Mark Plemmons
Explorer
DragonLancer said:Any chance that closer to the release date you could put a couple of previews up on your website?
Well, if you're looking for a nice-looking PDF with art and such, I'll have to see what I can do, since it takes other people away from their product-making work to make the preview. If I had the tech and ability, I'd do it myself. Best I can do for the moment is copy the troll preview I posted on our forums:
PREVIEW:
HISTORY OF THE TROLLS OF TELLENE
Long ago, the Gods of Tellene were formed by the Creator to bring Her creation to fruition. The Gods determined that as they themselves served the Creator, they too would have beings serve them. Thus, the Creator granted the Gods servants in the form of Spirits, beings formed from the essences of their various Planes, and thus tied to the Outer Planes rather than the Prime Material. This satisfied the Gods for an age or three, as they caused their servants to build their Planes into that which most pleased them, forming their own realities separate and distinct from that of the Prime. Then, as the amusements of their own private cosmos waned, the Gods sought to expand their influence onto the Prime Material Plane. Unfortunately, they discovered that their Spirit servants were less than satisfactory for this purpose. The Creator had built into them limitations, such that they might affect the Prime Material Plane only through the medium of a native of that Plane. Thus, the Gods sought to convert the various races of the Prime Plane to their causes.
The Creator had brought various races into being upon the Prime Material Plane that Her Plan for Creation might be realized. These races included the Animals, Dragons, Dwarves, Elves and various other primitive creatures. The Dragons were aloof, convinced of their own superiority as the chosen mortals of the Creator (for they were the most powerful beings on Tellene), and thus spurned many overtures of the Gods. The Dwarves and Elves did not entirely suffice for the purpose of the Gods, for those beings had their own ties to Earth and Forest. Thus, they turned to the Animals and various primitive creatures in their quest for servants. There, they discovered a race of primitive beings, not unlike modern Humans (perhaps the forerunners of that race), and saw in them a spark of intellect, the capacity for thought and a kernel of will. The Gods took up the finest of the specimens of these beings and infused them with a share of their Godly might. Though it was but an infinitesimal portion of their might, even so that portion forged each of these beings into an entity of formidable power and prowess. Thus were created the Titans.
The Titans were originally created of stuff both mortal and Divine, and thus were at home on both the Prime Material Plane and the Planes of their respective Gods. For an age the Titans were the dominant beings on Tellene, and their great wars, triumphs and tragedies have come down to the modern peoples as the kernel of the most ancient myth cycles (in which the early Dragons, Elves and Dwarves played no small part). But for all that they were a part Divine, the Titans were mortal, and had mortal failings. At the end of their age, a full third of the host of the Titans sought to usurp the power of the Gods (some say at the behest of the Confuser of Ways).
The War of the Titans and the Gods lasted for a thousand years. In the end... (sorry, you'll have to pick up the book for the rest of the troll intro).
Here's a preview of one of several "lesser" trolls. (There are also "greater," and "high" trolls.)
TROLL, MOSS
Large Giant
Hit Dice: 4d8+6 (24 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 5
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee and bite +2 melee
Damage: Claw 1d8+5, bite 1d8+2
Face/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d8+6
Special Qualities: Darkvision 90 ft., freeze, fast regeneration 6
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 21, Dex 12, Con 23, Int 5, Wis 12, Cha 8
Skills: Climb +6, Hide +7, Listen +4, Spot +4
Feats: Improved Initiative, Lightning Reflexes
Climate/Terrain: Warm and temperate forest and swamp
Organization: Band (2-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Tactics Round-by-Round
Moss trolls use their ability to appear as part of the terrain, attacking as soon as an opponent comes within range.
Round 1: Full attack nearest opponent.
Round 2: Continue attack against same opponent; or begin full attack against new opponent.
Round 3: Repeat from round 2; or flee to freeze and regenerate.
Moss trolls (also known as forest, jungle, swamp or woodland trolls) are fierce ‘pack’ trolls that roam swamps and low-lying woodlands of most climates. They tend to congregate during the winter in larger bands in deep caverns, only to come out during the warmer months. They do not need a lot to eat and use summer feedings to get them through the winter months.
Moss trolls are so named because of their unblemished, pure green skin that is completely covered by short, moss-like hair. The only areas of their body not covered are the palms of their hands, the soles of their feet. The only parts of their hide that are not green are their piercing red eyes and dark lavender tongues. They are short and stumpy (around 6 feet in height) with small arms and legs. Their arms end in large powerful hands and thick claws. Moss troll maws have many sharp teeth and are often bared before combat to terrify opponents.
COMBAT
Moss trolls are very simple in their approach to combat. They hide along a forest path where humanoids often pass, then attack immediately when their prey arrives. They are rarely concerned about odds, and will attack the strong as readily as the weak. A severely injured moss troll will flee and freeze itself until it heals enough to attack again.
Rend (Ex): A moss troll that hits with both claw attacks can rend its opponent's flesh, automatically dealing an additional 2d8+6 points of damage.
Fast Regeneration (Ex): Fire and acid deal normal damage to a moss troll. A moss troll who loses a limb or body part may regrow it in 1d6 minutes. The moss troll can reattach the severed body part instantly by holding it to the stump.
Freeze (Ex): A moss troll can hold itself so still it appears to be a lichen and moss-covered rock or mound of dirt. An observer must succeed at a Spot check (DC 18) to notice the moss troll's true form.
MOSS TROLL SOCIETY
Moss trolls live in groups or clans. There seems to be no order to these groups, but generally they do not fight one another as status and leadership are not concerns for them. The females of the groups are treated as males and allowed to join in equally with every exercise. Their life cycle is tied to that of the winter snows.
When the snows stop falling, the trolls leave their deep caverns in search of food. Many times this takes them out into the plains and up into the mountains, where they come in conflict with stench trolls. When winter approaches, they gather in larger groups and move back to the woods or swamps in search of old caves or places to hide out during these cold months. Many times these caverns become packed with thick trolls and are very treacherous to erstwhile explorers.
As with most lesser trolls, the moss trolls are opportunistic feeders. They will eat anything in their path. They often hunt as large groups and corral their prey into an area from which others spring a stealthy attack. They prefer to hide and await a good moment to attack their opponent while they are unaware rather than using frontal assaults. Once an attack is in motion, the trolls work themselves up into a frenzy, like sharks at sea. They devour their prey on the spot. It is easy to tell when a moss troll has been through an area because the ground is covered in blood and the fleshy rags of unlucky prey.
ON TELLENE
Moss trolls are most common to the continent island of Svimohzia, particularly the Vohven Jungle. There, bloodthirsty jungle trolls constantly harass the farms and homes that border their wooded home. However, they can occasionally be found in the forests of the northern continent as well.
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Mark Plemmons
Kenzer and Company
www.kenzerco.com
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