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The Troll King [Dollar Dangers]

The Troll King [Dollar Dangers]

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PUBLIC NOTICE!

The self-proclaimed Troll King has issued a challenge from within the depths of the Heartwood Forest. This fearsome troll has brought terror to our lands, and none who have ventured into his domain have returned. Lord Halden seeks courageous souls to confront this menace, end his reign, and restore peace to Greendale. Those who succeed will be generously rewarded

Step forth if you dare, and bring an end to the Troll King's tyranny.

~ Lord Halden

A Two-Hour Adventure for 5th - 7th Level Characters

Read Thrain's Creature Codex to learn about trolls, how to run them in your game, or how to fight them!


Dollar Dangers are Pay What You Want quests & encounters you find yourself doing in between adventures. They can be obtained from bounty boards, tavern patrons, local law, etc. Each Dollar Danger is broken down into digestible information:

  • The Overview - What is this task or encounter about? Mostly information the Game Master needs to run it.
  • Setting - Where does it take place?
  • Objectives - These are the requirements to complete the encounter.
  • Enemies - How many enemies are there and what are they?
  • Encounter Start - Sometimes this is a hook, other times just a drop into the action.
  • Traps/Puzzles - Are there any traps or puzzles? If so, here they are.
  • Tactics - Suggestions for how the adversaries should behave.
  • Aftermath - Tells you how things may go based on the party actions.
  • Treasure - What do they get?
  • Conclusion - Now that it's over, what's next?

You can read it here for free, or pay for the print-friendly PDF download.

Sometimes the rules change or our understanding of them does. If that happens, we may update the file. When that happens, you will receive an email letting you know and you can download the updated copy for free.


The Troll King

Deep within the Heartwood Forest, a self-proclaimed Troll King has issued a challenge to all who dare oppose him. Warriors and adventurers have ventured into his domain, but none have returned. Lord Halden seeks brave souls to end the Troll King’s reign and prevent a new dynasty of terror. Are you up to the challenge?

A Two-Hour Adventure for 5th - 7th Level Characters

Summary: The adventurers receive a summons to the court of Lord Halden, ruler of the lands surrounding the Heartwood Forest. Upon arrival, they find the atmosphere tense, with whispers of the Troll King’s challenge spreading fear among the populace.

Introduction

The small town of Everdale, nestled on the edge of the ancient Heartwood Forest, has recently been plagued by a fearsome threat. A massive troll, proclaiming itself the Troll King, has challenged all who dare to oppose him. Lord Halden, fearing for the safety of his people and the rise of a troll dynasty, has called upon brave adventurers to venture into the forest and end this menace. The journey into the Heartwood Forest will be perilous, but the reward is great, and the safety of Greendale depends on their success. The adventurers can speak with several key figures in the court and the village. These include:

  • Lord Halden's Plea: Lord Halden, the stern but fair ruler of Everdale, addresses the adventurers in his grand hall.

"Brave souls, the so-called Troll King has declared himself ruler of the Heartwood Forest. He dares the greatest warriors to challenge him, and those who have ventured into his domain have not returned. His reign must be ended before he rallies other trolls to his cause. I offer a reward of 500 gold pieces and an ancient relic from my family's vault (Periapt of Wound Closure) to those who can defeat this menace."

  • Sir Gareth, the Captain of the Guard: He provides tactical insights, having scouted the forest's edge.

“The Troll King has set up his throne deep within the forest, in a clearing surrounded by ancient ruins. Be wary, for he is cunning, and the forest seems to defend him”

  • Elder Merla, the village historian: She shares knowledge of the forest’s history.

“The Heartwood Forest is ancient and magical. The ruins where the Troll King has made his lair are remnants of a forgotten civilization, possibly with lingering enchantments”

  • Ryn, a former adventurer: He gives practical advice from his own experiences. 

"The Troll King is no ordinary troll. His strength and intelligence are unparalleled. Ensure you are well-prepared, and use fire or acid to counter his regeneration."

The adventurers set off towards the Heartwood Forest, following the path outlined by Sir Gareth. Before reaching his throne, they must navigate through dense woods and treacherous terrain and face lesser creatures loyal to the Troll King.

Into the Heartwood Forest

The adventurers embarked on their journey into the dense and ancient Heartwood Forest, a place filled with natural beauty and lurking dangers. The path to the Troll King's lair is fraught with challenges that will test their skills and resolve.

Journey Details

  • Navigating the Forest: The Heartwood Forest is a complex maze of towering trees, creeping vines, and hidden dangers. The forest's magic weaves illusions and shifts paths, challenging navigation. The adventurers must use their wits and skills to navigate the forest’s ever-changing pathways. Success requires a series of skill checks and creative problem-solving:

    • Arcana (DC 15): To sense and understand the magical influences altering the forest paths.

    • Nature (DC 13): To identify natural landmarks and avoid enchanted traps.

    • Insight (DC 12): To see through illusions and recognize false trails set by the Troll King’s magic.

  • Encounters: As the adventurers delve deeper into the forest, they face several encounters that test their abilities and resourcefulness.

  • Ambush by Loyal Minions:
    • Description: As the adventurers delve deeper into the forest, various creatures loyal to to the Troll King lie in wait to ambush the party. They hide in various locations in an attempt to split the party. You can roll on the Wandering Monster Table in Appendix B: Random Tables.

    • Encounter Details: These creatures use the forest’s natural cover to their advantage, attacking from hidden positions and attempting to separate the party.

    • Tactical Tips: Encourage the use of Perception to spot the ambush early and Stealth to creep and avoid detection. Utilize area control spells or abilities to manage the attackers.

  • Environmental Hazards
    • Description: The forest itself poses dangers, from treacherous quicksand pits to tangles of poisonous vines. You can choose from those on the Environmental Hazards Table in Appendix B: Random Tables.

    • Hazard Examples

      • Quicksand (DC 14 Dexterity save): Characters must free themselves or risk being trapped.

      • Poisonous Vines (DC 13 Constitution save): Contact with these vines causes poisoning.

    • Tactical Tips: Encourage characters to use Nature or Survival skills to identify and avoid these hazards. Creative problem-solving, such as using tools or spells, can help bypass these dangers.

  • Mystical Obstacle
    • Description: As they approach the ancient ruins, the adventurers encounter a mystical barrier, a remnant of the forest’s ancient magic.

    • Encounter Details: The barrier can be a magical fog or a set of runic stones that need deciphering.

    • Tactical Tips: Characters with Arcana or History skills can decipher the runes or dispel the fog. Alternatively, the party may need to solve a riddle or complete a ritual.

  • The Final Approach: The path becomes steeper and more treacherous as the adventurers near the Troll King’s throne. A ravine 30 feet wide and 50 feet deep separates the adventurers from their goal. The rickety bridge can hold 150 pounds before breaking. A creature that falls suffers 5d6 bludgeoning damage. A DC 15 Strength (Athletics) is needed to climb out of the ravine.
    • Description: The path becomes steeper and more treacherous as the adventurers near the Troll King's throne. They might face one last challenge, such as crossing a rickety bridge over a deep ravine or avoiding falling rocks.

    • Encounter Details: This final obstacle tests the party’s coordination and dexterity.

    • Tactical Tips: Encourage teamwork and the use of rope or magic to secure safe passage. Dexterity checks (DC 14) may be required to avoid falling or getting hit by debris.

Confronting the Troll King

After navigating through the forest and overcoming its challenges, the adventurers reach the ancient ruins where the Troll King has established his throne. The area is filled with the remnants of a long-lost civilization, providing both cover and hazards.

Encounter with the Troll King

  • The Lair: The Troll King’s throne is set within a clearing surrounded by crumbling stone structures. The ground is uneven, with roots and ancient debris scattered around. This setting provides advantages and obstacles for both the party and the troll.

  • Tactics

    • Ambush: The Troll King might initially use the ruins to hide and ambush the party.

    • Brute Force: Once engaged, the Troll King fights ferociously, focusing his attacks on one adventurer at a time to quickly reduce the party’s numbers.

    • Regeneration: The adventurers must remember to use fire or acid to prevent the troll’s regeneration, applying these damage types strategically throughout the fight.

Winning the Fight

  • Victory: If the adventurers defeat the Troll King, they find evidence of his self-proclaimed kingship, such as a crude crown made from bones and stolen treasures from past victims.

  • Rewards: Along with the agreed reward from Lord Halden, the adventurers discover additional treasures within the ruins, including gold, jewels, and possibly a magical item linked to the ancient civilization.

Diplomatic Resolution

As the adventurers approach the Troll King’s throne, they might notice signs that suggest he is more than just a brute, such as crude symbols of power or a throne adorned with trinkets that indicate a sense of hierarchy and governance.

Ability Checks

  • Insight (DC15): Determine that the Troll King may be open to negotiation, especially if he sees a benefit to his own power or survival.
  • Perception (DC 12): Notice that the Troll King has been gathering trinkets and offerings, indicating that he understands the value of trade and tribute.

Roleplaying Gorath, the Troll King

Personality: The Troll King is proud and somewhat cunning. He respects strength but can be swayed by promises of power, safety, or wealth.
Dialogue: The Troll King might be curious about the adventurers’ motives and what they can offer him. He may test their resolve with questions or small challenges.

Possible Outcomes

  • Successful Diplomacy: The Troll King agrees to a truce, allowing the adventurers to leave peacefully. He may even offer assistance or information in exchange for their offerings.
  • Partial Success: The Troll King might agree to temporary peace but demands regular tribute or a significant show of respect. The adventurers might need to perform a task for him or leave behind valuable items.
  • Failure: If the adventurers fail to persuade the Troll King or insult him, he becomes enraged and attacks, forcing the party into combat.

Aftermath and Return to Lord Halden

With the Troll King defeated, the adventurers must now deal with the encounter's aftermath and return to Lord Halden's court. The return journey is filled with reflection, recovery, and the tangible relief of a successful mission.

  • Loot and Clues: In the Troll King’s lair, the adventurers find the remains of previous victims and valuable items. This includes:
    • Coins and small treasures amounting to 200 gold pieces.
    • An Amulet of Forgotten Paths.
  • Healing and Rest: The adventurers may need to rest briefly to recover from the battle, using hit dice to regain health and spells. The lair provides shelter but remains dangerous due to potential wandering monsters still loyal to their fallen king.
    • If a diplomatic solution was found, the Troll King may offer a quiet place to sleep for the night.
  • Evidence of the Kill: To prove their success to Lord Halden, the adventurers should collect evidence of their victory. This could be the Troll King’s crude bone crown, a large claw.
    • If a diplomatic solution was found, the Troll King will send home a bugbear ambassador to establish relations with Lord Halden.

Reception in Lord Halden’s Court

  • Welcoming Return: Upon their return, the villagers and court members greet the adventurers with relief and gratitude. Lord Halden meets them at the entrance to his hall.
  • Presentation of Evidence: The adventurers present the evidence of their victory to Lord Halden. The lord inspects the proof and thanks the adventurers for their bravery.
  • Reward Ceremony: A small ceremony is held in the court. Lord Halden rewards the adventurers with 500 gold pieces and a Periapt of Wound Closure.
  • Future Hooks: During the celebration, villagers or court members may approach the adventurers with other problems or quests, such as mysterious occurrences in nearby towns or rumors of other powerful creatures in the region.

Future Hooks

  • Additional Quests: During the celebration, villagers may approach the adventurers with other problems or Additional Quests: During the celebration, villagers may approach the adventurers with other problems or quests, such as missing persons, mysterious ruins in the forest, or strange occurrences in nearby towns.
  • Rumors from the Bugegear: The bugbear ambassador may have insight into growing forces beyond the other edge of the forest. 


Appendix A: Treasures


Amulet of Forgotten Paths

Wondrous item, uncommon

This amulet is crafted from an ancient, intricately carved stone, set in a frame of tarnished silver. It has faint runes etched along its surface which glow softly when the amulet is used.

Teleportation Boost. Once per day, you can use the amulet to cast the spell misty step without expending a spell slot.

Memory of the Ancints. While you are attuned to this amulet, you have advantage on Intelligence (History) checks related to ancient civilizations and their ruins.

 

Crown of Everclean

Wondrous item, uncommon

This elegant golden crown is always spotless, gleaming as if freshly polished. The crown is imbued with minor magic that keeps it perpetually clean and free of tarnish. Dust, grime, and other debris simply slide off, and it always appears pristine.

 

Periapt of Wound Closure

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

 

Appendix B: Variant Rules

 

Rules for Targeting Limbs

To add depth and strategic options when fighting trolls, consider using these custom rules for targeting and disabling limbs. These rules can help immobilize or disarm trolls, making combat more tactical and engaging.

Targeting Limbs

Adventurers can aim specifically at a troll’s limbs to either immobilize or cut them off. This requires precise attacks and can be risky but rewarding.

Called Shots

  • Requirement: To make a called shot, a character must declare their intent to target a specific limb before making the attack roll.
  • Penalty: Called shots are made with disadvantage due to the difficulty of hitting a specific body part in the heat of battle.
  • Effect: If the attack hits and deals damage equal to or greater than 10% of the troll’s maximum hit points, the targeted limb is affected as described below.

Disabling an Arm

  • Requirement: The attack must deal at least 10 points of damage in a single hit.
  • Effect: The troll’s arm is disabled, imposing disadvantage on attacks made with that arm until it regenerates after a short rest.

Severing an Arm

  • Requirement: The attack must deal at least 15 points of damage in a single hit.
  • Effect: The troll loses one of its arms, reducing its Multiattack by one claw attack. The severed limb does not regenerate unless reattached before it fully heals

Disabling a Leg

  • Requirement: The attack must deal at least 15 points of damage in a single hit.
  • Effect: The troll’s leg is disabled, causing it to fall prone and reducing its speed by 10 feet until it regenerates after a short rest.

Severing a Leg

  • Requirement: The attack must deal at least 20 points of damage in a single hit.
  • Effect: The troll loses one of its legs, reducing its speed by half and preventing it from taking the Dash action. The severed limb does not regenerate unless reattached before it fully heals.

Regeneration

  • Reattachment: Severed limbs can be reattached within 1 hour if held in place while the troll regenerates. The troll must spend one hour resting to reattach the limb.
  • Full Recovery: Trolls regenerate disabled limbs after a short rest, restoring their full functionality.
  • Regrowth: Trolls regrow full limbs after a long rest.

Tactical Use

  • Team Coordination: Characters should coordinate their attacks to maximize the effectiveness of targeting limbs, using the strengths and abilities of the entire party
  • Risk vs. Reward: Players must weigh the risks of making a called shot with disadvantage against the potential reward of significantly hindering the troll.


Appendix C: Random Tables

The frequency and timing of rolling on the tables can significantly impact the pacing and difficulty of the quest. Here’s a guideline for when and how often the GM should roll on the provided tables.

Guidelines for Use

  • Balancing Encounters: Use these tables to balance the number of encounters and hazards. If the party has just faced a problematic encounter, consider skipping the next roll or reducing the encounter’s difficulty or hazard.
  • Narrative Flow: Ensure that the frequency of rolls does not disrupt the quest’s narrative flow. If the story is reaching a critical point or too many encounters would slow down the plot, adjust the frequency accordingly.
  • Player Engagement: Monitor the players’ engagement levels. If they are enjoying the challenges, maintain a steady frequency. If they become frustrated or fatigued, ease up on the encounters and hazards.

Forest Traps Table

Roll once at the beginning of each travel segment or when the adventurers enter a new and particularly dense forest area. If the party is actively searching for traps (using Perception or Survival), reduce the frequency to once every two segments.

Wandering Monster Table

Roll for a wandering monster encounters every hour of in-game travel or whenever the party makes a lot of noise (such as during a combat encounter with another creature). If the party is particularly stealthy, reduce this to once every two hours.
Environmental Hazards Table

Roll for an environmental hazard once per hour of travel or whenever the adventurers enter a particularly treacherous area (like crossing a stream or moving through a thick underbrush). If the adventurers use skills like Nature or Survival to find safe paths, reduce the frequency of these checks.

 

Appendix D: Creatures

 

Troll

Large Giant, Chaotic Evil

Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft.

STR      18 (+4)    
DEX     13 (+1) 
CON 
  20 (+5)
INT       
7 (-2)
WIS   
     9 (-1)
CHA     
 7 (-2)

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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