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Week 4: Hunt for the Troll Market

Revision as of 23:11, 8 July 2021 by Gallison (talk | contribs)

Trackers must find a mysterious, ancient scroll that contains secrets for reforging the Hearthstone. They get a tip from the dwarf telling them the scroll is at the Troll Market!. The always exciting traveling market is currently set up near a pirate flotilla, where Trackers enter a competition with a pirate crew to vie for a treasure that includes the scroll.

Map Layout .jpg
Umoggra's Map.jpg
Advance Preparation

You will need two treasure maps.

Print and draw your path through symbols with the provided layouts, or hand draw your own based on the natural features of your sites.

Non Playable Characters (NPCs)

These are the characters that may be encountered in this story. They are ordered from most to least screentime in the narrative.

  • Nash, a roguish pirate
  • Elwood, a steampunk mechanic
  • Cinna, a nomadic mage previously of the Village
  • Umoggra, a troll merchant
  • Sable, a grumpy ranger
  • Belna, a dwarven Elder
Day One Morning

Begin with a pairing game to determine teams.

Following opening activities, usher everyone to the Village, which is in disarray. Greet them as a Village native, and explain the situation based on previous week.


“Greetings, newcomers! Thank you for coming to our Village's aid. We’ve had a little trouble here of late... the Village’s Hearthstone was broken apart."

Describe the Hearthstone lore and establish that consequences of it's broken state range from natural disasters to tension between members of the community.


Next, introduce them to Belna and Sable. Belna cannot speak directly to the Trackers, as she knows only dwarven. However, she presents you with a pictograph map. Sable explains it leads to the location of the mysterious, always-moving Troll Market.

Belna has dealt with a merchant of ancient healing texts, and believes there to be some kind of ritual scroll about how to heal a Village’s Hearthstone.

Sable is less confident in the group than Belna, and expresses her wish to see you in action before sending you on such an important task.


Survival Skill Game of Choice


Sable is reluctantly impressed! She suggests a list of gear to prepare for the journey.


Caretaking/Organization Game


Day One Afternoon

On returning from lunch , get everyone warmed up for an adventure.


Pure Play Game of Choice


At last, it’s time to begin the hunt for the Troll Market! The map’s landmarks are very open to interpretation, so allow the Trackers to take the lead. When they feel certain they’ve found the landmark, confirm it and keep moving!


Treasure Hunt, Part 1

Do your best to time the treasure hunting so they can find around half the map’s markers before triggering the final scene of the Afternoon Adventures:


“There's rustling from the brush, but before you can react, you’re surrounded by a dozen armed bandits, holding you all at swordpoint. They all wear a purple and black striped bandana on their ankles, arms, or heads. A tall, very tan man steps forward and snatches the map out of a Tracker’s hands.

As Nash: “Well blow me down! What an interestin’ map ya got there, strangers! Ya can tell me all about it as ye empty yer pockets. Consider yerselves prisoners of the Sanguine Sails Pirates!”

Day Two Morning

Begin the day with a Wayfinding or Traversing Game of Choice.


Trackers begin Morning Adventures as the prisoners in the pirate’s camp. Nash and his gang have confiscated all your belongings and have them stacked in their camp.

“A kestrel with a message on its leg flies down to land on Nash’s outstretched arm. He reads the message and grins. “Yer some lucky ones, ye are! Our captain wants to jaw with ya about this here map . Seems it leads to a treasure cache we been after fer months. We pirates take a lie-down in the heat o’ the day, but don’t even think about trying anything. You’ll regret it before you can take a single step out of camp.”

The pirates proceed to have some downtime. There are 2-5 guards on alert, based on the age and capabilities of the Trackers. Mark these with two bands each, forming a V from their location to represent their line of sight. Nash is taking a nap, and can be marked with the treasure map he's keeping on his person.


Pirate Camp Escape Game

Trackers must retrieve the map and escape the camp without alerting the guards. As the guide, move the guards lines of sight silently and frequently, responding to Trackers' distractions or stealth missteps.

  • Pathfinders stealth to the edges of gameplay and arrange distractions
  • Cloaks stealth over to Nash to steal the map
  • Whiskers stealth to their gear and retrieve it


If a Tracker is spotted by a guard, they must return to the "prison" location and have a penalty imposed for future rounds: hands tied together, blindfolded, or similar!


After the map and equipment have been retrieved, Trackers can stealth fully out of the pirates' camp. As the Guide, determine when it is safe to drop the stealth and continue following the map.


Treasure Hunt, Part 2

As the penultimate last landmark is marked off, announce seeing something on the horizon. It’s the Troll Market!


Day Two Afternoon


“The clearing ahead is easily visible with bright-colored cloths covering merchant stalls. Small crowds mill about, speaking languages and wearing clothing of many cultures. You spot a large booth manned by a towering troll woman. The banner on the troll is marked with an X, a direct match for the last pictograph on the map.”

Trackers now have time to explore the Troll Market. There are all kinds of market stalls, from fabric sellers to fortune-tellers. However, you'll need to talk to the troll woman to continue the story.

“Welcome to the Troll Market, travelers! I’m Umoggra and this is my stall. Since you’re new ‘round here, let me explain our payment system. Everything ‘round the market is up for trade: goods, services, or information. Some merchants will take goods or services as payment, but I trade for stories. Funny stories. Scary stories. Good stories. Bad stories. Tell me what you are seeking, and I’ll tell you what kind of stories I want in return.”

If Trackers ask about the ancient text on healing Hearthstones, Umoggra will immediately understand your quest. She knows it’s a one-of-a-kind item and part of a treasure cache held in the private collection of someone very dangerous.


If you want more information, she needs payment! She’ll accept one story from each team, on the theme of Nature Misadventures.


Storytelling Game


As the Trackers finish their stories, the pirates stroll up. Nash loudly claims that the pirates should be given the info instead. He will gladly match the number of stories paid, and more importantly… he claims their stories will be better. (This argument does hold some weight with Umoggra, which Nash knows from trading with her for years.)

As Umoggra: “Hmph! I can’t exactly refund their stories, Nash. Here’s what I’ll do: I’ll give the Trackers the coordinates and a head start. Then the Sanguine Sails can give me their stories and go after the treasure later in the day.”

Nash accepts this confidently, bragging that they’ll have no problem catching up to you by sea. Umoggra gives you a hand-drawn map... along with advice on a shortcut she will not be giving Nash.


If there's time, start hunting the map objectives. If not, hurry back to the check-in area to get a jump on the pirates tomorrow!

Day Three Morning

Start the day with a Pure Play Game of Choice.


The imaginary timer on hunting down the treasure cache doesn’t get started until you leave the Troll Market.


Treasure Hunt, part 3


Somehow the pirates beat you to the first landmark. However, you can inform your group that the pirates will have to sail around a much longer area to reach the next one, so if you hurry, you can still win!


Treasure Hunt, part 4


Reach the next landmark ahead of the pirates. You have the time and opportunity to set a trap for the pirates.


Trap Setting Game

This can be actual snare-setting, knot-tying, roleplaying, or some combination.


Day Three Afternoon

“The trap worked, judging by howls of rage coming from behind us!”

Treasure Hunt, part 5

After the final leg of the hunt, the Trackers come to an area that will be standing in for the edge of a large bay. If possible, find the edge of an incline which can play a descent into water.

As the guide, provide a recipe for a water breathing potion (which you traded for at the Troll Market). Send the teams out to find the ingredients, which can be improvised depending on your site.


Foraging Game of Choice


Crafting a Tea/Tisane

End the day by double-checking the safety of the foraged ingredients and mixing them together. Tomorrow will be the taste test!


Day Four Morning

While Trackers start the morning with a Pure Play Game of Choice, prepare the Water Breath Tea the Trackers created yesterday!


Group everyone up in a circle to do a tea tasting. The effects need a few moments to set in, so walk them through a quick guided improv/meditation session.

“Expand the circle, making sure everyone has enough space to make large gestures. Now close your eyes. Feel the breeze on your face, smell the salt in the air. Take your first step into the water. It’s cool to the touch. Take several strides into the cold water, letting it rush over your knees, up to your waist, then your chin. Keep walking and breathing normally, and soon you realize, you’re breathing just fine under the lake!”

The last leg of the search is in an underwater area, so consider imposing a roleplay mechanic like moving in slow motion or talking with your cheeks sucked in like a fish.

Treasure Hunt, part 6

When you finally arrive at the destination, it is not simply the treasure. Alas! Instead, it’s an underwater lair, sealed with glass panels and steampunk tech.


As you reach the entrance hatch and start to rotate the heavy hydraulic wheel, there’s a disturbance in the current behind you. It would seem the lair has a guard: the Great Kraken! The Trackers will have to fight it off before they can open the hatch.


Combat Game of Choice


Once victory over the kraken has been attained, designate a team to finish turning the wheel, sending steam jetting into the water and opening onto a pressurized chamber. Hurry the Trackers inside, giving the team who opened the door the chance to dramatically run and jump through at the last moment.

The pressure in the chamber releases as you slam the door shut behind them. The door across the room opens into the rest of the lair, silhouetting a lanky man with goggles and bits of old tech strapped to a neat waistcoat.

As Elwood: “I say, who might you all be? Are you here to rescue me, perchance?”


Day Four Afternoon

After returning from the break, the Trackers will have a chance to question the mysterious Steampunk man. In addition to answering questions honestly, he will give them the lowdown on his plight. He was hired by Cinna for multiple smaller engineering jobs before agreeing to work on site. Now that he's here, however, Cinna won't let him escape!

He begs for your help, and invites the Trackers to ask for more information.

How did you get here? “Cinna approached me, telling me he had fulfilling work for an engineer, and could pay me with rations to feed myself and my family. He’s kept his word, far as I know, but the drawback is that I can’t leave. Not until I finish his mechanical abomination, at least.”

Mechanical abomination?? “He told me living puppets had failed him too many times. He wants me to build for him a mechanical chassis. Long ago they called them “ro-bits,” would you believe? I don’t understand how Cinna means to power it. Something about a magic fire stone?”

Why don’t you engineer a way out? “I don’t know how. PlusCinna has the kraken guarding this lair. Even if I could build an escape vehicle, I don’t like my chances of getting past it. Maybe with your help, though?”

So… any treasure around here? “Oh my! Of course, you’re not here for me, you’re looking for the treasure buried here. Cinna got to it and is putting it to use… he melted it down and now I’m using it to build the ro-bit.”

What about the non-metal parts of the treasure? “Anything else is probably in Cinna’s office, I would imagine. I would dearly like to see that ancient scroll. It’s supposed to include some rare potions and texts.”


Trackers may agree or deny Elwood’s request to help him, but either way, they’ll want to locate Cinna’s office and find the Hearthstone text. Have the teams split up to investigate the area for the treasure. Hide bright, clearly labeled “treasures” around the area, giving each team an opportunity to find more than one piece.


Find the Treasure Game

After the treasures are found, the teams may group up at Elwood’s location to plan an escape. However, you announce a clanking sound from the pressurized entrance. Elwood suggests you all hide, quick: it must be Cinna returning!


Stealth Game of Choice


“You’re all sufficiently hidden when the metal door groans open once again. In walks a group of familiar warriors. It’s the Sanguine Sails pirates, soaked to the bone and led by Nash and a six-foot woman. She empties a flamboyant captain’s hat of water and places it on her head before fixing her eyes on Elwood.”

As Peregrine: “Good day, friend! Lead me to the treasure and no harm will come to ye.”


Combat or Keep Away Game


The Trackers fight the pirates until the door opens again… this time, it’s Cinna!


Day Five Morning

Begin the day in a standoff with the pirates and Cinna. He isn’t surprised to find you all gathered in his headquarters.


“I see you all found your way here with the treasure map! I found it months ago, of course, and built this wondrous place! I welcome visitors... How else will I test my creation? Elwood, start the robot’s engine!”


Elwood is reluctant. If the Trackers agreed to help him previously, Elwood will find a backbone and refuse to operate the robot, leaving Cinna to do it himself. If they refused to help Elwood previously, he will obey Cinna.


Robot Fight - Improv and Combat Game

The first part of the robot fight features pirates fighting with the robot and against the Trackers.

As the fight goes on, the pirates realize the robot is against them as well, so they begin to help the Trackers. Working together, the pirates and Trackers are able to defeat the robot.

“Cogs and gears explode outward as the damaged engine combusts. The glass windows of the headquarters rattle with the explosion, and then you all see it… a single crack creeping through the glass windows of the lair!"

Retrieve the treasure and escape lair

Treasure is divvied

You learn about the pirates’ pure-ish intentions


Day Five Afternoon

Either way, the ending goes...

Traverse to the village

Present village NPCS with the ancient text of Hearthstone knowledge

Celebration in the Village