Quoted By:
In the steel-sky morning- trouble finds them. Benjamin, being sleepless and quite alert as the dead go, is the one to notice first. He raises the alarm with a clatter of his bones- as much from his shaking as from intentionally playing himself like a Xylophone to raise the alarm.
It appears a small group of <span class="mu-i">rock trolls</span> has stumbled upon the party! These are physically tough creatures- big and quite fearsome, but incapable of intelligent tactics and only able to use primitive weapons. They do not wear clothes- instead throwing rocks at each other until some stick and make their own natural protection.
<span class="mu-s">Rules</span>
Units with the <span class="mu-s"><span class="mu-i">Armor</span></span> modifier take extra damage to take down. You must roll equal to their power level <span class="mu-i">plus</span> their armor to defeat them- however, this does not influence their power level. Certain attacks, weapons, or magic can bypass armor.
While trolls are quite tough- they're slow and hideously stupid. Sages can distract <span class="mu-i"><span class="mu-s">Dumb</span></span> enemies by showing them a little magic- just a few sparks- to confuse and dazzle the brutes. They can do this with a magic trick- roll a Magic Roll equal to or under the creature's power.
<span class="mu-s">Troll Clubber</span>- 7 <span class="mu-i">Armor 3</span>, <span class="mu-i">Dumb</span>
<span class="mu-s">Troll Rock-Thrower</span>- 6 <span class="mu-i">Armor 3</span> <span class="mu-i">Charge</span> 5, <span class="mu-i">Dumb</span>
<span class="mu-s">Troll Runt</span>- 4 <span class="mu-i">Armor 2</span>, <span class="mu-i">Dumb</span>
>Roll (Combat)
>Roll (Magic)