Trudvang Chronicles - Taken by Trolls.pdf
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TAKEN BY TROLLS
Concept and idea: Theodore Bergquist
Written by: Theodore Bergquist
Translation: Wilhelm Hoffstedt
Cover: Alvaro Tapia
P
reface
I laughed a lot, writing this short adventure. I don’t really know why, but it felt like the
trolls came to life and became a part of the world in a way I haven’t experienced before.
I hope you’ll like it, and for all of you who haven’t played role-playing games before:
don’t worry, you don’t have to know all the rules beforehand. Take it as it comes.
Theo – RiotMinds
✦
TAKEN BY TROLLS
✦
Taken by Trolls is an introductory
adventure for those of you who have
never played role-playing games before.
It’s simple and quick to play through,
and offers a few of the most important
ingredients of a role-playing game.
Additionally, it lets you catch a glimpse
of the official world of Trudvang.
If you have played before, the
adventure may look simple, one-tracked
and very short.
A seasoned game master can easily
break the linear plot to make it more of
a normal adventure, to give the players
more freedom. Do consider, however,
that if the players have never played
before, it may be appropriate to keep the
plot simple.
To play Taken by Trolls, all players,
except for the game master, each need a
player character. Before starting off, be
sure that all characters are finished and
ready. Please see that there is an even
mix, i.e. there is someone who can fight,
someone who knows the wilderness and
someone to assist the others with skills
and knowledge.
The adventure should take anywhere
between 2 and 4 hours to complete, but
don’t be alarmed if it drags on, there is
nothing wrong with that.
It’s important that the game master
has read through the material at least a
couple of times before playing.
If you, the reader, is not supposed to
be the game master, you should stop
reading from here.
B
ackground
Deek, Pith and Tumbler had hid
themselves in the discarded hay by the
pile of dung. There, nobody would
notice the smell of the three trolls. In
fact, it made them feel at home. They had
visited the farm a couple of times before,
and even if they didn’t know the names
of all the people who lived there, they
recognized most of them. There was the
King, which was what they called the
master of the farm; the Cow, one of the
maids; the Limp, the old man; and last,
but not least, the Princess, she with the
long and beautiful hair.
Magne had twelve sons, but only one
daughter. She was the youngest of all
her siblings, and the day she was born,
everyone said that she must have been
the prettiest baby girl born in all of
Eiland. Magne was mighty proud and
when farmers came from places far and
wide to see her beauty, they said that
she must have elf blood in her veins. Her
hair grew thick and full, and so blonde
as if it was spun of gold. Wherever she
went, her hair shone like a crown. Her
father knew that a beauty like her would
be easy to marry off, and before she had
seen ten apple-falls, the farm had been
visited by many suitors, asking for her
hand. Her name was Sola, but to Magne,
she had always been the Princess.
Deek, Pith and Tumbler are three
grey trolls, chased from their burrow
after a falling out with the troll king
Cobblering. For almost a year, they
have drifted around the outskirts of the
human farms, stealing what they can
to survive. They’ve been caught a few
times and got chased off; once, they got
into a fight, but that was the only time.
Eventually, the trolls found themselves
at Barefield, Magne’s farm, and quickly
understood that they had struck gold. As
they lay in the dung pile, they had heard
one of the men (the one they would later
call the King) speaking to a little girl.
The man had called her Princess, and
the trolls realised that they were dealing
with a real, human princess, in the flesh.
To be absolutely certain, they came back
to the farm several times. Cobblering,
the troll king who had chased them off,
had a son who would soon need a wife,
and what better wife than a real, proper
human princess! Deek, Pith and Tumbler
were absolutely certain that Cobblering
would let them back in their burrow if
they brought a princess for his son.
They were meticulous in their
planning, that is, as meticulous as trolls
can be. A few times, they had seen the
Princess wander off on her own to a
meadow not far from Barefield. Patiently,
they waited for her to go there once
more. On at least two occasions, neither
of them were particularly good with
maths, they had been forced to abort their
plans. They had even caught a fawn to
put in the meadow once they’d captured
the girl, since Deek had pointed out that
it would probably make the King feel a
little better. Maybe, he would fall in love
with the fawn and maybe, that would
make him forget about his daughter.
Tumbler had said that even though it
might work, it would rather be because
the King was feeling peckish. Pith, the
sceptic, thought they’d be better off
eating the fawn themselves. As Pith had
voiced his opinion, all three agreed that
Pith’s was the best idea, and Deek cooked
a delicious stew.
Eventually, they had managed to
kidnap the Princess.
Chapter 1
✦
AND SO IT BEGINS
✦
As the adventure begins, the characters find themselves at Jukashearth, a
farm owned by Magne’s cousin, Kraltjan Bite. They’re there to help Kraltjan
with the harvest and to earn some coin before they move on. The time at the
farm is drawing to an end, as the characters are making ready to move for
the town of Grimpenny, Kraltjan asks if they would mind doing him a favor.
He has goods he heeds delivered to his
cousin Magne. Barefield, Magne’s farm,
lies two days north on foot, at a brisk pace.
Kraltjan says the detour might lose them
a few days, but he’s willing to pay them
three pieces of silver each to deliver the
cart of goods to his cousin. He also points
out that he regrettably cannot offer any
of his men, as they’re waiting for Magne’s
hirdmen to arrive any day now to join
them on their way to the thing. Since they
will have a small feast before going to the
thing, he cannot offer any thralls either.
Should they accept the mission,
Kraltjan proposes they leave as soon as
possible, as there is no time to lose. The
next morning, Kraltjan’s thralls have
loaded a horse-drawn cart with barrels
and crates.
The last few days, Magne’s farm
has seen a lot of activity. In ten days, a
thing will be held outside Grimpenny,
and all men of the shield-jarls are
expected to come to show which side
they stand on, and to support their
shield-jarl on important matters.
Magne and his family have stood on
the side of House Laudabrot for many
generations, who in turn support the
shield-jarl Wulfgart Shordrot of Saaga.
Bodvarr Bjarki, one of Eiland’s most
famous warriors, belongs to House
Laudabrot and serves in Wulfgart’s
personal hird. Furthermore, Bodvarr’s
brother, Hrolfi Kraki, is married to
Shordrot’s eldest daughter, tying the
families even closer.
Magne has sent his entire hird to
the thing in advance, to prepare their
camp and assist the Laudabrots in
whatever way they can. The hird is
led by Durge Hrimlip, the Wildbron.
The hird travels from Barefield the day
before the characters are offered the
mission. Magne himself has decided to
wait a few more days and then take the
route past the Laudabrot farm and join
his retinue.
Tips to the game master:
In this episode, the game master
explains to the characters where they
are when the adventure begins. The
more you describe the farm and those
who live there, the better. Additionally,
feel free to add your own details; all
this information helps the players build
Trudvang.
chapter
1.
and so it begins
| 5
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