Oliver D. Bernuetz's Regions - The Border Marches - A Walk in the Troll Woods Back to my home page Back to regions Back to The Border Marches In their attempt to find a home for the newly minted Amber Clan the scouting party led by Skerri Brightspear met with an impediment in the form of the Brown Boar clan. The Brown Boars have decided to stay in Heortland and fight Pharoah and his allies. They view anyone who will not fight as cowards and traitors. They refuse to allow anyone to pass through their lands in the direction of Dragon Pass. Unless that is they agree to either fight the Brown Boars for the right to pass or join them on a raid on either their neighbours to the south, the Lonisi, who have agreed to peace with Pharoah or the trolls of Troll Wood. Since the Amber Clan has allied themselves with part of the Lonisi Skerri Brightspear was forced to agree to a raid on the trolls. The Brown Boars got to offer three prospects for the raid : 1) A well-established troll village fairly deep into the Troll Woods. 2) A well guarded troll caravan, lots of giant mantises, etc. 3) A new village fairly close to the border between the Brown Boars and the Troll Wood. Unfortunately the centrepiece of this village is a Zorak Zoran temple. Fortunately for the narrator the troll caravan wasn't due to show up for another six weeks and the well protected village was too difficult to attack. This left the third choice. Blunt sent a total of 100 fyrdmen and 18 warriors while the Brown Boars sent six warriors and 40 fyrdmen. The warband was placed under the leadership of Ashart Bolison. Attacking the Village The attack on the village can be run in three main stages. 1) Approaching the Village 1) The Troll Woods The Troll Woods are surprisingly intact considering all the hungry enlo living there. The dark trolls tend to keep them from feeding on the trees and undergrowth too much plus the presence of feral insects tends to discourage them from entering the woods. The trees grow close together and the undergrowth is thick though the expected layer of dead matter under the trees isn't present due to insect activity. The shadows are thick under the trees and seem to resist all light. Under the trees trolls have five less subtracts due to daylight thus trollkin are -5 and all other uz are at normal. Humans unfortunately are -5 unless they have a magical or natural light source. Getting through the woods isn't a problem as the Brown Boars have scouts who are very knowledgeable about this part of the Troll Woods. They will quickly begin encountering giant insects though, harmless types at first and then increasingly dangerous types. Getting through the Troll Woods isn't too difficult. It involves Avoiding the Inhabitants (17) : Know Local Area (Troll Woods); Survive Off the Land (-3), Hide in Cover, Acute Vision (-5), Acute Hearing (-5). Any Victory: The warband avoid insects
on their way to the village. 2) Approaching the Village As mentioned before the forest surrounding the village is surprisingly intact. The terrain is fairly rough and rocky. Near to the stream the going is easier but the stream itself is infested with stingworms who are all too keen on eating manflesh. Getting to the village without alerting the trolls is pretty much impossible. Trying to avoid the insects is the main difficulty. The resulting battle will alert the trollkin. Passing along the stream will attract stingworms unless a roll versus a difficulty of 5W is made. Use Move Silently at base. It's extremely unlikely that at least some of the fyrdmen will not fail this roll. Each person who misses this roll is attacked by a stingworm. Stingworms Weapons and Armor: Bite or
Sting 15^2, Chitin ^2. The woods themselves are inhabited by various species of giant insects most of which are harmless. Two that aren't are the giant ticks and feral watch beetles. Giant Tick Weapons and Armor: Bite 2w^0,
Chitin ^1. Watch Beetles Weapons and Armor: Bite 18^2, Chitin ^3 Significant Abilities: Fearless 5W, Large 15, Run Fast 18, Spot Prey 15, Strong 2W, Track by Scent 2W There is a 1 in 5 chance that anyone walking through the woods will attract either a tick or a watch beetle. The ticks will either drop down from a tree or jump from a bush onto someone. The watch beetle will lunge out of cover. The party will certainly take some casualties from these attackers. 3) Assaulting the Village Not far into the Troll Wood lies the village in question. Its name in translation means something like Death Lord Triumphant or something like that. The woods are surprisingly intact considering the number of trollkin who live in the area. They're not allowed to eat the plants as the trolls are trying to keep the forest intact since it helps to hide their homes. The village sprawls along a stream. Shadows seem to cling to the area and what appears to be piles of refuse line the stream. These are actually the homes of trollkin. In the middle of the village there is an cave complex housing the Zorak Zoran temple. This is where the dark and great trolls live. There are over 500 trollkin living in the village, three dozen dark trolls and a dozen great trolls. Tactics When the Enlo are alerted they will immediately begin arming themselves and will race into their standard mob formation. As soon as they see an enemy they will charge them in a slavering horde (well, as slavering as trollkin can get). They fear the uzko far more than they do humans. Uzko (Trolls) Innate Abilities: Acute
Darksense 17, Eat Anything 14, Endure Cold 12, Hungry 15, Large 15, Move Abilities : Acute Hearing 17, Ambush 17, Close Combat 5W (Mace and Shield), Hide 17, Intimidate Enlo 5W, Know Local Area 17, Move Silently 17, Ranged Combat 17 (Sling), Uz Customs 13, Zorak Zoran affinities 2W Affinities: Darkness Affinity: (Command Spirit of
Darkness, Enchant Lead, Extinguish Flame, Shround in Darkness) This affinity information was found on Jamie Revell's web site at : http://members.aol.com/ttrotsky/torkani/cults.htm Death Lord Fortunately there's only one Death Lord present. He'll come out of the cave frothing at the mouth. Innate Abilities: Acute
Darksense 7W, Eat Anything 9W, Endure Cold 19, Hungry 15, Large 19, Move Abilities : Acute Hearing 1W, Ambush 7W, Close Combat 5W2 (Mace and Shield), Hide 19, Intimidate Enlo 19W2, Know Local Area 7W, Move Silently 17, Uz Customs 3W2, Zorak Zoran affinities 10W Affinities: Darkness Affinity: (Command Spirit of
Darkness, Enchant Lead, Extinguish Flame, Shround in Darkness) He wears magical lead chain ^8 and wields two +4 magic lead maces worth ^7 all together. He has two personal followers who are average uzko. Enlo (Trollkin) Innate Abilities: Eat Anything 14, Fear Sunlight 16, Fear Uzko 16, Hungry 16, Move Silently 14, Nimble 17, Resist Poison 10 Abilities : Bully Worker or Food Trollkin 18, Close Combat 17, Dodge 14, Hide 14, Know Local Area 13, Zorak Zoran Affinities 13, Move Silently 17, Ranged Combat 13, Search for Food 14, Uz Customs 13 Weapons: Spear ^1, Sling ^3. Uzdo (Great Trolls) Innate Abilities: Acute
Darksense 15, Eat Anything 14, Endure Cold 12, Hungry 15, Large 5W, Move Abilities: Acute Hearing 15, Ambush 17, Close Combat 5W (Greatsword), Hide 17, Intimidate Enlo 5W, Know Local Area 15, Move Silently 17, Ranged Combat 17 (Sling), Uz Customs 13, Zorak Zoran Affinities 17 Weapons and Armor: Bite 18^2, Chitin ^3 Significant Abilities: Fearless 5W, Large 15, Run Fast 18, Spot Prey 15, Strong 2W, Track by Scent 2W Weapons and Armor: Bite or
Sting 15^2, Chitin ^2. Weapons and Armor: Bite 2w^0,
Chitin ^1. Zombies Half-Rotten Human Half-Rotten Uzko Zombie
Last updated January 10, 2017 Glorantha is a trademark of Chaosium, Inc. Gloranthan material on this page is copyright ©1997-2016 by Oliver D. Bernuetz or by the author specifically mentioned on an individual page. Glorantha is the creation of Greg Stafford, and is used with his permission. Email me at bernuetz@mymts.net
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