TEXT:  
   
   
   
  Vengeance at 
  Trollbridge 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Vengeance at Trollbridge 
   
  Rumours & Hooks:  
  Thraani, a barbarian and recent resident to 
  Crow’s Keep, is seeking mercenaries for a troll 
  hunting expedition into the wilderness.  
   
   
  Sole Survivor 
  Thraani (tall, blonde, grim faced muscular 
  female, missing one eye), is the sole surviving 
  thuel (barbarian) of the nomadic Cliff Striders 
  tribe, and she wants only one thing: vengeance.  
   
  Driven from the Ulgoth Foothills three months 
  earlier by rival clans, her small tribe of forty made 
  their way south, following the clifftops above 
  Lake Argos into unfamiliar territory. One day 
  they camped by an ancient stone bridge that 
  crossed a deep ravine. Unfortunately for the 
  tribe, a troll warren was concealed below, and 
  they were attacked during the night. 
   
  Knocked off a cliff during the troll battle, Thraani 
  fell upon a small ledge. And there she hid, 
  cowing against the rock face, hating her weakness 
  but unable to summon the courage to return to 
  what was almost certain slaughter. When the 
  battle ended, Thraani quietly climbed her way to 
  safety and fled to Crow’s Keep. And there she 
  has remained, wallowing in her shame but vowing 
  revenge.  
   
  Thraani’s plan is simple: to recruit able 
  adventurers with strong backs, mighty thews, and 
  sharp swords, guide them to the stone bridge, and 
  kill the trolls - every last one of them!  
   
  By way of recompense, Thraani has found a 
  buyer for troll blood (Siripid, a gangly alchemist 
  who lives in a tall spire in the merchant’s quarter), 
  willing to pay 100 gp per quart of blood (a full 
  grown troll has up to 15 quarts, but after being 
  burnt, the amount harvestable is typically 3d4 
  quarts). 
  Recruiting 
  Thraani counted six trolls during the battle, which 
  were enough to ambush and kill her forty strong 
  tribe in short order. More than most, she knows 
  the terror the trolls instil, and is seeking warriors 
  of stout heart.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Whether the PCs come looking for Thraani, or 
  she seeks them out, the barbarian quizzes them 
  about their exploits over a few jugs of ale before 
  making any deals.  
   
  A great story of might and martial prowess 
  impresses her the most (possibly requiring a Cha 
  (Persuasion) or (Deception) check), but any 
  mention of sorcery is met with narrow eyed 
  suspicion and scornful muttering: “Bor kuufa 
  uchawi” (better dead than a demon/wizard). 
  Thraani might be persuaded to grudgingly take a 
  
   
  3 
   
  spell caster (or magic item wielder) with them, but 
  only on the strict condition that they refrain from 
  invoking any “accursed sorcery”.  
   
  Bar Brawl 
  At the GM’s discretion, a “test of might” may be 
  required, in which case Thraani picks a fight with 
  the biggest, most dangerous looking northmen in 
  the tavern (she tells them she has a message from 
  the PCs, spits in their food, flips their table, or 
  similar). The inevitable brawl that follows 
  embroils the entire drinking establishment, giving 
  Thraani a chance to vent some anger whilst 
  gauging her potential recruits’ capacity for 
  violence. Select a random player to roll on the 
  Bar Brawl table each round the brawl persists.  
   
  Thraani, AC 13, HD 3, Axe 1d12+2, 19: Causes 
  Injuries, S15 D16 C16 I10 P10 W13 Ch13, L6, 
  Mv 30 ft. When fighting the trolls, Thraani is 
  immune to morale and will fight to the death.  
   
  Tavern Brawler, AC 10, HD 1, Fist 1d2+1, 19: 
  roll on the Bar Brawl table, S11 D10 C10 I10 
  P10 W9 Ch10, L4, Mv 30 ft.  
   
  d20  
  Roll 
  BAR BRAWL 
  1 
  Break it up. 3d6 city watch enter the 
  tavern, putting an end to the brawl. 
  2 
  KO! The PC is knocked out by a lucky 
  haymaker for 2d6 rounds (Luck (Con) 
  check resists). 
  3 
  Wear the Chair. A brawler breaks a chair 
  on the PC (roll on the Injuries & Setbacks 
  table, ignore permanent results, Luck 
  (Con) save resists) 
  4 
  Pile on! 2d4 brawlers pile onto the PC, 
  pinning them down (helpless, Str contest 
  vs Str 16 to resist). 
  5 
  Grunnit, a skinny thief skirting the edges 
  of the brawl, yells out 3 to 1 odds on the 
  PC being the last to be knocked out. 1d6  
  brawlers take up the wager and converge 
  on the PC. 
  6 
  Bloody ruffians! A serving wench whacks 
  a PC on the head with a skillet, stunning 
  them (lose next action). 
  7 
  Where’d you come from? A small dark 
  haired child, Rani, suddenly scuttles out 
  from under a table, about to be crushed 
  by a toppling brawler! (Dex check to 
  intervene).  
  8 
  Fire! A shattered lantern flares in some 
  spilt alcohol, setting part of the tavern on 
  fire! 
  9 
  Barkeep. The PC glimpses the tavern 
  owner unconscious on the floor, being 
  looted by an opportunistic brawler.  
  10 
  Cat Projectile! A flying feline rockets 
  across the tavern, claws outstretched, 
  latching onto the PC’s head (blind, spend 
  an action to make a Str check to remove). 
  11 
  Duck! A shower of mugs, bottles and 
  plates hurtle across the tavern. All PCs 
  must make a Dex check or suffer 1d6 
  damage.  
  12 
  Who is that? A mysterious patron in a 
  deep hood sits unperturbed in the midst 
  of the fight, eating their stew as the brawl 
  rages around them.  
  13 
  A bard, Devin, begins beating his drum, 
  breaking into song as the brawl unfolds.  
  All brawlers gain advantage on their next 
  attack. 
  14 
  Cutpurse! An opportunistic pick pocket 
  tries to steal something from the PC (Perc 
  (Detection) contest vs Dex 15).  
  15 
  Hard Steel. One of the PC’s opponents 
  turns serious, pulling a knife.  
  16 
  The biggest, meanest looking warrior in 
  the tavern (Fighter 3) cracks the head of 
  his current foe before pointing at the PC 
  and making a bee line for them. 
  17 
  Bitey. An old woman with crazy eyes 
  suddenly bites at the PC from under a 
  nearby table, causing 1d4 damage and 
  tripping them (Dex check resists). 
  18 
  Bar Slide! The PC is grabbed by two 
  brawlers and thrown across the bar, 
  
   
  4 
   
  knocking off mugs and plates (1d6 
  damage and lose 1 Dex, Luck (Con) save 
  resists).  
  19 
  Window exit! The PC is hurled out the 
  nearest window into the street (Str contest 
  vs Str 15 resists). 50% chance of being 
  knocked out for 1d6 rounds. 
  20 
  Ale Refreshment. In the rafters, a 
  mischievous child pours a pitcher of ale 
  on the PC, then gives them a cheeky grin. 
  The PC restores 1d6 hp (including 
  regaining consciousness if at zero hp). 
   
  Fire, Acid, and … a shovel? 
  At the GM’s discretion, the party might know 
  (perhaps with an Int (Arcane Lore) check), or 
  previously 
  heard/read 
  that 
  trolls 
  have 
  supernatural regeneration, but that fire and acid 
  help to kill them. On a great success, they  might 
  also know that completely burying a troll’s 
  remains prevents them from healing. If the party 
  heads to the nearest alchemist to stock up on fire 
  pots and acid vials, the GM determines how 
  many are available (or alternatively 3d4 each). 
  With respect to ordinary lantern oil, the party can 
  probably obtain as much as they wish to carry.  
   
  Journey Encounters 
  The trollbridge is located in high cliffs 
  overlooking coastal waters, at least 5 days trek 
  from Crow’s Keep, through increasingly hilly and 
  mountainous terrain. Whilst travelling there is a 
  40% chance of an encounter every 12 hours. If an 
  encounter occurs, roll 1d10 or select from the 
  following:   
   
  1. 1d4 Giant Eagles (LFG p.106) can be 
  heard 
  screeching 
  high 
  overhead, 
  somewhere in the cloud cover. Suddenly, 
  a low flying eagle appears from a nearby 
  rise, slowly flapping skyward with a 
  struggling barbarian (Guda) clutched in 
  its claws.  
   
  2. 4d6 Beastmen (LFG p.100) are hunting 
  nearby, banging their war drums. There 
  is a second hunting party also nearby, 
  moving stealthily, positioned in the 
  opposite direction to the drum party.  
   
  3. A solitary Hill Giant exile (as LFG p.110 
  but Int 12) is making his way along the 
  cliff tops, searching for something he 
  doesn’t understand, drawn by strange 
  whispers. Marked by the void, Norwug 
  may cast up to three of the following 
  spells per combat: Lightning Bolt, Haste, 
  Telepathy, Monster Summoning III.  
   
  4. The party locates an ancient staircase 
  leading to a secret underpass through 
  part of the mountains, shortening their 
  travel time by one day. There is a 50% 
  chance of finding a dwarven relic in the 
  dark roads (iron pendant in a hammer 
  shape, worth 500 gp to the right buyer). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  5. A colossal 40 ft Horned Crawler bursts 
  up from the earth, launching rock and 
  party members in all directions as it 
  burrows out of the ground, instinctively 
  ravenous. 
   
  Horned Crawler, AC 15, HD 16, Horn 3d10, 
  19: special, S22 D10 C22 I3 P10 W14 Ch4 L15, 
  Mv 50 ft or 30 ft burrowing. The horned crawler 
  has Major Exploit Protection and Off Turn 
  Attacks (LFG p.95). On a 19+ attack roll the 
  target is skewered on the horn: roll 1d6 and 
  consult the Injuries & Setbacks table.  
   
  6. A hunting party of 3d10 thuels (as 
  Berserker LFG p.114) is camped nearby 
  with 1d4 wandering sentries. There is a 
  50% chance they are Stone Bloods, allies 
  of the Cliff Striders. Otherwise they are 
  dreaded Bone Jaws and bitter enemies of 
  Thraani’s (now effectively extinct) tribe. 
   
  7. A pack of 2d4 jet black Dire Wolves 
  (LFG p.130) stalk these mountain passes, 
  hunting for humanoids (or anything 
  living, really) to sink their fangs into. 
   
  8. The weather turns poor, showering 
  heavily, and causing part of the cliffs to 
  collapse at an inopportune time. The 
  party must make a Group Luck save or 
  be swept up in a devastating mountain 
  slide resulting in death (50%, swept off 
  the cliffs or utterly buried) or (50%) 6d6 
  damage (landing on a ledge). 
   
  9. A series of ravines dots this area, 
  requiring numerous difficult and taxing 
  climbs. Each PC must make a Luck (Str) 
  check or lose 1 Str due to exhaustion.  
   
  10. On a high and windy tor sits an old and 
  weather beaten tomb, its entry archway as 
  black as night. Hidden inside is 1 x 4 HD 
  Lair Treasure (LFG p.140), guarded by 
  the Spectre (LFG p.124) of a priest from 
  a past age.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trollbridge 
  The trollbridge corridors and stairs are mostly cut 
  stone, excepting the south eastern tunnels. The 
  western wing is lit with candles, allowing Yoggzul 
  to navigate the otherwise dark tunnels.  
   
  In the eastern wing, excepting where daylight is 
  able to penetrate Areas 8 and 13, the tunnels are 
  completely dark. The trolls are able to see in the 
  dark without difficulty but PCs will need their 
  own light source.   
  
   
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 - Highbridge 
  The ancient stone bridge is 70 ft long and 15 ft 
  wide, fashioned of mountain granite, with high 4 
  ft railings. Despite its great age, the bridge is in 
  good repair, and will not crumble away if the 
  adventurers set foot on it.  
   
  From the apex of the bridge, the ravine drops 
  approximately 200 ft to its lowest point, where a 
  shallow and slow moving river runs north to 
  south.  
   
  About 25 ft down, on the western face, 3 arrow 
  slits might be seen, although they are somewhat 
  overgrown with clinging shrubs (Perc (Detection) 
  check at a -2 penalty). At about 60 ft down is an  
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  obvious stone staircase and secondary bridge, 
  which descends another 15 ft or so before joining 
  a tunnel on the eastern face. Thick, oversized 
  webs can be seen wrapping about the lower 
  bridgeway. 
   
  If the party lingers on the bridge for any length of 
  time, the Trollspider in Area 7 will spot them and 
  alert his kin with a strange clicking noise that 
  echoes through the ravine. 
   
  At the GM’s option, depending on the weather, 
  thick fog might shroud the lower confines of the 
  ravine, concealing the secondary bridge or other 
  locations. 
   
  
   
  7 
   
   Area 2 – Bridgehouse Ruins  
  Only rubble and a few sad feet of foundations 
  remains of the bridgehouse that once occupied 
  this spot a thousand years ago. The stone is 
  overgrown with weeds, but digging around in the 
  collapsing floor unearths 1 x Carry Loot (LFG 
  p.136). PCs probing for descending stairs will 
  find them filled with fallen rubble, blocked for 
  centuries. Determined PCs with the right tools 
  might excavate a tunnel to Area 3 (albeit noisily 
  and taking many hours). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 3 – Necromancer’s Lair 
  This 35 ft long by 70 ft wide chamber has a 10 ft 
  ceiling, and used to form an underground 
  barracks for the tower guard stationed here. The 
  stairwell leading up to Area 2 has been blocked 
  with rubble for centuries. 
   
  The chamber is now used as a sleeping chamber 
  by the necromancer Yoggzul (50’s, 6½ ft, beard, 
  bushy eyebrows, long hooded robe). Yoggzul is 
  an exile by choice, permanently marked by his 
  use of dark magic (he emits a constant smell of 
  brimstone, and occasionally launches into 
  random bouts of non-sensical slurping and 
  croaking).  
   
  Under the protection of his troll allies, the 
  necromancer studies the dead in his lab in Area 
  4, experimenting in the hopes of unlocking a 
  secret nirvana betwixt life and death. He is fixated 
  upon the subject, barely eats, drinks or sleeps, 
  and has not spoken with a human for years.  He 
  refers to the living as the “dying”, and (if not 
  hostile) will greet the PCs with an guestimate of 
  years until their passing (eg: “ah, a dying, how 
  interesting. How did you find me? Twelve years I 
  think for you, yes. Your friend with the axe, tut 
  tut, just two. Superb musculature however. 
  Perhaps when you are done with her you might 
  bring her here, hmm?”). 
   
  Yoggzul is not inherently hostile to the PCs, and 
  might even offer them work (bringing him 
  cadavers for 10 gp each). He considers 
  Trollbridge his home however, and any assault 
  upon his quarters will be fiercely resisted. If the 
  eastern tunnels are attacked, Yoggzul may or may 
  not come to the aid of his troll allies, depending 
  on his assessment of the situation. His preference 
  is to use his magic through the arrow slits in Area 
  4 or through the doorway in Area 6.  
   
  Yoggzul, AC 12 (heavy robes), HD 6, Knife 1d4, 
  19: as weapon, S11 D9 C10 I16 P12 W12 Ch10, 
  L10, Mv 30 ft. Yoggzul may choose from the 
  following spells four times per combat (6
  th level): 
  Shield, Wizard Lock, Cure Wounds, Invisibility, 
  Cure Malady, Darkness 15 ft radius, Speak with 
  Animals, Speak with Dead, Ritual Magic, 
  Fireball, Hypnotic Pattern. Yoggzul has advantage 
  when resisting adverse mind effects such as sleep, 
  charm, fear and madness.  
   
  If the necromancer is killed and his quarters 
  searched (cot, stone slab for writing, scattered 
  scrolls and parchments, handful of eating 
  
   
  8 
   
  utensils), 1 x Carry Loot, 1 x Trinkets & Curios is 
  found (LFG p.136, 141).  
   
  Area 4 – Laboratory  
  This narrow 35 ft by 10 ft wide chamber has a 7 ft 
  ceiling and three shuttered arrow slits facing east. 
  Yoggzul uses the chamber as his lab, presently 
  there are two cadavers rotting away on two rough 
  hewn slabs (the trolls dragged the stones into the 
  chamber for him). If combat breaks out on the 
  bridge, or the party assaults the door to Area 6, 
  Yoggzul might hail them from here (or cast spells 
  at them).  
   
  Area 5 – Trapped stairs 
  This stone staircase is approx 20 ft high and 
  carved with runic symbols of the arcane, 
  magically trapped by Yoggzul (via an abjuration 
  ritual). Anyone other than Yoggzul or a troll that 
  ascends the stairs is overcome with escalating 
  lethargy, every step weightier than the last. Each 
  step taken requires a Will check to resist losing 1 
  Str. There are approx 40 steps to the top of the 
  staircase. Flying or traversing the stairs by other 
  means does not invoke the curse.  
   
  Area 6 – Western Entryway 
  A roughly lashed wooden door has been installed 
  at the eastern end of this corridor. It is unlocked, 
  but may be barred from the inside (breaking 
  through requires 3 successful Str checks at 
  disadvantage).  
   
  A long, defensive tunnel lies beyond, 55 ft long, 
  10 ft wide and 5 ft tall, except where the middle 
  roof rises to 7 ft. Characters fighting in the 
  cramped 5 ft sections with weapons larger than 
  short swords fight at disadvantage (inc trolls). In 
  the raised section stand four human skeletal 
  warriors. They allow none but Yoggzul or trolls to 
  pass.  
   
  Skeletal Warriors, AC 14, HD 4+2, Sword 
  1d8+2, 19: a defeated skeletal warrior re-animates 
  to aid this one, S17 D10 C16 I- P13 W- Ch-, L7, 
  Mv 30 ft. Skeletal sentinels are Undead with the 
  usual benefits (LFG p.95), automatically sense 
  the living within 60 ft and are immune to piercing 
  weapons such as arrows. Each warrior carries a 
  shield which they may use to negate a single 
  directional attack once (as shield rules LFG 
  p.40). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 7 – Lowbridge 
  This 35 ft long, 10 ft wide steep staircase-bridge is 
  spotted with moss and underhung with thick 
  strands of sticky webbing. A 10 ft Trollspider 
  lurks here (a horrifying troll arachnid mutant, 
  appearing as a giant spider with green, noduled 
  troll skin, able to parrot a few random “troll” 
  words in a hideous, chittering voice).  
   
  Trollspider, Boss Monster AC 13, HD 7 (54 
  hp), Bite 2d4+1 + poison and 4 Claws 1d8+1, 19: 
  the target is encased in webs (helpless, spend 
  action to make a Str contest vs Str 17 to break 
  free), S19 D14 C15 I3 P10 W13 Ch3, L9, Mv 40 
  ft inc walls, ceiling, etc. The trollspider is a Boss 
  Monster with the usual benefits. It regenerates 
  like a troll, and its poison Bite causes 1d4 Dex 
  loss (Luck (Con) save resists). The monster’s 
  webs are infused with a fire retardant mucus and 
  do not burn, instead giving off a poisonous fume 
  
   
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  causing 1d3 Str loss in a 20 ft radius (spider and 
  trolls are immune, otherwise Luck (Con) save 
  resists).  
   
  The trollspider is an abomination, twisted into its 
  current form by Yoggzul’s magic gone awry. It 
  retains only the basic vestiges of its former troll 
  life, but knows allies from enemies, and remains 
  loyal to Gort. If defeated, the monster’s webs 
  contain the bodies of recently slain barbarians 
  and beastmen (1 x Trinkets & Curios LFG 
  p.141).  
   
  Area 8 – Eastern Entryway 
  This defensive tunnel is 10 ft wide, 60 ft long and 
  5 ft high, except in the middle where the height 
  rises to 10 ft. A single troll sentry is on guard duty 
  in the raised section, sitting on a heap of furs 
  (50% chance dozing off after a meal, the half 
  eaten corpse of a beastman beside it). Characters 
  fighting in the cramped 5 ft sections with weapons 
  larger than short swords fight at disadvantage 
  (trolls also fight with disad in these spaces, and 
  will retreat to Area 9 or 12).  
   
  Area 9 – Secondary Troll Den 
  This 30 ft long, 50 ft wide and 40 ft high chamber 
  was the original ore cavern for the bronze mine 
  that founded the outpost here. After it run dry, 
  the cavern was reinforced and converted to a 
  storage area between caravan runs to the city. 
  The trolls now use the chamber as a secondary 
  living area, littered with piles of furs and the 
  cloaks of dead barbarians. A thorough search of 
  the area turns up 1 x Carry Loot (LFG p.136). 
  1d2+1 trolls are here at any one time, sleeping or 
  eating a recent beastman kill (red stains cover 
  much of the area). 
   
  Troll, AC 13, HD 7, 2 Claws 1d4+1 and Bite 
  1d8+1, 19: if the target is accompanied by a pet 
  or henchmen, the pet/ally is eaten by the troll (or 
  has a limb torn off), S19 D12 C17 I6 P7 W8 
  Ch7, L9, Mv 30 ft. Trolls regenerate all damage 
  at the start of their next turn, or in 1d6 rounds if 
  reduced to zero hit points. Damage from fire or 
  acid is not regenerated. A troll reduced to zero 
  hit points and completely burnt or buried does 
  not regenerate. 10 ft reach.  
   
  Area 10 – Elevator Shaft 
  This 30 ft high drop shaft was harvested for 
  bronze before being reinforced and turned into a 
  winch elevator. A number of thick iron chains 
  dangle from the roof, looking worse for wear, but 
  still perfectly functional. The winches and 
  platform rotted away years ago, but the chain may 
  be climbed (automatic unless during combat, in 
  which case a Str (Athletics) check is required). 
   
  Area 11 – Weapons Cache 
  This small 10 ft square side chamber was an 
  emergency weapons stash for the original 
  occupants, in case of a quick retreat through the 
  lower caverns. It now holds a broken weapons 
  rack with 1d6 spears, swords and maces spread 
  about the floor. 1d4 shields are also lying about. 
  There are also a large number of further weapons 
  broken by the trolls, or otherwise deteriorated 
  over time.  
   
  Area 12 – Main Troll Den 
  This large, natural cavern is approximately 50 ft 
  in diameter, with a rock shelf separating the 
  highest 10 ft. In the south eastern corner is a 
  section of underground river (up to about 7 ft 
  deep). 
   
  The trolls use this cavern as their primary den. 
  2d3 trolls, plus their leader Gort, are usually 
  here. Gort is not the biggest, fastest or most 
  vicious of the trolls, but he is the smartest and 
  most determined. Smart enough to learn a simple 
  fire spell from Yoggzul, in fact, which cemented 
  his position as leader and consolidated his 
  partnership with the necromancer. Yoggzul is in 
  the process of teaching Gort Silent Image, but it 
  is slow going (and the longer it takes, the better 
  for Yoggzul).  
   
  Gort’s stats are as Troll, but Int 8, 32 hp, Major 
  Exploit Protection (LFG p.95) and may cast 
  
   
  10 
   
  Flame Bolt once per combat (120 ft range, single 
  target, 3d8 damage, Luck (Dex) save for half). 
   
  Gort sleeps atop the rocky shelf in the upper half 
  of the cave, overlooking the rest of his kin. He 
  has 2d4 spears that he can throw while taking half 
  cover (+2 AC) at the overhang’s edge. If the trolls 
  are defeated and the cavern searched, 1 x Carry 
  Loot (LFG p.136) is found hidden amongst the 
  furs and small piles of bones. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 13 – Bone Pile 
  This 30 ft wide cavern has a 12 ft ceiling, in the 
  top reaches of which lurk 1d4 Yellow Mould. 
  The trolls’ regenerative abilities make them 
  immune to the mould’s effects. A large collection 
  of bones, more than two feet high, are piled up 
  here. Sifting through the pile reveals 1 x 4 HD 
  Lair Treasure (LFG p.140).  
   
  Yellow Mould, AC 10 (automatic hit in melee), 
  HD 3, Projectile Spore (see below), 19: the spore 
  is extra strong, bursting in a 10 ft radius, S6 D- 
  C16 I2 P14 W- Ch-, L6, Mv immobile. Yellow 
  mould is immobile but attacks by way of 
  projectile spores up to 60 ft that burst in a 10 ft 
  diameter. Failing a Luck (Con) save against the 
  spores means that the adventurer dies a horrible 
  choking death in 1d6 rounds. An adventurer 
  protecting their nose and mouth with a mask 
  gains advantage on the check.  
   
  Area 14 - Stream 
  A shallow, low lying river (approx 25 ft deep) 
  runs north to south along the bottom of the 
  ravine. Swimming across is generally straight 
  forward but jumping requires a Str (Athletics) 
  check at disadvantage (the run up is uneven and 
  littered with scree). The trolls might use the river 
  to try and drown heavily armoured PCs, or douse 
  themselves if on fire.  
   
  Aftermath 
  If the trolls are slain and Thraani lives, she is 
  proud to have avenged her tribe, but flooded with 
  deep sorrow, and uncertain as to her future. 
  Depending on how the adventure unfolded, the 
  barbarian might offer her services to a PC of 
  similar views and martial prowess as a loyal 
  henchmen. Any troll blood the party manages to 
  return to Siripid is gladly paid for, with the 
  alchemist keeping the party in mind for future 
  work.  
   
  If Yoggzul survives but is driven from his home, 
  he might turn up in a remote tower elsewhere in 
  the realm, a secret laboratory in the sewers of 
  Crow’s Keep, or be caught by beastmen and 
  swiftly devoured.  
   
   
   
   
   
   
   
  
   
  11 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2016 John Kapsalis, used with permission.  
  Some artwork copyright 2017 JE Shields, used with permission. 
  Some artwork copyright 2017 Rick Hershey, used with permission.  
  Some artwork copyright 2017 Bartek Blaszczec, used with permission.  
  Some artwork copyright 2017 Matt Morrow, used with permission.  
  Some artwork copyright 2014 Dyson Logos, used with permission.  
  Some artwork copyright 2017 Luigi Castellani, used with permission.  
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #31 Vengeance at Trollbridge [parchment] (LowFG).pdf