100% found this document useful (1 vote)
2K views15 pages

Troll Trouble PDF

Uploaded by

Douglas Elfrink
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
2K views15 pages

Troll Trouble PDF

Uploaded by

Douglas Elfrink
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

Troll Trouble

A side trek in the Forgotten Realms™

Introduction: Desperately needed supplies have failed to arrive at the suffering frontier settlement
of Ravendale. Rumors are flying that the supply wagon must have fallen afoul of the legendary troll
of Stonebottom bridge. The townsfolk are in desperate need of heroes to reclaim their supplies or
the town won't survive the encroaching winter!

A 2-4 hour adventure for 1st or 2nd level characters

by Gary Whicker



DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction
Being goblins, they poked and prodded until they
Troll Trouble is designed as a short adventure for a activated the pit by accident and discovered that
party of 4-6 1st or 2nd level characters. It has been they could combine creatures in the pit to create
optimized for a party of 5-6 1st level characters or 3- warped abominations under their command.
4 2nd level characters. While this adventure has been Experimenting with the evil power there for over a
placed in the Forgotten Realm’s campaign setting, it year the goblins have graduated from warping small
can fit most any setting where there is a small beasts to larger, more dangerous prey.
farming community on the mountainous frontier.
Unfortunately, the power that the goblins have
harnessed comes at a steep price. Weather patterns
Adventure Background have changed, bringing drought upon all lands in a
30-mile radius of the shrine, leading to famine not
Ravendale is a small, remote farming community only for the settlers, but for the now hungry goblins
that sits in a once idyllic valley. The valley, nestled in as well.
the southern foothills of the Sword Mountains, is
roughly 80 miles to the west of Amphail. A rutted As the wagon of supplies from Amphail lumbered its
and poorly marked cart trail provides the only trade way up the trail on its way to Ravendale, the goblins
access to Ravendale. Wagons must jolt along the made a deal with a local ogre and attacked the
trail through a canyon formed by Stonebottom wagon. The ogre, whom has been misidentified by
creek. There is little trade that comes to Ravendale locals as the fabled bridge troll, took the horses
and fewer visitors save for the occasional mining or while the goblins took the grain and supplies. The
adventuring party seeking to explore the Sword goblins also took the driver, Shalia Redmane, as a
Mountains. captive to experiment on. Likewise, the goblins
ambushed Jorgan Ralvar when he came to
Being so remote, the town is highly dependent on investigate and have taken him to the shrine as well.
the success or failure of their crops of wheat, oats,
vegetables and livestock. Recently, back to back Adventure Overview
seasons of drought and failed crops have drained
their grain and meat supplies to dangerously low The adventure begins as the party members
levels. The settlers know that unless something overnight in Ravendale. The Innkeeper will relate
changes very soon many will not survive the harsh the town’s tale of trouble to the party. If they seem
winter ahead. inclined to help, the Innkeep will provide free
lodging and what meager fare the tavern can supply
In desperation, the town elders pooled together in payment for investigating what happened to the
their last remaining coin to pay for a shipment of wagon driver, their constable, and the missing
grain and supplies from Amphail. That wagonload supplies.
and its driver Shalia Redmane are a week overdue,
and to make matters worse, Ravendale's acting Traveling down the canyon road to Amphail, the
constable, Jorgan Ralvar went looking for the wagon party encounters bizarre, mutated beasts and the
two days ago and has also gone missing. The rumors ruined supply wagon near the bridge where their
have been flying that the fate of Shalia, the supplies, investigation could lead them to the “Troll” or
and now Jorgan, must be tied to a troll who they say towards the trail of the grain which clever tracking
lives under the Stonebottom bridge. can uncover.

Unknown to the settlers, the reasons for the failed Eventually the fate of the supplies and captives will
crops and the missing supplies have the same be tracked up the mountain to the ruins of a temple
source. A small tribe of goblins have discovered an atop an outcropping of rock known locally as “the
ancient shrine to Demogorgon carved into the rock demon twins” for the likeness of two demonic heads
wall overlooking the canyon. Deciding to make the formed naturally by the jagged rock face. Here they
shrine their lair, the goblins found within an altar discover the twisted minds responsible for the
and a pit where unspeakable rites and mad abominations which are roaming the land. They also
experiments had been carried out in the dim past. find the supplies and hostages in need of rescue!

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 2
Part 1 – Ravendale

Roleplaying Roanna
The adventure starts in the small, quiet farming
hamlet of Ravendale. The area surrounding the small Personality – Kindly to strangers and generous to a fault. She
village has a few rustic farmsteads sitting on fields is the local herbalist and midwife and habitually puts the
concerns of others before her own. She is clearly upset, but
which all lay fallow. The town proper has only a few
holds her worries to herself unless asked.
weathered buildings - a general store, an inn/tavern,
an herbalist shop, and empty grain storage buildings, Quirks – Calls everyone “child” regardless of their age. Uses
all of which are built around the single well. folksy sayings a lot. “A little too late is much too late”, “A
clean conscience makes a soft pillow” and so on.
How the characters got to Ravendale and why is up
to you. When they arrive you can read or paraphrase Desires – Any information on the whereabouts and health of
the following. her daughter is foremost.

It has been a long week of traveling along a parched and Offers – Will offer the last 4 potions of healing that she has
dusty trail. You look about you at your companion’s faces brewed if the party agrees to seek out her daughter.
and not for the first time are glad to have them at your
side. While you started out your journey as strangers, the The man is Delgrin Turl, proprietor of the Broken
call of adventure and its inherent dangers tends to create Plow. In addition to the tavern he owns a small plot
strong bonds. of land where he grows vegetables and raises a small
herd of sheep. He uses the produce and meat from
As the long shadows of afternoon disappear with the his land for cooking the meals he serves to his
setting sun, you breathe a sigh of relief when you spy the customers. Unfortunately, the hard times have
lights of a small farming hamlet nestled in the valley reduced his current menu options to a somewhat
ahead. A soft bed and a hot meal will be a much welcomed unappetizing but still nourishing porridge of oats
change! and lamb suet. Soon even those staples will be in
short supply.


Delgrin is well weathered, tall and almost
When the party arrives in town there are lights
cadaverously thin with a balding pate and intense
coming from the tavern which is a single story
brown eyes beneath bushy gray eyebrows. He moves
building made of roughhewn timber. A shingle
with purpose and economy. As the nominal leader of
outside it proclaims it to be the Broken Plow. None
the town elders his was the vision behind expanding
of the villagers seem to be out and about in town. If
scattered smallholdings into the settlement of
not for the warm light spilling into the street from
Ravendale. He is now facing the increasing
the tavern it would seem a ghost town.
likelihood that his dream and community will fail.


The farmers have retired soon after sunset. Even the
Delgrin welcomes any adventurers with open arms,
tavern is nearly empty, with only a single elderly
hoping to convince them to help the town with their
woman customer sitting at a table. A thin, gaunt
predicament. If asked what he thinks happened to
faced man wearing a stained apron is fastidiously
the shipment, he will offer two possibilities - either
cleaning the only other table in the small taproom.
bandits or perhaps some monster. If the PCs press

him on what sort of monster, he will reluctantly talk
The woman is Roanna Redmane, whose locks are
about the rumors of a troll who lives under the
grey despite the name. Her clear blue eyes, which
Stonebottom bridge, down the canyon on the trail to
hold deep sadness and worry, peer out from a gaunt,
Amphail. He is rightly afraid the prospect of fighting
wrinkled face.
a troll might scare the adventurers off.


Roanna’s only daughter Shalia had volunteered to
He will tell them that both Shalia and Jorgan are
make the journey to get the much needed supplies
hardy and seasoned travelers, making it unlikely
from Amphail. She is long overdue, and her worried
they got lost or were victims of an accident.
mother spends her nights in the tavern rather than

face an empty home.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 3
Roleplaying Delgrin
The wagon is in fact the one driven by Shalia
Personality - Kind and attentive to strangers. He is cautious Redmane, which had been laden with supplies. A
with his words and is afraid to scare off adventurers from detailed Intelligence (Investigation) skill check
taking on their cause. He won’t outright lie about the danger, reveals the following clues depending on the roll.
but will try and downplay any concerns. Characters with survival skill can aid in this check by
looking for tracks to provide advantage.
Quirks - Tends to get sidetracked easily into talking about his
grand plans for Ravendale. How it will be an idyllic
Roll Finding (Include results from lower
community far from strife, politics and war.
rolls)
Desires – He is desperate to get the supplies for the town to <10 The wagon looks like it is mostly intact
survive the winter ahead. He is also concerned about the with the only visible damage being to
fates of Shalia and Jorgan but that is secondary. the tail gate of the wagon, which is
smashed and laying on the ground, and
Offers – Free room and board for now and in the future as
the leather straps of the horses
well as the use of horses if the party needs them in exchange
harnesses which have been snapped
for their help in finding and returning the missing supplies.
10-15 It looks as if something with great
If the group speaks to other farmers who come into strength stopped the wagon and pushed
town the next morning, they will hear tales about the it over. There are large footprints in the
troll and how the drought is a curse. Some of them dust around the wagon which come
even blame Delgrin for leading them here. from and lead towards the bridge.
16-19 The horse harness straps have been
ripped apart rather than cut. A feat that
Part 2 – Stonebottom Bridge would require tremendous strength.
There are also indications that the
Assuming the characters agree to help the villagers, horses were knocked down.
they will be directed to head down the canyon road 20-24 There are very faint tracks of humanoids
towards Amphail which is the route the supply mixed in with the large footprints. In the
wagon and Jorgan had taken. The bridge where the bushes nearby, a well hidden crude
locals say the troll lives is located 20 miles down the arrow with dried blood on the tip and
canyon where a smaller tributary of Stonebottom black fletching can be found.
creek crosses the cart trail.
25+ A very faint trail of spilled grain leads up
When the party nears this location read or the side of the canyon.
paraphrase the following:

The acrid smell in the air is that of horse meat
Having trekked nearly twenty miles down the wooded and cooking in the ogre’s cave. A DC 15 Wisdom
dusty canyon trail, which parallels the anemic trickle of (survival) check can identify the smell.
Stonebottom creek, you notice something ahead and off
the side of the path. If the trail is found it leads up along a small tributary
which feeds into Stonebottom creek. The tributary is
It appears to be a wreck of a wagon, lurched over at a mostly dried up due to the drought and it winds up
precipitous angle, kept from completely toppling on its the slope towards a massive outcropping of rock
side by a sturdy pine tree. No horses or any other signs of that juts from the side of the canyon. The face of the
occupants can be spotted near the wagon. There is a faint rock has the uncanny resemblance of two demonic
acrid smell in the air. heads side by side, looking down into the canyon. If
the party follows this trail rather than investigating
Perhaps a hundred feet further down the path you can just the Troll cave, proceed directly to part 3.
make out the stone and wood arch of the Stonebottom
bridge through the trees. If the group follows the trail towards the bridge, they
will see that it spans a small ravine where the side of

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 4
the canyon collapsed several decades before during He will tell them he isn't a troll for one thing, and
a flood. Originally the bridge was constructed by that attacking the wagon was the goblin’s idea, not
dwarves who were prospecting in the mountains, his. He helped because they said he could have the
but it has been shorn up with fresh timbers in more horses and he was starving. He didn’t hurt the “fire
recent times by the Ravendale settlers. The collapse hair woman”.
also opened up a natural cave beneath the span
which in recent months has been occupied by Burt If the party decides to talk rather than fight Burt will
the Ogre. tell the group about goblins who have moved into
the area. He thinks they are holed up in a ruin up
The “Troll” Cave atop demon rock. Burt avoids that place, “cuz it has
bad feelin’. No critters go dere at all.” However, as
The cave where Burt makes his home has a Burt puts it, “Gobbies no sense got, so dem stay dere.
relatively narrow 8’ wide 10’ tall opening barely big Dey like ticks be. Once dem dig in, dey hard to dig
enough for the ogre to squeeze through, but 10’ past out!”
the entrance the cave opens up into a large chamber
which is roughly 50’ in diameter with 15’ ceilings. He will know that they have been hunting and
trapping all sorts of “critters” up and down the
Burt is much more intelligent and peaceful than stream. They have gotten bolder recently, going after
others of his kind. Unfortunately for Burt, his skin bigger game. When a wagon full of food was spotted
has a greenish cast to it, and by virtue of living they quickly made a deal with the Ogre just to stop
underneath a bridge, he has been mistaken and the wagon “Cuz dey want fire hair lady alive”.
targeted as a troll on more than one occasion.
In order to avoid a fight and as a show of good faith
When the adventurers arrive at the bridge and Burt will be willing to give up the horse that’s still
ravine, read or paraphrase the following: alive. He can also help later in the adventure with
carting rescued supplies and fixing the wagon. He
Acrid smoke that carries hints of burning pine and charred won’t, however, help against the goblins as he is
meat billows out from a cave opening beneath the bridge afraid to go too near the “bad place”.
which spans the ravine. In front of the cave, a nervous
horse whickers and snorts, pulling on the crude hempen If it does come down to a fight and Burt is defeated,
rope that tethers it to a large boulder. he has a dozen “purty rocks” which are nuggets of
gold he found while wandering the stream stashed
From the cave mouth gruff and horribly off key singing can away under his sleeping fur. They are worth 1 GP
be heard, repeating the same verse over and over: each.

Turn turn, sizzle and burn
Award the party 450xp if they successfully negotiate
with Burt, which is the same amount they would get
Pop pop, crackle and slop
for defeating him.
Juicy, crunchy dripping meat

Down me gullet oh so neat!

Inside the cave, Burt is cooking up the haunch of one


of the horses from the wagon.

Burt currently has a passive perception of 6, as he is
intent on his cooking fire and singing. Unless the
party is really noisy, he is unlikely to hear them.
What the party does is up to them, but Burt is not
interested in fighting a group of adventurers. He will
defend himself if pressed (See Ogre (Burt)), though
he is most likely to take the dodge action and
attempt to negotiate.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 5
Part 3 – The Demon Twins At the top

When the characters reach the end of the 400’ trail
When the party starts the journey up the tributary they find that it winds around and takes them above
with the intention of reaching the top of the demon the rock outcropping, so that they are looking down
twin rock outcropping they will find the path and on it 50’ below them.
climb to be difficult (i.e. difficult terrain).
When this point is reached, read or paraphrase the
Members of the party who have a Passive Perception following:
of 13 or higher will get the distinct feeling of being
watched, though they can’t pinpoint from where.
Peering down from the canyon lip, you can see the top of
They also get glimpses of bizarre creatures as they
the massive rock outcropping whose demonic looking face
travel.
you had spied from the floor of the canyon below. The top

is almost perfectly flat with enough soil having built up on
· A squirrel with bat wings glides above them from the rock to allow scrub brush to gain purchase in clumps
one tree to disappear into another. across it.

· A squat-looking fox yips at their approach and Shattered slabs and broken columns of weathered dark
then burrows into the ground with badger claws, stone, some as large as a man, lay scattered about the
flinging up great clods of dirt. plateau. Like the unearthed bones of an ancient beast they
serve as evidence of a structure that must have once stood
· A toad with the head of a blue jay hops across the here.
trail ahead, pecking at the ground for insects
before it vanished under a pile of rocks. At the center point of the ruins, a descending passage has
been carved into a plateau, with stairs leading down into
the heart of the rock. To each side of this portal stands a
Ambush! goblin sentry. Near them on a rope leash is a large boar
with the shaggy coat and claws of a bear rooting at the
About a hundred feet up the rocky slope, two ground and snorting.
goblins with two bunny-wolves (wolves with the
hind legs and ears of a rabbit) on leashes are waiting
in ambush. They are hidden by the trail in a cluster Unless the two sentry goblins have been warned by
of boulders and pine trees. It requires a any goblins who escaped the ambush, they will be
Wisdom(Perception) check of 16 or higher to spot only halfheartedly keeping watch. The boar-bear on
the ambush and avoid being surprised. the other hand is alert. As soon as the goblins are
alerted to enemies they will release the boar-bear
The attack will be launched when the party gets to and stay back to attack with bows.
within 30’ of the goblins. The goblins will release the
bunny-wolves, while they stay back and attack with The sentries have been given strict instructions not
their short bows. to bother the other goblins inside the shrine unless it
is a dire emergency, as they are not to be disturbed
If the battle turns against the goblins they will while getting ready for their next sacrifice. Thus the
attempt to retreat, dropping their weapons and goblins will fight until reduced to half hit points
running up the path to warn the others atop the before they will attempt to shout down the stairs to
rock. raise reinforcements from Area 1 of the shrine
complex. If they do raise the alarm, 4 goblins will
The goblins have little in the way of valuables on emerge from the portal at the start of the sentries’
their persons besides their weapons, but they do next round.
wear identical crudely made amulets of woven grass.
These amulets have become the goblins “holy Like the goblins encountered in the ambush, these
symbols” which are based on designs found on the sentries and the rest of the goblins within the shrine
altar in Demogorgon’s shrine. all wear the woven grass amulets.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 6
Part 4 – The Shrine of Demogorgon Searching about this room will uncover bones and
cracked skulls that serve as makeshift containers for
animal fat, which has been rendered into grease.

General Features Area 2 – The Chosen


The shrine has been built into solid basalt rock. Instead
of being carved out like the ruins above, the stone This room is where those creatures that have been
rooms and passages have the appearance of having chosen for sacrifice and the subsequent results of
been melted and shaped. goblin experimentation are kept in wooden cages.
Ceilings. The ceilings inside the shrine are twelve feet
high. When this point is reached, read or paraphrase the
Light. There is no natural light in the shrine with the following:
exception of Area 1 which receives light coming down
the stairs. No light from above ground reaches this large chamber.
Sound. Adventurers can hear the faint sounds of The air is heavy and oppressive, as if no fresh air ever stirs
various animal cries echoing through the complex. the darkness. Large wooden cages line the walls, two of
Smell. The stench of unwashed bodies, animal waste which currently hold live captives.
and blood permeates the entire shrine.
Within a large sturdy cage on the north wall is a
nightmarish creature with the powerful body of a bear and
Area 1 – Processing Chamber
a head resembling that of a monstrously large owl. A cage

This room is where new captives are processed and in the southeast corner holds a badly wounded human
either marked for sacrifice or for food. male. Though he is covered with blood and filth, he clearly
matches the description of Jorgan Ralvar, the missing
When the PCs travel down the stairs read or constable from Ravendale!
paraphrase the following:
The owl-bear, a weaker version of an actual
The stone steps end at the entrance to a large room Owlbear, is a recent result of the goblin’s use of the
formed from solid rock. The black stone walls seem to Pit of Demogorgon. However, unlike the other
absorb rather than reflect light and the air feels far more monstrosities, the owl-bear has proven difficult to
humid and warm than it was above ground. control and thus it remains in a cage with a sturdy
latch on the door.
A crudely fashioned table made from lashed together logs
sits in the middle of the room, with the carcass of a If a goblin from Area 1 actually manages to get the
slaughtered mountain lion cub atop its blood stained cage open, the owl-bear will attack the nearest
surface. creature to it, which will most likely be the hapless

goblin who opened the cage. It will then attack the
next closest creature that it perceives.
A cage fashioned of strong saplings in the north east

corner of the room holds a live cub, presumably the sibling
If the owl-bear isn’t released it will ignore the party
to the one atop the butcher’s table. Another larger cage
unless they do something to startle it, or bring food
stands empty along the east wall.
near the cage which will enrage the creature. It will
then try to smash its way out, making a Strength
If they have not been alerted by the goblin sentries check at +2 versus the DC 12 cage door each turn
above ground, this room has 4 goblins within it. until it is either free or somehow calmed.
They will attack as soon as intruders are detected.
If the party checks on Jorgan, they will find him
If the battle turns against the goblins, they will run barely conscious. He has clearly been badly beaten
to Area 2 and release the owl-bear there to fight with and though he is covered in blood and weak from an
them. It takes a goblin a full action to open the owl- arrow wound in his side, it does not appear to be
bear cage. immediately life threatening.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 7
Jorgan will tell the group that the goblins found If the party searches the eastern end of the room
something deeper within the temple and have been they can recover the following items of value from
bringing animals into the ruin. After a time, the disorganized piles:
monstrous things come out, which are under the
goblins’ control. They have been working with larger 200 Silver pieces
and larger creatures, and now he fears they are 45 Gold pieces
about to experiment with their human captives. 8 obsidians worth 10 gp each
Shalia, the wagon driver, was taken back where the 3 black jaspers worth 50 gp each
animals have gone less than an hour before the A glass pair of dice worth 25 gp
characters arrived. A silver and turquois figurine of a fish worth 50 gp
Jorgan’s chain shirt, shield, and spear
Jorgan can barely stand, but he desperately wants to A potion of healing
help the adventurers rescue Shalia. It is clear to all
but Jorgan that should he come along in his current Area 4 – The Pit of Demogorgon
state he would slow them down and would not
survive any sort of battle. Jorgan can be persuaded This room is the sanctum of the ancient temple
not to go with a Charisma (Persuasion) DC 15 check, where sacrifices and experiments are carried out.
which can be made with advantage if they offer him Unlike the other rooms in the complex, there is light
some other important job that is out of harm’s way. here from two lit braziers, on either side of an altar.
Jorgan has 1hp currently and the stats of a Guard The braziers are burning animal fat, the source of
(MM pg. 347) without armor or weapon. the acrid smoke that swirls through the chamber.

Area 3 – Storeroom When this point is reached, read or paraphrase the
following:
This room is used by the goblins to store their food
supplies and other valuables, but it is sealed by a The first thing you notice in this room is the cloying stench
thick wooden door and a padlock that the goblins of animal fat burning in two stone braziers which stand on
found amongst the wagon supplies. The key is either side of a large stone altar. In the flickering light
currently in the possession of Garlgriss the goblin they produce you can make out warped and unholy
shaman in Area 4. The lock can be picked with a symbols carved along the sides of an altar. The symbols
Dexterity check DC=15 or pried free of the door latch resemble the woven grass amulets you have found on the
with a Strength check DC=15. goblins.

When the door is open, read or paraphrase the
Several goblins are gathered at the altar. Their backs are to
following:
the entrance as they watch a misshapen creature that
looks to be part lizard, part bird scurry around atop the
The door swings open to reveal a very long room running
altar. A larger goblin wearing strands of small bones and
east-west. The air inside is much cooler than the rest of the feathers presides over this gathering, watching the
shrine and it smells a bit fresher despite the many dead creature’s movements as if it were some sort of omen.
birds, squirrels and lizards that hang down from makeshift

wooden racks. Further back in the room is an ominous looking pit. A

makeshift crane extends its arm out over the pit with a
In the eastern end of the room can be seen several
large, crude wooden cage dangling precariously from the
disorganized piles of animal skins and furs as well as items
end. Inside the cage is a red haired woman and a
that have been scavenged by the goblins in their time
mountain lion. Both are trussed up with ropes. The woman
living here.
seems unconscious while the mountain lion growls and

hisses.
The western end of the room holds a very welcome sight.
The grain and other supplies that were stolen from the
wagon are there and look to be intact! Fortunately for the characters, Garlgriss the shaman
who is leading the ritual and the goblins he
commands (there is one goblin present per PC in the
party – minimum 4) are busy arguing over when to

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 8
start the ritual. They are trying to interpret bird-
lizard’s movements as a signal to start, making it If PCs stop the ritual from completing, the ground
clear to the onlookers that they don’t really will shake for a full minute with an angry grumbling
understand what they are doing. While the goblins noise issuing forth from the pit. When the rumbling
are thus distracted with their arguing (3 turns), stops the pit falls silent and becomes inert, its evil
stealth rolls against them are at advantage. power no longer functioning.

In order to rescue Shalia the party must free her If the PCs carefully search the altar, succeeding at an
from the cage before it’s lowered into the pit and the Intelligence(Investigation) check DC=15, they will
ritual is completed. There is an old winching notice that there is a catch mechanism disguised as
mechanism which the goblins use to both raise and part of a swirling symbol carved on its side. A
lower the cage and to swing it to the side of the pit. further Wisdom(Perception) check DC=12 to notice
there are tiny holes around the catch which indicate
It takes 1 turn to swing the cage away from the pit. 1 a poison needle trap. The trap can be disabled with a
turn to lower it to the side of the pit, and 1 turn to Dexterity(Thieves tools) check DC=12.
unlatch it. The mechanism is old, finicky and not
particularly silent. It requires a Dexterity check If the trap is triggered needles stab out puncturing
DC=13 each turn to successfully operate it. If the fingers. The needles inflict 1 HP of piercing damage
mechanism is oiled or greased with fat beforehand, and the victim must make a DC=13 Constitution
the check is made at advantage. saving throw, taking 9(3d6) points of poison damage
on a failed save, or half as much damage on a
· If the check is failed the mechanism fails to successful save. Triggering the latch opens a secret
move and makes a screeching noise which will compartment in the Altar, revealing a small treasure
give the goblins another chance to make a stash the goblins never found which containing the
Wisdom (perception) check, this time with following:
advantage, to notice what is happening.
200 Silver pieces
· If the check fails by 5 or more, the cage will also 110 Gold pieces
drop 5 feet towards the pit. If this happens twice 4 opals worth 50 gp each
while the cage is over the pit, it cage will be A gold figurine of Demogorgon worth 25gp
inside the pit the ritual will complete. A soapstone small bracelet worth 25gp
A Wand of Web (SRD pg 253 or DMG pg 212)
The mechanism can also be purposefully jammed
making the crane inoperable. This is an Intelligence Epilogue
or Strength check DC=15.
If the ritual was stopped, Shalia and Jorgan can be
If the cage is lowered into the pit, there will be a lead down the mountain. It will take several hours to
scream and then a rumbling growling sound that cart down all the supplies and fix up the wagon so
that it can be brought back to Ravendale. If the PCs
causes a slight tremor in the ground. After this happens
approach Burt the Ogre, he will be willing to help
raising the cage (1 round to raise + 1 round to swing
with this task if they promise that the villagers won’t
the cage over to the edge of the pit) will reveal that
come to bother him.
Shalia and the cougar have now merged and
transformed into a Pumera (a cat woman). The When they arrive back in Ravendale, heavy clouds
creature will break out of the cage on the next round have covered the sky and the first rain in many
and attack everyone in the room, goblins included. months begins to fall. The villagers rejoice and
Delgrin prepares a great feast in the adventurer’s
As soon as the PCs are noticed, Garlgriss will start honor. Their deeds will long be remembered here as
the ritual and goblins will try to lower the cage into the stuff of legends!
the pit (if it has not already been disabled - see
above). It will take 2 rounds to fully lower the cage, Award 500xp for returning the supplies, and 200xp
and one goblin will focus on the crane as long as they each for returning Shalia and Jorgan safely.
are able to stay out of the fight.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 9


Map of Demogorgon’s Shrine

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 10
Appendix A: Monsters

BOAR-BEAR BUNNY-WOLF
Medium Monstrosity, unaligned
Medium Monstrosity, unaligned
AC 11 (natural armor)
Hit Points 19 (3d8 + 6) AC 13 (natural armor)
Speed 40 ft. Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR:15(+2) DEX:11(+0) CON:14(+2)


INT:2(-4) WIS:12(+1) CHR:5(-3) STR:12(+1) DEX:15(+2) CON:12(+1)
INT:3(-4) WIS:12(+1) CHR:6(-2)

Skills: Perception +3
Senses: Passive Perception 13 Skills: Perception +4, Stealth +4
Languages - Senses: Passive Perception 13
Challenge 1 (200XP) Languages -
Challenge 1/2 (100XP)

Charge. If the boar-bear moves at least 20 feet straight


toward a target and then hits it with a tusk attack on Leaping Escape. The bunny-wolf can, as a reaction
the same turn, the target take an extra 3 (1d6) slashing when targeted by a melee attack, disengage from the
damage. If the target is a creature, it must succeed on attacker by leaping up to 20' away imposing
a DC 13 Strength saving throw or be knocked prone. disadvantage on the triggering attack. It can only do
this once per turn
Keen Smell. The boar-bear has advantage on Wisdom
(Perception) checks that rely on smell. Keen Hearing and Smell. The bunny-wolf has
advantage on Wisdom (Perception) checks that rely on
Relentless (Recharges after a long or short rest). If the hearing or smell.
boar-bear takes 7 damage or less that would reduce it
to 0 hit points, it is reduced to 1 hit point instead. Pack Tactics. The bunny-wolf has advantage on attack
rolls against a creature if at least one of the bunny-
wolf's allies is within 5 feet of the creature and the ally
ACTIONS isn't incapacitated.

Multiattack. The boar-bear makes two attacks: one


with its tusks and one with its claws. ACTIONS
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) slashing damage. target. Hit: 7 (2d4+2) piercing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one throw or be knocked prone.
target. Hit: 7 (2d4+2) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 11
GARLGRISS (GOBLIN SHAMAN) GOBLIN
Medium Humanoid (goblin), chaotic evil Small Humanoid (goblin), chaotic evil
AC 14 (hide armor) AC 15 (leather armor, shield)
Hit Points 24 (4d8 + 8) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.

STR:9 (-1) DEX:14(+2) CON:14(+2) STR:8 (-1) DEX:14(+2) CON:10(+0)


INT:10(0) WIS:16(+3) CHR:10(0) INT:10(0) WIS:8(-1) CHR:8(-1)

Saves: Wisdom +5, Charisma +2 Skills: Stealth +6


Skills: Stealth +4 Senses: Darkvision 60 ft. Passive Perception 9
Senses: Darkvision 60 ft. Passive Perception 13 Languages Common, Goblin
Languages Common, Goblin Challenge 1/4 (50XP)
Challenge 1 (200XP)

Nimble Escape. The goblin can take the Disengage or


Spellcasting. Garlgriss is a 3rd level caster. His Hide action as a bonus action on each of its turns.
spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). Garlgriss has the following druid
spells prepared. ACTIONS
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Cantrips (at will) poison spray, thorn whip one target. Hit: 6 (1d6+2) slashing damage.
1st level (4 slots) entangle, faerie fire, healing word
2nd level (2 slots) flaming sphere, hold person Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
Nimble Escape. Garlgriss can take the Disengage or
Hide action as a bonus action on each of its turns.

ACTIONS
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+2) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 12
OGRE (BURT) OWL-BEAR
Large Giant, chaotic evil Large Monstrosity, unaligned
AC 11 (hide armor) AC 13 (natural armor)
Hit Points 59 (7d10 +21) Hit Points 35 (5d10 + 10)
Speed 30 ft. Speed 40 ft.

STR:19 (+4) DEX:8(-1) CON:16(+3) STR:17(+3) DEX:12(+1) CON:15(+2)


INT:6(-2) WIS:7(-2) CHR:8(-1) INT:3(-4) WIS:12(+1) CHR:7(-2)

Senses: Darkvision 60 ft., Passive Perception 8 Skills: Perception +3


Languages Common, Giant Senses: Darkvision 60 ft. Passive Perception 13
Challenge 2 (450XP) Languages -
Challenge 2 (450XP)

Keen Sight and Smell. The boar-bear has advantage on


ACTIONS Wisdom (Perception) checks that rely on sight or smell.
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8+4) bludgeoning damage.
ACTIONS
Javalin. Ranged Weapon Attack: +6 to hit, range Multiattack. The owl-bear makes two attacks: one with
30/120 ft., one target. Hit: 11 (2d6+4) piercing damage. its beak and one with its claws.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (1d8+3) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 9 (2d6+3) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 13
PUMERA Suggestions on scaling the adventure

Medium Monstrosity, Neutral
AC 14 (natural armor) To make the adventure more challenging, consider the
Hit Points 35 (7d8 + 7) following changes:
Speed 30 ft.
· Add an encounter with 2-3 bunny-wolves when the
STR:15(+2) DEX:16(+3) CON:13(+1) party is examining the wagon.
INT:10(+0) WIS:11(+0) CHR:10(+0) · Give Burt maximum HP if the party decides to attack
him.
· Make the owl-bear in Area 2 of the shrine an actual
Skills: Perception +4, Stealth +3
Owlbear
Senses: Passive Perception 14
Languages Understands common, but can’t speak · Make the bird like lizard on the altar a Cockatrice
Challenge 2 (450XP) who will aid the goblins.
· Give the Pumera max HP if the ritual is completed.
Keen Hearing and Smell. The pumera has advantage
on Wisdom (Perception) checks that rely on hearing or
smell.

Pounce. If the pumera moves at least 10 feet straight


toward a target and then hits it with a claw attack on
the same turn, that target must succeed on a DC 13
Strength saving throw or be knocked prone.

ACTIONS
Multiattack. The pumera makes two attacks: one with
its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (2d4+2) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only . Troll Trouble 14

You might also like