The Troll Tunnels
Your turn begins in The Troll Tunnels.
If you are a dwarf, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the troll tunnels:
2 = The eldest of the trolls guards a dwarven-forged axe that is bane to all trollkind. Fight a Magical Combat with the troll elder. The troll elder's attributes are Arms: 6, Magic: 7, Craft: 4, Vitae: 5. If the troll elder has 1 or more Wounds at the start of a Magical Combat, roll a die. If the die roll is 6, the troll elder heals 1 Wound. If the troll elder has fallen due to Magical Combat with you, gain a trollslayer axe, unless you have a trollslayer axe. A trollslayer axe is an Item and a weapon. If you have the trollslayer axe at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the trollslayer axe at the start of any Melee Combat with a monster with the word 'troll' or 'trollkin' in it's name, increase your Arms and Magic by an additional 1 for that Combat only. If you have the trollslayer axe and a monster with the word 'troll' or 'trollkin' in it's name receives a Wound due to Combat with you, that monster receives 1 additional Wound.
3 = A decrepit old troll priest mistakenly tries to teach you some troll magic. If you choose, roll a die. If the die roll is equal to or less than your Vitae, or if you pay 1 Gold, gain trollskin. Trollskin is a Spell. You may use trollskin at the start of any turn. When used, roll a die at the start of any Combat that turn if you have 1 or more Wounds. If the die roll is 6, heal 1 Wound.
4 = Guarding the way out of these tunnels is a singular troll sentinel. If you choose, fight a Melee Combat with a troll guard. The troll guard's attributes are Arms: 6, Magic: 2, Craft: 2, Vitae: 4. If the troll guard has 1 or more Wounds at the start of a Melee Combat, roll a die. If the die roll is 6, the troll guard heals 1 Wound. If the troll guard has fallen due to Combat with you, your turn ends and the next turn will begin in The Goblin Caves; Proceed to that page if so.
5 = A rather large boulder comes tumbling down the tunnel you are in. Roll two dice. If the die roll is greater than your Arms, receive 1 Wound.
6 = Troll soldiers regularly patrol these tunnels in search of intruders. Fight a Melee Combat with a patrol troll. The patrol troll's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 4. If the patrol troll has 1 or more Wounds at the start of a Melee Combat, roll a die. If the die roll is 6, the tunnel troll heals 1 Wound.
7 = Most of the time you will find trolls in these tunnels, but sometimes you will stumble upon their treasure. Roll a die. If the die roll is 1, gain 2 Gold. If the die roll is 2, 3, 4, 5, or 6, fight a Melee Combat with a tunnel troll. The tunnel troll's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 4. If the tunnel troll has 1 or more Wounds at the start of a Melee Combat, roll a die. If the die roll is 6, the tunnel troll heals 1 Wound.
8 = A strolling troll troubadour plays a large bone flute which it also wields as a club in battle. Fight a Magical Combat with a jethro troll. The jethro troll's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 4. If the jethro troll has 1 or more Wounds at the start of a Magical Combat, roll a die. If the die roll is 6, the jethro troll heals 1 Wound.
9 = You enter a tunnel that has been cursed by the troll priesthood. Roll two dice. If the die roll is greater than your Magic, receive 1 Wound.
10 = You may try to sneak past a troll outpost and back to the caves of the goblins. If you choose, roll a die. If the die roll is less than your Craft, your turn ends and the next turn will begin in The Goblin Caves; Proceed to that page if so. If the die roll is greater than or equal to your Craft, fight a Melee Combat with a guard troll. The guard troll's attributes are Arms: 6, Magic: 2, Craft: 2, Vitae: 4. If the guard troll has 1 or more Wounds at the start of a Melee Combat, roll a die. If the die roll is 6, the guard troll heals 1 Wound.
11 = A very greedy troll offers to work for you if you can afford his toll. Unless you have a toll troll, pay 1 Gold to gain a toll troll. A toll troll is an Ally. The toll troll's attributes are Arms:4, Magic:2, Craft:2, Vitae:4. If you have the toll troll at the start of any Combat, pay 1 Gold to have the monster in that Combat with you fight a Combat with the toll troll first. The kind of Combat the toll troll fights with the monster will be of the same kind you would have fought with the monster. If the monster has fallen due to Combat with the toll troll, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the toll troll has fallen due to Combat with the monster, lose the toll troll, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the toll troll. If neither the toll troll nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the toll troll. If you have a toll troll and you receive a Wound due to Combat, pay 1 Gold to ignore the Wound and have the toll troll receive 1 Wound instead. Whenever the toll troll receives a Wound, roll a die. If the die roll is 6, the toll troll heals 1 Wound.
12 = Sitting upon his large throne alone in a dimly lit chamber is the king of trolls. Fight a Melee Combat with the troll king. The troll king's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 5. If the troll king has 1 or more Wounds at the start of a Melee Combat, roll a die. If the die roll is 6, the troll king heals 1 Wound. If the troll king has fallen due to Combat with you, gain a troll crown, unless you have a troll crown. A troll crown is an Item and a weapon. If you have a troll crown at the start of a turn, increase your Vitae by 1 for that turn only; At the end of that turn, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends. If you have a troll crown at the start of any Combat, increase your Arms and Magic by 2 for that Combat only. If you have a troll crown at the start of any Combat and you have 1 or more Wounds, roll a die. if the die roll is 6, heal 1 Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the troll crown.
Unless you rolled a 4 or 10 and went to The Goblin Caves, after your troll tunnels encounter ends, your turn ends and the next turn will begin in The Troll Tunnels; Stay on this page if so.
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