option, or it the players are going down a counter attack by elves or hunters who have been tracking the war party may make for a longer game.

  War Party
Dark Troll ZoraK Zoran warriors 1
Dark Troll Raiders 1d3
Dark Troll Hunters 1d4
Great Troll Raiders 1d3-2
Great Troll Hunters 1d4-2
Great Troll Zombie 1d4 -2
Dark Troll Zombie 1d6 -2
Superior Trollkin Leader 1d3
Trollkin Raiders 1d3 + 1
Trollkin Hunters 2d4 + 2
Watch Beetle 1d4 -1

Troll Trader – Encounter

Culture: Barbarian

Cults: Argan Argar

Found: Troll lands, Troll Hunting lands, Open Hunting Lands, Giant Land

Local traders can sometime be found travelling out from the central areas of the troll hills or trade with wild and hunters clans, or set up trade between Gork Hills and Troll hills.

This is not a large trade caravan which will pass through between Dragori Inkarth and troll hills or but  a lone trader and a handful of trollkin guards trying to turn a profit by taking goods from the central troll lands to the outer reaches of the Elder Wilds.

Wares will usually be metal items, pottery items, textiles and more exotic troll foodstuffs, these would be usually traded for furs, ivories, charms and interesting items clans may have picked up.

The trader will seek to avoid all contact with none trolls unless he can be sure they are friendly, as risks will far outweigh any potential profit opportunities.

If encountered at night players will usually encounter a lone scout first who will spot the players, and report back and lead the caravan away from the party. Unless one of the extreme scenarios below is in play.

If the players encounter the trader in the day he will be sleeping in cover with one of the trollkin on watch. If the players are spotted depends very much on the trollkins diligence and skill.

If the players get close to the trader he will never initiate combat, but try to negotiate and talk his way out of any situation. If attacked the trollkin guards will engage and he will attempt to escape to the best of his abilities.

If you want to force a more meaningful encounter between the trader and the players these extreme scenarios will make the Trader interact with the players;

  • Trader is fleeing from foe and needs help (trolls, baboons, elves, humans, chaos )
  • Trader is badly injured and trollkin approach party to heal him however they don’t speak any human tongues
  • Trader is lost and needs directions, will send trollkin to approach the players before he does.
  • Trader is currently being attacked and trapped in a defensive position by Wild animals, chaos, trolls, elves, or baboons, the players may help or ignore.
  • The Trader has an item worthless for trolls which he thinks is highly valuable to the players and needs to approach them to sell.
  • The Traders pack beetles have died and he needs help moving his goods.

Stats

 
Troll Merchant 1
Raider Trollkin 1d3
Hunter Trollkin 1d8 -2
Worker labourer 1d4 +2
Pack Beetles 1d3 + 1
Guard Beetles 1d6 -2

Troll Wild Clan

Culture: Wild

Cults: Zong the Hunter, Kygor Lytor

Found: Troll Lands, Troll Hunting Grounds

Most troll wild clans are nomadic the same as the Balazarings Hunters. It is not rare to find primitive troll clans travelling outside traditional troll hunting grounds but in times of scarcity it can happen all too often.  They will not choose to enter into elf, dwarf or humans strongholds, but may often be found in neutral areas such as the North Plain, or the Dangerground.

cliff_pic

They will usually have set up temporary camp in caves, gullies or in thick forest with little direct sunlight. Lookouts are usually posted, but in daylight hours it would be possible for the careful party to discover the trolls before the troll are alerted to them.

A clan will include dark troll hunters, some warriors, trollkin, mothers and troll children, and will always be led by rune level leaders usually of Zong or Kyger Lytor. The clan may be stationary and settled somewhere or on the move to new hunting grounds.

This will not  be entirety of the clan, but the core of the clan when there are numbers of hunting and gathering groups separate from the main group.

The priority for the clan will be to keep the characters away from the mothers and children, and they will become desperate and immediately violent if they think either is under threat. However if the party is not posing a threat, a weak clan will not seek a pointless fight, a weak and hungry clan may.

This can create some interesting opportunities for dialogue and trade, troll hunting clans are interested to news regarding prey and dangers( elves, dwarves, chaos and rival trolls tribes ), they will be interested in metal tools and weapons. They may also be interested in threatening the party into providing them a service such as dealing with a chaos threat, raiding local rivals or seeking directions to safe hunting grounds.

In combat there first response will be to form a perimeter between the party and mothers and children and fight a retreat. Once the mothers and children are a safe distance away they will then send a war party after the characters, either to chase them away or to finish them off.

RQ Encounter Generator

 

Small Clan Medium Clan Large Clan
Dark Troll War Leader 0 1 1
Dark Troll Spiritual Leader 0 – 1  1 1 -3
Dark Troll Hunter Leader 1 1 -2 2 -4
Dark Troll Mothers 5 -10 10 – 14 12 – 22
Dark Troll Raiders 0-2 0 -4 1 -4
Great Troll Raiders 0 0 – 2 0 -4
Dark Troll Hunters 4 – 8 6 – 14 10 -22
Great Troll Hunters 0 -1 0 – 2 1 – 5
Raider Trollkin 2 -4 2 – 6 4 – 12
Hunter Trollkin 11 -24 16 – 32 12 – 36
Worthless Trollkin 6 -16 8 – 18 10 -22

Troll Priest

Culture:  Civilized

Cults:  Kigor Litor, Xiola Umbar, Argan Argar, Gorakiki

Found: Troll Lands

In the Elder wilds a troll priest is almost always a  member of one of the civilized clans, wild and hunter clans tend to have their spiritual needs met by shamans.

A troll priest found outside of the major troll centres will usually be on cult business. This could be a simple as visiting a clan to resolve an issue, declare a judgement on a inter clan matter or be on some king of spiritual or practical quest for their cult.

A priest will be interested in outsiders, she will want to know who they are, why they are here, what they want and what that means for her God. Responses will depend very much on the nature of the priests God, the nature of the players and the responses of the players.  Troll priest tend to be subtle for trolls so combat then dinner  is not always the first option to a chance encounter.

If the priest decides that dialogue is the best course of action, one her acolytes or attendants will be sent to be her mouthpiece and as she will not  want to communicate directly with outsiders. Anyone who approaches to speak with her directly will be warned and then moved away by her guards. The exception to this is when she thinks the players are very dangerous, and then she will communicate herself.

If non troll players bore her she will send them away or tell her troll guards to kill them, however if she find them interesting or intriguing she will want to learn what she can from them, or just be entertained by their strange ways.

If the players manage to convince her that their business is both in her interest and interesting, she will invite them to join her if she visiting a local clan, and she will use them both to confuse the clan and as a status symbol.

If her businesses elsewhere she will involve the players in a way that suits her if she can, acting as guides, messengers, go betweens or foot soldiers.  She will be careful not risk a cult quest, but if her God has provided this resource she will be very happy to use it.

There are limited numbers of Troll priests in Balazar, and these are Gods they worship;

  • Kyger Litor – Common
  • Xiola Umbar – Uncommon
  • Argan Agar – Very Rare
  • Gorakiki – Very Rare

Stats

 

  Small Party Large Party
Troll Priest 1 1
Dark Troll Acolytes 1d4 -2 1d2 + 1
Dark Troll Attendants 1d3 1d4+ 1
Dark Troll Guards 1d3 2d3
Trollkin Servants 2d4 2d4 + 2
Trollkin guards 2d4 2d4 + 2

Troll Encounters – Clan Patrol

Culture:  Barbarian and some Hunter Clans

Cults: Zorak Zoran, Kygor Lytor, Zong

Found: Troll Lands

Many trolls clans patrol their lands, these tend to be the larger more civilized clans. Patrols are more usual when a threat is anticipated, but some clans patrol more regularly out of habit.

A patrol will be usually be led by a mid-level dark troll warrior, who will usually be supported by a number of warrior caste trollkin, dependent on clan strength and threat level they may also be supported by more dark or great troll warriors, or dark troll militia. Most patrol leaders will be worshippers of Zorak Zoran or Kygor Litor.

A Patrol will usually try to drive a party away from the clan village or stronghold. If the party looks too strong for the patrol the will shadow the party and send for reinforcements from the Clan. Only if a party appears weak will try and all-out assault.

Dialogue with Patrols will be limited to continued demands that the party leaves the clan lands, the patrol will in no circumstances give permission for the players to cross clan lands until a more senior leader comes from the Clan village.

If the trolls encounter the players resting at night they will launch a night raid unless they are obviously out matched. Upon receiving serious casualties they will flee, If all the dark trolls are put down, all the trollkin will flee.

Tactics will usually be the trollkin using missiles out of the darkness , and after some damage has been done the dark trolls charge from hidden positions to close with the enemy from the front with the trollkin then coming in to flank what opponents are left standing.

Culture:  Civilized

Cults: Kygor Lytor, Zorak Zoran, Zong

Found: Troll Lands

Stats

  Weak Patrol Strong Patrol
Dark Troll Raiders 1 1 -2
Great Troll Raiders 0-1 0 – 1
Dark Troll Hunters 0 -2 0 -4
Great Troll Hunters 0- 1 0 – 1
Raider Trollkin 2 -4 3 – 6
Hunter Trollkin 2- 4 3 – 6

Troll Raiding Party

A troll raiding party armed for war and out for a purpose such as, Raiding Elves, Raiding another troll tribe, hunting down Chaos or targeting other groups it knows are in the area.

The cult mix of the trolls will depend on tribe and clan. Followers of Zorak Zoran will be over represented in most war parties.

They may see the adventurers as a threat to be avoided, victim’s to be taken advantage of, a resource to use or as possible source of intelligence. It will be a rare situation where the players are the planned target of the raid.

Humans with large amount of metal weapons and armour will be treated with caution, and are unlikely to be the source of a full frontal assault without good reason. The presence of Elves, Dwarves, people who look like chaos or other traditional troll enemies within the party will greatly increase the chance of the encounter turning violent quickly.

Most raiding parties will constitute a rune leader or two, over 6 experienced dark or great troll warriors, with an equal number of Trollkin scouts and skirmishes. Larger war parties heading towards Elf or Dwarf territory may be 4 or 5 times the size.

Most Elder Wilds trolls will be using stone and flint weapons, and using hides and leather armour. Some more advanced clans from the central Troll Hills area can send raiding parties out with some metal armour and weapons.

Most daytime encounters will be encountering a resting troll group, there scouts becoming aware of  the players  group and then talking, defending, scouting or negotiating as need. Even if the trolls are hostile, they will prefer to talk in the light and fight in the darkness.

Darkness encounters will be nastier with raided campsites, hostage taking before any negotiations, or abductions with grim and grisly warnings left to be found in the morning.

A fully committed surprise night raid from these guys would probably mark the end of all but the most powerful parties.  So unless the party have brought that kind of attack on themselves I suggest using this encounter for threat, skirmish, hostage taking, bribes and tense negotiation, even when it may not be the most obvious and direct course of action.

Small Parties – These will be raiding locally with a specific foe which is close to the geographic location they are encountered in likely to be trollkin mobs, other trolls, baboon troop, minor chaos, humans Votanki or Balazarings dependent on location or elves if near elf forests.

These are likely to be most passive with players unless they have good reason not to be, as even a  successful fight could very much weaken them for their planned raid

Medium Raiding Parties – These groups can travel long distances sometimes for a specific goal sometimes juts to raid and pillage an area. This means they could very troublesome for the players as they could very well be seen as fair game.

Due to the size of the group I would suggest it makes a better game if the players see them before they see the players. Then the players can decide if they want to attack, retreat, negotiate, mislead or distract the war party.

Large Raiding Parties – This is a large group which is only usually brought together for a specific raid at a specific target. They will be disciplined are unlikely to attack then players out of hand.

Usual targets for a group of this size would be a reasonable sized community be they troll, human, baboon, elf or mostali. Also significant chaos threats could merit this response.

Trolls could interact with the players and try to use them as dupes, information sources, bait, allies or lunch.

Culture: Wild, Hunter or Barbarian

Cults: Zorak Zoran, Kygor Lytor, Zong,  Ancestor worship

Found: Anywhere

Stats:

 

Small Party Medium Party Large Party
Dark Troll War Leader 0 1 1
Dark Troll Spiritual Leader 0 1d3 -2 1
Dark Troll Hunter Leader 1 1d4 – 2 1d4 -1
Dark Troll Raiders 1d3 – 1 1d3 + 1 2d4
Great Troll Raiders 1d4 – 2 1d4 -1 1d6 -2
Dark Troll Hunters 1d3 + 1 1d4 + 2 2d4
Great Troll Hunters 1d3 – 2 1d4 -2 1d4 -1
Raider Trollkin 1d6 – 3 1d6 2d6
Hunter Trollkin 1d8 – 2 2d4 2d6
Worthless Trollkin 1d6 – 3 1d10 – 4 3d6 -8

Blue Moon Caravan

Every other year just after sacred time out of the Blue Moon Plateau a long slow troll caravan winds its way south, with imperial escort through the Arcos Valley. The escort leaves as the caravan wheels east through the lands of  Andarkon, and into the Troll Hills. Pausing at to trade for a weekor two. Before  moving on to trade at Gon Ortas castle, and then on south of the mountains to the Castle of Lead and  eventually to the Shadow Plateau at the beginning of Dark Season.

Then the next year starting after the sacred time the caravan returns on the opposite route, returning to the Blue Moon plateau at a similar time of year.  This ritual travel and trade has been going on for over 200 years without break. The a caravan is sacred to Argan Argar and acts a major temple to the God.  It is less well known that the caravan is also sacred to Anilla and acts as a minor temple to the blue moon.

The caravan is huge often upwards of 50 pack beetles ,  60 trolls and 200 Trollkin in addition to any slaves which are being traded. However few humans are that aware of its presence of that even exists. Night travel, well worn paths and well protected stops mean that the caravan does not usually  encounter significant numbers of people.

Outside of the empire the caravan does everything it can do to avoid human contact. Through Satar and the Holy Country, the caravan supplements itself with human Guards whose job it is to guard in the daytime and persuade interested parties to stay away.

It is without doubt the well as being a very import trade route for Troll Goods.  With goods and magic flowing freely between the different trolls civilisations. Also it allows for good cultural communications between the different troll strongholds, with Emissary Nakor Tol representing the trolls of the Blue Moon, but happy to pass messages and communications between troll communities.

However one of the major effects of the caravan has been to allows the  Lunars Empire to set up a Blue Moon spy networks in lands south of the mountains. Even as we speak they have a Blue Moon temple hidden within the Shadow Plateau.

Usual Caravan Composition

  • 5 dark troll dignitaries
  • 10 superior trollkin attendants
  • 15 dark troll merchants
  • 20 superior trollkin attendants
  • 4 dark troll scouts
  • 10 trollkin scouts
  • 20 troll guards
  • 60 trollkin guards
  • 12 dark troll drovers
  • 40 trollkin drovers assistants
  • 6 dark troll task masters
  • 6 great troll labourers
  • 80 trollkin labourers
  • 30 riding beetles
  • 60 pack beetles
  • 20 guard beetles

Effects in the Elder Wilds

As the caravan moves through into the north plains troll wild hunters will wait for them with offerings of food, pelts, bones, charms, slaves and exotic animals parts. Hoping to trade for tools, foreign foods and troll rotgut.  Trading will happen as the caravan stops at the end of a nights travel. The wild clan will stay with the caravan over night and guard the caravan till dusk falls.

The size of the caravan disturbs native creatures and makes hunting harder as they move through the north plain.

The caravan will set up more permanent markets for a week each at the Creeping Place and Black Spire Gorge.  There is generally an increase in internal trade within Troll Hills prior to and after these markets, as people try to trade up to better trade goods, or new goods filter down through the clans.

Insects and slaves are the major products the caravan wants to pick up in the Elder Wilds. They always take more trollkin than they need to Gon Ortas Castle as he is always willing to buy then to  free them in return for magic items.

Hunters congregate more so than usual at these places. A local holy day is called as the caravans passes by the 7 Sons of Zorg and at arrives Black Spire Chasm due to the rare congregation of trolls.

Inter tribal tension may flare due to the Trang and Gara Tol tribes gaurding there rights to hold the markets jealousy. Especially from the Gork tribe who rightly feel they are intentionally cut out of the markets .

Personalities

The caravan has a number of well interesting personalities not all of them are well known; however it is a collection of a number of very powerful trolls.

 Mol Deka, Has been leading this caravan for over 20 years now and this is her 18th trip. She rides a large Krang Beetle, tends to be haughty with everyone below her status, and that is most people as she is the High Priest of Argan Argar.

She loves to trade for magic, and insists on doing most of that trading herself, however she refuses to trade with Cragspider any more as she feels she has been  cheated in the past

She is considered a highly fertile troll as she has four dark troll sons within the convoy. She swears by the effects of the Black Plinth and often uses it on her way through the Elder Wilds.

Gar Maddas, a lifelong friend of  Mol, and an acolyte of Argan Argar. Gar works as Mols more subtle and approachable assistant, she is busy and efficient and makes the caravan tick along nicely.  She is a chatty troll, who will talk for hours about nothing whilst she is busy with other jobs. Gar Maddas is an excellent trader in her own right and is the caravan specialist in slaves.

Nakor Tol – Priest of Anilla and entitled the Voice of Blue Moon. Though a wise and powerful priestess in her own right. Nakor Tol can be possessed by her Mistress Tetha Garo, High priestess of Anilla and a Mistress Race Troll, where ever she is in Glorantha. Very few know of this ability on only rulers and high priestesses of various domains have ever seen this happen.

Nakor is very capable of speaking for the Blue Moon Plateau herself and is a powerful advocate of persuading troll leaders not opposing the Lunar Empire just yet, and seeing where fate takes us.

Rerra Shabba A highly beautiful female troll Priestess of Anilla, she is also fully illuminated and a full Priestess of the Seven Mothers. She is considered a mystic and uses the caravan to spread her ideas to select individuals and show the magical powers of the moon.

She is charming, educated, well spoken, she is carried in a curtained sedan carried by two great trolls at any time, it is considered a crime punishable by death to approach her without being summoned.

Taska, Tik Tok, Fark Ark are3 highly trained dark troll bodyguards, illuminated initiates of Annilla, and Yanafal Tarnis, and weapon masters. They are charged with the protection of Nakor Tol and Rerra Shabba with their lives.

Tak Gotta,  Experienced Runelord of Argan Argar, Tak commands the Guards on the Caravan, he is new to the position  and this is only his second trip south. He is a famous heroquester from the Blue Moon Plateau and  as such as remarkable perception skills, and owns a mace that creates darkness every time it strikes an opponent.   Tak is highly efficient and very organised for a troll, the caravan guard works in a similar level of discipline to a human military unit.

Kaba Yak, a young Priest of Argan Argar and the Son of Mol Deka. Kaba travels with the caravan as far as the hidden greens and then takes  a small party to trade with the trolls of Pavis. Most of the troll in his caravan are hired at Black Spire Gorge as not to reduce the original Caravan. Kaba then meets the main caravan at Gon Ortas castle as it travels north again. Kaba is obsessed with rubble relics and has started to explore the rubble to find his own

Tebba Moran, He appears to be an old troll drover of little significance, but Tebba is one of the Lunar Empires most important spymasters. He is a Priest of Annilla and a highly experienced operator. He uses the movement of the caravan to coordinate a number of spy networks which were once outside the empire.  The leaders of the caravan know there is a ranking lunar agent in the caravan, but are not certain who.  He has a team of 5 Anilla agents a and assassins hidden within the Caravan

Jonsta Cameron, A Esrolian and Runelord Argan Argar, whose job it is to have the human guards waiting at the border of Dragorri Inkarth . He likes to employee Argan Argar worshipper when he can, but he prefers trustable people to troll friends. So over the years has employed a good number of Humakti to Guard the caravan.

The Blind Guide, Every time the caravan passes from north to south a dark troll hunter from the Elder Wilds will blind himself and guide the Caravan through the Elder Wilds to their destination of Gon Ortas castle. This is to show the powerlessness of light and triumph of darkness. The troll is then rewarded and heavily gifted at Gon Ortas castle, but his eyes are never restored

The Mute Teller, Every time the caravan passes from  south to north, a dark trolls slave has his tongue removed. He is then sent to communicate to the tribes that the caravan is coming and where it will be at any one time. This is done  do show how powerful communication and language is. When the caravan reaches the north plain a hunt is called and the troll is hunted and killed by the hunters of the Elder Wilds.

Journey South

  • Blue Moon Plateau – Harmony Week Sea Season
  • Creeping Place – Illusion Week Sea Season
  • Black Spire Gorge – Truth Week Sea Season
  • Gon Ortas Castle – Disorder Week Fire Season
  • Castle of Lead – Movement Week Fire Season
  • Troll Woods – Fertility Week Earth Season
  • Shadow Plateau -Illusion Week Earth Season

Journey North

  • Shadow Plateau – Harmony Week Sea Season
  • Troll Woods -Fertility Week Sea Season
  • Castle of Lead – Disorder Week Fire Season
  • Gon Ortas Castle – Movement Week Fire Season
  • Black Spire Gorge – Illusion Week Fire Season
  • Creeping Place – Truth Week Fire Season

Troll Hunting Party – Encounter

A Troll hunting party out hunting for food, usually with specific prey in mind. They will not usually be looking for combat with a well-armed and organised group. However if the hunting expedition has not gone well a weak or vulnerable pc group may be seen as viable prey.

These groups are usually from more primitive clans, and will have basic stone and wooden equipment.

Most troll hunters worship Zong the hunter which is to all intents and purposes works as a troll incarnation of Foundchild.

These groups will usually be between 3 and 6 dark trolls, with anywhere between 4 and 12 hunter Trollkin. Great trolls tend to be used only in hunting parties where Thunder Lizards and larger animals are the prey, when there added strength and bulk is useful, and there belligerent directness can be mitigated. Hunting parties may be accompanied by pack beetles to carry the prey home.

A good proportion of long range parties will be led by an experienced hunter who is often a master hunter and of rune level.

Small parties will be short range parties hunting close to the central clan after a variety of small game.

Medium parties will be longer range parties hunting outside the immediate  area of the clan.

Large parties are after specific large game such as woolly rhinos or thunder lizards, or are planning to hunt in dangerous grounds.

If encountered at night they will be hunting alert and will probably be aware of the characters first. If encountered in the daytime they will be sleeping and resting with a guard or two as lookout.

When engaging with intelligent foes, hunters will also try to flank and hit the weakest members of the group first, striking with missiles from multiple angles.  They will then strike from unexpected directions at pace, keeping the party off guard and disorientated. If needs be they will skirmish and follow a party for a long distance only fighting when they have the advantage,  only when they feel the party is weak and they have an overwhelming advantage will they close in for the kill.

If obviously outclassed or losing a fight these hunters have no compunction in cutting their losses and running, or negotiating an end to the fight. They will not want to leave injured dark troll members of the party to die, and will be willing to sacrifice trollkin to save themselves if at all possible.

Culture: Wild or Hunter

Cults: Zong, Kygor Litor, Ancestor Worship

Found: Troll lands, Troll Hunting Lands, Open Hunting Lands

Stats At:

  Small Medium Large
Dark troll hunter leader 0 – 1 1 1
Dark troll Hunter 1 – 4 2 – 5 4 – 8
Hunter Trollkin 3 – 6 4 -8 4 – 12
Worthless Trollkin 1 – 3 2 – 4 2 – 8
Pack Beetle 1 2-3 2-6

Troll Encounter – Elder Wilds Troll Shaman

Culture: Primitive

Cults: Kygor Litor, Ancestor Worship, Local Darkness Spirits

Found: Troll lands, Troll hunting lands

Stats: http://ouropa.planeetta.com/rq_tools/enemygen/enemy_template/4306/

If there are no obvious trolls enemies present. A dark troll shaman will step out of the darkness and start making declarations to the party.  The spirits have given her insights into what the players are doing and why.

If the party are on business which darkness spirits would be troubled by she will warn of doom and threaten curses on them if they don’t turn back. If she feels the party is experienced enough not to be influenced by such direct tactics she will seek to distract the party from its business with random portents, false prophecies, misleading quests, tales of tempting treasures and other urgent distractions.

She is prepared and has summoned spirits which can come to her aid immediately if combat ensues, however they will usually be out of sight in the darkness unless she feels he needs the visual effects of spirits moving round her, in whatever circumstances he will never show more than half of the spirits he has summoned.

If the party are on business which the spirit’s of darkness will approve of such as Hunting chaos, she will speak blessings, positive omens, pass information and may gift the  party with tokens that will help get them through troll lands with minimal of trouble.

a stream runs through troll hills
a stream runs through troll hills

If the party are not doing anything darkness spirits would be concerned with one way or the other. The shaman is will be trying to involve the party in her business which could be any of the following favours or quests which trolls may find hard to do,

  • Deliver a message to Blueface the shaman
  • Deliver a challenge to Blueface the shaman
  • Deliver a message to Gon Orta
  • Deal with a chaos threat immediately, or go fetch a Zorak Zoran war party to do so
  • Deliver an item (cursed ) to the elves
  • Deliver an item (cursed ) to the dwarves
  • Give the shaman safe passage to a spiritual site in Human Populated Balazar
  • Deliver a message(insult) to the Yelmalio temple in Dykene

She is not used to having to pay people to tasks and will declare that the spirits demand it, and there will be undefined dire consequences for all if it is not done immediately. This may or may not be true. If needs be she has magic trinkets, spells and future favours to offer in payment if she decides her needs require using them, but only if threats have not worked.

If the party contain obvious or known troll foes, they will be attacked in the night by a coordinated raid of ghosts, shades and other darkness spirits, but the shaman will never show herself.

This encounter should be most fun played through as a contest of wits and cunning as opposed to a combat, players need to be smart and astute or the shaman could waste an awful lot of their time and resources.

*note unsure about the stats on the Generator but its a good place to start

Trollkin Encounters of the Elder Wilds

When I played through Griffin Mountain all those years ago, I got fed up of continually being kicked about by the same Zorak Zoran war party.

We must of encountered them at least 5 or 6 times and things never went well. However we did not  encounter another single living troll in over 50 sessions. I hated them with a passion.

So to give some variation here are another bunch of Troll encounters specially created for the Elder wilds, There will be a few post but I will start off with the Trollkin, I will also try to link to RQ6 Encounter Generator for stats for these groups also.

Trollkin Gatherers

This is a large group of 12 -20 trollkin gathers these will be unarmed and petrified of the characters, at least one will run to the nearest large groups of dark trolls or warrior trollkin for aid. It is possible that the clan is over the next rise or up to 2 hours walk away.

Trollkin gathers usually belong to Wild or Hunter clans if any and are armed with stone, bone and wooden weapons if any.

There are usually 2 or 3 warrior trollkin with the group, who are there to keep the other trollkin from running off, and would not be expected to challenge a group of warriors.

It is possible that some trollkin may use the players appearance as an excuse to jump the warrior trollkin and run off, or worse still ask the players for aid or to seek to join the players party

Culture:  Primitive

Cults:  Zong, None

Found: Troll Lands, Troll hunting lands, Open Hunting Lands

RQ Encounter Generator:

  Small Medium Large
Dark Troll Hunters 0 0 -1 1 -2
Raider Trollkin 1 2 4
Hunter Trollkin 1 2 -4 4 – 8
Worthless Trollkin 4 – 12 8 -20 16 – 30

 

Wild Trollkin Mob

A mob of between 8 and 50 Feral Trollkin who have escaped there troll overlords and a swarming over whatever part of the Elder Wilds they are in.  These mobs are common on the edges of troll home lands, and can range far before meeting a predictable end.

They have little understanding of where they are and where they are going, they just know they don’t want to back to where they came from. They are nomadic not staying in any place very long, always on the move fearing being recaptured by their troll overlords. They may or may not be led by an escaped superior trollkin.

When encountering a party they will usually scatter and then regroup and if hungry track the party for some time, eventually gaining the courage to raid the campsite, running through and stealing anything they can whilst most players are sleeping.

They will not go back for the wounded, or the captured and it is every trollkin for them self.

If the opportunity arises they will try to isolate and mob attack a weaker member of the party. Only extreme hunger or fear will force them to try a direct swarm attack on a group of trained warriors.

They will be equipped with little more than sticks and rocks, and most will have no magic.

Culture:  Primitive

Cults:  None, Xiola Umbar

Found: Troll Lands, Troll hunting lands, Open Hunting lands, anywhere else.

RQ Encounter Generator:

  Small Medium Large
Raider Trollkin 0 0 -2 0 -4
Hunter Trollkin 0 -2 0 – 4  0 -8
Worthless Trollkin 4 – 12 8 -20 16 – 38

Superior Trollkin Runners

Found: Troll Lands, Troll hunting lands, Open Hunting lands, anywhere else

A lone or small group of escaped trollkin on the run from the former troll masters.  These are superior trollkin and therefore have made a more intelligent and well planned out escape.  They will be armed with spears and slings and maybe even light leather armour and carrying light provisions.

They will obviously be scared of the party and quite convinced that the party will want to eat them. One of the trollkin is able to speak the players language or tradetalk, and will very quickly start to try to talk their way out of the imagined pot they think they are destined for.

The trollkin will defend themselves if attacked, but really want no part in any violence if it can be helped.

This encounter can be made more chaotic by a troll recapture party of trolls and loyal trollkin appearing half way through the conversation and all hell breaking loose, and the pcs get to choose sides, or step back out of the carnage and just be confused about who is killing who and why.

If the players help the trollkin in any way or show kindness, the trollkin could very well latch themselves onto the party for good or ill.

Another twist could that the trollkin have stolen several items that they think would be valuable, and try to persuade the players to deal with their pursuers for the item(s). Possible items and services offered could be;

  • A purse of Bolgs, clacks and a couple if silvers
  • A magic lead necklace – Darkwall matrix
  • “We won’t mind if you eat Burt.”
  • A bundle of flint headed short spears
  • A large smelly blue cloak
  • Six pickled elf ears in a jar
  • Blade venom
  • A seasons work
  • A dwarven beard, with a glue spirit bound in it.
  • An ornate ring of some value
  • Information on the trade route of a troll merchant
  • A ‘treasure map’ – really a scroll either useless, priceless or containing sensitive  information
  • ¾ of a ham beetle

This encounter has the ability to either be a either a light hearted encounter, or vicious fight with consequences, depends on the mood your game needs at that point.

Culture:  Wild

Cults:  Xiola Umbar, None

RQ Encounter Generator: http://ouropa.planeetta.com/rq_tools/enemygen/party/664/

   
Raider Trollkin 1 – 3
Hunter Trollkin 3 – 6