Christmas one-shot - Troll in the Dollhouse


Homebrew and House Rules


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I wrote this one-shot Christmas scenario to play with my family, all of whom have heard a lot about my hobby, but never actually played. Since my wife is such a fan of Christmas, I decided to use her passion to tie into mine.

I wanted to share the fruit of my labor with all of you, so feel free to use the module to play with your group or to introduce new people to the hobby. In the scenario I inserted links to photographs on my Deviantart page to provide visual support. I also added six character builds for new players, using some simplified rules.

I hope I am not breaking any copyright rules by posting this scenario. If I am, please let me know. The story is free for anyone to use. If you play through it, I would appreciate a quick note on how you liked it. Have fun! And merry Christmas!


THE TROLL IN THE DOLLHOUSE

A Pathfinder Roleplaying Game compatible adventure for four 4th‐level characters by Mister Vergee.

1 Adventure background

Rovenjarga is a frontier town nestled in a small valley at the foot of the Northern Mountains. It is the last stop for people taking the mountain pass, but the dangerous road north is seldom travelled. One man has ignored all talk of danger and built a cabin on the mountainside, Sander Nickelhouse, an accomplished woodcarver who specializes in puppets and toys. He claims the local pine wood is the best for his delicate craft.

Meriadoc Noel is an acclaimed halfling puppeteer who uses Sander’s creations in his shows. Each year he visits the woodcarver right before the snow falls and closes off the mountain pass. Upon returning he stays in Rovenjarga to celebrate Winter Solstice and jolly up the Yuletide Feast with one of his puppet-shows. Over the years he has become close friends with father Lucebert, the local priest of the Sun Goddess, who organizes the Midwinter celebration to honor his deity, as it marks the time of year when the days start growing longer again.

Most years Meriadoc comes to Rovenjarga about a month before Midwinter. This gives him ample time to make the five-day trip up to the woodcarver’s cabin and back again before the snow falls, which normally doesn’t happen until two weeks before Yuletide. The halfling then spends the rest of winter in the cozy little town, before setting off into the world once more for his next tour when spring arrives. This year, however, Meriadoc Noel arrived later than usual, but he has a good excuse. His wife is heavily pregnant and he had to travel extra slowly to spare her the discomforts of the road.

With only twenty days left before Yuletide when he made it to Rovenjarga, Meriadoc wasted no time and left immediately for the woodcarver’s cabin. Eight days have passed and he still hasn’t returned, and as off last night snow started falling. Father Lucebert is worried about his friend and asks the PCs to help.

The Northern Mountains are also home to an ice troll tribe, the Frozen Fingers. These creatures normally keep to the unmapped peeks of the mountain range, but occasionally they will plague travelers on the pass, though not often enough to be considered a threat.

Thus, the trolls were left to flourish and flourish they did, when the ugly old spinster Tetterboil suddenly proved with child and gave birth to the most beautiful ice troll ever seen, Gilda. Many trolls vied for Gilda’s hand when she came of age, but it was Groutchmouth who came out on top. He secured an amulet of natural armor +1 after killing a ranger who was exploring the mountains and presented the shiny jewel to his future mother-in-law, gaining her favor and her daughter’s hand in return. But Gilda was not easy to please, and when she had a daughter of her own, she made sure the child was even more spoiled that she ever was. Twinklebell was the most obnoxious troll that ever walked the Frozen Finger caves and her parents would go through great lengths to keep her satisfied. When daddy Groutchmouth was caught stealing a bauble for his daughter from a tribe member for the umpteenth time, his family was cast out. Now the dysfunctional ice trolls scour the mountains, looking ways to keep their spoiled brat happy. A woodcarving toymaker seemed like a good place to start.

2 Synopsis

The PCs travel into the mountain range to look for a halfling puppeteer and his pregnant wife. The two small folk haven’t returned from a visit to a master woodcarver who lives up in the mountains and now snow has started falling, filling up the pass.

The PCs discover the halflings’ wagon abandoned in the snow, the horse is dead and partially eaten by predators. As the characters investigate the scene winter wolves attack. Inside the wagon is the halflings’ unconscious dog, who can lead the party to the woodcarver’s cabin.

There the heroes encounter an ice troll family whose daughter is spoiled rotten. The brat got her parents to pressure the woodcarver into making her new toys, but that only kept her happy for that long. When two halfling puppeteers came by, looking to buy new dolls, the troll child had her father kidnap them as well, so they could play her a show. That satisfied her temper for a few hours before boredom kicked in again. Now she has set her sights on the halflings’ newborn baby, who would make a perfect living doll. So far, her father has refused her latest folly, knowing too well that it will end in disaster, but it is only a matter of time before he caves. Can the PCs save the halflings and the woodcarver before things go terribly wrong?


3 The adventure begins

The PCs are in Rovenjarga, a frontier town at the foot of the Northern Mountains. They are summoned to the temple of the Sun Goddess to talk to the priest, father Lucebert.

“Welcome, honored guests. Thank you for answering my call. I hear you are brave adventurers and my current plight requires heroic types.

A good friend of mine, Meriadoc Noel, a halfling, travelled up the mountain last week to visit Sander Nickelhouse, the illustrious puppet builder. You see, Merry is a puppeteer, and a damn good one if I may say so. Maybe you’ve heard of him. Anyway, I expected him to be back three days ago, but he still hasn’t returned. Since it started snowing last night, I am worried. Snow makes traversing the pass almost impossible, and with Merry’s wife heavy with child, it won’t be easy to get back.

I would like you to travel up the mountain and find my friend. Bring him home safely and I will give you this as a reward.” Lucebert holds out a wand of cure light wounds to the PCs. With a diplomacy check DC 15 they can even convince the priest to give them the wand before they leave.

Lucebert can also fill in the following details. Normally, it takes three days to travel up to the woodcarver’s cabin and two days to get back down again. Meriadoc Noel went up the mountain in his wagon, which is drawn by a single horse. His wife Joy is due any day, but she still insisted on accompanying her husband, despite Lucebert’s pleas to stay in Rovenjarga. The priest suspects she has given birth, which is why the Noels are delayed. Now they will need help getting off the mountain, which is where the PCs come in.

4 The abandoned wagon

The falling snow makes it hard to get up the mountain. Unless one of the PCs can guide the party with a successful survival check DC 20, the heroes are fatigued (a fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity; after 8 hours of complete rest, fatigued characters are no longer fatigued) when they come upon the following scene at the end of the second day.
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Lying on its left side, a vehicle blocks the pass ahead. The round-topped wagon’s bright red colors have been dulled by several inches of snow that stick to its sides and roof. The left wheel has splintered and cracked. A dead horse lies in front of the coachman’s bench, its frozen remains no more than torn flesh and bones. The animal and wagon were already on their way down when this accident happened. There is no sign of the halfling travelers.
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The party can investigate the scene. The horse died six days ago, before the snow started falling. A successful survival check or heal check DC 20 reveals as much. The corpse has been mostly eaten by large predators, probably wolves, but is too heavily damaged to show how the animal died. With a perception or survival check DC 15 the PCs notice that the timber of the front left corner of the wagon, above the coachman’s head, has been split by a sharp heavy instrument, like a big blade or an axe.

The small-sized back door to the wagon hangs broken in its frame. Snow has blown in, carried by the winds, covering the smashed furniture inside. The far end of the caravan holds a small bed. There is no halfling in it, however, but another creature has crawled unto the matrass to hide from the icy wind. Its ragged breath and multiple stains of blood hint at it being in bad shape. It is an unconscious golden retriever. Blood clots in its white fur, coating its left flank in the color of rust. With a survival check DC 15 the PCs can tell that the dog dragged itself inside and up onto the bed, before losing consciousness. A heal check DC 10 suffices to identify the source of the bleeding as a large claw mark. The animal shows several signs of albinism, its fur is white and its nose pink, though the eyes are not red, but golden. It wears a tag around its neck, which reads Flodur.

Flodur is currently at -2 hp. It survived an ice troll attack on the wagon, but only barely. The dog was left to die, but somehow managed to crawl into the wagon and unto the bed, where it passed out, sheltered from the worse cold. The retriever has been healing up slowly over the past few days and only needs two more hit points to return to consciousness. The animal is famished and parched, and it will quickly befriend anyone who feeds it.

Creatures: While the party investigates the crime scene, three winter wolves close in to attack, the same animals who ate the horse after the trolls killed it. They also tried to get to Flodur, but they were too big to squeeze through the small backdoor of the wagon. It has been six days since their last meal, so they wolves are starving. Once one of the wolves has been killed, the others flee to safety when reduced to fewer than half their hit points.

WINTER WOLVES (3) – CR 5
XP 1,600 each
hp 57 each (Pathfinder RPG Bestiary 1 280)

Development: With one full day of travel ahead, the PCs might want to use the crashed wagon to seek shelter from the cold weather and get an uninterrupted night’s rest. Finding a suitable alternative, like a cave, is hard and requires a survival check DC 22. Moreover, the PCs might not be the only ones who have chosen to sleep in the cave and hibernating grizzly bears do not like being awoken.

Spending the night with Flodur also allows the PCs to bond with the dog. The pet is very docile and immediately takes a liking to anyone who pays it any attention. Flodur is also a good tracker; it can guide the PCs further up the mountain and knows where to leave the path to get to the woodcarver’s cabin.

5 Cabin in the cold

Sander Nickelhouse’s cabin lies about 150 yards off the mountain pass, to the right. Since it is mostly covered in snow, the PCs need to make a perception check DC 15 to spot it, unless they use Flodur to guide them, in which case they automatically find the place.
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Snow continues falling from the sky, blown down on the strong gales that cut through the peaks. Pine trees sigh under the weight of white pillows adorning their boughs. The ground is a series of humps and mounds, but it is unclear whether they are wind-packed snow or simply hide an outcrop of rock. One white hill rises in the back, much like the other mounds, but much bigger. A line of smoke meanders whimsically from the top, quickly torn to wisps by the freezing wind. A cabin lies here, tucked away under a blanket of snow, woven by mother nature, the gentle glowing of light shining from within through a few tears in the fabric. Closer inspection reveals a front door, caked in snow, with icicles hanging to the left and right.
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There are three ways into the cabin: the front door, two windows, and the chimney. Using the regular way in is easy, all the PCs have to do is push open the door to gain entrance to the main hall (area C1). Both windows are hidden from view by heaps of snow; to find them the PCs must dig through the snow and succeed at a perception check DC 25. Since a master woodcarver constructed the shutters, they are sturdy (hardness 5, hp 10, break DC 18, Disable Device DC 20). There is one window in the kitchen (area C3) and one in the workshop (area C4). Squeezing down the chimney is only possible for a small-sized creature who makes a successful escape artist check DC 20, or for a smaller being (no check required).

C1 Main hall
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The main hall looks more like the interior of a warm and welcoming cottage than a remote mountain cabin. Every beam bears beautiful decorations of various animals and figures like faeries, elves or dwarves. Words cannot describe the meticulous detail that the master woodcarver put into his home. A thick carpet lies across the length of the room, leading up to a fireplace. Cushions, musical instruments and toys are scattered in front of the fire. A bear rug lies just beyond the main entrance, four more doors line the inside walls, two on the left and two more on the right. The right-hand wall also holds a set of wooden stairs leading up. A large dining table in the center of the room bears a variety of half-finished platters.
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Creatures When the ice trolls took over the woodcarver’s home, they immediately appropriated his house and all his things, including his most precious possession, the xylophone of the living doll (see appendix 2). Having learned from her grandmother how the magic works, Twinklebell has been trying to get the xylophone to function, growing frustrated when it didn’t because she couldn’t master the instrument, nor come up with a fitting theme song for her dolls. The halfling entertainer Meriadoc has been teaching her how to play for the last couple of days, so now she has advances enough to strike a tune. Today, she made her breakthrough, and managed to make a snowman come to live.

When the PCs enter this room, they hear someone endlessly repeating the tunes of Jingle Bells. A young troll girl, wearing a white dress, is playing a xylophone, while watching an animated snowman smash a crate to pieces. She is obviously enjoying the show.

When Twinklebell notices the PCs, she startles and screams for her father to come and protect her. She also orders her snowman to attack, while trying to back up herself and flee to the kitchen. Her father, Groutchmouth, arrives the next round from behind the second door on the right, using a move action to open it. Twinklebell’s mother, who is behind the opposite door in the kitchen, does not storm in, having learned to largely ignore her daughter’s many fits of anger. She only joins the fight if her daughter opens the kitchen door or if she hears the sound of battle.

TWINKLEBELL – CR 3
XP 800
hp 35 (see appendix 1)

LIVING SNOWMAN – CR 4
XP 1,200
hp 53 (see appendix 1)

DAD GROUTCHMOUTH – CR 4
XP 1,200
hp 54 (see appendix 1)

MAMA GILDA – CR 4
XP 1,200
hp 48 (see appendix 1)

C2 Study

The door to this study is locked, requiring a disable device check DC 15 to be opened. Mama Gilda carries the key.
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A desk carved from darkwood with beautiful lion, eagle and owl designs rests against the far wall. Atop its surface are a few dripping candles, a stack of books and a collection of letters, next to a splotched ink well and a quill. A large coffer sits against another wall.
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Creatures Sander Nickelhouse’s wife, Carol, is locked up in this room. Although she worries about her husband’s safety, her main concern goes out to her halfling guests Joy and Meriadoc and their newborn child. Carol has heard the mean troll girl demanding to play with the baby and fears that her weak-willed father will not be able to resist her much longer.

C3 Kitchen
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The air in this room is thick with the heavenly aroma of good cooking. Every working surface is filled with fresh bread, pies and prepared meats. A pot is cooking on the stove and even more bread is baking in the oven.
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Creatures The one cooking up these delicious, but copious dishes is Mama Gilda. Apart from her extraordinary beauty (for a troll), her skill at preparing meals is what made her so attractive to male trolls. She is quickly going through the Nickelhouses’ supplies, though.

Gilda has but two loves in her life: herself and her daughter. Her husband serves only one purpose: keeping his two little ladies happy. In a fight, Gilda will do anything to protect her own life and Twinklebell’s, but if she has to sacrifice her mother or her mate in order to get away, she will do so without hesitation.

MAMA GILDA – CR 4
XP 1,200
hp 48 (see appendix 1)

C4 Workshop
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This room carries the aromatic fragrance of wood being worked. A pile of wood sits in front of the window, a large woodworking bench is full of tools and a half-completed puppet of a troll girl, the size of a full-grown halfling. Although she bears a broad smile on her face, the line of her eyebrows betrays a hint of self-indulgence Two smaller desks contain even more tools of the toy crafting trade, like beads for eyes, cloth, needle and thread to make clothes, or paints and brushes to give everything the desired color. There are some chests in the corner which have all been opened, revealing their contents of even more toymaking supplies, as well as finished toys and puppets.
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Creatures Sander Nickelhouse is in here, working on a Twinklebell doll. The troll father, Groutchmouth, is keeping close watch, not trusting the toymaker with his chisels and hammers. He has also ordered Meriadoc Noel to stay in this room, both so he can keep an eye on him and enjoy his music and tales.

Nickelhouse and Noel realize how precarious their situation is. They know they cannot take on the troll invaders in a fight, nor is fleeing into the cold an option with a newborn child. They have been wracking their brains on how to get out of this mess, but the only strategy they have come up with thus far, is complying to the trolls’ demands. If they can keep the brutes happy, maybe they will leave without hurting anyone. Of course, the woodcarver and his guest have also heard Twinklebell torment her father with her foolish wish of wanting to play with the baby. Meriadoc has sworn not to let that happen. So far, he has been able to convince Groutchmouth that this idea is utterly ludicrous, but every time the little troll brat nags, Merry feels her dad’s resilience wear down.

If the PCs get in a fight with the trolls and Meriadoc sees an opportunity to help, he does so. He activates his inspire courage to bolster the PCs in combat and casts spells like mage hand, cure light wounds or minor image to assist where he can. Sander Nickelhouse no longer possesses the physical strength to join the battle, but if he manages to get a hold of his xylophone, he uses it to animate the Twinklebell puppet he’s been making, playing the Can Can song by Offenbach to order it to move and attack.

DAD GROUTCHMOUTH – CR 4
XP 1,200
hp 54 (see appendix 1)

MERIADOC NOEL – CR 1
XP 400
hp 15 (see appendix 1)

SANDER NICKELHOUSE – CR 1
XP 400
hp 11 (see appendix 1)

ANIMATED OBJECT (SMALL) – CR 2
XP 600
hp 21 (see appendix 1)

C5 Washroom
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This washroom contains an ornately carved seat which serves as a toilet and an empty wooden tub. A cradle sits in the corner and a bedroll lies in front of the bath.
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Creatures Joy Noel occupies this room with her newborn baby, a girl she named Angelica. Joy is doing her best to keep the child quiet as she does not want to draw Twinklebell’s attention more than is absolutely necessary.

JOY NOEL – CR 1/2
XP 200
hp 9 (see appendix 1)

C6 Guestroom
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Leading off the small upstairs hallway is this L-shaped bedroom with a stone hearth and two bunk beds. A long table stands against the wall; flanked by two intricately carved chairs. Around the corner is a small study area with a writing desk. A bear rug adorns the floor.
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This bedroom sees little use. Most recently, the Noels slept here when they came by to pick up new puppets, but since the trolls kidnapped them and brought them back to the cabin, they’ve had to stay downstairs.

C7 Master bedroom
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This romantic first floor bedroom features an impressive canopied bed with exquisite rose motives and warm crimson curtains. More red velvet drapes the walls on both sides of the bed. There is a wardrobe and a closet, containing the Nickelhouses’ clothes and personal items. On the polished wooden floor lies a carpet, made from a lion’s pelt. The feline must have been enormous, possibly a dire lion. A small side table with some apples and a few bottles of brandy, and a standing mirror complete the room.
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Nana Tetterboil, the troll grandma, has taken command of the first floor. Although she descends regularly, she prefers spending most of her time on up here, claiming she needs her rest. If the PCs manage to get upstairs without raising a ruckus, there is a 50 % chance she is asleep in bed.

Tetterboil is ugly, even for a troll, but also a lot smarter than most of her kind. If the PCs confront her, she tries to gauge the situation swiftly and acts accordingly. She cares deeply for her daughter’s and granddaughter’s well-being, so she will do anything to protect them or – if it has come to that – avenge them. If she is sure her family is safe, she avoids a fight if she can, and tries to get out unharmed. If necessary, she will even give up her magic necklace to barter for the freedom.

NANA TETTERBOIL – CR 6
XP 2,400
hp 66 (see appendix 1)

6 Concluding the adventure

If the PCs defeat the trolls and save the Noel and Nickelhouse family, their quest is a complete success. Getting the halflings off the mountain with their baby will prove a simple task for seasoned adventurers, even with snow filling the pass. Father Lucebert feels overjoyed to see his winter guests returned to Rovenjarga and invites the PCs to join the town for the Winter Solstice and Yuletide Feast, where the Noels will put on a wonderful puppet show about a band of heroes, coming to the rescue of common folk. Night falls with the festivities still in full swing, when suddenly loud laughing can be heard from the mountain pass. Gliding in on a sled pulled by two deer is Sander Nickelhouse. He is grateful to the town for having sent adventurers to save him and his wife. He wants to show his gratitude by handing out toys and dolls to the children of Rovenjarga, thoroughly enjoying the experience. Maybe he should make a habit of it …


Appendix 1: NPCs

MAMA GILDA, CE female ice troll
Init +4; Senses Darkvision (60 ft.), Perception +10
AC 20, touch 14, flat-footed 15
hp 48, Regeneration 5 (acid or fire)
Fort +7, Ref +6, Will +6, Immunities Cold, Weaknesses Vulnerability to fire
Speed 30 ft. (6 squares)
Melee large battleaxe +7 (2d6+3/x3) and bite +1 (1d6+1) and claw +1 (1d4+1) or
Melee bite +6 (1d6+3) and 2 claws +6 (1d4+3)
Face 10 ft. Reach 10 ft.
Base Atk +4; CMB +8 CMD 23
Attack options Rend (2 claws, 1d6+4 plus 2 con damage)
Abilities Str 16, Dex 18, Con 14, Int 12, Wis 14, Cha 14
Feats Dodge, Iron Will, Weapon Focus (Battleaxe)
Skills Acrobatics +4, Bluff +6, Climb +10, Heal +2, Intimidate +2, Perception +10, Profession (cook) +8, Sense Motive +3, Survival +6, Swim +3
Possessions Large battleaxe, large leather, key ring with the keys to the Nickelhouses’ home

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DAD GROUTCHMOUTH, CE male ice troll
Init +4; Senses Darkvision (60 ft.), Perception +9
AC 17, touch 13, flat-footed 13
hp 54, Regeneration 5 (acid or fire)
Fort +8, Ref +8, Will +2, Immunities Cold, Weaknesses Vulnerability to fire
Speed 30 ft. (6 squares)
Melee large battleaxe +8 (2d6+4/x3) and bite +2 (1d6+2) and claw +2 (1d4+2) or
Melee bite +7 (1d6+4) and 2 claws +7 (1d4+4)
Face 10 ft. Reach 10 ft.
Base Atk +4; CMB +9 CMD 23
Attack options Rend (2 claws, 1d6+6 plus 2 con damage)
Abilities Str 19, Dex 18, Con 16, Int 9, Wis 10, Cha 7
Feats Lightning Reflexes, Skill Focus (Perception), Weapon Focus (Battleaxe)
Skills Acrobatics +4, Climb +8, Heal +4, Intimidate -2, Perception +9, Survival +4, Swim +4
Possessions Large battleaxe

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NANA TETTERBOIL, CE female ice troll cleric 3
Init +2; Senses Darkvision (60 ft.), Perception +12
AC 17, touch 12, flat-footed 14
hp 66, Regeneration 5 (acid or fire)
Fort +9, Ref +5, Will +10, Immunities Cold, Weaknesses Vulnerability to fire
Speed 30 ft. (6 squares)
Melee bite +7 (1d6+2) and 2 claws +7 (1d4+1)
Face 10 ft. Reach 10 ft.
Base Atk +6; CMB +9 CMD 21
Attack options Rend (2 claws, 1d6+3 plus 2 con damage)
Special actions Channel Negative Energy (2d6, DC 12, 6/day), Copycat (6/day), Vision of Madness (6/day)
Domains Madness and Trickery
Prepared Spells (CL 3rd, concentration +6):
2nd (DC 15) - cure moderate wounds, hold person, *invisibility
1st (DC 14) - confusion (lesser), cure light wounds (2), shield of faith
Abilities Str 15, Dex 15, Con 13, Int 12, Wis 17, Cha 5
Feats Alertness, Dodge, Extra Channel, Iron Will, Selective Channeling
Skills Acrobatics +2, Climb +7, Diplomacy +6, Heal +12, Intimidate +22, Knowledge (History) +3, Knowledge (Local) +0, Knowledge (Religion) +5, Perception +14, Sense Motive +12, Survival +8, Swim +2
Possessions amulet of natural armor +1
Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 3 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one Copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability 6 times per day.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +1 bonus to the chosen rolls and a -1 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 6 times per day.

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TWINKLEBELL, CE female ice troll child
Init +6; Senses Darkvision (60 ft.), Perception +8
AC 18, touch 16, flat-footed 12
hp 35, Regeneration 5 (acid or fire)
Fort +6, Ref +8, Will +3, Immunities Cold, Weaknesses Vulnerability to fire
Speed 30 ft. (6 squares)
Melee bite +10 (1d4+2) and 2 claws +10 (1d3+2)
Face 10 ft. Reach 5 ft.
Base Atk +4; CMB +6 CMD 22
Attack options Rend (2 claws, 1d6+3 plus 2 con damage)
Abilities Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 10
Feats Iron Will, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +8, Climb +2, Heal +3, Perception +8, Perform Keyboards +3, Sense Motive -1, Stealth +6, Survival +3, Swim +2
Possessions Xylophone of the Living Doll

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WINTER WOLF, NE large magical beast (cold)
Init +5; Senses Darkvision (60 ft.), low-light vision, scent, Perception +11
AC 17, touch 10, flat-footed 16
hp 57
Fort +9, Ref +6, Will +3, Immunities Cold, Weaknesses Vulnerability to fire
Speed 50 ft. (10 squares)
Melee bite +10 (1d8+7 plus 1d6 cold and trip)
Face 10 ft. Reach 5 ft.
Base Atk +6; CMB +12 CMD 23 (27 vs. trip)
Special Attacks breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17)
Abilities Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10
Feats Improved Initiative, Skill Focus (Perception)
Skills Perception +11, Stealth +4 (+10 in snow), Survival +5

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LIVING SNOWMAN, N medium construct
Init -1; Senses Darkvision (60 ft.), low-light vision, Perception +0
AC 17, touch 9, flat-footed 17
hp 53
Fort +2, Ref +1, Will +2, Immunities Cold, Weaknesses Vulnerability to fire
Speed 30 ft. (6 squares)
Melee 2 slams +9 (1d6+3 plus 1d6 cold)
Face 5 ft. Reach 5 ft.
Base Atk +6 CMB +9 CMD 18
Special Attack breath weapon (20-ft. cone, 3d6 cold damage, Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6)
Abilities Str 16, Dex 9, Con -, Int -, Wis 1, Cha 1
Cold (Ex) The living snowman’s body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking it with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.

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DOG, N small animal
Init +1; Senses low-light vision, scent, Perception +8
AC 13, touch 12, flat-footed 12
hp 6
Fort +4, Ref +3, Will +1
Speed 40 ft. (8 squares)
Melee bite +2 (1d4+1)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0 CMD 11 (15 vs. trip)
Abilities Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking)

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MERIADOC NOEL, CG male halfling bard 2
Init +2; Senses Perception +7
AC 13, touch 13, flat-footed 11
hp 15
Fort +2, Ref +6, Will +5, +2 vs. fear, +4 vs. Bardic Performance, sonic, and language-dependent effects
Speed 20 ft. (4 squares)
Melee unarmed strike (small) +1 (1d2-1)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB -1 CMD 11
Special actions Distraction, Fascinate
Special Qualities Armored Casting, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Fearless, Halfling Luck, Inspire Courage, Keen Senses, Sure-Footed, Versatile Performance (Sing), Weapon Familiarity, Well-Versed
Known Bard Spells (CL 2nd, concentration +5):
1st (3/day) (DC 15) - Cure Light Wounds, Silent Image, Unseen Servant
0th (at will) (DC 14) - Dancing Lights, Ghost Sound, Light, Mage Hand, Prestidigitation
Abilities Str 8, Dex 15, Con 12, Int 13, Wis 12, Cha 16
Feats Skill Focus (Perform (Sing))
Skills Acrobatics +8, Bluff +11, Diplomacy +7, Disguise +7, Escape Artist +6, Knowledge (Local) +6, Perception +7, Perform (Act) +8, Perform (Oratory) +7, Perform (Keyboard) +7, Perform (Sing) +11, Sense Motive +11, Sleight of Hand +6, Stealth +10, Use Magic Device +8
Bardic Performance 9 rounds per day.
Inspire Courage (Su) You can use your performance to inspire courage in your allies. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

-----

SANDER NICKELHOUSE, NG old male human expert 3
Init -1; Senses Perception +8
AC 9, touch 9, flat-footed 9
hp 11 (10 HD)
Fort -1, Ref +0, Will +5
Speed 30 ft. (6 squares)
Melee unarmed strike +1 (1d3-1)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +1 CMD 10
Abilities Str 8, Dex 9, Con 6, Int 16, Wis 14, Cha 17
Feats Skill Focus (Craft (Carpentry), Craft (Sculptures), Perform (Act))
Skills Appraise +6, Craft (Carpentry) +14, Craft (Clothing) +11, Craft (Paintings) +11, Craft (Sculptures) +14, Diplomacy +9, Perception +8, Perform (Act) +12, Perform (Keyboard Instruments) +9, Sense Motive +8, Survival +5
Possessions masterwork artisan's tools (sculptures, carpentry, painting, clothing)

-----

SMALL ANIMATED OBJECT, N small construct
Init +1; Senses Darkvision (60 ft.), low-light vision, Perception -5
AC 16, touch 12, flat-footed 15
hp 21
Fort +0, Ref +1, Will -5
Defensive Abilities hardness 5; Immune construct traits
Speed 20 ft. (4 squares)
Melee slam +3 (1d3)
Face 5 ft. Reach 5 ft.
Base Atk +2 CMB +1 CMD 12
Special Attack breath weapon (20-ft. cone, 3d6 cold damage, Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6)
Abilities Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1

-----

JOY NOEL, CG female halfling bard 1
Init +3; Senses Perception +6
AC 14, touch 14, flat-footed 11
hp 9
Fort +2, Ref +6, Will +3, +2 vs. fear
Speed 20 ft. (4 squares)
Melee unarmed strike (small) -1 (1d2-2)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB -3 CMD 10
Special actions Distraction, Fascinate
Special Qualities Armored Casting, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Fearless, Halfling Luck, Inspire Courage, Keen Senses, Sure-Footed, Weapon Familiarity
Known Bard Spells (CL 1st, concentration +5):
1st (2/day) (DC 16) - Silent Image, Ventriloquism
0th (at will) (DC 15) - Light, Lullaby, Mending, Prestidigitation
Abilities Str 6, Dex 16, Con 12, Int 10, Wis 10, Cha 18
Feats Skill Focus (Perform (Sing))
Skills Acrobatics +9, Diplomacy +8, Perception +6, Perform (Act) +8, Perform (Sing) +11, Sense Motive +4, Stealth +11
Bardic Performance 8 rounds per day.
Inspire Courage (Su) You can use your performance to inspire courage in your allies. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Appendix 2: Magic item

Xylophone of the living doll
Aura faint transmutation ; CL 5th
Slot none; Price 9,000 gp; Weight 4 lbs.
____________________
DESCRIPTION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This set of rosewood bars consists of 12 keys, tuned to a harmonic scale. Up to two times per day per day, when a creature uses the mallets to strike a song that fits the theme of a non-living puppet while making a successful perform (percussion) check DC 15, the puppet comes to life as an animated object. The puppet must be at least one size category smaller than the musician and can never be bigger than medium. It will remain animated for the duration of the song plus three rounds. During this time it obeys the musician’s telepathic commands.
____________________
CONSTRUCTION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Requirements Craft Wondrous Items; animate construct III (Deep Magic by Kobold Press 118); Cost 4,500 gp


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Looks fun!


A cute but impractical story.

Did you use the Young template?
Troll equipment seems lacking, check NPC wealth table. Same can be said for halflings.
Halfling stealth is pretty high and escape for 1 or 2 is practical. Wood carver ability scores make him a better bard, why expert? How's he gonna make a 9000gp magic item? Wood Carver should know the woods better than the trolls, so escape plan?
On the story side what lesson is to be learned here? Nice trolls get murderhoboed? Don't let your kids run things? There should be a talk solution as CRs are not too difficult if seperate BUT it is likely to be a staggered single combat. Young troll and AniObj, then dad troll and 2 helpful NPCs, then mom troll! Later grandma troll. That is likely going to go against the PCs.

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