A Matter of Trolls
Falador has the soldiers Misthalin needs - and cannot move them. Sir Amik's Imperial Guard spends every waking hour staring north at Troll Country, where the raids have lately become more organised, more aggressive and stranger. A Matter of Trolls is the Northern Front of the Asgarnia campaign: find out who is really behind the raids, and end them.
It begins on its own the moment At the White Wall is complete. Its twin, The Guns of Asgarnia, opens at the same time - they solve independent problems, do them in either order, and the Asgarnian finale needs both.
The quest
- Speak with Commander Denulth - the Imperial Guard camp in the north-west of Burthorpe (north of Falador, past Taverley). "Some of the dead trolls aren't ours." He won't send men deeper into Troll Country on tracks and corpses. He'll send you.
- Scout Death Plateau - north-west of Burthorpe: past the Warriors' Guild, up the western path and around onto the plateau. Read the ground as you go: the forward post has been hit again and again, and the tracks on the path show trolls fighting trolls before they ever reached the humans.
- Defeat the hostile troll patrol - four warband trolls break from the rocks the moment you reach the plateau. Every one you have hit counts when it falls, whoever finishes it - the plateau's own trolls will join in, so expect a brawl.
- Find My Arm - a surviving troll steps out afterwards. It does not attack. The war trolls say humans are weak and that trolls who talk to humans are weaker; they fight everyone; a big war-chief leads them. Who can stop him? "My Arm." (No, not your arm.) The scout will walk you up to the summit of Trollheim, above the Stronghold, where My Arm is thinking. A Trollheim teleport lands there too.
- My Arm - he stares. "You." He is certain you are the Adventurer who once helped him grow goutweed, travel to Weiss, help Snowflake, and marry her. You aren't. He looks again, longer: "You not Adventurer. But you is like Adventurer." He can't say why. You just... same. (You are, at least, less wrinkly. Probably.) Then to business: the warband hurts Burthorpe, the Stronghold, Weiss, trade, and every troll who does not want war forever. Burthorpe will help My Arm - you do the conversation - and My Arm needs more trolls. Snowflake has strong trolls. He'll have his friends walk you to Weiss.
- Speak with Snowflake in Weiss - she works out that you are not the Adventurer faster than her husband did, and notices the same thing anyway. She knows the war-chief is dangerous: if he wins the pass, more trolls join him. She wants one thing before Weiss marches - no fish, no logs, no ceremonial anything: Burthorpe must agree that allied trolls entering the pass will not be shot by the Imperial Guard. Her trolls will see you back down to Burthorpe.
- Arrange safe passage with Denulth - "You want me to bring trolls into an Imperial Guard position." "Yes." "Deliberately." "Yes." He agrees because the military logic works, not because he suddenly trusts trolls: the Guard holds the pass (the anvil), My Arm's Stronghold trolls hit the flank from the mountain side, Snowflake's Weiss fighters take the high ground and cut off the retreat, and you fight wherever the line is weakest.
- Tell Denulth when you are ready - bring food and your best gear. Then: "I'm ready. Let's go."
- The Battle of the Pass - a private copy of Death Plateau. The Imperial Guard holds the north-east gap, the only way down to Burthorpe; the warband comes at you across the plateau in waves. Hold with the Guard and defeat 5 warband trolls (any you have hit counts). My Arm's fighters climb in over the southern cliffs ("My Arm here!" - "Excellent timing!" - "My Arm was thinking!"), Snowflake's come down from the north-western heights ("Push them down!") and the warband realises it is surrounded - some of it runs.
- Defeat the troll War-chief - he comes onto the plateau once his warband is thinned, rallies what is left, and calls reinforcements. Stronger hits, a big pool of health; the whole coalition can hurt him. When he falls, the splinter warband breaks - and the pass can be held by a far smaller Asgarnian force. Denulth comes up through the gap; watch My Arm and Snowflake afterwards.
- Report to Sir Amik - Falador castle. The passes are quiet. For now. For now is enough: for the first time in years he has soldiers he can move.
If you die, leave the plateau, log out or run out of time (15 minutes), the pass is lost for the moment and nothing else: Denulth sends you back up when you're ready. Instanced deaths are safe.
Type ::trolls for your current objective, or open the Quest Journal with ::quests (the quest also shows in the stock quest tab as "A Matter of Trolls").
Getting around Troll Country
The walking path from Death Plateau up to the Stronghold needs the climbing rocks, and the sled to Weiss is not running - so the quest carries its own travel, in dialogue: the troll scout walks you to the Trollheim summit, My Arm's trolls walk you to Weiss, Snowflake's trolls walk you back to Burthorpe or to My Arm. Those offers stay after the quest. Reaching Burthorpe itself is on you (it is north of Falador, past Taverley); the Trollheim teleport spell and tablet land right beside My Arm.
Rewards
2 Quest Points · 50 War Effort · the Northern Front secured - the Imperial Guard can reinforce Falador's war against the Kinshra (the Asgarnian finale reads it) · My Arm and Snowflake's campaign dialogue · quest travel between Trollheim, Weiss and Burthorpe. Normal Troll Country is never gated behind any of it.
What comes next
The Guns of Asgarnia, if you haven't - and then The White Wall, the Asgarnian payoff, which needs both. See the gameplay roadmap and The War explained for where this sits.
This page was last edited on 2026-09-12.
