TreasuresOfTheTrollKing Hyperlinked
TreasuresOfTheTrollKing Hyperlinked
ii
iii
EDITING Steven Thurston
iv
Text, design, cartography, and Cover art, lettering on page 13,
layout and Niduk illustration on page 24
C hris
Bissette J ohan
Nohr
Other art from the public
domain
loottheroom.io
2
UNCLEAN SCROLLS d6
I
Cobblebound
II Faegurgitate
One creature vomits fecal
A creature of your choice turns matter for d6 rounds,
to stone for d4 rounds. becoming infected in the
process.
Hush Imitation
III IV
Silence
all sound You create a
within 30
feet for Games no
clone of yourself
so convincing
longer know
1d4 rounds. that even you
which is the original. One of you
Molten Wrath
V A piece of metal equipment
dies in d6 days.
Whispers From
carried by a creature melts,
dealing d4 damage every turn
it touches their flesh.
VI
The Void
A creature of your choice hears
nonsensical whispering for 10
SACRED SCROLLS d6 minutes.
Clarity
1 For the next d10 minutes you know exactly how to
achieve what you want.
l
2
e s k i n Deflect 3
C o b b eature
h of a cr omes
You can’t be struck
by missiles for 1d4
T h e fl e s
hoice be
of your c stone for
as hard
as
c
the
4
Flare rounds.
1. You bribed your way out of jail 4. Your blood runs slow and thick
with the promise of silver . Now in your clogging arteries. Each
it’s time to pay up, and you have day you feel more sluggish, dull,
none. faded. Maybe the cure lies with the
undying troll-king.
2. A trapdoor in the sewers seemed
a likely escape from the people 5. The troll king has collected many
chasing you. You might regret trinkets and treasures over his
running now. years beneath the city. You’re going
to rob them.
3. S o m e o n e y o u k n e w w a s
committed to the grounds of 6. Niduk dwells down here. Kill.
Graven-Tosk. They returned, and Him.
the means to put them back in the
dirt might be found in the chapel.
4
u’ve
D8 things yo
ea rd down the pub
h
How else do you think scum like you heard about the place?
Drunken talk over piss-laced ale. You know two things, true or not.
1. The entire place is sinking into the ground and the floors can’t be trusted.
(True)
2. Forgotten prisoners, murderous and angry. This place is all they know.
(Somewhat true)
3. The gate will seal itself shut and can only be opened when smeared with troll’s
blood. (False)
4. Angels, fallen and bloodied. They seek passage to the surface. (False)
6. Remnants of the dead god linger here. Their blood is valuable and powerful.
(Somewhat true)
7. A Seer banished by the Shadow King for heresy fled here. She aims to bring
Niduk back to Galgenbeck for vengeance. (False)
8. Gas from the sewers does funny things to the light, and what you see can’t
be trusted. (False)
5
d6 Sewer Treasures Crawling The
1. A wooden idol bound with filthy
bandages. Breaking it summons a
small but vicious gore hound.
HP 7 Morale - No armour Enter through the sewers, down a
Bite d6, 25% chance their bite causes trapdoor that goes deeper into the
your flesh to necrotise and become filth.
infected The sewers are a stinking, suck-
ing mess of fecal fluid and who
2. A darkened glass vial containing
knows what else. Streams of filth
powdered sunlight. Worth a pretty run through everything, and even
penny to those who know its the small walkways are covered
uses. Vampires and other undead in shit. Finding your way to the
monstrosities will give anything to chapel will be slow and arduous,
and who knows what lurks in the
see it destroyed.
dark, dripping spaces?
3. A skeletal hand, the fingers bound
and hollowed to make pan pipes.
Playing brings nearby rats to your
feet.
4. This ring of ornate keys opens locks
in doors you can’t see. There may To Crawl:
be no coming back once you step 1. Roll Spaces
through them.
2. Roll Random Encounters
5. This frosted glass mirror reflects between Spaces
the events of the past five minutes
3. Reach the Chapel after visiting
in reverse. It can’t always be
all Spaces
trusted, and shows things that
weren’t there. For a long crawl see the Appendix
6. This cracked crystal swirls with (page 28)
a kaleidoscope of colours. When
you stare into it it stares back: test
Presence DR14 or be confused for
D10 rounds.
6
SPACES
Spaces are a break from the monotony - architectural
a n a c h ro n i s m s , b i t s o f t h e c i t y f a l l e n i n f ro m a b ov e ,
or something else. Characters will pass through a
n u m b e r o f S p a c es b e f o r e t h e y r e a c h t h e C h a p e l .
SPACES
1 2 3 4
The Well Bottom The Graffiti The Hanging The Church of
Gallery Gardens Forgotten Things
A dead god and Glowing walls, Twisted roots and Bearded man and
forgotten wishes. obscene cursed fruit. his altar.
inscriptions.
Turn to 9 Turn to 11 Turn to 12
Turn to 11
7
d4 random Choose which table to roll on but Table B
should only be used once.
encounters
TABLE A
1 2 3 4
The Rose Garden A gibbering wickhead D4 Smugglers A cascade of sewage
Blood-red thorny roses (MORK BORG, page 70) You have strayed into soaks you.
sprout from the cracks Chained to a rusted their territory and you Test Agility DR12
between the stones. hoop in the wall. He is can’t be allowed to leave. to avoid or become
Eating them makes you untrusting and speaks nauseated.
immune to pain, briefly. to people who aren’t HP 6 Morale 9 Attacks and defence are
Then the hallucinations there, but might help rolled with -2 for the next
Leather -D2
hit. you if you free him. D4 encounters.
Shortsword D4
(The next D4 times you
would take damage, HP 10 Morale 7
you don’t. Then lose D2 Can tell the PCs where to
No armor
Presence, forever.) find the chapel if you can
Knife D4 make them talk. Reduce
the number of Spaces
used by D2 if they do.
1 2 3 4
The finger collector Black and yellow Humming noises echoing A wooden bridge
approaches in a mist of mushrooms growing up the passageway. crossing deep sewage.
swirling spores. Visibly in a circle on the floor. Chasing them gets you The planks are rotten and
necrotic with tumorous Stepping into the ring hopelessly lost. hide rusty nails. If more
growths on the shoulders summons D4 fairies Use another D2 Spaces than one PC crosses the
and head, it clucks with wild eyes and sharp before reaching the bridge at once it breaks.
and clicks in a twisted knives. Small, fast, Chapel. Test Agility DR14
mimicry of language. vicious.
50% chance you to avoid falling or be
A necklace of fingers HP 6 Morale 5 encounter Niduk in submerged in filth and
rattles around its neck.
Evasive -D2 between the extra become infected.
HP 6 Morale 12 spaces.
Knife D4
No armour
Eat the mushrooms:
Femur d6 Test Toughness DR14.
Spores: Everyone in On a failure, you die.
contact with the mist of
spores rolls a D20, dying
on a 1.
8
Niduk’s Scent of fresh blood. Crumbling masonry.
Banquet
• Collapsed roof - the floor of a buried building above has fallen into the
sewers. It slopes at a steep angle.
• Rotten, broken furniture in a pile at the base of the slope.
• Scattered corpses, some fresh, some less so. All have been torn apart
and chewed on.
• Niduk is here, feasting on something that was once a goblin.
Niduk the Ravenous: Stats on page 24. If you have hurt him already,
he remembers. Does not like fighting in the sewers - will make every
attempt to return to his chapel and his treasures.
Bottom
• A foot-wide shaft up through the stone for hundreds of feet. Light
glimpsed at the top - the murky sky of Galgenbeck.
• A mound of tarnished coins beneath the hole.
Standing beneath the hole: Roll a d6. On a 1-2, a falling coin strikes
for D2 HP.
Take the coin: There is D100 x D3 silver, but each piece you take is a
stolen wish (see page 10).
9
he needy and desperate cast
ST OLEN
their hard-won
silver down the well
and wish for better
WISHES
things. The tiny god
that used to grant them is dead
and owes them nothing -
but you took the silver, and
with it you took responsibility.
Grant these wishes, or live an accursed life. You may never die - but neither
will you hunger, or thirst, or joy, or heal. You are obligated now, and
simply putting the coins back where they came from won’t be enough.
Hold a coin in your hand to receive a vision of the wish and the one who made it.
10
The Graffiti Faintly glowing walls.
Gallery
• High ceilings, the upper dark hiding chittering things.
• Graffiti and inscriptions on the walls, strange shapes and looping
script.
• WEST: A ladder descending beneath a locked grate (Test Strength
DR10 to break the rusted lock).
• NORTH: A dead end.
11
The Church of Slowly-drifting smoke and the smell of burning flesh.
Forgotten Things
• A narrow alcove in the west wall holds a small stone altar. It is
filled with odd items and a variety of candles - short, squat, tall, thin,
obscene. On closer inspection they are made not of wax but of congealed
fat that was probably human at some point.
• A bearded man in tattered, filthy robes prays on his knees at the altar,
singing hymns to himself. He isn’t violent but will defend himself if
provoked. He hasn’t seen people in a long time.
Bearded Man
Can be maimed but not killed - the stolen wishes see to that. Takes
mementos.
HP 8 Morale 10
Scar tissue -d2
Ornamental knife d4
Special: Can’t be killed. Will fall unconscious at 0HP but will get back up
D2 hours later. 25% chance he seeks revenge if you didn’t take anything
from the altar. If you did, he’ll want it back.
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13
14
Wandering
Encounters
In Niduk’s Chapel
Roll 1d6 when encounters might occur inside the Chapel.
If trying to open the door to the Priest’s Room, +1 every 10 minutes.
1 No encounter
2 A treasure hunter lurking in the shadows
tries to steal an item from a PC’s pack -
DR14 Presence test to notice.
3 d2 zombies from the pile by Choir Room
door. If the zombies have been slain
already these are pieced together from
their remains, reanimated by the fell
magic of the Chapel.
4 A ghostly cleric in a robe and ceremonial
mask with mirrors over the eyes. They
leave a wet trail on the floor towards the
library and seem oblivious to you. They
drift slowly towards the bells in the tower.
5 The Bell Ringer.
HP 19 Morale - Bronze flesh -d4
Giant bell D8 + For Whom The Bell Tolls.
(The struck PC must test Toughness with
the DR equaling the damage they took. On
failure become confused for d2 rounds.)
7+ Niduk, the Ravenous
15
The Sinking Chapel
1. Entrance
D20 void spiders
2. The Nave
d8 zombies
3. The Altar
4. The Choir Room
Restless souls
5. The Bell Tower
The dead god
6. The Private Chapel
Grotesque
7. Flooded Passage
8. Robing Room
Parchment eel
9. Secret Passage
10. Priest’s Room
Niduk’s Treasures
16 11. Niduk’s Den
Niduk the Ravenous
1. The Chapel
Unnatural foliage, hedges and shrubs sprouting from
the brickwork of the sewers. Warm and cloying. Faint
sound of bells ringing from the north.
1-2
3. The Altar
Damp, rotting breeze from the north. Moisture in the
air.
3 - 4 -5
6. The Private Chapel
Liquid drips from the ceiling. Warm smell of sewage.
7. Flooded Passage
Pit Trap
Slopes downward. Gentle flow of sewage around legs.
With enough light and a successful
DR16 Presence test (by the PC with • Knee-high sewage rises to waist height at
the highest Presence, or whoever east end of passage.
is actively looking) the floor gets • Rotten floor: halfway up the passage the
noticeably less firm just before the floorboards are rotten and will fall through
rotten section. (acts as a pit trap). Covers the entire width
Failing to spot it drops the PCs into of the corridor.
the pit and deals D6 damage. • WEST: Wooden door to the private chapel.
Falling PCs are submerged in • EAST: Rotten door to the robing room.
sewage and carried light sources are Ajar.
extinguished. 25% chance they inhale
sewage and become infected. Flooded Room: All Agility tests are DR+2.
6-7-8
8. Library / Robing Room
Wet. Hot.
6-7-8
9. Secret Passage
Cold. Walls coated in frost. Breath hangs in the air.
9-10
10. Priest’s Room
Hot. Smoke hanging in the air.
11
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behemoth, exiled
The troll-king, a many-scarred
alive. Enormous
and forgotten but still somehow
and terrifying. Speaks in halting,
broken
he has
language, a mockery of the voices
heard scream in terror.
HP 54 (when first encountered)
Morale Special
Thick hide -d2 Fist 3d6
Flees if things are going poorly. Niduk is too smart to stand
and be killed. Grows larger during the healing process and
comes back bigger and stronger than before.
Ferociously protective of his treasures - especially his heir, if
present.
Any HP healed between encounters is added to his max HP.
Add D6 damage to fist attack each time he returns.
1st 2nd 3rd 4th
54
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appendix
Treasures Of The Troll King was extensively playtested
and as a result is a much stronger module than when it
was first written in September 2020. Here are some notes
from those playtests that may help you run the adventure.
28
THE SEWERS
CHANGE...
Roll 3d8. If two of the rolls match the result of the failed Presence Test the PCs revisit
an already-explored Space.
Otherwise, read these tables from A to C and improvise.
TABLE B TABLE C
TABLE A It’s home to... Who want...
It looks like...
rocks Wild revellers, deep in their To complete an unholy
1 A natural cavern. Broken and a cups ritual
and damp earth, stalactites
steady drip.
hole Traders hawking strange and To recruit spies for a secret
2 A wide bowl with a deep, black
filth flow dangerous trinkets mission
at the centre. Liquid and
inexorably downward.
beds, Intelligent bears with To identify the traitor in
3 A series of small rooms with
Candles rudimentary language their midst
desks, and locking doors.
burn in crude wall sconces.
Giant bronze statues of To found a new society
4 A boiler room. Furnaces and pipes,- mighty warriors away from the overbearing
pumping steam to who-knows
where. powers of Galgenbeck
29
Galgenbeck is palimpsest. Tumour. A city built
on the ruins of itself. Beneath the sewers the
bones of the old city fester.
KILL HIM.