Among fair folk and trolls, some shit slapped together by

Among fair folk and trolls, some shit slapped together by Jackie Tremaine
(www.daylands.blogspot.com for any feedback); based on this anon's works:
https://archive.moe/tg/thread/24642651/#24663077
http://suptg.thisisnotatrueending.com/archive/22907962/
Once upon a time there were three billy goats, who were to go up to the hillside to make themselves
fat, and the name of all three was "Gruff."
On the way up was a bridge over a cascading stream they had to cross; and under the bridge lived a
great ugly troll, with eyes as big as saucers, and a nose as long as a poker.
So first of all came the youngest Billy Goat Gruff to cross the bridge.
"Trip, trap, trip, trap! " went the bridge.
"Who's that tripping over my bridge?" roared the troll .
"Oh, it is only I, the tiniest Billy Goat Gruff , and I'm going up to the hillside to make myself fat,"
said the billy goat, with such a small voice.
"Now, I'm coming to gobble you up," said the troll.
"Oh, no! pray don't take me. I'm too little, that I am," said the billy goat. "Wait a bit till the second
Billy Goat Gruff comes. He's much bigger."
"Well, be off with you," said the troll.
A little while after came the second Billy Goat Gruff to cross the bridge.
Trip, trap, trip, trap, trip, trap, went the bridge.
"Who's that tripping over my bridge?" roared the troll.
"Oh, it's the second Billy Goat Gruff , and I'm going up to the hillside to make myself fat," said the
billy goat, who hadn't such a small voice.
"Now I'm coming to gobble you up," said the troll.
"Oh, no! Don't take me. Wait a little till the big Billy Goat Gruff comes. He's much bigger."
"Very well! Be off with you," said the troll.
But just then up came the big Billy Goat Gruff .
Trip, trap, trip, trap, trip, trap! went the bridge, for the billy goat was so heavy that the bridge
creaked and groaned under him.
"Who's that tramping over my bridge?" roared the troll.
"It's I! The big Billy Goat Gruff ," said the billy goat, who had an ugly hoarse voice of his own.
"Now I 'm coming to gobble you up," roared the troll.
Well, come along! I've got two spears,
And I'll poke your eyeballs out at your ears;
I've got besides two curling-stones,
And I'll crush you to bits, body and bones.
That was what the big billy goat said. And then he flew at the troll, and poked his eyes out with his
horns, and crushed him to bits, body and bones, and tossed him out into the cascade, and after that
he went up to the hillside. There the billy goats got so fat they were scarcely able to walk home
again. And if the fat hasn't fallen off them, why, they're still fat; and so,
Snip, snap, snout.
This tale's told out.
George Webbe Dasent - Popular Tales from the Norse.
***
Character Creation:
Roll 3d6 for each attribute:
*Toughness: roll under it for withstanding damage, tiresomeness, poison or pain; as well as some
spiritual blocks like fear. Whenever you're out of Hit Points, damage will decrease your toughness.
*Awareness: roll under it to notice an ambush, to avoid an mighty attack or to act stealthy. Roll
under it to undisclose a truth behind a someone or something: if you succeed, you can ask any
question to your GM about that something: your GM will answer truthfully.
*Wisdom: roll under it for talking with the proper customs, for charming someone or make a tough
bargain. You can use it for asking the GM any question about the world's lore: On a Hit, the GM
will tell you something useful about the specified subject.
Human characters start with one Hit Dice.
Each morning, all characters roll 1d6 for each Hit Dice they have; the result is their Hit Points (HP)
Treat them as your character's ability to avoid being seriously damaged, with a touch of plot armor.
They will decrease during combat, but you'll get to re-roll your Hit Dice after the scene is over and
your character has had enough time to gather some breath.
This means that your Hit Points may even grow after a battle!
You start with 1d20 silver pieces, and some spare change.
Choose a single skill for your character, which represents his or her job. This skill may let you
attempt things that other character wouldn't:
Soldier: you get an extra Hit Dice, and armor doesn't cause you roll Toughness to maneuver.
Brawler: you get an extra Hit Dice, and you can re-roll damage once per day.
Knight: you've sworn allegiance to a lord or a lady. Once a day, when you're acting on their behalf,
you can invoke their name to re-roll any roll.
Sharpshooter: you don't have to roll Awareness to shoot, at any range.
Tinker: You can spend time to repair complex things and pick locks (providing you've got the right
tools)
Tracker: You can always make an Awareness save to find a trail, even in the most improbable
circunstances; and can attempt to discern things about whom left it just as if they were in front of
you.
Sly: You are good at lying and impersonating other people, and can make a Wisdom save to attempt
it when it wouldn't seem plausible to do so.
Sneaky: You're silent and swift as the wind. You don't have to roll Awareness to act stealthy.
Doctor: When you apply first aids to a hurt ally, he recovers 1d4 Toughness. When you must cure
illnesses, poisonings or deeper wounds, roll a d6 in this table to see what you'll need:
1- a draining with leeches - heals 1d8 Toughness.
2- a cup of starlight tea (needs cooking) - heals 1d8, patient loses 1d8 awareness
3- water spiked with yellow blossom - heals 1d8
4- a poultice of dog's hair (needs cooking) - heal 1d8
5- disinfectating with alcohol or whiskey - heal 1d8
6- you can't help this patient
On an unwanted option, you can make a single wisdom save to roll again on this table.
Crafter: Choose the guild you belong to: (blacksmith, trapper, writer). You can spend time using
your tools for attempting to make a good work related to your chosen guild. Whenever you face a
work related to your craft, you can roll a Wisdom Save to ask any question about it, even if a
normal person could not possibly know it. On a hit, your GM will answer it truthfully.
Master Thief: Whenever you need (be it surrounded by your enemies, or imprisoned in a cell) you
can declare retroactivelly that you did something at any point of the story (setting up a trap, or
sneaking a clip in your hair) because you had felt the danger approaching. If you roll a hit (under
the most appropiate stat for your claimed action) whatever you said its true.
Eerie Charm: You can project a feeling, like love or hate, or a suggestion that doesn't go directly
against the target's nature, on anyone that is hearing your voice. You must even cast it on stubborn
things, like telling a lock to open, a candle to extinguish itself, or a storm to calm down. He/she/it
must pass a Wisdom save or accept it like it was it's own idea. Having this skill will almost certainly
mean that you have elven blood on your veins.
Shapeshifter: You have a bond with an animal spirit (choose one) and you have a gift or mark that
proves it. When you concentrate in that gift, you take the shape of that animal, and all of it's
abilities. For every roll you make in this shape, you lose 1d4 Wisdom. Should you run out of
wisdom, you will forget your former self and become the beast until someone heals you.
Fortune teller: You know how to read the past, present and immediate future. Roll in this table for
your favored method:
1- watching how the wind carries away a handful of sand.
2- a deck of tarot cards you keep on your luggage
3- reading the dance of the fire
4- gazing over a water basin
5- teamancy; the study of the dregs of tea
6- casting little wooden sticks
Once per day, you can ask any question about a situation, your GM will answer you truthfully. You
can ask a second question if you pass a Wisdom save.
Conjurer: You've learnt how to summon mystic powers; roll in this table to see which one you've
mastered:
1 A word to summon the night around you, even inside of a room.
2 A power to set fire to anything you touch (1d6 damage every turn)
3 An hour-long dance to call or dispel wind and storms. Once the clouds have gathered, you can
cast lightning (1d12 damage)
4 An orison to bring a white light, that can reveal the true aspect of others and forbid them to lie.
5 A spell to cast an mirage over yourself, or anything that you consider of your own. It covers all
senses, and anyone distrusting may roll an Awareness save to notice any imperfection on your work.
6 A chant to heal the body and soul of anyone you touch (1d8 to any stat)
7
8
Characters start at level 1 -apprentice- , once they reach level 6 they become masters; they leave the
game and become NPCs; you must then roll a new character.
Everytime you get a new level, you roll a d20 for each of your attributes: if you roll OVER the
attribute, increase it by 1 point. You also get a new skill that must be related to anything your
character has done lately.
Conflict Resolution:
PCs state what they do, within their capabilities, and the GM says what happens. But sometimes,
there is an implicit risk or uncertainity; and they have to roll a save to see if they overcome it. When
this happens, roll a d20 under the most appropiate stat:
Should the roll succeed; the action is done or the adventurer is safe from the risk.
Should the roll fail, the action may succeed or not; but the results are adverse to the players: they're
put in danger, suffer damage, discover an unwelcome truth (make up one if you need it) or any other
inconvenience; depending on the situation.
Combat:
On normal circumstances, there are no to-hit rolls, nor initiative. When two people quarrel, they'll
both are likely to hurt each other, and this happens at once.
In any fight, attackers roll their damage, and substracts the value from the opponent's HP. If that
opponent runs out of HP, following damage is substracted from the opponent's Toughness; then
he/she must make a toughness save to stay conscious until they receive medical treatment. Should
any fighter run out of Toughness, he's defeated/killed, at the GM's discrection.
Exceptionally difficult attacks may require a toughness/awareness/wisdom save to land a hit.
Damage depends on the used weapon. Hindered attacks are always 1d4; near point blank attacks are
always 1d12
Whenever your toughness decreases, you must roll a Toughness save: on a miss, you're at death's
door, and out of combat.
When left untreated, you must roll a Toughness save every sunset: On a hit, you wake up and
recover 1d4 toughness. On a miss, you stay sick and lose 1d4 toughness.
If you run out of Toughness, your're dead, and must roll a new character.
Equipment list:
10 Silver Coins (S) make a Gold Coin (G)
Whenever the characters ask for the price of something in a shop; roll the indicated dice for it's
price. That's the price for that kind of thing on that shop/town. Extremely high and low rolls can
mean special things, like sentimental value, or that the item is in poor condition.
Fists and kicks: 1d4 Damage.
Improvised Weapons (1S, 1d6 Damage): fork, staff, stool, dagger
Proper Weapons (d10S, 1d8 Damage): short bow, short sword, axe, mace, spear.
Complex Weapons (d6G, 1d10 Damage): rapier, ballista, duel pistol; two handed weapons.
Heavy Guns (1d8G, 1d12 Damage, two hands): musket, long rifle, powder keg exploding.
Cannon: 1d8G, 1d20 damage; has wheels, must be pushed around.
Fire Elixir (1d20S, 1d6 damage in a nearby area): Does damage every turn until the target passes a
wisdom save.
When fighting with a small weapon on the off-hand (a dagger, a cape, a pistol), roll the main
weapon damage and a d4, and pick only the highest score.
Shield (1d10s, can be sacrificed to re-roll any blow against you. Damage 1d6)
Leather vest (10s, adds +2 to your max HP, Damage 1d10*)
Full Armour (50s, adds +6 to your max HP, Damage 1d12*)
Common tools: (1d4s, Damage 1d6): hammer, lockpicks, chain and lock, fishing rod, a water skin.
Precision tools: (1d6x10s, Damage 1d6): Chain watch, sextant, telescope, surgeon kit
Food supplies: 1d4S shall do for the whole week. 1d6 damage.
Whiskey (2s for the whole bottle, 1d6 damage): Lose 1d4 awareness; gain +1 toughness until it
wears off.
Dried leaves of Fisherman's curse(20s): The spiked beverage tastes like sea water. Those who drink
it lose 1d20 Toughness immediately; seaweed grows from the drinkers' throat and orifices. If buried,
the seaweed will also grow on the man's grave.
Vial of Tears of Iana (40s): Those who consume lose 1d6 Wisdom; and must pass a wisdom save, or
tell the truth about any topic they're asked. Wears off after 1d4 hours.
Vial of dragon sand (50s): d6 Damage, burns through most materials. If consumed provokes mild
euphoria, lose 1d20 toughness after three days.
Medicines (10s): Cure common diseases. If you're not a doctor, or don't have the help of one, you
must pass a wisdom check to see if you picked the right ones.
A night at the inn, or beer and meal: 1s per person.
Animals (When not indicated, roll attributes like in humans).
German Shepard (40s, can follow tracks and keep guard, 1d6 teeth and charge), Damage 1d8
Domestic Goat: 1 gold coin (the value of the gold coin is traditionally associated as the cost of a
healthy, domestic goat). Charge: 1d6. Damage 1d10
Poney:1d20 silver coins, kick 1d4 Damage 2d6
Mule: 1d10 silver coins, kick 1d6; Damage 2d10
Horse: 1d4 gold coins, charge 1d8, Damage 2d12
Hawk: 1d20 silver coins, 1d6 toughness. Frenzy attack 1d6; Damage 1d6
Rowboat, two-wheeled carriage, a whole beer keg: 1d20 silver coins; Damage 1d20
Big Fishing boat (two masts), four-wheeled coach: 1d4 gold coins; Damage 2d20
Frigate, three masts: 1d20 gold coins, Damage 4d20
One room shack: 1d20 silver coins; 2d10
Common House: 3d6 gold coins, with a little garden; Damage 3d20
An acre of fertile land: 1d12 gold coins
A unspecified work weekly wage: 1d8 silver coins
* Damage in non-weapon things represents the damage that object does when a troll picks it up and
uses it against you. Armours assume that the former armour wearer is still inside the vest.
BESTIARY
TROLLS
Sticking to the facts, we can't describe all trolls like they are made from the same cloth: Trolls can
largely differ from each other depending on their bloodlines and their habitats. They're still the same
species, but due to their wild nature and their segregation they tend to adapt to their surroundings in
different ways.
As a common feature, they usually display an extreme longevity, which can span for centuries if
they don't get in any brawl with a younger one of their kin (A troll dying from old age is truly an
odd thing to see!) and have an absurdly high strenght: humans cannot really impress them with
physical feats. They are also quite slow in their thinking, but that should not always be confused as
dumbness: trying to trick a troll has one of the highest rates of mortality in all the land's firepit
stories. They've known for stalking their preys and weight their forces; trolls won't get into fights
they don't think there is a chance to win.
When rolling stats for a Troll, arrange them so their Toughness is the higher value, and the
Wisdom is the lowest.
They all get the Tracking skill: they can perceive any trail or danger around just by using their
uncanny smell sense;
They all get Armour +3, as their thick skin acts like a natural protection for most of the attacks.
River trolls are the ones that live closer to human's settlements, making their homes under any
bridge they can find. Sometimes they prey on those who dare to cross, but most have learnt to
demand tithes to those who dare to pass through their bridge. This practise is so extended that it
affects the economy and trade routes; as market prices fluctuate proportionally to the number of
bridges that the caravan has crossed; or the diverting lenghts they've had to go to avoid that tolls.
The prices demanded by this trolls are as varied as money, shiny things, livestock (for feeding) or
human brides; though sometimes can be bribed with a promise of a good story: a charming, witty
man can easily befriend one of this trolls.
River trolls reach easily 15 feet tall, 20 top; and can lift and throw the weight of a horse. They start
with 6d6 HP
Lake trolls make their lairs on sweet water, be it blue as the summer sky, or dark and lichen green.
They often use the water to hide their large body mass (adults tend to the 30 feet) and prey on those
who came too close to their domains: fish, humans and animals searching for some water to drink
and bath on. Unlike some others of their kin, Lake trolls are highly savage and won't bother to talk
or bargain with any human if they can eat it instead. They're good swimmers and divers, and can
hold their breath as well as seals; that's almost two hours if they're very still.
Expert trackers can tell if a troll has settled in or out of a lake by studying the water level on the
shores; and the movement of the aquatic flora. Sailors should be aware that Lake trolls can lift the
weight of a rowboat filled with men; and that they like to push big fishing boats and sink them
without any warning to get those who travel inside. They get 6d6 HP x2
Forest trolls live through the dark corridors on the dark corners of the timber. They dress with
ornated hats and mantles made with ivy, furs and feathers; and their noses are so sensitive that can
even smell your feelings (unless you're too dirty). This trolls don't prey on human or cattle unless
there is a shortage of game on their territories, which happens some winters, or someone gets too
close to their homes; but they do have the vicious custom of stealing human babies and exchanging
them with their own. They don't do this to eat them, like most people think, but because they have a
particular curiosity and respect towards humans, and fancy to raise them as their fathers, to use their
help in their troll chores, and sometimes they even teach them magic. Troll children, on the other
hand, aren't much different than human ones, save for a little more hair on their skin, an implacable
hunger and, of course, the long tail which resembles a lion one; with a tassel on the tip. They often
return to the forest once they're old enough to feel the call of the wild.
Forest trolls reach 25 feet, and can lift up to a full grown long-bearded goat.
Due to their deals with animals and hidden folk, they always know at least a spell at random. One
in four even carries a staff made of the biggest tree branch they can find.
Glacier trolls live in the far north, where the snow never melts and the sun hides in winter. They
can't hardly abandon that place, as the direct sunlight hurts them, and would turn them into stone if
exposed too much time. They lose 1d20 Toughness every minute they spend outside their shelters
on a sunny day. Due to this sunlight aversion, Glacier trolls usually hibernate all summer, and go
hunting on the winter, when the days are short. If they can't find any prey, they may walk into the
northern villages, searching for men and cattle alike. I tell you this as a warning, because many
people; southerners mostly, will tell you that glacier trolls are just a myth; but that brutal monsters
can easily reach the terrific number of 80 feet, can lift and throw an whole house, and are able to
swallow an elk if they manage to catch it.
Ocean trolls are the themes of many seamen songs and rhymes; a shadow that appears suddently on
the mist; and lifts whole frigates on its hands. They normally prey on crabs and fish, of any size; but
don't like when men; who unlike the smallest fish of the sea, travel blindly across the waters and
often collide with their enormous bodies. The most known song talks about that famous ship that
crashed against an iceberg, and how some children claim that a giant monster took them from the
waters with its massive hands, and left them alive and safe on a nearby beach. Later scout
expeditions dragged the waters for measuring the bottom level at that point, and diagnosed that, if
we were to believe that children, that beast would be at least 100 feet tall.
Mountain trolls dig their homes deep into the high peaks, a place easy to defend against any
visitors that could come to take their hoards. Though all trolls are more or less greedy, mountain
trolls love to steal and hoard all kind of things that could pass as treasure (gold, jewels, relics) and
sometimes they mistake human common furniture as valuable things (chairs, teapots, kettles). They
like to wear human crowns as bracelets; and basins as crowns. This kind of trolls are very
aggresive, and likely to take any trespasser into their domains for a thief, specially other trolls; and
the domains of a troll are usually “whatever their nose can smell”. They know how to take profit of
high ground, usually preparing traps and shooting rocks towards the climbers.
Mountain trolls can reach 25 feet, and can lift and throw small houses and shacks.
GOATS
Both humans and trolls share their worship for a trinity of billy goats, all of them called Gruff, but
have very different views about them: for humans, they represent wisdom, family and strenght.
Many warriors hold a goat charm on their luggage to remind them of what they're fighting for.
For trolls, however, their tale is a fable about the evils of greed and the deceiving nature of nontrolls.
Goats have the ability to charge towards their enemies; to do so they must sprint towards their target
from a long range, in an uninterrupted sprint; and their enemy gets to roll an awareness save to
avoid the hit. Should the goat connect with the target, instead of rolling their normal damage, they
roll twice and add both results. Goats classify in three major types:
The domestic goats are those owned by farmers; who milk them, shear them and often keep them
as guards on their homes. Arrange Wisdom as their favored stat. Their slam damage is 1d6.
The wild goats pasture free on the valleys and mountains; their horns are sharp and thick, coiled
towards their backs. Their favored stat is Awareness and their goring is 1d8 damage
The long bearded goats are white and furry, as big as a cow and twice as heavy. That kind of goat
is fearless, and won't never back out when attacked. Their favored stat is Toughness, and their horns
do 1d12 damage.
ELVES
The Elves, also called hidden folk or the fey, are mystical, eerie people which make their kingdoms
far from human roads. They're usually smallest than humans, graceful and charming on an
spellbinding way. They make dresses out of spidersilk and sometimes wear old bronze armors;
while armed with swords and spears all ornated with flowers. They proclaim themselves the Kings
and Queens of their own plot of the wilds. As long as they're on their habitat, they may summon
liege beasts to fetch the intruders (1.1d4 Wolves; 2.A Boar; 3. A pack of ravens; 4. A stag; 5. A
snake -lose 1d6 toughness on a bite-; 6; a wild dog) or command the hawthorns to ensnare their
feet and arms (1d4 thorn damage per turn).
The Elves also like to exchange their children with the humans', but this can easily be averted by
placing horseshoes, screws or anything made of iron near the baby's cradle: Elves are highly allergic
to it. When in contact with iron or steel, all elves will lose 1d6 Toughness per turn, and feel a
numbing pain in the affected part (they must roll a save to avoid dropping that object at once). All
iron weapons do double damage against an elf.
One should be wary when dealing with the hidden people, as their rules and customs don't always
match with the human ones. When treading into the hidden folk's territory, specially if you're
asking something from them, you must roll a Wisdom save: on a miss, you may have insulted the
fey in some way.
When rolling stats for hidden folk, arrange them so their Wisdom is the higher value, and their
Toughness is the lowest.
They all get the Sneaking skill; as long as they are on their natural landtype; and the Eerie charm
spell. They all start with 2d6 HP. Depending of their clan, they may get other abilities.
Meadow Folk make their kindoms on the endless fields of wild barley, as to match the color of
their hair; and sometimes they settle in the wretched buildings long ago forgotten by humans. You
can never tell when you're in one, as any simple rock can be the entrance to their castle; and any old
split tree might be their throne. Meadow folk know many things, as they're fond of scrying the fates
and asking to the winds and birds. If you manage to befriend even briefly the meadow folk, you can
ask them for anything that comes to your mind, and they will tell you a way to achieve it; even if it
involves a quest and a very concise steps that must be followed to the letter. You must know that
they never lie, but they may keep to themselves what would happen to you should you mismatch
this rules, or try to take more than they offered.
Timber Folk build their homes atop of their sacred trees; who, according to their creed, are their
own ancestors. They can be distinguished for their pale, greenish skin and their hair, made of leaves
that turn red every autumn. They also feature a pair of crowns akin to a stag's, which helps them to
hide among the branches. Timber folk feed on sunlight, and will lose 1d6 toughness for each day
they cannot bask on the sun at least one hour; which is a problem on the darkest days of winter. This
damage can be prevented by absorbing the sunlight embedded a gold coin (the coin becomes
charred and spoilt in the process). This need for gold drives those elves to sack all the adventurers
who drift into their lands; which is not very difficult for them: they are the best shooters when using
a sling or a bow and arrows; and don't have to roll any awareness save when shooting at any range.
As the Timber folk gets old or weak (if they're badly hurt or die), they become trees themselves, and
are revered and honored by their kin. It's said that a gold coin pushed against their bark can restore
the health (1d6 Toughness) to a Timber Elf fallen before their hour, and that if you do that for them,
they'll repay you as bodyguards until they get to save your life once.
Water Folk like to live near the springs and waterfalls, though they may be found on any sweet
waters. They are almost invaribily female; and like to use their uncanny charm to lure the
unwelcome intruders into their waters, where they drown them. Water folk also know the Mirage
spell, though all their impersonations can be distinguished because they clothes seem always wet,
and leave a water trail behind their steps.
They're also specially violent and feral, but sometimes, they fall madly in love with an adventurer
(they must roll a wisdom save everytime they met one to avoid this). Should this happen, and the
adventurer accede to such love, they become extremely jealous and possesive girlfriends.
Water folk need to swim in fresh water at least once a day, and will lose 1d6 toughness each day
they must go without doing it. As for their appearance, they have electric blue lips, and blue hair;
dress on white robes and usually are armed with whatever non-iron rusty weapons they may find in
the river.
Earth Folk live on the caves leading towards the depths of the earth, where they mine for metals
and jewels, and forge their works on the scolding lakes of fire. Should a man venture into their
kingdoms, he could watch their cities lighted by polished jewels, and their boats sailing into the
dark underground seas.
POOL
Starts with melee weapons, then ranged weapons, then the costs for different kinds of foods and equipment
and lodgings. Then there's a section for purchasing land, buildings, boats, wagons, work animals, and livestock,
with some guidelines to establishing a business or trade routes(we like fucking around with economics in our
games). "Damn," I thought, "He's actually put some effort into all of this."
YES. Ponies do less damage than cows which do less than horses, and without taking the time to explain the
mechanics they're on about a 6/10/12 ratio of how much damage they do. Going off of that, a one-room shack
for peasants does about 15, and a large house does 35. Going off of this, getting hit by a sword does 3.
I just read through the bestiary closer. There are three different types of goats listed: Domestic, Wild, and LongBearded Goats. I did a double take, because the Long-Bearded Goats looked surprisingly tough.
I CRUNCHED THE NUMBERS. A LONG-BEARDED GOAT CAN SOLO THE RIVER TROLL. KNOW WHAT
THE TITLE IS ON THE COVER SHEET? "GRUFF." MY GM IS THE BEST GM EVER.
The human religion is based around a holy trinity of goats, and there are other trinities of lesser humanoid gods.
>>22908743
Actually, the troll has a fighting chance. The goat has to get a running start to do troll-killing damage - yes, the
goat CAN potentially one-shot the troll if he has about a fifty-feet run up and gets a solid hit - but according to
this the charge is interrupted if the goat is hit with anything child-sized or larger. If the goat doesn't make its
charge, or they somehow start in melee, I'd say the troll would win slightly more often than the goat. But with
the charge? Troll's fucked.
I think a party with bows could kill the goat. But even if it doesn't get a charge, it's a fucking close-combat terror.
Thick fur for damage reduction and a head butt from it knocks you 1d6 feet (this distance and the damage
scales with his charge range).
I really hope someone in the group DOESN'T read too closely and fucks with the goat.
I'll cop to it; Troll Hunter was a huge inspiration for this game. I'll freely admit now that my game isn't 100% true
to folklore and mythology, but I wanted to give the feeling of regular humans being dumped into a fairy tale
world. And I chose trolls because, when I was first writing shit up for this game, I was thinking of gods the
characters could worship. I was looking through my Greek mythology and Artemis and Apollo interested me,
and I added a third archery-focused god and thought "hehe, yeah, lots of myths and fables focus on threes, like,
um... Three Billygoats Gruff-HOLYSHIT." That's about where this game came from, I won't even pretend that
this is thoroughly researched or "historically" accurate, I just wanted to make a fucking awesome game.
Oh, not at all a bad thing, I just want to make it clear that my game isn't 100% based on mythology. Rule of
Cool is in affect to a certain extent. Also, trolls are considerably tougher to kill in this game. The typical
weaknesses of fire and sunlight only apply to specific types of trolls, in general players are best served trying to
talk their way past trolls rather than trying to fight them.
At least until they're more experienced, where becoming genuine troll hunters is a valid career path. Something
a player suggested when I started this homebrew, and something I took to heart, was "You know how the
dragon fights in Skyrim were cool, but kinda piss-easy? I wish we could have something like that, but
challenging, where it felt really fucking awesome when we managed to kill a dragon instead of it just being
another notch in my character's belt."
Haha, most trolls the party encounters won't be more than 15 or 20 feet. Those are River Trolls, they're the
ones that regularly deal with humans. Lake Trolls are about 30 feet, Forest Trolls are around 25 (this is, of
course, assuming they're full-grown), Ocean Trolls are around 100 and extremely rare, and Glacier Trolls (the
largest players are likely to encounter) are around 80 feet. There are a couple other types I haven't defined yet,
and they're all really the same species. They just tend to adapt to their surroundings in different ways.
They're all intelligent, if a little slow. Humans can't really impress them with physical strength, but a quick-witted,
funny, or charming human can earn their friendship pretty quickly. Trolls fucking love stories and jokes, and if
you're a fast-talker you can earn a River Troll's friendship pretty easily. Others aren't so friendly, Lake and
Glacier Trolls in particular are right assholes most of the time.
Needs cave trolls, mountain trolls, and hill trolls.
C'mon man, if trolls are gonna be your whole thing you need some variety.