Trolls are degenerate creatures that embody the filth and hostility of the swamp. They are pallid, malformed humanoids with twisted features, lank greasy hair, warty skin, and gnarled, clawed hands and feet adapted for life in the mire. Their webbed extremities allow them to move surprisingly well through the muck, though their gangly limbs make them awkward on dry land. Trolls are inherently cruel, malicious, and obsessive, driven more by base instincts than any semblance of higher intelligence.
- Solitary or Small Groups: Most trolls are solitary creatures, but smaller ones often band together in loose, chaotic groups for survival or to bully others.
- Lack of Culture: Trolls have no crafts, no fire, no tools, and no clothing. They lack the ability to create or innovate, relying solely on brute strength and cruelty to sustain themselves.
- Territorial Raiders: Trolls are opportunists, often taking over abandoned towers or islands for shelter. They occasionally raid human settlements, though they are typically deterred by organized resistance.
- Resting Habits: Trolls sleep standing in the mire, hidden in dense swamp vegetation, or perched awkwardly in trees.
- Strengths: Trolls are physically strong, with claws that can rend wood and flesh. They are incredibly resilient, seemingly impervious to minor injuries. Their webbed feet allow them to traverse the swamp with ease.
- Weaknesses: Trolls are unintelligent and predictable, easily outwitted by clever opponents. They have a fear of fire and strong, sharp-smelling substances like swamp resin, which can be used to drive them away.
1. Encounter with a Lone Wandering Troll
A lone troll, named Grunkle, prowls the swamp near a narrow path used by villagers. It’s scrawny but wiry, with sharp claws and an insatiable appetite for cruelty.
- Setup: The characters come across a makeshift barrier of brambles and swamp weed strung across their path. Grunkle lurks nearby, waiting to ambush anyone who attempts to cross.
- Details:
- Tactics: Grunkle uses the swamp terrain to its advantage, attacking with hit-and-run tactics and retreating into the water when injured.
- Resolution: Grunkle can be driven away with fire or tricked into stepping into a boggy sinkhole. Its crude "treasures" (bones, shiny stones, bits of resin) can be found in a hidden cache nearby.
A band of five small trolls has taken up residence near a swamp crossroads. These trolls, led by Warty, have been harassing travelers, stealing food, and blocking passage.
- Setup: The group is discovered throwing rocks and jeering at a stranded skiff, its occupants trapped on a sandbar.
- Details:
- Tactics:
- The trolls work as a chaotic pack, swarming their victims but prone to infighting.
- They throw mud and swamp debris to distract, then lunge with claws and teeth.
- Complications: The trolls scatter if one of their number is killed, but they may regroup later.
- Resolution: The characters can fight, scare them off, or bribe them with food. Their lair, a hollowed-out tree, contains stolen goods.
A massive troll named Groth has claimed an island with a ruined tower. It has been terrorizing the area, stealing livestock from nearby villages and attacking anyone who ventures near.
- Setup: Villagers hire the characters to drive off Groth. The island is surrounded by treacherous swamp waters, and Groth has reinforced the tower with debris and muck.
- Details:
- Groth's Strengths: Groth is twice the size of an average troll, with immense strength and crude intelligence. It uses large branches as clubs and has turned the tower's broken walls into a crude lair.
- Tactics:
- Groth defends its territory fiercely, hurling debris from the tower before engaging in close combat.
- The tower itself is precarious, with weak floors and collapsing walls.
- Complications: The swamp around the island is full of pitfalls and may contain smaller trolls or swamp creatures.
- Resolution: Groth can be killed or driven off, but the battle may destroy parts of the tower. Hidden in the rubble is a mysterious sigil carved into stone, hinting at the tower's original purpose.
These scenarios showcase the unpredictability and menace of trolls in the swamp world, offering a variety of challenges for players to navigate.
Roll 3D6 to quickly generate a Troll's personality and behavior traits. The result corresponds to one of the following combinations of traits.
Usage
- Roll 3D6.
- Match the result to the chart to determine the Troll's dominant personality or behavior trait.
- For added complexity, roll additional traits (up to 3 total) and combine them for a more dynamic troll.
This system is ideal for quickly defining Troll NPCs or creating random encounters with colorful, chaotic personalities.
3 - Cruel Sadist
- Takes joy in causing pain or discomfort.
- Exploits others' weaknesses for fun.
4 - Cowardly Saboteur
- Strikes from the shadows, avoiding confrontation.
- Refuses responsibility for harmful actions.
5 - Petty Squabbler
- Picks unnecessary fights over trivial matters.
- Focuses on being “right” rather than resolving issues.
6 - Blame-Shifter
- Avoids accountability by deflecting blame onto others.
- Dodges consequences with lies or excuses.
7 - Envious Underminer
- Resents others’ success or happiness.
- Undermines or diminishes achievements out of jealousy.
8 - Shadow Lurker
- Hides identity to evade consequences.
- Uses disguises or false personas to deceive others.
9 - Sarcastic Cynic
- Undermines others with cutting sarcasm.
- Masks insults or hostility as humor.
10 - Conflict Escalator
- Thrives on intensifying arguments or disputes.
- Stirs the pot to maximize chaos and division.
11 - Manipulative Deceiver
- Twists words and situations to confuse or control others.
- Exploits trust and vulnerabilities for personal gain.
12 - Thrill-Seeker
- Trolls for excitement, entertainment, or boredom.
- Treats serious situations as games or jokes.
13 - Reactionary Hater
- Responds with blind hostility to new ideas or challenges.
- Fueled by gut-level disdain for change or differing views.
14 - Greedy Opportunist
- Exploits situations or people for personal gain.
- Obsessed with acquiring resources, power, or wealth.
15 - Dominance Player
- Uses intimidation, coercion, or control to assert power.
- Restricts others’ choices to maintain superiority.
16 - Competitive Braggart
- Obsessed with one-upping others in all situations.
- Boasts or dismisses others’ successes to appear superior.
17 - Malicious Grudge-Holder
- Pursues relentless revenge, regardless of scale or consequence.
- Harbors grudges for extended periods to fuel unnecessary conflict.
18 - Provocateur
- Enjoys stirring conflict and shocking others.
- Pushes boundaries to provoke strong reactions.