TEXT: DUL3-01 
   
   
   
   
   
   
   
  The Trouble with 
  Trolls 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  The Dullstrand Regional Adventure 
  Version 2.0 
   
   
  by Martin Jennings 
  Circle Reviewer: Creighton Broadhurst 
   
   
   
   
   
  The Svetlow clan is having a slight problem with a few trolls and is looking for a few good adventurers to find out what 
  is going on. 
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  The Trouble with Trolls 
   
  Page 2 
  
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  The Dullstrand. Characters native to The Dullstrand pay 
  one Time Unit per round, all others pay two Time Units 
  per round. Adventurer’s Standard Upkeep costs 12gp per 
  round. Rich Upkeep costs 50gp per round. Luxury 
  Upkeep costs 100gp per round. 
   
  Adventure Summary  
  The Svetlow clan has always had problems with raiding 
  trolls, but nothing that the clan warriors, all two of them, 
  could not handle. In the last couple of months, though, 
  the raids have increased in number and in size. The 
  Svetlow factotum has asked the Dullstrand Masters for 
  help, but they have refused. While returning to the 
  Svetlow residence, a few drunken youths from the Gatts 
  clan decide to renew clan rivalries; this is when the 
  adventurers intervene. 
   
  After seeing off the Gatts, the Svetlow factotum 
  informs the adventurers of his problem and asks if they 
  can help him. 
   
  The players set off to the Svetlow clan lands down 
  south. On their journey, they have an encounter with 
  some of the local denizens of the region and have to deal 
  with them. 
  The Trouble with Trolls 
   
  Page 3 
  
   
  On arriving in Svetlow, the adventurers notice just 
  how poor the clan is and are informed where the trolls 
  were last seen. They are also warned that there are many 
  of them and fighting them might not be a good idea. 
   
  Following the instructions the adventurers set out 
  and find the trolls camp about a day and a half away. Here 
  they can see that the camp is relatively new and that the 
  trolls are just settling in. There are many of them and it is 
  obvious that a frontal assault would be suicide. They can 
  also see why the trolls are organised; a troll shaman is 
  managing to keep them in line. 
   
  On scouting around the adventurers can find tracks 
  leading back to the old troll camp. At the old troll camp 
  they find why the trolls moved, the water supply went 
  dry, they also find that someone else has moved into the 
  camp and is not too pleased at being disturbed. 
   
  Back tracking the water supply, they find that it was 
  deliberately cut off and they can also find evidence of 
  who did it, followers of Wastri. 
   
  With some trouble the water supply is cleared and 
  the water flows again, eventually flooding some of the 
  new troll camp, which has the effect of them moving 
  back to their more permanent and drier old camp. 
   
  On returning to Svetlow, the clan elder is extremely 
  interested in their information and rewards the 
  adventurers with what the clan can spare. 
   
  Adventure Background 
  Dullstrand City 
  The Free and Independent City of Dullstrand is a large 
  town built in the crater of an extinct volcano in the 
  Hestmark Highlands. It is one of the few ports capable of 
  receiving large ships anywhere along the coast in the 
  Azure Sea, and the largest settlement for miles in any 
  direction. 
   
  Dullstrand is fairly unique in its appearance and this 
  sense of ‘uniqueness’ has affected its citizens to some 
  extent. 
   
  Dullstrand is built on what appears to be the ruins of 
  an ancient, pyramid style city. The top portion of 
  Dullstrand comprising of a dark, igneous rock found 
  virtually no-where else on Oerth. At the centre of the 
  town is a dark rock monolith known as the Citadel, 
  which seems to be the top of the pyramid, from which 
  the ‘Masters of Dullstrand’ run the town. Four identical 
  concourses run out from the Citadel, dividing the town 
  into four quarters. 
   
  Apart from the Citadel, the rest of the original 
  pyramid is buried into the surrounding land, but this has 
  produced a strange consequence in that most of the town 
  is below the level of the adjacent hills and dunes. Over 
  the years these hills have been built up to hide Dullstrand 
  from being spotted from the sea and today, if you are not 
  from the area, it is necessary for a pilot to enter the City. 
   
  To keep to this confidentiality for many years it was 
  against the law to build more than one story high and so a 
  lot of cellar-like structures exist below ground, but in 
  their majority these are only accessible to residents of 
  Dullstrand and off limits to out-of-towners. A few two-
  story buildings now exist, but these must have all their 
  top floor windows blacked out at all times, something 
  that is strictly enforced by the Dullstrand watch (and no 
  amount of bribes will change this). No lights are allowed 
  to shine at night that can be seen from the sea. Dullstrand 
  itself can barely be discerned in the daytime from 
  offshore, unless one actually enters the inlet (Dullstrand 
  Bay) to see around the artificial hills and carefully planted 
  brush and trees, built up over many decades by the local 
  people. 
   
  Non-humans are looked on with suspicion, though 
  this is starting to change, but halflings, especially, are still 
  treated as ‘second-class’ citizens, with a lot of them still in 
  indentured service to various merchants of the town. 
   
  It is a fairly busy town for the most parts, though 
  Dullstrand was heavily affected by the Greyhawk Wars 
  and is now struggling to recover its past prosperity. 
   
  There are a lot of merchants in Dullstrand, many of 
  them working on the wrong side of the law, although 
  they are careful not to break any of the town laws. 
   
  No formal charter of laws govern the town, though a 
  few straightforward, common-sense rules for the 
  handling of land ownership, the settling of disputes, and 
  public conduct have been written down and are generally 
  enforced. The town has no official jail; severe violations 
  are punished by death and minor violations by beatings 
  or, more often fines or some might say bribes. 
   
  The government is authoritarian but tolerably 
  corrupt, keeping its hands off all business in the town as 
  long as it receives the proper “fees” (bribery in Dullstrand 
  City is a long established tradition, not a crime). This 
  does raise the cost of doing business in the city, but the 
  wide-open atmosphere and lack of concern about using 
  the town for smuggling or piracy operations encourages 
  the business turnover. 
   
  Smugglers and buccaneers (pirates) are considered 
  to be honourable vocations in The Dullstrand and many 
  turned to these careers during the Greyhawk Wars 
  making a tremendous profit by transferring light goods 
  and personnel through the various blockades or preying 
  on the various ships that transported supplies or refugees. 
  This has led to a large merchant fleet and highly 
  experienced sailors. Some say it is because of this that 
  Dullstrand has managed to remain free and independent. 
   
  Most commoners in The Dullstrand only speak Flan 
  or Suloise, but merchants and inhabitants of Dullstrand 
  City also speak Common. 
  The Trouble with Trolls 
   
  Page 4 
  
   
  The Clans 
  There are 13 recognised human clans in The Dullstrand, 
  each having their own lands and militia. The clans are of 
  Flan, Suloise or mixed extraction; this depends on the age 
  of the clan, their circumstances or their location. 
  The clans have taxation and mineral rights in all the 
  lands they control. There are other families who are 
  vying to be elevated to clan status, but in doing so they 
  would replace another of the clans who would be 
  demoted to family status and lose all clan rights. 
   
  The Clans form their own factions and compete 
  against one another, be it faction-to-faction or clan-to-
  clan, inside or outside of the factions. 
   
  There are also opposing factions within each clan 
  who are always seeking to change the course of a clan. 
  Whatever a clan does, it is always motivated by what is 
  best for the clan and the clansmen, no matter who is 
  steering the course of the actions. 
   
  Each clan member will show their clan allegiance by 
  wearing their clan colours on their right upper arm. 
  Quite often this is accompanied by wearing a shoulder 
  patch with their clan emblem. 
   
  The Svetlow Clan 
  The smallest of all the Dullstrand Clans, this Suloise clan 
  now only numbers two score or so. The Svetlow is being 
  forced to re-consider his position as the next Clan Meet 
  in 595 CY will probably demote the clan back to family 
  status, their place being taken by one of the more 
  dynamic families. The Svetlow clan lands are located to 
  the south west of The Dullstrand, at the foot of the 
  Hestmark Highlands. 
   
  The Svetlow clan are desperate for new clan 
  members, and are willing to examine all solutions, 
  including that of adopting outsiders and even non-
  humans 
   
  They are excellent vintners, their primary export 
  being fine wines and fortified spirits, but The Svetlow is 
  concerned that this knowledge might be lost forever if 
  the clan loses its status. 
   
  The Svetlow colours are black and white with their 
  emblem being a rampant bear. 
   
  The Gatts Clan 
  The Gatts are a wild bunch, even by the mores of The 
  Dullstrand. A Flan tribe given to manners not much 
  different to orcs, the Gatts are trouble, with a habit of 
  drinking too much and enjoying a fight too readily. The 
  Gatts steading in Dullstrand City is always watched 
  closely by The Watch whenever there are clan members 
  present. 
   
  The clan lands are to be found in the northwest 
  foothills of the Hestmark Highlands. 
   
  The Gatts and the Induchine clans are fond of 
  ganging up and having a fistfight royal every time there 
  is another of them to wreck stuff. 
   
  Funnily enough, the only barbarians in Dullstrand 
  are Gatts. 
   
  For all their bad manners, the Gatts are known to be 
  excellent loggers, with an uncanny ability to treat wood 
  and bark in almost magical ways. Seeing the lack of wood 
  resources in the other clan lands, most of the Clans are 
  content to endure their anti-social ways than risk 
  alienating them. 
   
  The Gatt’s colours are blue and yellow with their 
  emblem being a rampant mountain goat. 
   
  Introduction 
  Once the players are settle and you have answered any 
  initial questions they might have read or paraphrase the 
  following: 
   
  l
   
  You have been searching Dullstrand City for work all 
  day and so far nothing has come up. Final y you turn 
  to Castigar’s Inn where all the foreigners meet. 
  Perhaps you can get a job as a caravan guard through 
  to Sunndi now that trade has been re-established. 
  Maybe you might hear some rumours about lost 
  treasure or a dungeon to be explored; Inns seem to be 
  the place to find this sort of information. 
  Seated at table you look around the main bar and 
  at your companions seated with you and you wonder 
  how on earth you managed to end up with such a 
  motley crew. 
   
  This is a good time for the players to introduce 
  themselves. Point out that in Dullstrand City, light 
  armour and one-handed weapons are tolerated, bows 
  must be unstrung and crossbows have a trigger guard. If 
  they insist on anything more and they might have them 
  confiscated by the Watch. 
   
  After they have done the introductions read the 
  following: 
   
  The Inn is calm tonight, almost no one in here, then 
  again, this being a merchant’s inn, it is very often 
  peaceful. No merchants have approached you with 
  offers of work and not a shady figure to be seen in a 
  dark corner. Perhaps a change of scenery might be on 
  the cards. 
   
  Anyone with Knowledge (local) (Splintered Sun) can 
  make a DC 5 check to remember that ‘The Welcome Inn’ 
  or ‘The Sea Eagle’ in the Port quadrant just south of here 
  The Trouble with Trolls 
   
  Page 5 
  
  offer much more interesting entertainment as long as 
  you are willing to meet the price. Otherwise asking at the 
  bar, or making a DC 10 Gather Information check will 
  reveal the information. 
   
  No matter what the players decide, once they have 
  reached their decision, have them make a DC 15 Listen 
  Check. 
   
  Those who make it hear the following: 
   
  Voices are raised outside in what sounds like a heated 
  argument, definitely at least one female voice and a 
  few male voices. 
   
  Give the players a few rounds to react. 
   
  If they go to the door and open it read the following: 
   
  Encounter 1: 
  Clan Rivalries 
  This 
  encounter 
  follows 
  directly 
  on 
  from 
  the 
  introduction. 
   
  i
  A young woman and an elderly man seem to be in an 
  argument with three youths. The youths are pushing 
  the man around and laughing; they sound drunk and 
  have heavy accents. 
   
  The Gatts and Svetlow clans have always had an intense 
  rivalry, the origins of which go back in history. 
  Whenever members of these two clans meet it quite 
  often turns to a fight or more. 
   
  Three Gatts loggers in town to enjoy themselves, i.e. 
  get into as many fights as possible, have come across 
  Antonin Svetlow the clan Svetlow factotum and his 
  daughter Marla on their way back from meeting Kijirg 
  Retnev at his warehouse on the docks. Being drunk, 
  seeing that no one was around and because of the bad 
  blood between their clans, they decided to have some fun 
  with Antonin and Marla. 
   
  Anyone looking at the scene can attempt a  DC 20 
  (DC 15 for characters with darkvision) Spot check 
  because of the poor light. Those who make the rolls can 
  have the following information: 
   
  All the young men have a shoulder patch of a rampant 
  mountain goat on their coats; they also have scarves 
  tied around their right upper arm. 
   
  Characters using normal vision or low-light vision can 
  see that the scarves are blue and yellow. Remember that 
  characters with darkvision are unable to distinguish 
  colours. 
   
  If asked, the elderly man and the young woman have 
  a shoulder patch as well, that of a rampant bear and they 
  have a black and white scarf tied on their right upper 
  arms. 
   
  Anyone making a DC 15 Knowledge (Splintered 
  Sun) check knows that all of the various clans in The 
  Dullstrand display their allegiance this way. A DC 15 
  Knowledge (nobility and royalty) check, DC 20 
  Knowledge (Splintered Sun) check or DC 20 Bardic Lore 
  check will give them the clan names. The blue and 
  yellow with a rampant mountain goat is the Gatts clan 
  while the black and white with rampant bear is the 
  Svetlow clan. 
   
  A DC 15 Knowledge (Splintered Sun) or DC 25 
  Bardic Lore check will give the PC the clan information 
  on the Svetlow and Gatts as presented in the adventure 
  background. 
   
  If the players discover the clan information, anyone 
  making a DC 15 Knowledge (Splintered Sun) or DC 20 
  Bardic Lore check will know that the Gatts and Svetlow 
  clans do not like each other. 
   
  If no one made the Listen check about thirty 
  seconds later the following happens: 
   
  A female scream rents the air; it comes from just 
  outside the Inn. It is quickly cut off. 
   
  For anyone outside they see as follows: 
   
  One of the youths pins the elderly man from behind; 
  another grabs the young woman while leering at her. 
  The third youth steps forward, punches the man n 
  the stomach and he folds over. The young woman 
  screams and is silenced by a hand over the mouth, she 
  begins to struggle. 
   
  If none of the players intervene, then Antonin Svetlow 
  will be found dead in the morning and Marla’s body will 
  be washed ashore a few days later, badly bruised and her 
  clothing almost ripped from her body. 
   
  The adventure ends here for the players; note that 
  good characters should intervene and if they do not they 
  are in breach of alignment. 
   
  The Gatts can either be fought or they can be 
  intimidated or talked into leaving. 
   
  The adventurers can put on a show of force (+1 to 
  intimidate rolls per character outnumbering the Gatts). It 
  will take a DC 20 + APL Intimidate check to scare off the 
  Gatts. Adventurers may also attempt to calm down the 
  Gatts, but this will take a DC23 + APL Diplomacy check 
  to do so. 
   
  Only one character may attempt either an Intimidate 
  check or a Diplomacy check after which the Gatts will no 
  longer be receptive to any sort of form of parlay. 
  The Trouble with Trolls 
   
  Page 6 
  
  Music or dancing will infuriate the Gatts even more 
  and they will turn on the adventurers doing so. 
   
  APL 2 (EL 3) 
  �Gatts Clansmen (3) hp: 14 each (see Appendix One) 
   
  APL 4 (EL 5) 
  �Gatts Clansmen (3) hp: 23 each (see Appendix Two) 
   
  APL 6 (EL 7) 
  �Gatts Clansmen (3) hp: 41 each (see Appendix Three) 
   
  APL 8 (EL 9) 
  �Gatts Clansmen (3) hp: 59 each (see Appendix Four) 
   
  Tactics: The Gatts much prefer to use their fists in a fight, 
  attempting to pummel their opponents unconscious. As 
  they all have the Improved Unarmed Strike feat, they do 
  not provoke an attack of opportunity and may deal lethal 
  damage with their fists. At higher APLs, the Gatts will 
  attempt to trip their opponents first. 
   
  The Gatts will begin by doing nonlethal damage and 
  will not use their weapons unless lethal damage with 
  weapons or spells is done to them. If improvised weapons 
  such as chairs, tables or beer mugs are used the Gatts 
  will not use their weapons; it is all part of the fight. If any 
  one of Gatts is killed, then the others will fight until 
  death trying to kill as many adventurers as possible. 
  (See page 146 of the Player’s Handbook for the nonlethal 
  damage rules) 
  The Gatts will fight until all of them are put out of 
  action or none of the opponents are left standing. 
  Antonin and Marla will take this opportunity to take 
  refuge in Castigar’s Inn where they will wait until they 
  feel it is safe to go home or until found by the 
  adventurers. 
   
  If the Gatts win, they will walk away from the area 
  after having taken the purses of anyone unconscious (The 
  character loses 10% of their total money). If any of the 
  Gatts have been killed, they will make sure everyone is 
  dead. 
   
  Treasure: The adventurers will not have time to loot 
  the bodies, but they can take the coin pouches and the 
  weapons of the Gatts. 
  APL 2: Loot - 8gp; Coin - 8gp 
  APL 4: Loot - 8gp; Coin - 10gp 
  APL 6: Loot - 187gp; Coin - 12gp 
  APL 8: Loot - 306gp; Coin - 14gp 
   
  If the adventurers were knocked out they will be 
  awakened by Antonin and Marla and thanked, even 
  though they lost. Antonin is so desperate he will offer the 
  job to the adventurers, even though he will comment 
  about not being sure if it is the right decision after their 
  performance against the Gatts. 
   
  There will be a problem for the characters if they 
  have used lethal damage on the Gatts. If they injured, but 
  did not kill any Gatts, there will be a demand of a Blood 
  Price from the Gatts Clan, this will be one of 100gp * APL 
  per character. A character may refuse to pay in which 
  case a Blood feud against that character begins. 
   
  If any of the Gatts were killed and there were 
  survivors amongst the Gatts, a Blood feud will be 
  declared against all the characters. Also, Antonin will 
  become unfriendly towards the characters and it will take 
  a DC15 + APL Diplomacy check for him to ask for help. 
   
  If the Diplomacy check fails then Antonin will walk 
  off with Marla. 
   
  If Antonin is killed or does not ask for help, the 
  adventure is over. 
   
  Encounter 2: 
  A Clan In Need 
  Antonin and Marla are very grateful for being saved, but 
  if the adventurers killed any of the Gatts he will tell them 
  the following: 
   
  “The Gatts will not be pleased with you killing 
  members of their clan, I suggest that you leave 
  Dullstrand City for a while and lay low. You do not 
  wish to be on the receiving end of a clan Blood Feud. 
  You must leave quickly, before the Watch arrive; they 
  will arrest you for the killings. I might have just the 
  thing for you, why not come to Svetlow Residence 
  and I will outline the details.” 
   
  If asked about the Blood Feud, Antonin replies that it 
  means that all members of the Gatts clan are duty bound 
  to try to kill you. This may only be lifted by decree of The 
  Gatts himself and normally for doing a great favour for 
  the Gatts clan. 
   
  Anyone wishing to wait around for the watch can do, 
  they will be arrested and taken to the Watch house. At 
  the Watch house they will be sentenced to death by 
  drowning for murder, this is commutable by a ‘fine’ of 
  APL x 250 gp per person killed (so the adventurers may 
  put their money together) and they will have a Blood 
  Feud declared against them by the Gatts. 
   
  Anyone not paying the fine will be taken out and 
  executed the next day, and the body left to be eaten by 
  the marine life, so it can be recovered for raising if ever. 
   
  For anyone arrested by the watch the adventure is 
  over. 
   
  Otherwise Antonin will thank the adventurers 
  profusely. 
  The Trouble with Trolls 
   
  Page 7 
  
   
  “Thank you, thank all of you; the Gatts are getting 
  much bolder these days: Ah, for the days of my youth 
  when it was much easier for me to fight back.” 
   
  The elderly man looks you over and then speaks 
  again. 
   
  t
  i
  l
   
   
   
   
   
  “You must leave quickly before the Watch arrive, 
  they do not like brawling on the streets. 
   
  You have helped me tonight; perhaps you might 
  be interested in helping my clan? Would you be at all 
  interested in coming with me to Svetlow Residence 
  so I may outline the details?” 
   
  �Antonin Svetlow: Ari5 
  �Marla Svetlow: Rog1 
   
  Antonin Svetlow is a man in his late 50s, he looks elderly, 
  but he carries himself well. He is of pure Suloise 
  extraction, with grey hair and blue eyes and about 5 ft. 9 
  in. tall. He is well dressed, but on closer examination it 
  can be seen that his clothes have seen better days being 
  frayed at the edges and patched in some places. Antonin 
  has been the Svetlow factotum for almost 30 years as no 
  one else has ever wanted the job. Antonin is in charge of 
  selling the produce of the Svetlows and has certainly 
  helped a lot with the clan finances. 
   
  Marla Svetlow is Antonin’s daughter; she was born 
  in Dullstrand and very rarely goes back to Svetlow town. 
  She is in her early 20s, of pure Suloise extraction and, 
  should anyone ask, is moderately pretty. Marla takes care 
  of the daily tasks around the Svetlow residence but also 
  helps her father when it comes to gathering information 
  and finding out about the latest rumours in the town. 
  Marla does carry a dagger, but is loath to use it. 
   
  If the adventurers do not wish to follow Antonin 
  and Marla the adventure ends here. 
   
  For those that follow, they are lead across the town 
  into the business quarter where they are shown to the 
  Svetlow Town residence. It is obvious that the residence 
  is badly in need of repair. Inside the furniture is of a solid 
  manufacture, but again looking rather worn and old. 
   
  Antonin motions for you to sit down and asks Marla 
  to bring in some ligh  refreshments. 
   
  “Please, consider yourselves guests of this house. 
  Once again, thank you for sav ng my daughter and I 
  from the Gatts, it is not easy for us in Dullstrand City 
  as we are the sole representatives of our clan.” 
   
  Marla returns with a coup e of bottles of wine, 
  one red, one white and pours a glass for those who 
  wish. 
   
  “Allow us to offer you a glass of wine in 
  friendship.” With that Antonin raises a glass of the 
  red wine, while Marla raises a glass of white and they 
  look at you expectantly.” 
   
  Allow characters to make a DC 15 Knowledge (Splintered 
  Sun) check or Bardic Lore DC 20 check respectively to 
  know that the Svetlows are waiting for you to raise your 
  glasses and drink with them. In doing so, all agree to do 
  no harm to those drinking over the next 24 hours. This is 
  a general custom amongst all the clans. 
   
  If anyone asks, Antonin will explain the custom; he 
  is used to doing this after all his dealings with foreigners. 
   
  For those that drink, the wine is excellent, the white 
  coming close to some of the best elven wines, while 
  the red is light and fruity with no aftertaste, both 
  Antonin and Marla drink with you. 
   
  Antonin continues: 
  “I do not have much time, so I will get straight to
  business. The Svetlow clan has always had problems 
  with raiding trolls, but nothing that the clan warriors 
  could not handle. The problem is that in the last 
  couple of months, though, the raids have increased in 
  number and in size. I have been asked by the Svetlow 
  to seek help in Dullstrand, unfortunately the Masters 
  of this place are not interested. Now I would like to 
  ask you if you are willing to help us.” 
  Antonin holds up his hand to stop any questions. 
  “I can understand that you might be reluctant, for 
  they are many and you are few, but what we are 
  looking for is information that we may present to the 
  Masters and that they will act upon. From what I have 
  been told a frontal attack upon these creatures would 
  be certain death. The clan is not asking for you to 
  sacrifice yourself needlessly, indeed it is certainly not 
  our custom to do so; all we are asking of you is to 
  discover why the raids have increased, and if there is 
  a way to reduce then back to normal. 
  We are prepared to offer you what we can, I must 
  admit that it is not much, but it is all we can afford. 
   
  If he is asked about the reward, Antonin mentions a 
  certain sum of money (APL x 75 gp) for each PC, as well 
  as an offer of a couple of crates of wine. He also offers 
  them board and lodgings in Dullstrand (1 TU’s free 
  Standard Upkeep) for the duration of this module. 
   
  If the adventurers do not wish to help the Svetlows 
  the adventure ends here. 
   
  If the adventurers agree to help the Svetlows, 
  Antonin offers them a roof and food for the night; 
  otherwise they will all meet at the northwestern gate 
  about mid-morning. Antonin tells them that the journey 
  will take about a day and a half so to be prepared to spend 
  a night under the stars. By meeting at mid-morning the 
  The Trouble with Trolls 
   
  Page 8 
  
  next day, this will give them time to purchase what they 
  need. 
   
  Encounter 3: 
  The Journey South 
  The next day Antonin and Marla close up the residence 
  and meet the adventurers at the northwestern gate. 
  Leading the adventurers, they head northwest first, 
  parallel to the Choke River until they reach the ferry over 
  the river. Once they have crossed, they head southwest 
  on the coastal road. 
   
  On the way, Antonin, if asked, will fill them in with 
  the Svetlow and Gatts information presented in the 
  background to the scenario. 
   
  The land the group travels through is at first quite 
  flat once you are out of the hills surrounding Dullstrand 
  City. In the distance can be seen the Hestmark 
  Highlands. There is an almost constant sea breeze 
  blowing in from the ocean. There are a lot of small 
  streams and rivulets running down from the Highlands, 
  but not that many standing concentrations of water. 
   
  The road the group is on is well travelled, though at 
  the moment there does not seem to be that many people. 
  They do cross a few merchants heading towards 
  Dullstrand City to sell their wares. 
  As the day goes on the group gets closer to the Highlands 
  until they are at the foot of the foothills, which are 
  mostly limestone hills with scrubby vegetation, though 
  with low-growing forests in sheltered areas. 
   
  As the sun begins to set, Antonin mentions that they 
  should start to look for a campsite and soon they discover 
  what looks like a semi-permanent campsite by the edge 
  of the road, with a reasonable water supply. The terrain 
  around is flat with scrub grass and a few bushes. 
   
  The group can settle down here for what seems like a 
  quiet night, except the local nighttime denizens do not 
  agree. 
   
  About 2-3 am the camp is visited some of the local 
  wildlife looking for food. 
   
  APL 2 (EL 1) 
  �Wild Dogs (3) hp: 6 each; see Appendix One. 
   
  APL 4 (EL 3) 
  �Dire Wolf (1) hp: 45; see Appendix Two 
   
  APL 6 (EL 5) 
  �Dire Wolves (2) hp: 45 each; see Appendix Three 
   
  APL 8 (EL 7) 
  �Dire Wolves (4) hp: 45 each; see Appendix Four 
   
  Tactics: The animals are very hungry; they are used to 
  being offered food by travellers and have come to the 
  camp in search of nourishment. Anyone making a DC 15 
  Knowledge (Splintered Sun) will know that this is the 
  custom as these animals are valued when it comes to 
  advance warning of monsters. Offering them food will 
  calm them down slightly though each medium sized 
  creature requires a whole day’s food while the large 
  creatures require the equivalent of 3 medium creatures. 
   
  The food from the create food and water spell will 
  work. 
   
  Once the animals have eaten their fill they will leave, 
  but they will allow themselves to be scratched and 
  stroked. 
   
  If food is not offered, the animals will attack, first 
  going for the pack animals and/or horses and then the 
  group. The will continue to attack until over half their 
  number or 2/3 their hit points have gone and then they 
  will flee. 
   
  Dire Wolves: Dire wolves are mottled gray or black, 
  about 9 feet long and weighing some 800 pounds. They 
  prefer to attack in packs, surrounding and flanking a foe 
  when they can. The dire wolves will use their trip attack 
  and they will all concentrate on anyone who is tripped. 
   
  Treasure: none 
   
  After the PCs have dealt with their “guests” proceed to 
  Encounter 4. 
   
  Encounter 4: 
  Svetlow Town 
  After the events of the previous evening, the rest of the 
  journey to Svetlow Town is uneventful, and they arrive 
  late afternoon. 
   
  In the wan ng light you arrive at a small walled 
  village. As you enter through the wooden gates you 
  notice that everyone is looking at you with curiosity. 
  i
  .
   
  t
   
  i
   
  There are not many people around and you can 
  see only a couple of children  The village is starting to
  look run-down and in need of repair, but what 
  weapons you do see are all in excellen  condition and 
  the bearers look as if they know how to use them. 
   
  Anton n leads you towards the village’s central 
  square and to a large building which does not look as 
  run-down as the others. The Svetlow factotum knocks 
  on the door and waits. A female voice is heard from 
  inside, speaking in Suloise. 
   
  Anyone who speaks Suloise can understand that it is an 
  invitation to enter. 
   
  The Trouble with Trolls 
   
  Page 9 
  
  Antonin opens the door and motions for you to enter. 
   
  i
  t
  l
  i
  “The Svetlow says that he will see you now.” 
   
  Anyone who looks around will see that the clan is pure 
  Suloise. A few of the houses look empty and most of the 
  people seem to be your basic commoners. 
   
  On entering the house you are greeted by a middle-
  aged woman who motions for you to follow her down 
  a small corridor. She turns to Antonin and says 
  something in Suloise; Anton n looks back at her and 
  replies in the same language, the woman seems 
  sligh ly upset. 
   
  The woman, Irna, is the Svetlow’s wife and head of 
  household. She is asking Antonin if there is anyone else 
  and when he replies that there is not, her face dropped. 
   
  The woman leads you down the corridor to another 
  door where she knocks and says something. 
   
  Irna says “My lord there are foreigners to see you, 
  Antonin is with them.” The Svetlow will ask Irna to show 
  them in and to prepare food and drink. 
   
  On hearing the reply, the woman opens the door 
  wide and ushers you in. It is a comfortable room, with 
  seats scattered around a low central table. Seated in a 
  comfortable armchair an elderly man is smoking on a 
  curved pipe, he motions for you to sit down and 
  speaks in a heavy accent. 
   
  “Please, please sit down, make yourselves 
  comfortable. Irna, drinks for our guests, wine all 
  around.” 
   
  Also in the room is a younger man, dressed in 
  light eather clothes, with the look of an outdoorsman 
  about him. 
   
  The elderly man is The Svetlow, head of the Svetlow 
  Clan, while the younger man is his son, Segaï, who is also 
  the head of the town defenders. 
  Once the group is settled in, Irna comes back with glasses 
  for everyone and proceeds to pour a glass of red or white 
  for everyone and leaves, taking Marla with her. 
   
  The elderly man takes his glass and raises it; the 
  younger man and Antonin im tate him. 
   
  “Allow me to offer you a glass of wine in 
  friendship.” 
   
  If anyone does not drink the Svetlow and his son will 
  ignore them during the meeting, if they ask a question, 
  the two men will make a point of turning away. 
   
  The Svetlow will introduce his son and tell the 
  group who he is. Then he will ask if Antonin has told 
  them about the situation. 
   
  �The Svetlow: male human Ari10 
  �Segaï: male human Rgr8 
   
  The Svetlow will them open the floor to any questions. 
   
  Where are the trolls? 
  “Up in the hills towards the north west, but we are not 
  exactly sure, this is why we need your help. Keep to the 
  high paths as they are narrower and it is difficult for the 
  trolls to negotiate them.” 
   
  Why do you not scout yourself? 
  “My son and his assistant are the only two seasoned 
  warriors left in the clan, I can not permit that they leave 
  the village with no protection.” 
   
  What damage have the trolls done? 
  “They have ripped up vines and stolen or killed cattle. 
  One of our farmers came very close to being killed, but 
  managed to get away as they destroyed his small farm and 
  stole all the food there.” 
   
  How many trolls are there? 
  “We have no idea, but a group of 6 was spotted not far 
  from here last week. This is a huge difference from the 
  lone ones that used to raid us, we need to know 
  numbers.” 
   
  What do you want from us? 
  “To find out where the Trolls are; how many there are, if 
  possible why they have increased their attacks on us and 
  if there is a way to reduce the threat they now present. If 
  you should find a method to reduce the number of 
  attacks please do not hesitate to take it. The important 
  thing is that you bring back as much information as 
  possible and do not needlessly get yourselves killed.” 
   
  What is in it for us? 
  “We are a small and poor clan, so all I can offer each of 
  you two cases of wine, food and lodgings while you are 
  here and a small reward of (APL x 75) gold each.” (If 
  asked this question, the Svetlow will look at the character 
  that asked with a slight look of contempt in his face 
  before answering). 
   
  One point that will be stressed throughout the 
  meeting, especially by Segaï is that the trolls are 
  dangerous and from the tracks found, numerous. They do 
  want the group to avoid combat as much as possible; the 
  last thing they want is to draw even more attention to the 
  village and get the group killed. 
  The Trouble with Trolls 
   
  Page 10 
  
   
  The characters are free to accept or not. Should they 
  refuse then the Svetlow will thank them for coming and 
  offer them lodgings in one of the empty houses until 
  they leave in the morning. If by morning, the characters 
  have not changed their minds, the adventure ends for 
  them as they return to Dullstrand. 
   
  If the characters accept, The Svetlow is very pleased 
  and invites the characters to spend the night under his 
  roof as his guests. The evening meal is pleasant and the 
  beds comfortable. 
   
  Next morning proceed to Encounter 5. 
   
  Encounter 5: 
  The Trouble with Trolls… 
  In the morning, Segaï will point them in the general 
  direction of where the trolls were last seen and again 
  repeat the warning to be careful and not take on the trolls 
  head on. 
   
  Heading northwest the characters can attempt a 
  Track check if they wish, but the tracks are very easy to 
  find. A DC 13 + APL Survival check will reveal the 
  number of trolls which will be APL + 2. 
   
  The tracks will lead up into the highlands and after a 
  half day’s walk they lead into the valley floor of what 
  looks like a dried out riverbed. 
   
  As the tracks continue on, the sides of the valley 
  begin to get steeper and anyone looking will see a small 
  narrow path climbing up the left side towards the top 
  ridge. It is obvious that this path is rarely used and just 
  wide enough for medium size characters. 
   
  Either going up the path, or following the riverbed 
  will lead to the same place, though hiding is much easier 
  from the top of the ridge as is looking into the camp. 
   
  The path runs along the top ridge of the valley, 
  hiding them from view of anyone in the valley. 
  After almost a day’s travel they come upon the Trolls’ 
  residence. 
   
  The Troll Camp (EL lots) 
   
  All APLs 
  �Trolls  (var.): hp 63; see the Monster Manual, p247. 
  �Shamen (1): hp 132; see relevant Appendix 
   
  APL 6 – 8 
  �Acolytes (2): hp 69; see relevant Appendix 
   
  Placed in the bend of the valley where it widens slightly, 
  is a collection of large shabby huts. In the valley wall 
  behind the huts can be seen a cave. Moving around the 
  camp are medium size and large humanoids. 
   
  A small waterfall comes out of the cliff side and 
  gathers in a pool by the cave. 
   
  Scouting out the camp will reveal the following: 
  • 
  There are 8 huts that can be seen on the old riverbed. 
  • 
  All the huts are new and they seem to still be settling 
  in 
  • 
  There are 5 x APL trolls that can be seen in the camp 
  • 
  There is a well-worn track leading away from the 
  opposite side of the camp, obviously recently 
  travelled. 
  • 
  The camp is about 150 ft. long by 50 ft. wide. 
   
  As the characters look over the camp read the following: 
   
  From the cave emerges one of the smallest adult trolls 
  you have ever seen. It is dressed in shabby robes and 
  has what looks like necklaces of teeth around its 
  neck. The other trolls seem to be afraid of it and go 
  out of their way to avoid it. It is flanked by two very 
  large trolls who seem to be escorting it. 
   
  At APL 6 and 8 add: 
   
  Behind the escort are two others dressed in robes that 
  are also following it around. 
   
  This is the reason that the trolls are so organised, they are 
  lead by a female shaman who has managed to control the 
  others using her spells to frighten them. At APLs 6 and 8 
  she has two acolytes studying under her. It is not at all 
  obvious that the shaman is female, though a DC 20 
  Survival check of anyone managing to get a close-up look 
  (spyglass, scrying or other method) will reveal her sex. 
   
  The shaman has two troll bodyguards with her all 
  the time. 
   
  The Shaman has cast resist energy (fire) and resist 
  energy (acid) on herself just before exiting the cave and 
  resist energy (fire) on her bodyguards. Make this obvious 
  by the shaman lighting a fire and walking through it to 
  prove her superiority to the other trolls. 
   
  Make it obvious to anyone looking at the camp that 
  it would be a folly to attack the place, but if they insist, 
  hopefully someone might escape to tell the tale. 
   
  The adventurers can either decide to attack the 
  camp, return to Svetlow village with what information 
  they have or follow the track beyond the camp. 
   
  If they attack the village the adventure will likely 
  end as the group is torn to pieces.  
   
  Returning to the village ends the adventure, go to 
  the Conclusion. If the PCs elect to follow the trail 
  proceed to Encounter 6. 
   
  The Trouble with Trolls 
   
  Page 11 
  
  Encounter 6: 
  The Old Camp 
  Following the track beyond the troll camp leads further 
  into the Hestmark Highlands and the sun is beginning to 
  set. If the group came up to the camp using the valley 
  floor, they will have almost half a day’s hike back to the 
  path climbing up to the ridge top as there is no obvious 
  way to sneak through the troll camp. 
   
  The adventurers will have to set up camp for the 
  night, unless they actually provoke the trolls they will 
  not be disturbed. 
   
  The next day they can follow the track at the bottom 
  of the valley from the top of the ridge. 
   
  About midday the path begins to drop down back 
  into the valley and they soon find themselves on the 
  valley floor on the track. 
   
  The valley soon runs into another forming a T-
  junction. 
   
  As you get to a T-junction, you can see that the walls 
  of the left passage are very unstable; indeed it seems 
  that even the slightest noise would bring down the 
  walls. The track that you have been following leads 
  off to the right. 
   
  Actually, it would take area effect damage dealing spell of 
  some other method to bring the walls down, forming a 
  dam across the left passage. 
   
  If the adventurers go left, they will walk for another 
  day before finally emerging from the Highlands. They 
  find themselves below Svetlow town near the coastal 
  road. 
   
  If the adventurers follow the track to the right, after 
  another 4 to 5 hours walk they will come across an 
  abandoned village of 10 huts, again shabbily built, but 
  much older and the structures seem more permanent. 
  Again a cave is to be found in the cliff face behind the 
  village, but unlike the rest of the place this is not 
  uninhabited, as since the trolls have left, it has acquired 
  some new inhabitants. They have made the cave their 
  home and are rather upset at being disturbed. If anyone 
  should approach the cave then they will be attacked. 
   
  APL 2 (EL 3) 
  �Ankheg (1): hp 28; see Appendix One 
   
  APL 4 (EL 5) 
  �Ankheg (2): hp 28; see Appendix Two 
   
  APL 6 (EL 7) 
  �Bulette (1): hp 94; see Appendix Three 
   
  APL 8 (EL 9) 
  �Bulette Advanced (1): hp 165; see Appendix Four 
   
  Tactics: The ankhegs will have a surprise round on the 
  adventurers, while the bulette will announce its presence 
  first as its crest breaks the ground before the attack. The 
  Ankhegs will not go for a grab in the surprise round. 
   
  Ankheg Tactics: The ankheg is a burrowing 
  monster with a taste for fresh meat. An ankheg has six 
  legs, and some specimens are yellow rather than brown. 
  It is about 10 feet long and weighs about 800 pounds. An 
  ankheg burrows with legs and mandibles. A burrowing 
  ankheg usually does not make a usable tunnel, but can 
  construct a tunnel; it burrows at half speed when it does 
  so.  
   
  An ankheg usually lies 5 to 10 feet below the surface 
  until its antennae detect the approach of prey. It then 
  burrows up to attack. (Treat this as a charge, even though 
  the ankheg does not need to move 10 feet before 
  attacking.) 
   
  Bulette Tactics: Also known as the landshark, the 
  bulette is a terrifying predator that lives only to eat. A 
  bulette attacks anything it regards as edible, choosing the 
  easiest or closest prey first. The only creatures it refuses 
  to eat are elves (and it dislikes the taste of dwarves). 
  When burrowing underground, a landshark relies on its 
  tremorsense ability to detect prey. When it senses 
  something edible (that is, senses movement), it breaks to 
  the surface, crest first, and begins its attack. 
   
  Treasure: None 
   
  Once the fight is over the group can search the cave and 
  at the back they will find the tunnel up through which 
  the monsters entered the cave. Scattered around the hole 
  are various rocks and earth. PCs can attempt a DC 15 
  (Dwarves can add their +2 for Stonecunning) Appraise 
  check or DC 15 Craft (mining) check to recognise that 
  some of the rocks are made of a different material which 
  turns out to be cold iron, enough to make a few weapons 
  perhaps? 
   
  The back of the cave also contains the remains of the 
  troll shamen’s old living quarters; some ragged blankets, a 
  straw bedding and a few rotten garments are all that are 
  left here. At APL 4 and above a DC 21 + APL Search 
  check will reveal that a small wand was left here by the 
  Shaman. It is a wand of resist energy and has 28 charges 
  left on it. An identify or analyze dweomer spell will 
  reveal the spell contained in the wand and that it is spell 
  triggered. 
   
  Treasure: The following treasure is available: 
  APL 2: Cold Iron (15 gp) (see AR) 
  The Trouble with Trolls 
   
  Page 12 
  
  APL 4-8: Cold Iron (15 gp) (see AR); wand of resist 
  energy (210 gp) 
   
  After clearing out the old camp the adventurers can start 
  to look around. It soon becomes obvious that the camp 
  was abandoned because the water supply seems to have 
  dried up. Anyone making a DC 15 + APL Survival check 
  can see that there used to be a small stream running 
  alongside the camp, but this looks as if it has dried up. 
  The camp seems to have been abandoned about a month-
  month and a half ago. 
   
  If the group decide to follow the river upstream, 
  they come to a cliff face, which seems to be dripping with 
  water. There is no place else to go, either up or back to 
  the camp. 
   
  Encounter 7: 
  Damn a Dam 
  If the group decides to climb the cliff face, it is 30 ft. high 
  and requires 4 Climb checks for base speed 30 ft. 
  characters and 6 for base speed 20 ft. characters; to 
  succeed PCs must make a DC 20 Climb check. Characters 
  can try to move at normal speed, thus reducing the 
  number of checks to 2 and 3 respectively, but the DC 
  becomes 25. 
   
  Once the top is reached, it is easy to find an anchor 
  point for a rope which can be dropped over the edge to 
  allow others to climb up, meaning subsequent PCs only 
  need to make a DC 10 Climb check to scale the cliff. 
   
  At the top is a small plateau on which is a small pool 
  of water and trickling into is a very small stream. On 
  closer examination it is obvious that the whole plateau 
  used to be covered with water and that the stream was 
  much larger. 
   
  It is possible to climb up the slope of streambed, 
  which leads further into the hills in a small valley. 
   
  After about a 10 minutes walk, the adventurers come 
  to a wall of rubble, sticks and mud. Looking at the side of 
  the valley, it is obvious that there was a landslide. If 
  someone asks, it is obvious that the slide occurred on 
  both side of the valley, not just one. If anyone should 
  climb up to check out the start point of the slide they will 
  find a broken wooden pole. 
   
  The wall looks pretty solid and about 10 ft high. It is 
  possible to climb up it with a successful DC 15 Climb 
  check, although it with a DC 5 Climb check the PC can 
  climb up around the sides of the wall. Anyone climbing 
  the wall can feel that it does move slightly. 
   
  Behind the wall is a small lake of water. There is 
  space to walk around the lake; it is about 100 ft. long and 
  15 ft. wide at its largest point. At a point almost opposite 
  the wall, a stream runs into the lake. Near this, the lake 
  has overflowed and now runs down into a crack in the 
  hillside. 
   
  Anyone looking into the water can make a DC 20 
  Spot check to notice a glint of metal at the bottom of the 
  lake (the water is very clear). 
   
  Someone will have to swim down to the bottom to 
  collect the item. On bringing it up, it is found to be a 
  silver chain on which is a pendant of a grey toad. A 
  successful DC 15 Knowledge (religion) check reveals that 
  this is the holy symbol of Wastri. 
   
  Now the adventurers are faced with the problem of 
  the dam. It is possible to collapse it, but doing so could be 
  dangerous. Anyone making a DC 20 Knowledge 
  (architecture and engineering) check or Dc 20 Craft 
  (mining) check (Dwarves can add their +2 for 
  Stonecunning) is able to find the weak spots and know 
  how to collapse the dam without endangering the group. 
  Without the above skills it takes a DC 20 Search check to 
  find the weak spots, followed by an DC 20 Intelligence 
  check (the Intelligence check may be made by another 
  character after having the weak spots pointed out), to 
  know how to use them. This way using a lot of rope it is 
  possible to pull down the whole wall (the group will need 
  at least 4 ropes and each person must succeed on a DC 15 
  Strength check to pull out their key stone). Pulling the 
  stones out one by one will not work as the wall will shift 
  and settle. 
   
  Otherwise, if the group takes time they can try to 
  clear the wall from the top down. 
  If characters say that they are clearing away the dam, 
  tell them that they will spend about half of their time on 
  the dam and that it will take about 10 hours minus an 
  hour per extra character working on it (so a minimum of 
  5 hours). 
   
  The problem with this method is that is weakens the 
  wall progressively and after 1d4 hours it will burst 
  without warning. Anyone checking out the dam will, 
  with a DC 15 + APL Spot check, be able to spot the leaks 
  happening. Alternatively a DC 15 + AP Listen check 
  indicates the PChears the wall starting to go. 
   
  If anyone is on the dam when it bursts they will be 
  in trouble. If anyone is foolish enough to be below the 
  dam when it bursts will be in really big trouble. For each 
  character who said they were working on the dam there 
  is a 50% chance they will have been on it when it burst. 
   
  All APLs (EL 3) 
  �Burst dam: CR 3; mechanical; touch trigger (see 
  above); no reset; DC 14 + APL Reflex save avoids (+2 to 
  DC if standing in front); Atk +5 (2d6, debris); Multiple 
  targets (those on or in front of the dam); Search see 
  above; Disable Device see above. 
   
  The Trouble with Trolls 
   
  Page 13 
  
  A successful Reflex save means that the character has 
  managed to throw himself out of the way, otherwise they 
  are swept away by the water and may take damage from 
  the debris in the water. 
   
  Anyone swept away has a big chance of going over 
  the edge of the plateau, but they can make a DC 12 + APL 
  Dexterity check to manage to grab hold of a projecting 
  rock. They then have to make a DC 12 + APL Strength 
  check to hold on until the flood is over. 
   
  Anyone swept over the edge will take 2d6 points of 
  damage when they land at the bottom of the new 
  waterfall. 
   
  Once the dam is cleared the water will start to flow 
  past the old troll camp again so it will once again have a 
  water supply. 
   
  Now there is the other problem, of moving the trolls 
  back to their old camp. This is not too much of a problem 
  if the adventurers think of it. If they go back to the T-
  junction they can bring down enough rocks and debris to 
  block the riverbed. This will have an effect of diverting 
  the river through the new troll camp and flooding it 
  slightly. The trolls will come to investigate and find that 
  there is water in their old camp again and so move back. 
   
  How the adventurers bring down the walls is their 
  problem. 10 points of normal damage is enough to bring 
  down each wall, but they have a hardness of 10. 
  Otherwise hooking a grapple in the rocks and pulling 
  will do, but it takes a DC 25 Strength check to succeed 
  and there is a risk of falling stones and it must be done 
  for each side of the valley. Only characters standing 
  directly underneath the rocks will risk being hit and 
  eventually 
  buried. 
  Again 
  a 
  DC 
  20 
  Knowledge 
  (architecture and engineering) check or a DC 20 Craft 
  (mining) check (Dwarves can add their +2 for 
  Stonecunning) will be able to point out the weak spots 
  and where to place the hooks. 
   
  There is one rock fall to do either side of the valley to 
  bring down enough debris to divert the stream. 
   
  All APLs (EL 2) 
  �Rock fall (2): CR 1, mechanical; touch trigger (see 
  above); no reset; Atk +10 melee (2d6, rocks); Search see 
  above; Disable Device see above. 
   
  Anyone hit by the rocks in considered buried and will 
  take 1d6 subdual damage per minute. If they go 
  unconscious the damage will become 1d6 lethal per 
  minute. 
   
  If the adventurers manage to divert the water, the 
  trolls will send out a scouting party half a day later and 
  they will start to move back the next day. 
   
  The group can return to Svetlow knowing that they 
  have done a good job. 
   
  Conclusion 
  If they return with just the information on the location 
  of the new troll camp the Svetlow will mull over the 
  information and pay them the promised reward. The fact 
  of the troll shaman is upsetting to him. 
   
  If the adventurers managed to move the trolls back 
  to their old camp the Svetlow will be extremely grateful 
  and will pay them their full reward as well as two crates 
  of best Svetlow fortified wine and the Favour of the Clan. 
   
  If the symbol of Wastri is mentioned, the Svetlow 
  will be surprised and intrigued as, to his knowledge, 
  there is no-one who worships that god around here. If 
  pressed he will mention that he has heard rumours of 
  Wastri being worshiped by people who live close to the 
  Vast Swamp but nothing more. 
   
  Treasure: 
  APL 2: Loot - 240gp; Coin - 150gp and Favour of the 
  Svetlow Clan 
  APL 4: Loot - 240gp; Coin - 300gp and Favour of the 
  Svetlow Clan 
  APL 6: Loot - 240gp; Coin - 450gp and Favour of the 
  Svetlow Clan 
  APL 8: Loot - 240gp; Coin - 600gp and Favour of the 
  Svetlow Clan 
   
  Campaign Consequences 
  This module has “campaign consequences”; that is the 
  outcome of this module will directly affect future events 
  in the region of The Dullstrand in the course of the 
  campaign. The answers to some of the questions below 
  may seem trivial or pointless but because of the complex 
  nature of the back-story and campaign all information 
  requested is vital. 
   
  Please send your answers to The Dullstrand Triad at 
  jennings@kpnqwest.ch as soon as possible. General 
  comments about the module will also be accepted at this 
  address. 
   
  1. 
  Were Antonin and Marla saved? 
  2. 
  Were any of the Gatts killed? 
  3. 
  Were the dogs/wolves fed or chased away? 
  4. 
  Did the group attack the Troll camp; did any of 
  them survive? 
  5. 
  Was the dam found? 
  6. 
  Was the dam destroyed? 
  7. 
  Did anyone find the Holy symbol of Wastri? 
  8. 
  Was the stream diverted and the Trolls move 
  back to their original camp? 
   
  The Trouble with Trolls 
   
  Page 14 
  
  The End 
   
  The Trouble with Trolls 
   
  Page 15 
  
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One – Clan Rivalries 
  Deal with the Gatts (talk or fight) 
  APL 2 90 XP 
  APL 4 150 XP 
  APL 6 210 XP  
  APL 8 270 XP 
   
  Encounter Three – The Journey South 
  Drive off or feed the animals 
  APL 2 30 XP 
  APL 4 90 XP 
  APL 6 150 XP  
  APL 8 210 XP 
   
  Encounter Six – The Old Camp 
  Defeat the cave inhabitants 
  APL 2 90 XP 
  APL 4 150 XP 
  APL 6 210 XP  
  APL 8 270 XP 
   
  Encounter Seven – Damn a Dam 
  Remove the dam 
  APL 2 90 XP 
  APL 4 90 XP 
  APL 6 90 XP  
  APL 8 90 XP 
   
  Divert the stream 
  APL 2 60 XP 
  APL 4 60 XP 
  APL 6 60 XP  
  APL 8 60 XP 
   
  Discretionary roleplaying award 
  APL 2 60 XP 
  APL 4 135 XP 
  APL 6 180 XP  
  APL 8 225 XP 
   
  Total possible experience:  
   
  APL 2 450 XP 
  APL 4 675 XP 
  APL 6 900 XP  
  APL 8 1,125 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One – Clan Rivalries 
  APL 2: L: 8 gp; C: 8 gp 
  APL 4: L: 8 gp; C: 10 gp 
  APL 6: L: 187 gp; C: 12 gp 
  APL 8: L: 306 gp; C: 14 gp 
   
  The Trouble with Trolls 
   
  Page 16 
  
  Encounter Six – The Old Camp 
  APL 2: Cold Iron (15 gp) (see AR) 
  APL 4-8: Cold Iron (15 gp) (see AR); wand of resist 
  energy (210 gp) 
   
  Conclusion 
  APL 2: L: 240 gp; C: 150 gp and Favour of the 
  Svetlow Clan 
  APL 4: L: 240 gp; C: 300 gp and Favour of the 
  Svetlow Clan 
  APL 6: L: 240 gp; C: 450 gp and Favour of the 
  Svetlow Clan 
  APL 8: L: 240 gp; C: 600 gp and Favour of the 
  Svetlow Clan 
   
  Total Possible Treasure 
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
   
  Items on the Adventure 
  Certificate 
  Cold Iron Ore: You have found a small amount of cold iron with which 
  you can have forged some weapons. You have enough ore to make 1 
  one-handed weapon, 2 light weapons or 3 small light weapons. This may 
  be done at any time after the adventure, but only once and all the ore 
  must be used (you may not decide to have made one light weapon and 
  keep the rest of the ore for later). Once this has been done you must 
  cross this off the certificate. 
   
  Svetlow Fortified Wine: This wine is of the best quality made in The 
  Dullstrand by the Svetlow clan. 
   
  On presenting a bottle as a gift it will give a +3 positive modifier to 
  any Diplomacy check. This modifier only applies to individuals that are 
  neutral or better towards you and will not work on members of the 
  Svetlow clan. 
   
  You may purchase up to 2 crates (24 bottles) and you may not 
  purchase single bottles. 
   
  Treat this as a charged item with either 12 or 24 charges. 
   
  Price; 240 gp per crate (12 bottles); Weight: 6 lb (Frequency: 
  Adventure; Requirements: as prerequisites.) 
   
  Favour of the Svetlow Clan: For moving the trolls back to their 
  original camp the Svetlows are grateful. 
   
  Blood Feud with the Gatts Clan: The character named 
  above is now involved in a Blood Feud with the Gatts 
  Clan. From now on, whenever your character participates 
  in an adventure set in, or passing through, The 
  Dullstrand, there is a chance that the Gatts Clan will 
  recognise you and demand revenge. 
   
  On entering The Dullstrand, the DM rolls a 1d20 
  secretly to determine whether or not you are recognised 
  and pursued. This roll can be modified by the use of the 
  Luck domain or a similar luck-based reroll power. On a 
  roll of a 1 you have been recognised and at some point 
  during the scenario are faced with irate members of the 
  Gatts clan baying for your blood. If you make a DC 10 
  Disguise check as soon as you enter The Dullstrand you 
  will not be recognised at all. The Gatts will demand a 
  Blood payment from you of 5000 gp, indentured 
  servitude or your life. If you are unable or refuse to pay 
  and you refuse servitude then you will be killed, but may 
  be raised and the Blood feud is considered over and may 
  be crossed off the certificate. 
   
  Servitude to pay off the debt is one year (52 TUs) 
  working for the Gatts Clan. These TUs must be paid in 
  one go but may be taken off next year's TUs, you may pay 
  off part of the servitude at a cost of a blood price of 
  100 gp per TU. Paying or taking servitude will also 
  remove the Blood feud. You may cross this off the 
  certificate.  
   
  If at anytime you gain a favour with the Gatts Clan, 
  you may exchange it in return for the removal of the 
  Blood Feud. 
   
  Wand of Resist Energy: CL 3rd; Craft Wand, resist energy; Price; 4,500 
  gp; (Frequency: Adventure; Requirements: as prerequisites.) 
   
  Blood Feud with the Gatts Clan: The character named above is now 
  involved in a Blood Feud with the Gatts Clan. From now on, whenever 
  your character participates in an adventure set in, or passing through, 
  The Dullstrand, there is a chance that the Gatts Clan will recognise you 
  and demand revenge. 
  The Trouble with Trolls 
   
  Page 17 
  
  Appendix One 
  APL 2 
  Encounter One (EL 3) 
  �Gatts Clansmen (3): male human (Flan) Bbn 1; CR 1; 
  Medium-Sized Humanoid; HD 1d12+2; hp 14 each; 
  Init +2; Spd 40 ft; AC 15, touch 12, flat-footed 13; Base 
  Atk +1; Grp +3; Atk +3 melee (1d3+2 or 1d3+2 
  [subdual], fists) or +3 melee (1d8+3, battleaxe); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Fast movement, 
  rage 1/day; AL CN; SV Fort +4, Ref +2, Will +1; Str 15, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +3, Craft (Logging) +4; 
  Handle Animal +1, Jump +5, Listen +5, Ride+4, 
  Survival +5, Swim +3; Power Attack, Improved 
  Unarmed Strike. 
   
  Possessions: Battleaxe, studded leather armour, 
  dagger, 15gp. 
   
  Encounter Three (EL 1) 
  �Wild Dog (3): CR 1/3; Small Animal; HD 1d8+2; hp 
  6 each; Init +3; Spd 40 ft.; AC 15, touch 14, flat-footed 
  12; Base Atk +0; Grp –3; Atk: +2 melee (1d4+1, bite); 
  Space/Reach 5 ft./5 ft.; SA none; SQ Low-light vision, 
  scent; AL N; SV Fort +4, Ref +5, Will +1; Str 13, Dex 17, 
  Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Jump +7, Listen +5, Spot +5, 
  Survival +1* (+5 when tracking by scent); Alertness, 
  Track. 
   
  Encounter Five  
  �Shamen female troll Clr5 – Earth Dragon (1): CR 
  10; Large Giant; HD 11d8+77; hp 132; Init +2; Spd 30 
  ft.; AC 16, touch 11, flat-footed 14; Base Atk +7; Grp 
  +17; Atk: +12 melee (1d6+5, claw), +7 melee (1d6+2, 
  bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ 
  Darkvision, low-light vision, regeneration 5 scent; AL 
  LE; SV Fort +16, Ref +5, Will +10; Str 20, Dex 14, Con 
  24, Int 10, Wis 14, Cha 9. 
   
  Skills and Feats: Listen +8, Spot +9, Concentration 
  +14, Spellcraft +7, Heal +7, Diplomacy +5; Alertness, 
  Iron Will, Track, Craft Wand. 
   
  Spells Prepared: (5,3+1,2+1,1+1; base DC = 12 
  +spell level): 0- create water, detect magic, read magic, 
  resistance [2]; 1
  st bless, detect good, protection from 
  good, sanctuary*; 2
  nd resist energy [2], shield other*; 3
  rd 
  protection from energy, protection from energy*. 
   
  *Domain Spell. Domains: Protection (protective 
  ward 1/day), Law (cast law spells at +1 caster level). 
   
  Possessions: wand of cure light wounds (50 chg.) 
   
   
  Encounter Six (EL 3) 
  �Ankheg: CR 3; Large Magical Beast; HD 3d10+12; 
  hp 28; Init +0; Spd 30 ft., burrow 20 ft.; AC 18, touch 9, 
  flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee 
  (2d6+7 plus 1d4 acid, bite); Space/Reach: 10 ft./5 ft.; SA 
  Improved grab, spit acid; SQ Darkvision 60 ft., low-
  light vision, tremorsense 60 ft.; AL N; SV Fort +6, Ref 
  +3, Will +2; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6 
   
  Skills and Feats: Climb +8, Listen +6, Spot +3; 
  Alertness, Toughness 
   
  Improved Grab (Ex): To use this ability, an 
  ankheg must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the ankheg is 
  damaged after grabbing its prey, it retreats backward 
  down its tunnel at its land speed (not its burrow speed), 
  dragging the victim with it. 
   
  Spit Acid (Ex): 30-ft. line, once every 6 hours; 
  damage 4d4 acid, Reflex DC 14 half. One such attack 
  depletes the ankheg’s acid supply for 6 hours. It cannot 
  spit acid or deal acid damage during this time. The save 
  DC is Constitution-based. An ankheg does not use this 
  ability unless it is desperate or frustrated. It most often 
  spits acid when reduced to fewer than half its full 
  normal hit points or when it has not successfully 
  grabbed an opponent. 
  The Trouble with Trolls 
   
  Page 18 
  
  Appendix Two 
  APL 4 
  Encounter One (EL 5) 
  �Gatts Clansmen (3): male human (Flan) Bbn 2; CR 2; 
  Medium-Sized Humanoid; HD 2d12+4; hp 23 each; 
  Init +2; Spd 40 ft; AC 15, touch 12, flat-footed 13; Base 
  Atk +2; Grp +4; Atk +4 melee (1d3+2 or 1d3+2 
  [subdual], fists) or +4 melee (1d8+3, battleaxe); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Fast movement, 
  rage 1/day, uncanny dodge; AL CN; SV Fort +5, Ref +2, 
  Will +1; Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +4, Craft (Logging) +4; 
  Handle Animal +2, Jump +5, Listen +5, Ride+4, 
  Survival +6, Swim +4; Power Attack, Improved 
  Unarmed Strike. 
   
  Possessions: Battleaxe, studded leather armour, 
  dagger, 20gp. 
   
  Encounter Three (EL 3) 
  �Dire Wolf: CR 3; Large Animal; HD 6d8+18; hp 45; 
  Init +2; Spd 50 ft.; AC 14, touch 11, flat-footed 12; Base 
  Atk +4; Grp +15; Atk: +1 melee (1d8+10, bite); 
  Space/Reach 10 ft./5 ft.; SA Trip; SQ Low-light vision, 
  scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, 
  Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +9, Move Silently 
  +6, Spot +9, Survival +2 (+6 when tracking by scent); 
  Alertness, Run, Track, Weapon Focus (bite) 
   
  Trip (Ex): A dire wolf that hits with a bite attack 
  can attempt to trip its opponent (+11 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the dire wolf. 
   
  Encounter Five  
  �Shamen female troll Clr5 – Earth Dragon (1): CR 
  10; Large Giant; HD 11d8+77; hp 132; Init +2; Spd 30 
  ft.; AC 16, touch 11, flat-footed 14; Base Atk +7; Grp 
  +17; Atk: +12 melee (1d6+5, claw), +7 melee (1d6+2, 
  bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ 
  Darkvision, low-light vision, regeneration 5 scent; AL 
  LE; SV Fort +16, Ref +5, Will +10; Str 20, Dex 14, Con 
  24, Int 10, Wis 14, Cha 9. 
   
  Skills and Feats: Listen +8, Spot +9, Concentration 
  +14, Spellcraft +7, Heal +7, Diplomacy +5; Alertness, 
  Iron Will, Track, Craft Wand. 
   
  Spells Prepared: (5,3+1,2+1,1+1; base DC = 12 
  +spell level): 0- create water, detect magic, read magic, 
  resistance [2]; 1
  st bless, detect good, protection from 
  good, sanctuary*; 2
  nd resist energy [2], shield other*; 3
  rd 
  protection from energy, protection from energy*. 
   
  *Domain Spell. Domains: Protection (protective 
  ward 1/day), Law (cast law spells at +1 caster level). 
   
  Possessions: wand of cure light wounds (50 chg.) 
   
  Encounter Six (EL 5) 
  �Ankheg (2): CR 3; Large Magical Beast; HD 
  3d10+12; hp 28 each; Init +0; Spd 30 ft., burrow 20 ft.; 
  AC 18, touch 9, flat-footed 18; Base Atk +3; Grp +12; 
  Atk +7 melee (2d6+7 plus 1d4 acid, bite); Space/Reach: 
  10 ft./5 ft.; SA Improved grab, spit acid; SQ Darkvision 
  60 ft., low-light vision, tremorsense 60 ft.; AL N; SV 
  Fort +6, Ref +3, Will +2; Str 21, Dex 10, Con 17, Int 1, 
  Wis 13, Cha 6 
   
  Skills and Feats: Climb +8, Listen +6, Spot +3; 
  Alertness, Toughness 
   
  Improved Grab (Ex): To use this ability, an 
  ankheg must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If the ankheg is 
  damaged after grabbing its prey, it retreats backward 
  down its tunnel at its land speed (not its burrow speed), 
  dragging the victim with it. 
   
  Spit Acid (Ex): 30-ft. line, once every 6 hours; 
  damage 4d4 acid, Reflex DC 14 half. One such attack 
  depletes the ankheg’s acid supply for 6 hours. It cannot 
  spit acid or deal acid damage during this time. The save 
  DC is Constitution-based. An ankheg does not use this 
  ability unless it is desperate or frustrated. It most often 
  spits acid when reduced to fewer than half its full 
  normal hit points or when it has not successfully 
  grabbed an opponent. 
  The Trouble with Trolls 
   
  Page 19 
  
  Appendix Three 
  APL 6 
  Encounter One (EL 7) 
  �Gatts Clansmen (3): male human (Flan) Bbn 4; CR 4; 
  Medium-Sized Humanoid; HD 4d12+8; hp 41 each; 
  Init +2; Spd 40 ft; AC 16, touch 12, flat-footed 14; Base 
  Atk +4; Grp +7; Atk +7 melee (1d3+3 or 1d3+3 
  [subdual], fists) or +8 melee (1d8+3, masterwork 
  battleaxe); Space/Reach 5 ft./5 ft.; SA None; SQ Fast 
  movement, rage 1/day, trap sense + 1, uncanny dodge; 
  AL CN; SV Fort +6, Ref +3, Will +2; Str 16, Dex 14, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +5, Craft (Logging) +5; 
  Handle Animal +3, Jump +6, Listen +6, Ride+5, 
  Survival +8, Swim +4; Power Attack, Cleave, Improved 
  Unarmed Strike. 
   
  Possessions: Masterwork battleaxe, chain shirt, 
  dagger, 25gp. 
   
  Encounter Three (EL 5) 
  �Dire Wolf (2): CR 3; Large Animal; HD 6d8+18; hp 
  45; Init +2; Spd 50 ft.; AC 14, touch 11, flat-footed 12; 
  Base Atk +4; Grp +15; Atk: +1 melee (1d8+10, bite); 
  Space/Reach 10 ft./5 ft.; SA Trip; SQ Low-light vision, 
  scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, 
  Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +9, Move Silently 
  +6, Spot +9, Survival +2 (+6 when tracking by scent); 
  Alertness, Run, Track, Weapon Focus (bite) 
   
  Trip (Ex): A dire wolf that hits with a bite attack 
  can attempt to trip its opponent (+11 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the dire wolf. 
   
  Encounter Five  
  �Shamen female troll Clr5 – Earth Dragon (1): CR 
  10; Large Giant; HD 11d8+77; hp 132; Init +2; Spd 30 
  ft.; AC 16, touch 11, flat-footed 14; Base Atk +7; Grp 
  +17; Atk: +12 melee (1d6+5, claw), +7 melee (1d6+2, 
  bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ 
  Darkvision, low-light vision, regeneration 5 scent; AL 
  LE; SV Fort +16, Ref +5, Will +10; Str 20, Dex 14, Con 
  24, Int 10, Wis 14, Cha 9. 
   
   
  Skills and Feats: Listen +8, Spot +9, Concentration 
  +14, Spellcraft +7, Heal +7, Diplomacy +5; Alertness, 
  Iron Will, Track, Craft Wand. 
   
  Spells Prepared: (5,3+1,2+1,1+1; base DC = 12 
  +spell level): 0- create water, detect magic, read magic, 
  resistance [2]; 1
  st bless, detect good, protection from 
  good, sanctuary*; 2
  nd resist energy [2], shield other*; 3
  rd 
  protection from energy, protection from energy*. 
   
  *Domain Spell. Domains: Protection (protective 
  ward 1/day), Law (cast law spells at +1 caster level). 
   
  Possessions: wand of cure light wounds (50 chg.) 
   
  �Acolyte female troll Adp1 – Earth Dragon (2): CR 
  6; Large Giant; HD 6d8+30+1d6+5; hp 69; Init +2; Spd 
  30 ft.; AC 16, touch 11, flat-footed 14; Base Atk +4; Grp 
  +14; Atk: +8 melee (1d6+5, claw), +4 melee (1d6+2, 
  bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ 
  Darkvision, low-light vision, regeneration 5 scent; AL 
  LE; SV Fort +10, Ref +4, Will +4; Str 20, Dex 14, Con 21, 
  Int 8, Wis 11, Cha 7. 
  Skills and Feats: Listen +7, Spot +8, Concentration 
  +6; Alertness, Iron Will, Track. 
   
  Spells Prepared (3/1; base DC = 10 + spell level): 0-: 
  detect magic, read magic, touch of fatigue; 1
  st cure light 
  wounds. 
   
  Encounter Six (EL 7) 
  �Bulette: CR 7; Huge Magical Beast; HD 9d10+45; hp 
  94; Init +2; Spd 40 ft., burrow 10 ft.; AC 22, touch 10, 
  flat-footed 20; Base Atk +9; Grp +25; Atk +16 melee 
  (2d8+8, bite), +10 melee (2d6+4, claws); Space/Reach: 
  15 ft./10 ft.; SA Leap; SQ Darkvision 60 ft., low-light 
  vision, scent, tremorsense 60 ft.; AL N; SV Fort +11, Ref 
  +8, Will +6; Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6 
   
  Skills and Feats: Jump +18, Listen +9, Spot +3; 
  Alertness, Iron Will, Track, Weapon Focus (bite) 
   
  Leap (Ex): A bulette can jump into the air during 
  combat. This allows it to make four claw attacks instead 
  of two, each with a +15 attack bonus, but it cannot bite. 
  The Trouble with Trolls 
   
  Page 20 
  
  Appendix Four 
  APL 8 
  Encounter One (EL 9) 
  �Gatts Clansmen (3): male human (Flan) Bbn 6; CR 6; 
  Medium-Sized Humanoid; HD 6d12+12; hp 59 each; 
  Init +2; Spd 40 ft; AC 16, touch 12, flat-footed 14; Base 
  Atk +6; Grp +9; Atk +9/+4 melee (1d3+3 or 1d3+3 
  [subdual], fists) or +10/+5 melee (1d8+3, battleaxe); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Fast movement, 
  rage 1/day, trap sense + 2, improved uncanny dodge; 
  AL CN; SV Fort +7, Ref +4, Will +3; Str 16, Dex 14, Con 
  14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +6, Craft (Logging) +7; 
  Handle Animal +4, Jump +7, Listen +7, Ride+6, 
  Survival +9, Swim +5; Power Attack, Cleave, Improved 
  Unarmed Strike, Improved Trip. 
   
  Possessions: Masterwork battleaxe, chain shirt, 
  masterwork dagger, 30gp. 
   
  Encounter Three (EL 7) 
  �Dire Wolf (4): CR 3; Large Animal; HD 6d8+18; hp 
  45; Init +2; Spd 50 ft.; AC 14, touch 11, flat-footed 12; 
  Base Atk +4; Grp +15; Atk: +1 melee (1d8+10, bite); 
  Space/Reach 10 ft./5 ft.; SA Trip; SQ Low-light vision, 
  scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, 
  Con 17, Int 2, Wis 12, Cha 10. 
   
   
  Skills and Feats: Hide +2, Listen +9, Move Silently 
  +6, Spot +9, Survival +2 (+6 when tracking by scent); 
  Alertness, Run, Track, Weapon Focus (bite) 
   
  Trip (Ex): A dire wolf that hits with a bite attack 
  can attempt to trip its opponent (+11 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt fails, 
  the opponent cannot react to trip the dire wolf. 
   
  Encounter Five  
  �Shamen female troll Clr5 – Earth Dragon (1): CR 
  10; Large Giant; HD 11d8+77; hp 132; Init +2; Spd 30 
  ft.; AC 16, touch 11, flat-footed 14; Base Atk +7; Grp 
  +17; Atk: +12 melee (1d6+5, claw), +7 melee (1d6+2, 
  bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ 
  Darkvision, low-light vision, regeneration 5 scent; AL 
  LE; SV Fort +16, Ref +5, Will +10; Str 20, Dex 14, Con 
  24, Int 10, Wis 14, Cha 9. 
   
   
  Skills and Feats: Listen +8, Spot +9, Concentration 
  +14, Spellcraft +7, Heal +7, Diplomacy +5; Alertness, 
  Iron Will, Track, Craft Wand. 
   
  Spells Prepared: (5,3+1,2+1,1+1; base DC = 12 
  +spell level): 0- create water, detect magic, read magic, 
  resistance [2]; 1
  st bless, detect good, protection from 
  good, sanctuary*; 2
  nd resist energy [2], shield other*; 3
  rd 
  protection from energy, protection from energy*. 
   
  *Domain Spell. Domains: Protection (protective 
  ward 1/day), Law (cast law spells at +1 caster level). 
   
  Possessions: wand of cure light wounds (50 chg.) 
   
  �Acolyte female troll Adp1 – Earth Dragon (2): CR 
  6; Large Giant; HD 6d8+30+1d6+5; hp 69; Init +2; Spd 
  30 ft.; AC 16, touch 11, flat-footed 14; Base Atk +4; Grp 
  +14; Atk: +8 melee (1d6+5, claw), +4 melee (1d6+2, 
  bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ 
  Darkvision, low-light vision, regeneration 5 scent; AL 
  LE; SV Fort +10, Ref +4, Will +4; Str 20, Dex 14, Con 21, 
  Int 8, Wis 11, Cha 7. 
  Skills and Feats: Listen +7, Spot +8, Concentration 
  +6; Alertness, Iron Will, Track. 
   
  Spells Prepared (3/1; base DC = 10 + spell level): 0-: 
  detect magic, read magic, touch of fatigue; 1
  st cure light 
  wounds. 
   
   
  Encounter Six (EL 9) 
  �Bulette: CR 9; Advanced Huge Magical Beast; HD 
  15d10+75; hp 165; Init +6; Spd 40 ft., burrow 10 ft.; AC 
  22, touch 10, flat-footed 20; Base Atk +15; Grp +31; Atk 
  +23 melee (2d8+9, bite), +19 melee (2d6+4, claws); 
  Space/Reach: 15 ft./10 ft.; SA Leap; SQ Darkvision 60 
  ft., low-light vision, scent, tremorsense 60 ft.; AL N; SV 
  Fort +14, Ref +11, Will +8; Str 28, Dex 15, Con 20, Int 2, 
  Wis 13, Cha 6 
   
  Skills and Feats: Jump +21, Listen +11, Spot +4; 
  Alertness, Improved Initiative, Iron Will, MultiAttack, 
  Track, Weapon Focus (bite) 
   
  Leap (Ex): A bulette can jump into the air during 
  combat. This allows it to make four claw attacks instead 
  of two, each with a +24 attack bonus, but it cannot bite. 
  The Trouble with Trolls 
   
  Page 21 
  
   
  The Trouble with Trolls 
   
  Page 22 
  
  Clan Emblems 
   
  Gatts 
   
   
  Svetlow 
   
  The Trouble with Trolls 
   
  Page 23 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Dullstrand/DUL3-01 - The Trouble With Trolls.pdf