Troll Quest (Warhammer Fantasy Monster Rising Quest)

[] Small Golem: Infusing a mound of rocks or some other natural material with magic, the caster summons a small golem to do his bidding. The golem lasts a few hours and will obey all orders.

[] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

These 2 seem like the best spells to me to start with. We are a troll and live mostly with trolls so healing isn't as big a deal for us. But improving our really low strength, and giving us resistance to curses or sickness (read nurgle) sure sounds nice. Then the small golem that can follow orders seems really quite nice, and something to build on. Just the benefit of having an extra set of hands when trying to build stuff or cook or really anything sounds pretty good to me.
 
[] Small Golem: Infusing a mound of rocks or some other natural material with magic, the caster summons a small golem to do his bidding. The golem lasts a few hours and will obey all orders.

[] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

These 2 seem like the best spells to me to start with. We are a troll and live mostly with trolls so healing isn't as big a deal for us. But improving our really low strength, and giving us resistance to curses or sickness (read nurgle) sure sounds nice. Then the small golem that can follow orders seems really quite nice, and something to build on. Just the benefit of having an extra set of hands when trying to build stuff or cook or really anything sounds pretty good to me.
I am of the opinion that being able to heal ourselves and our companions will be usefull in situansions where we are on limited time
 
[] Small Golem: Infusing a mound of rocks or some other natural material with magic, the caster summons a small golem to do his bidding. The golem lasts a few hours and will obey all orders.

[] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

These 2 seem like the best spells to me to start with. We are a troll and live mostly with trolls so healing isn't as big a deal for us. But improving our really low strength, and giving us resistance to curses or sickness (read nurgle) sure sounds nice. Then the small golem that can follow orders seems really quite nice, and something to build on. Just the benefit of having an extra set of hands when trying to build stuff or cook or really anything sounds pretty good to me.
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I was thinking more Small Golem plus Land-Rider, something about the idea of a troll just being able to MOVE appeals to me. Usually they aren't known for speed, so having that might be of use to travel or escape
 
[] Earthshard Bolts: The mage sharpens pebbles and grit into razor-edged shards, then hurls them at enemies as a volley of earthen projectiles. These shards can pierce unarmored targets and even chip away at metal plates over time.

QM? Does this scale in size? Only asking, because what a troll considers a pebble is probably more akin to a decent sized rock for one of the smaller races. If so, this sounds perfect for turning our troll into high velocity artillery support.
 
If you wanna try hunting on the surface, double speed of a horse means basically nothing can run away.

Golem is good for delegating - or assisting with - menial work.

Mercy of the land could be good for negotiating with those who do not regenerate. We have some, nearby.

There is stealth, summoning spirits for questions, magical armor aaaand so on. All good picks, under relevant circumstances.

There is a tremendous amount of good spells on the list; choose based on what you are planning to do. I'd say Power of Earth prolly should be picked because it is just always good, but other than that. See previous statement.
 
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[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Stealth: Makes the caster harder to hear and see.
[X] Aetheryc armor: You can wrap yourself in magical armor.
[X] Earthshard Bolts: The mage sharpens pebbles and grit into razor-edged shards, then hurls them at enemies as a volley of earthen projectiles. These shards can pierce unarmored targets and even chip away at metal plates over time.
[X] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

The gift of tongues is self-evident, and Stealth is useful for Ik's job as a tracker. Aethyric Armor since we've seen how good Mathilde was with it. Earthshard Bolts so we have at least one offensive spell, and Power to shore up the poor strength score. I don't think we'll need Suppress Mutation for a good long while since Geomancy doesn't miscast.

[X] Plan: Moving in to the new house
-[X] Know your friends: The Grumbling Cavern is quite the lax place. Not exactly a tribe, the Trolls living in it are mostly left at their devices, at least until the chief need them. But that doesn't mean that making connections is impossible. Go out and make new friends
--[X] Yllak the Frumm: This young Troll showed himself remarkably friendly and helpful. Is this the start of friendship?
-[X] My stuff: The long travel left you with little, but you still have something in your satchel. Organize your items and see what is good and what is not.
-[X] My stuff now: Nobody asked you about the Giant Troll's satchel, and you were quick to squirrel it away. Take a look inside.
-[X] The Oily Stuff: Ew, what is that? Investigate the strange liquid. Just don't lick it.
-[X] Better Bedding: There has to be something better than sleeping on sharp rocks. See if you can find it. For your soon-to-come siblings.
-[X] My Job: You're a Sniffer. Sniff your new home for useful things
-[X] No need to indulge. Your mama and papa taught you better. Eat normally. (Consume 3 units of Squig Meat)

Half the plan is basically house cleaning, but we're expecting siblings to show up eventually so it's best to get a head start on that. Plus, this task isn't as time-sensitive, so we can afford a turn or two of set-up.
 
[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Stealth: Makes the caster harder to hear and see.
[X] Aetheryc armor: You can wrap yourself in magical armor.
[X] Earthshard Bolts: The mage sharpens pebbles and grit into razor-edged shards, then hurls them at enemies as a volley of earthen projectiles. These shards can pierce unarmored targets and even chip away at metal plates over time.
[X] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

[X] Plan: Moving in to the new house
 
[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Stealth: Makes the caster harder to hear and see.
[X] Suppress Mutation: By calling upon your Gods, you can attempt to suppress a minor mutation from manifesting. Can be used only as the mutation is manifesting. Manifested mutations cannot be healed.
[X] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.
[X] Spirit Guide: With a prayer, the caster summons a nature wisp to ask for advice. The spirit is weak and inconstant and will be able only to provide basic help, like directions.
 
A question: should we have separate plans for spells and actions?
I say, let's not. It will be easier to have everything in one plan. Both for us and QM. Otherwise it will be easy for this to get confusing.


[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Stealth: Makes the caster harder to hear and see.
[X] Suppress Mutation: By calling upon your Gods, you can attempt to suppress a minor mutation from manifesting. Can be used only as the mutation is manifesting. Manifested mutations cannot be healed.
[X] Mercy of the Land: You infuse a target with life-giving energies, healing minor wounds and restoring vigor.
[X] Small Golem: Infusing a mound of rocks or some other natural material with magic, the caster summons a small golem to do his bidding. The golem lasts a few hours and will obey all orders.


[X] Plan: House Cleaning and Research.
-[X] Message for Gizza: Handsome reward aside, things haven't gone as you expected. You have a new mission now, and, more ominously, the chief's attention.
--[X] Wait a moment, what about the dead Troll? And the Squig? What about those Ogres? This story is making less sense by the second and you know too little about it. Better go ask someone in the Cavern about it. Write who you ask.
---[X] Hela, the Hag of the Garden.
-[X] Know your friends: The Grumbling Cavern is quite the lax place. Not exactly a tribe, the Trolls living in it are mostly left at their devices, at least until the chief need them. But that doesn't mean that making connections is impossible. Go out and make new friends.
--[X] Hela, the Hag of the Garden.
-[X] Doubts and uncertainties: Overseers are said to wield strange powers. How do you trust the gifts of one, and a shifty one to that? Take a look at the mail and helm with your arcane senses.
-[X] The Dismal Cave: It's your home. For what it is. You're not going anywhere for the time being, so better get used to it. But it doesn't mean you can't work on it.
--[X] Better Bedding: There has to be something better than sleeping on sharp rocks. See if you can find it. For your soon-to-come siblings.
--[X] Homely Religion: The Troll Gods ask little, but they ask nonetheless, and you have been quite the lax child. Work out an altar from which to offer your respects and be watched in turn.
--[X] The Oily Stuff: Ew, what is that? Investigate the strange liquid. Just don't lick it.
-[X] Food!: You're a Frumm, which means you're growing. And growing Trolls need to eat to grow strong and healthy! But who knows what the future brings? Maybe a more careful approach is needed. (Doesn't cost an Action).
--[X] No need to indulge. Your mama and papa taught you better. Eat normally. (Consume 3 units of Squig Meat).


Plan reasoning:
Better to check the stuff Morglor give us. He was experimented on by Throgg, who is Chaos worshipper which is bad enough and who is obsessed with making Trolls smarter. With how he was talking about Ik and Yllak being ''smart boys'' and his general attitude, not caring his friend is dead all of sudden for example, I wouldn't be suprised if the armour is bad juju, even if it isn't outright corruptive or mind control, it could still influence our mind to some extend.

Also, we should really check what exactly happened. The actual mission can wait, but better to learn what's just happened, then later we can investigate Morglor himself and finally do his mission, especially because we can wait a little bit with this. Also, I think it would be good idea to learn something about Hela. She most likely has plenty of knowledge and insight, both about local things and events as well as magical and esoteric knowledge, and learning about her and bettering our relations with her, before we ask for magical training would be good idea.

We should prepare stuff in our chamber, so it will be less a mess and also having altar is good idea, especially because some Deities definitely took notice of our oath, better to keep our Faith high and it would fit our character.

Gift of Tongues is a no brainer, Stealth could be useful during investigations and sniffing, Suppressing Mutations is again useful.
EDIT: Thinking about it longer, I think Golem and Mercy of the Land is better than Soil Skin and Bolts. Those spells are more practical, with Golem offering extra help, Mercy allowing healing, those are spells good in everyday life and would allow us to make ourselves useful to Trolls in our current living location and people in general, showing the worth in Ik skills and knowledge and as a general person, so being less prepared for a fight is worth it, as far as I'm concerned.
 
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[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Stealth: Makes the caster harder to hear and see.
[X] Aetheryc armor: You can wrap yourself in magical armor.
[X] Earthshard Bolts: The mage sharpens pebbles and grit into razor-edged shards, then hurls them at enemies as a volley of earthen projectiles. These shards can pierce unarmored targets and even chip away at metal plates over time.
[X] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

[X] Plan: Moving in to the new house
 
Guys remember we are still a troll, we do not really need a ranged options because anything short of another troll we can probably kill with our fists and then heal off the damage

[X] Plan: House Cleaning and Research.
 
[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Stealth: Makes the caster harder to hear and see.
[X] Glamour: You can disguise yourself as another being. You can't turn into an animal and your disguise can easily be seen through by close by.
[X] Spirit Guide: With a prayer, the caster summons a nature wisp to ask for advice. The spirit is weak and inconstant and will be able only to provide basic help, like directions.
[X] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

- so even if stealth fails, they'll just see another creature.
 
[X] Plan: House Cleaning and Research.

I may add, I believe healing spell won't basically make our Troll hungy, especially if he gets grievous wounds.
 
[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Rat Thrall: A brown rat is summoned and must obey for several hours.
[X] Suppress Mutation: By calling upon your Gods, you can attempt to suppress a minor mutation from manifesting. Can be used only as the mutation is manifesting. Manifested mutations cannot be healed.
[X] Mercy of the Land: You infuse a target with life-giving energies, healing minor wounds and restoring vigor.
[X] Small Golem: Infusing a mound of rocks or some other natural material with magic, the caster summons a small golem to do his bidding. The golem lasts a few hours and will obey all orders.
 
[X] Plan: House Cleaning and Research.

I may add, I believe healing spell won't basically make our Troll hungy, especially if he gets grievous wounds.
I think the opposite, the Mercy of the Land infuses the target with life-giving energies. That's why it heals wounds and fills the target with vigor. It gives energy, so it should make the target feel satiated or make the target be able to go without eating a little longer. Not by much but still to some extend.
 
[X] Gift of Tongues: The caster can speak and understand any language they can hear.
[X] Stealth: Makes the caster harder to hear and see.
[X] Suppress Mutation: By calling upon your Gods, you can attempt to suppress a minor mutation from manifesting. Can be used only as the mutation is manifesting. Manifested mutations cannot be healed.
[X] Earthshard Bolts: The mage sharpens pebbles and grit into razor-edged shards, then hurls them at enemies as a volley of earthen projectiles. These shards can pierce unarmored targets and even chip away at metal plates over time.
[X] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.

[X] Plan: House Cleaning and Research.


That overseer worries me. Here's hoping he didn't send us with a bomb or something, that wouldn't end well for us.
 
It has come to my attention that spells and plans may become a bit complex to tally. Don't worry, guys, I'll be tallying spells and plans separately. The most voted spells will get chosen.
 
I am of the opinion that being able to heal ourselves and our companions will be usefull in situansions where we are on limited time
We are a troll. Minor injuries do not exist for us. Like, the most freakish examples have trolls continuing to heal after being chopped up, cooked (poorly),eaten and in process of digestion.

We are not exactly the greatest example of trolldom in this but like. I wouldn't concern ourselves with self-cast healing.
 
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From Geomancy, those three:
at metal plates over time.
[] Power of Earth: Summoning the power of the Land, you energize your being with it, increasing your physical or mental capabilities and making yourself more resistant to curses and sickness.
[] Mercy of the Land: You infuse a target with life-giving energies, healing minor wounds and restoring vigor.
[] Land-Rider: The caster preaches the land for passage, and the land answers, shortening distances. As long as the spell is maintained, the caster moves at double the speed of a horse.

Land rider and power of earth are the best here.

Petty magic: gift of tongue and stealth

Lesser magic: skywalk and supreme mutation or dispell.
 
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