Wednesday, November 5, 2025

The Bodeleaf Way: A Tunnels & Trolls "Dirty Trick" About one of Ken St Andre's games I played in!

 

The Bodeleaf Way: A Tunnels & Trolls "Dirty Trick" PLAYED ON ME AND SOME OTHER PLAYERS FORM OUR GAMES WITH THE TROLL GODFATHER HIMS SELF NOW RECREATED FOR MY GAMES in Monsters! Monsters! 2.7

Subtitle: Playtest the "Way-Taint" Hazard Mechanic in the Troll God’s Corner of Achrox.


I was deep into writing the lore for the Defenders of Hawthorne Valley Players Guide when the memory hit me. I was outlining the treacherous nature of Bodeleaf County, and suddenly, I remembered a game with The Troll God himself (Ken St. Andre). He introduced a scenario about staying strictly on the road or path, using it as a clever "dirty trick" to test the party's discipline and greed. That session stuck with me, and I knew I had to adapt that classic T&T challenge for our growing world.

Now, we're ready to share that spirit! This module, "The Pilgrim's Path," is built for groups of low-to-mid-level Monster PCs and introduces a brand-new, challenging hazard mechanic designed to test a monster's discipline, not just their combat strength: The Way-Taint.

The Troll God's Table

This custom image captures the spirit of a legendary game session, featuring the Troll Godfather (GM) and a cast of Monster PCs (the Weretiger represent me as a Tygerian, the Moon Elf represents Jason, the Gremlin represents Mr. I forgot? and the Leprechaun represents another person in Tucson Marc, but also one of our Artists charactors in the Adventures of little shoe played by Wayne Hudman) plotting their next move on the map of us playing within the Tygerian Isles on Zimrala. our new world of Monsters Monsters 2.7.



The Scene: Bodeleaf County, Achrox

Bodeleaf County, located on the western edge of Achrox, is a crucial defensive checkpoint and a land of volatile magic and Monsters. It serves as the staging ground for the Western Trade Caravan Route on Achrox that directly ties to the Port Chrox Main Supply Base for all the Tygerian Isles. As it sits directly across the strait from the Troll World refugee sanctuary of New Tuslan Island.

Our adventure takes place across the beautiful, treacherous landscape captured by our artist, Wayne Hudman (see map below!).

Get the Map!

Want a high-resolution, print-quality copy of this gorgeous map? This official map is a core part of the Turkey Monster Invades adventure, available for just $1.00 at Troll Godfather Press on DriveThruRPG! Support our continuing work on the Tygerian Isles!

By Buying this you not only support our work on the Tygerian Isles project, but you are also getting a thanksgiving adventure to run as well with the map form me Earl C Hedges Jr Writer and the Artistry of Wayne Hudman.

The Stakes: A Race for the Patron

Your party consists of Tygerians and the new Halla-Folk (refugees from Troll World, evacuated by the Ether Dragons) who now reside on New Tuslan. You have heard a desperate, psychic call—a summons from your true patron, The Troll God, Kenneth Arr'th, whose abode is rumored to be beneath his favorite tree at Arth Crossing. You must race a rival faction—the power-hungry Prima list Trolls—to reach him first.

To succeed, you must first secure the aid of the local inhabitants, the Todarian Tribe (led by Lord Todar), in the swampy Marshland Hollows.

🎲 New M!M! 2.7 Mechanic: The Way-Taint (WTP)

The Bodeleaf Way is not just a road; it is a ribbon of safety and stable energy, possibly tied to the old Ether Dragon portal lines. Stepping off it is an act of spiritual and physical defiance that the County will punish.

Any monster that takes two steps completely off the defined path begins accruing Way-Taint Points (WTP). This Taint cripples a monster's natural advantages:

LevelWTP AccruedConsequenceImpact on Player Monster
I: The Pariah Stain1 WTP (Immediate)-2 penalty to all Charisma (Looks) SRs and -1 to Luck SRs.NPCs (even allies) will regard you as suspicious or cursed; rolls for combat bonuses are harder.
II: Loss of Kindred Power2 WTP (After 1 hour off-path)Must make a Level 3 CON SR. Failure means the loss of your highest-Level racial special ability (e.g., Troll Regeneration).You lose the signature power that makes your monster type unique.
III: Atrophy and Weakening3+ WTP (After 2+ hours off-path)Must make a Level 4 CON SR every hour. Failure results in a -1 temporary loss to a random primary Attribute (Strength, IQ, etc.).Permanent stat loss until ritually cured. The party is slowly wasting away!

Cure: WTP can only be removed after a full 8-hour rest on the Path, followed by a successful Level 3 Luck SR. The presence of a Todarian Shaman or Path Ranger guide helps reduce the difficulty of the cure.

GM & Player Notes on the Way-Taint

Notes for the Game Master

The goal of the Way-Taint is not to kill the party, but to force a genuine choice between Greed and Discipline. When running this scenario, remember:

  1. Emphasize Social Consequences: The -2 Charisma penalty means NPCs on the main path will be immediately hostile, refuse to trade, or even raise the alarm. Make it clear that straying risks losing all access to civilization.

  2. The Threat is Real: The permanent -1 Attribute loss at 3 WTP is a huge risk in M!M! 2.7. This should be a fear-inducing consequence that leads to desperate retreat rather than continued exploration.

  3. Encourage Roleplaying: The Todarian guide should frequently argue with the PCs, creating tension and moral choices within the party itself. The guide represents the voice of the Way.

Notes for the Player Monster

Cooperation is key to surviving the Bodeleaf Way.

  1. Trust Your Guide: The Shaman or Ranger is essential. They are your only fast-track way to cure WTP penalties. Keep them alive and keep them happy!

  2. Focus on the Mission: The treasure off the path is almost never worth the risk of losing your core monster Attribute or Racial Ability. This scenario is a test of patience.

  3. Retreat is Viable: If you hit 2 WTP, stop immediately. Find the safest spot on the actual road and use the next 8 hours to rest and clear the taint. A quick loss of time is better than a permanent loss of Strength or Luck.

New Playtest Scenario: The Pilgrim's Path (Quick Adventure)



Goal: Secure a guide from the Todarian Tribe, survive the trek across the county without giving in to temptation, and reach Arth Crossing before the Primalist Faction.

Act I: The Todarian Alliance (Marshland Hollows)

  • Arrival: The party arrives in the swampy Marshland Hollows where the Todarian Tribe (led by Lord Todar), resides.

  • The Problem: The Todarians are losing scouts to the nearby Fenland Bog due to raids by the Black Dragon Cult (Led by Lord Dracus).

  • The Mission: To earn a guide, the party must patrol the Fenland Bog path and repel two ambush attempts. The Todarians offer a choice of guide: a Shaman (best at curing WTP) or a Ranger (best at navigating off-path).

Act II: The Great Temptation (Fenland Bog to Cashel Far)

  • The Path: The Todarian guide keeps the party strictly on the path that skirts the Fenland Bog, warning them constantly of the Way-Taint and the dangers of Lord Dracus's hunters.

  • The Dirty Trick: The party spots a highly valuable Troll World Wargear Cache just 20 feet off the path, in a spot that looks perfectly safe. A visible Level 5 Luck SR lies on a rusted chest. The cache is a trap set by a Star Spider agent.

    • If they take the path: They avoid all Taint and arrive safely at Cashel Far.

    • If they leave the path: They immediately gain 1 WTP (Pariah Stain) and must face a powerful Star Spider Assassin (MR 50) that springs the trap.

Act II.B: The Viper Lake Detour (The Ultimate Dirty Trick)

The Viper Lake is the geographical shortcut that will tempt impatient players. The Todarian Guide will deliver a chilling warning if the party considers this route:

"Cross the Bog, or brave the Crags, but avoid the Lake. That water is not of this world. It is the blood of the serpent god, Yig. We have seen things dragged under that the Black Dragons themselves fear. If you enter that water, you will not only lose the Way, you will lose your life."

  • The Hazard: If the party attempts to cross the center of Viper Lake, they immediately acquire 3 WTP (Atrophy and Weakening) from the toxic, contaminated water.

  • The Punishment: They trigger an encounter with the Leviathan of Viper Lake (Spawn of Yig, MR 150), which immediately attempts to grapple and crush the strongest member of the party. This is a battle meant to be fled, not fought.

Act III: The Race to the Crossing

  • The Obstacle: The party reaches Cashel Far and takes the secret Stairs that lead to Arth Crossing. They now spot the rival Primalist Faction ahead of them! The Primalists are slowed by a large, but non-essential, aerial attack by Harpies in the Rocky Crags (a section the party avoided by taking the Stairs).

  • The Choice: To catch up, the party can push off the path into the forest for a "shortcut" (gaining 2 WTPLoss of Kindred Power) or stick to the path and arrive a few crucial minutes later.

  • The Climax: The party arrives at Arth Crossing. The battle has already begun! They must fight the Primalists on the bridge to be the first to reach The Troll Godfather sitting under his tree!

What did you think of the new Way-Taint rule? Download this scenario and let us know your playtest results!

📣 FREE GIVEAWAY ANNOUNCEMENT! 📣



We are thrilled to announce that the Tygerian Isles Defenders of Hawthorne Valley Players Guide is officially scheduled to be published right here on this website as a FREE GIVEAWAY THIS MONTH!

Get ready to create your own heroes and monsters and dive deep into the lore of Hawthorne Castle and Hawthorne Valley. This guide contains all the rules, lineage options, and detailed lore you'll need to start your adventures in the Tygerian Isles.

Watch this website for the official release date! To be published here! 

Legal & Attribution

Disclaimer: All material, characters, names, and concepts presented in this blog post are used with the kind permission of their respective creators and copyright holders.

  • The foundational rules and concept of the "Dirty Trick" are used with the direct permission and blessing of Ken St. Andre (The Troll God).

  • The Zimrala World of Monsters setting and all related lore, names, and geography are the intellectual property of Troll Godfather Press Ken St Andre and Steve Crompton. Used by permission here!

  • We would like to extend our deepest gratitude to both Ken St. Andre and Steve Crompton for the opportunity to create this all-new material for a whole new world we are developing.


Yours for now, Captain Hedges




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