Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

Where in all of your character write ups will go.
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MisterB
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Fantastic Heroes & Witchery [ The Dwarven Rune Keeper Class ]

Post by MisterB » Tue Jan 01, 2019 7:31 pm

MisterB's Fantastic Heroes & Witchery Thread
Welcome to my thread for FHW. A wonderful OSR rpg of old school D&D with a modern take to the rules. Any artwork is the property of the creator/Artist that made them. If said artist wishes, I will remove their artwork at their request.

Rules or Setting
Fantastic Heroes & Witchery Monster Manual
Realms of Karmyth Guide
Birth-Signs Mechanic


Fantastic Monsters & Creatures
My own FHW Monster Manual
HUMANOIDS
Bugbear
Gnoll
Goblin
Hobgoblin
Kobold
Lizard-man
Ogre
Orc
Troglodyte
Troll
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Re: Fantastic Heroes & Witchery Monster Manual

Post by MisterB » Wed Jan 02, 2019 12:30 am

Hobbit &Lord the Rings Conversions
Bilbo Baggins
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LOTR Builds: Bilbo Baggins

Post by MisterB » Sat Feb 02, 2019 8:18 pm

Deleted.
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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Mon Apr 08, 2019 5:53 pm

Heya all.. Just bumping the thread, and I made access to my material to the direct google file instead of a pdf. Did some more work on my Monster Manual for FHW. I also started a game on a site called Rolegate. Its really cool. I'll give a link to my game if people are interested in checking it out.
https://www.rolegate.com/into-the-borde ... of-karmyth

Oh yeah, I've updated my campaign file ot Include my BirthSign system. Which has been under heavy development, its kinda like your "Astrological" sign, but has actual in game effects. I've also been working on a new class, "The Dwarven Rune Keeper" that beginnings are also in my campaign guide.

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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Sun Jun 09, 2019 1:57 am

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BUGBEAR
Common, medium creature (Ruthless disposition)
No. Encountered: 6d6
Speed: 12”/30 feet
HD: 3 (d8) +1
[Hit-points: avg.: 15 ; max.: 27]
AC: 17 [Leather Armor + Small Shield + Natural 3 + Dex 1; Touched 11, Surprise 13]
BtH: +4
Attacks: Morning Star +6 (1d6/1d8+2; +7 seg) or Short Spear +5 (1d6+2, 20’ range, +6 seg)
Special: Darkvision 60’
Saves: 15 (+4 con & fear saves)
Skills: Detection +2, Stealth +4
Morale: 13
Treasure: 4d6 silver, 2d4 gold for individuals; 1d8×1,000 cp, 1d3×1,000 gp, 1d8 gems (30% chance), 1d4 jewellery (20% chance), miscellaneous magic weapon (10% chance), 1d4 Trade goods (70%).
Advancement: +1 to +3
XP: 75


Bugbears tend to form bands and live near goblins, a distant relative. Although bugbears have 60 ft infravision, they can live both above and below ground. Bugbears are quite stealthy. Bugbears use a variety of weapons usually gathered from fallen opponents. These include axes, morning stars, hammers, swords, spears and missile weapons. Bugbear hunting parties (12+ creatures) always have a leader who fights as a 4 Hit Dice creature. (AC 16, 22-25 hp, and do 1d10+1 damage).

Within the lair there will be a chieftain and sub-chief as well as females and young. The chief is also a 4 Hit Dice creature with the following stats: (AC 17, 28-30 hp, 1d12+2 damage). The sub-chief fights as a leader. If absolutely necessary, females fight as hobgoblins and young fight as kobolds. Each are equal in number to 50% of the male population.

Bugbears speak hobgoblin and goblin as well as chaotic evil and their own cursed speech.

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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Sun Jun 09, 2019 2:02 am

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GNOLL
Common, Medium creature (ruthless disposition)
No. Encountered: 20d10
Speed: 12”/30 feet
HD: 2 (d8)
[Hit-points: avg.: 8 ; max.: 16]
AC: 15 [Leather Armor, Medium Shield, Natural 2; Surprise 13, Touch 10]
BtH: +2
Attacks: Battle Axe +3 (1d8+1, 7 seg , Shortbow +2 (1d6, 80 ft, 6 seg)
Special: Darkvision 60’
Saves: 16 (+2 strength and constitution saves)
Skills: Detection +4, Stealth +4
Morale: 12
Treasure: Individual 2d6 ep, 2d4 gp; Lair 1d8×1,000 cp (60%), 1d6×1,000 sp (50%), 1d6×1,000 gp (50%), 5d4 gems (30%), 1d6 jewellery (25%), 2d4 potions (40%), 1d6 trade goods (60%)
Advancement: +1 to +4
XP: 20

Gnolls live and travel in small bands. They sometimes form loose alliances with other gnolls. They are very adaptive and can be found in most climes. There are rumours of a gnoll overlord, though if he exists his power and reach are limited. Gnoll raiding parties will be led by a leader with 16 HP. He fights as a 3 HD monster. Gnoll bands are led by a chieftain (AC 17, 22 HP, attacks as a 4 HD monster, and does 1d10+2 damage), and his 2d6 guards (AC 16, 20 HP, attack as 3 HD monster, 1d10+1 damage).

Gnolls have been known to ally with orcs, hobgoblins, bugbears, and even trolls. Gnolls have infravision (60 ft). They speak troll, their own barked tongue, chaotic evil, and occasionally orcish and hobgoblin.
Description: Gnolls are large hyena-faced creatures. They are covered in a grey fur with a dark muzzle and yellow mane. They have dark eyes, and long nails. Their armour is usually a mismatch of types taken from their victims. They have a rough life, and their average lifespan is only 35 years

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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Sun Jun 09, 2019 2:07 am

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GOBLIN
Common, Small creature (Ruthless disposition)
No. Encountered: 40d10
Speed: 8”/20 feet
HD: 1 (d6) +1
[Hit-points: avg.: 4 ; max.: 7]
AC: 14 [leather armor + small shield + 1 dex; Touched 11, Surprise 12)
BtH: +1
Attacks: Light Mace +1 (1d6 damage,+7 seg) or Darts +2 (1d6 , 20 feet, +2 seg)
Special: Darkvision 60 ft,. Small Size, Small Weapons
Saves: 17 (+4 constitution save)
Skills: Stealth +4
Morale: 10
Treasure: Individual 3d6 sp ; Lair 1d12×1,000 cp (75%), 1d6×1,000 sp (50%), 1d6 gems (25%), 1d3 jewellery (20%), 2d4 potions (40%), 1d4+1 trade goods (50%)
Advancement: +1 to +5
XP: 10

Goblins are small evil creatures with red eyes and a yellow to red coloured skin tone. They typically wear leather armour. They have an average lifespan of 50 years.

Goblins are tribal, with the strongest ruling the tribe. The tribes all owe fealty to the goblin king. Some think goblins are a distant cousin to kobolds, and like their cousins they prefer to live underground. They detest direct sunlight, and will fight at -1 if exposed to it. They have infravision with 60 ft range. A goblin war party will be led by a sub-chief and his personal guards (2d4). They will fight as hobgoblins (each with 8 hp, AC 5, and doing 1d8 damage). There is a 1 in 4 chance that any war party will be mounted on worgs.
A goblin lair will be led by a chief and his personal guards (2d4). They will fight as gnolls (each with 12 hp, AC 16, doing 1d8 damage). Worgs are often used as guards of goblin lairs, and sometimes a small band of bugbears will be found there as well.

Goblins are good cavers and have a chance (25%) to note new or unusual construction. Goblins have a deep racial hatred of gnomes and dwarfs and will attack them on sight. Goblins speak kobold, orcish, hobgoblin, lawful evil, and their own foul tongue.

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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Sun Jun 09, 2019 2:13 am

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HOBGOBLIN
Common, Large creature (Tyrannical disposition)
No. Encountered: 20d10
Speed: 12”/30 feet
HD: 1 (d8) +1
[Hit-points: avg.: 6 ; max.: 10]
AC: 15 [Studded Leather, Medium Shield, Dexterity; Surprised 14, Touch 11]
BtH: +1
Attacks: Long Sword +2 (1d8+1 damage, 5 speed),
Special: Darkvision 60 ft
Saves: 17 (+2 bonus to strength and constitution saves)
Skills: Detection +2
Morale: 11
Treasure: Individual 3d12 cp, 2d8 gp; Lair 1d8×1,000 cp (75%), 1d12×1,000 sp (60%), 1d6×1,000 gp (50%), 5d4 gems (50%), 1d6 jewellery (25%), 1 potion (15%) 1d4+1 trade goods (60%)
Advancement: +1 to +5
XP: 20

Hobgoblins are larger, hairier goblins with brown to grey fur. They have bright red or orange faces and yellow or brown coloured eyes. They have an average lifespan of 60 years. Hobgoblins live in tribal bands, and can be found in nearly any clime. They are bigger cousins of goblins and are not affected by sunlight. They have infravision (60 ft). They are competitive with other tribes and will sometimes make war on each other, unless controlled by a powerful leader. Hobgoblin raiding parties are led by a sergeant and 2 assistants, each with 9 hp.
Hobgoblin war parties are led by a captain (AC 17, 16 hp, fights as a 3 HD monster, doing 1d8+2 damage).
In their lair, hobgoblins are led by a chief (AC 18, 22 hp, fights as a 4 HD monster, doing 1d10+1 damage) and 5d4 personal guards (AC 17, 16 hp, fights as a 3 HD monster, doing 1d8+2 damage).
Hobgoblins will typically lair underground and when they do they will sometimes keep carnivorous apes as guards.
Hobgoblins hate elves, and will attack them on sight. Hobgoblins are very skilled miners and cavers, and receive a +2 bonus to detect new construction, sloping passages and shifting walls.
Hobgoblins speak goblin, orcish, their own brutish tongue and the very limited language of carnivorous apes. Some can speak common as well.

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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Sun Jun 09, 2019 2:17 am

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KOBOLD
Common, Small creature (Tyrannical disposition)
No. Encountered: 40d10
Speed: 8”/20 feet
HD: 1 (d6)
[Hit-points: avg.: 3 ; max.: 6]
AC: 12 [Natural 1, Dexterity 1; Surprised, Touch]
BtH: +1
Attacks: Short Spear +1 (1d6, 20 ft range, speed 6), Sling |2 (1d4+1, 50 ft range, speed 6)
Special: Darkvision 60 ft, Light Sensitive (-1 attack and damage), Small Size, Small Weapons
Saves: 17 (+2 strength and constitution save)
Skills: Stealth +4, Escape Trouble +4, Survival +4
Morale: 10
Treasure: Individual 3d6 cp; Lair 1d4×1,000 cp (50%), 1d3×1,000 sp (30%), 1d4 gems (50%), 1d3 Trade goods (40%)
Advancement: +1 to +5
XP: 10

Kobolds stand 3 ft tall and have a dark skin tone (brown to black), with no hair. They are vaguely reptilian in appearance with scales, small horns on their heads, short snaky tails and red eyes. They have an average lifespan of 135 years. Kobolds live in a tribal society. They tend to make their lairs in dark places such as caves or deep forests. They detest direct sunlight. They have infravision which allows them to see well in total darkness (60 ft).
Kobold raiding parties are led by a sergeant and 2 assistants who fight as goblins. They tend to wield cheap weapons like slings or clubs in combat, and are typically unarmoured. Their AC results from their scaly hide. Their lairs will be ruled by a chief and his 5d4 bodyguards (all fight as goblins). They often use wild boars or giant weasels to guard their lairs. Kobolds are hateful creatures, but they especially despise brownies, pixies, sprites, and gnomes, which they will attack on sight.

These creatures speak lawful evil and their own tongue. Some also speak goblin.

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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Wed Jun 12, 2019 4:49 pm

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LIZARD-MAN
Uncommon, Medium creature (Agnostic disposition)
No. Encountered: 10d4
Speed: 12”/30’ feet
HD: 2 (d8) +1
[Hit-points: avg.: 10 ; max.: 18]
AC: 17 [Natural +5, Large Shield +2; Surprised 15, Touched 10]
BtH: +2
Attacks: 2 Claws +3 (1d4+1), Bite +3 (1d4+1), Short Spear +3 (1d6+1, 20 ft range, 6 speed), Hand Axe +3 (1d6+1 damage, speed 4)
Special: Hold Breath (Can hold their breath for 8 rounds)
Saves: 16 (+2 Dexterity & Constitution saves)
Skills: Acrobatics +2, Athletics +4, Survival +2
Morale: 12
Treasure: Lair 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), 2 magic items or 1 potion (15%), 1d4 trade goods (50%)
Advancement: +1 to +4
XP: 35

Lizard Men have hides that are tough and leathery, and are coloured in many different shades of green. They have cold black eyes, and hard nails on their fingers. Some have a bony ridge along their backs. Lizard Men are tribal, and often make their homes in underwater caves that contain air. They are semi-aquatic and require air to breathe. They are excellent swimmers, and will eat most anything, though they prefer human meat to all others.

There are a few tribes that are more highly evolved than others that will make their homes in crude villages and use shields for protection. These lizard men tribes also make use of barbed darts and javelins as missile weapons. They speak their own language.

Lizard men speak their own tongue, and a few (10%) can also speak common.
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Re: MisterB's Fantastic Heroes & Witchery

Post by MisterB » Wed Jun 12, 2019 4:53 pm

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OGRE
Uncommon, Large creature (Ruthless disposition)
No. Encountered: Gang (1d2+2), Band (1d4+4)
Speed: 16”/40 feet
HD: 4 (d10) +1
[Hit-points: avg.: 16 ; max.: 31]
AC: 17 [Natural +5, Hide Armor +3; Surprised 16, Touched 9]
BtH: +5
Attacks: Great Club +7 (1d10+3), Great Wooden Spear +3 (1d10-1)
Special: Infravision 60’
Saves: 14 (+2 to strength and constitution checks)
Skills: Climb +5, Detection +2
Morale: 13
Treasure: Individual: 20d4 gp; Lair: 1d3×1,000 gp (30%), 5d8 gems (40%), 2 magic items (10%), 2d4 potions (40%),1d4+2 trade goods (60%)
Advancement: +1 to +4
XP: 175
Description: Aside from the elusive unhealthy-purple coloured ogre, most ogres have skin that is dull yellow or dark brown. They have black-green or blue-black hair, and their skin is covered in dark wart-like bumps. They have purple eyes and white pupils, and their hard, thick nails and teeth are orange and sometimes black. Ogres live at least 90 years. They don furs or other animal hides, and their (often) mercenary lifestyle requires that they maintain their weapons and armour in decent condition.

Ogres are malicious beings who live in all environments, whether above or below ground. They have affinity with hill giants and trolls, and often can be found with them. Additionally, ogres love wealth, and will hire themselves out to other creatures toward this end.
In a group of 11 or more ogres, one is a leader and is slightly more powerful (attack capability equal to a 4d10+ HD monster, 21 hit points, AC 17, and damage of 2d6). Groups of 16 or greater ogres will have two of these leaders, as well as an ogre chief. The chief also attacks as a 5 HD monster, but inflicts 1d10 + 4 hit points of damage and has an AC of 18.
When encountering ogres in their lair, there will be an additional 2d6 females and 2d4 young. Females deliver 1d8 hit points of damage and have 3d8 + 1 hit points. Children have the same capabilities as goblins. The lair will contain slaves or prisoners 30% of the time. When capturing other beings, 25% of the time they are used as slaves whereas the unlucky majority, or 75%, find their way to the supper table.
Despite their low intelligence, ogres are social creatures and speak orc, troll, and the language of hill giants in addition to their own language and alignment tongue.

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Re: Fantastic Heroes & Witchery (Monsters converted)

Post by MisterB » Wed Jun 12, 2019 5:04 pm

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ORC
Common, Medium creature (Tyrannical disposition)
No. Encountered: 30d10
Speed: 12”/30 feet
HD: 1 (d8) +1
[Hit-points: avg.: 5 ; max.: 9]
AC: 13 [Studded Leather; Surprised 13, Touched 13]
Initiative: 1d6 [or +0]
BtH: +1
Attacks: Falchion +3 (1d8+2, speed 8), Shortbow +1 (1d6, range 80 ft, 6 speed)
Special: Darkvision 60 ft, Light Sensitivity (-1 attack and damage)
Saves: 17 (+2 strength & constitution saves)
Skills: Detection +2
Morale: 11
Treasure: Individual 3d6 sp ; Lair 1d12×1,000 cp (50%), 1d6×1,000 sp (40%), 1d6 gems (25%), 1d3 jewellery (20%), 2d4 potions (40%), 1d5 trade goods (40%)
Advancement: +1 to +5
XP: 20

Orcs are filthy, disgusting creatures with a brown or brownish-green coloured skin tone. Their hair is a nest of black or dark brown. They wear rusty and misused armour. They have an average lifespan of 40 years.
Orcs are fiercely tribal creatures, and will make war upon any neighbouring tribe if possible. They will only unite with other tribes if there is an external force strong enough to be able to control the leaders of the tribes. Orcs suffer under direct sunlight, and fight at -1 when caught out in it. However, they have excellent vision in the dark, and can see well even in total darkness. They have infravision with 60 ft range.
Wandering orc war-parties are led by a captain and his personal guards (3d6). These orcs fight as 2 HD creatures, and have AC 16, 11 hp, and do 1d6+1 damage.
Orc chiefs will always be encountered in their lair. The chief and his personal guards (of which there are 5d6) fight as 3 HD monsters, and have AC 16, 15 hp, and do 2d4 damage.
Orcs are cruel, spiteful creatures and detest elves. They will attack elves on sight. They are known to take slaves of the other races, however. Orcs are skilled miners and cavers, gaining a +2 bonus to detect note new or unusual constructions underground and to spot sloping passages.
Orcs speak goblin and hobgoblin in addition to their own foul tongue.
Most lairs will be found underground, and those found above ground will consist of simple huts, typically with some kind of defence (ditch, moat, crude walls, etc).

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Re: Fantastic Heroes & Witchery (Monsters converted)

Post by MisterB » Wed Jun 12, 2019 5:07 pm

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TROGLODYTE
Uncommon, Medium creature (Ruthless disposition)
No. Encountered: 10d10
Speed: 12”/30 feet
HD: 2 (d8)
[Hit-points: avg.: 12 ; max.: 20]
AC: 16 [+6 natural; surprised 16, touched 10]
Initiative: 0
BtH: +2
Attacks: 1 Claw +2 (1d3 damage), Bite +2 (1d4 damage), Long spear +2 (1d8 damage, 8 speed), Net +2 (10 ft range, 10 speed)
Special: Dark Vision 90 ft, Stench (30’ radius, Constitution save or be Nauseated)
Saves: 16 (+4 Constitution saves)
Skills: Detection +2, Stealth +6
Morale: 12
Treasure: Individual 3d6 sp; Lair 1d6×1,000 cp (25%), 1d6×1,000 sp (30%), 1d10×1,000 gp (40%), 4d10 gems (60%), 3d10 jewellery (50%), 3 magic items (30%), 1d5 trade goods (60%)
Advancement: +1 to +5
XP: 30

Troglodyte skin is normally a dark green colour. However, they have the ability to alter this colouration depending on the area around them (much like a chameleon). This ability allows them a +1 bonus to surprise checks. . This surprise bonus does not work when they are emitting their odour. They have bony fins along their skulls, and dark reptilian eyes.
Troglodytes are a tribal race of reptilians that make their lairs deep underground. They have infravision (90 ft range). They have an unnatural hatred of humans, and will attack them on sight.
Raiding parties (10 or more) will be led by a troglodyte that has 3 HD. War parties (20 or more) will be led by 2 creatures with 4 HD each. In their lair a chief will be present (he is a 6 HD monster) as well as 2d4 guards (3 hit dice creatures).
Some troglodytes attack with their claws and teeth, and some use weapons that they have taken in previous battles. They also have a special attack, once in combat they emit a sickening odour against which humans (as well as elves, half-elves, dwarfs, halflings, and gnomes) must make a constitution save vs. poison. If they fail, they lose 1 point of strength per round for 1d6 rounds. This effect lasts for 10 rounds after the last round it was active.

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Re: Fantastic Heroes & Witchery (Monsters converted)

Post by Woodclaw » Wed Jun 12, 2019 5:09 pm

I don't understand how those disposition rules work (especially the Agnostic disposition).
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)

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Re: Fantastic Heroes & Witchery (Monsters converted)

Post by MisterB » Wed Jun 12, 2019 5:12 pm

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TROLL
Uncommon, Large creature (ruthless disposition)
No. Encountered: 1d3+1
Speed: 12”/30 feet
HD: 6 (d10) + 6
[Hit-points: avg.: 36 ; max.: 66]
AC: 15 [ Natural +5 ; Surprised , Touch]
Initiative: 0
BtH: +6
Attacks: Claws +6 (1d4+4), Melee Weapon +6 (1d8+4)
Special: Regeneration, Ruthless Talent
Saves: 15 (+2 bonus to strength and constitution saves)
Skills: Detection +6
Morale: 16
Treasure: Lair 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), 2 magic items or 1 potion (15%), 1d4+1 Trade Goods (50%).
Advancement: +1 to +4
XP: 500
Description: The hides of trolls are a sickly green or grey and they have cold black eyes.
Trolls are vile, putrid creatures found in almost any climate. They can attack up to three opponents at a time using their powerful limbs to claw and their wicked teeth for biting. After three rounds of combat, their innate regeneration ability will start working, recovering 3 hit points per round. Their ability to regenerate even allows detached limbs to reattach to their body. Severed limbs will even continue to attack foes independently. A troll can only be truly destroyed by fire or acid, and these type of damage cannot be regenerated.

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