Star Trek Capatins!

Star Trek Capatins!

Pages

Sunday, November 9, 2025

the Grid Iron League form 1588 week 15 here on this website blog

 

Whispering Isles G.I.L. Report: Week 15 – Hogs, Twins, and The King

The "Royal Cartographer" has finalized the standings. This was the week the underdogs found their teeth and the basement teams proved they are no longer easy prey.



Feature Game: The Hog-Man’s Debut

Silverton Razorbacks (5-14) vs. Blackwood Ravens (4-13-1)

  • The Narrative: The Ravens expected a physical game, but they didn't expect the Orkie Porkie Thrower. This massive hog-man possessed a "Pig-Squeal" snap count that paralyzed the Ravens' defense, while his two Piglet Receivers used their Stunty and Dodge skills to slip through the "Talon-Kin" frontline.

  • The Anchor: Hog Chewer anchored the defense like a mountain of ham and iron. He neutralized the Ravens' Kestrel the Wind-Thief, forcing three turnovers. The Hog-Man then launched a 30-yard "Bacon-Bomb" to a Piglet in the endzone to seal the win.

  • Final Score: Razorbacks 14, Blackwood Ravens 7.

The Twin-Turbo Upset

Moon Elves (7-9) vs. Stone Goliaths (11-5)

  • The Narrative: The Goliaths marched in with The Mighty Zug, expecting to crush the elves. However, the Elves debuted the Swift Twins (Lucien and Valen).

  • The Play: Lucien Swift spent the game "harassing" the Goliaths' Anvil-Guards, using his Tackle skill to prevent them from locking down the Elven receivers. Meanwhile, Valen Swift sat in the pocket and launched a high-passing masterclass, moving the Elves to a stunning victory over a god-team.

  • Final Score: Moon Elves 21, Stone Goliaths 14.


Round-Robin Results: The 15-0 Stand-Off

  • Swan Knights (15-0) vs. Blackwood Ravens (Rescheduled/Scrimmage): The Sovereigns maintained their perfect record. The Cardinal-Hawk vertical game was too precise for the Ravens to intercept. Final: 35-7.

  • Bengali Water Tigers (15-0) vs. Mist Haven Mariners (Rescheduled): Since the Mariners were on their bye, the Tigers picked up their 15th win via a high-intensity scrimmage against the Azatar Tribe. Final: 24-14.

  • Shadowborne Specters (12-4) vs. Bluebonnet Volcanous Fire-Smokers (11-4): ELVIS STRIKES AGAIN. Count Luthor von Drakenborg ("The King") followed up his debut with another showstopper. The Smokers fell further into a slump as the Specters’ crowd roared them to victory. Final: 17-14.

  • Plague-Festered Armada (5-13-1) vs. Goat Tribe (3-16): The 7-6 nail-biter. The Goats' Akhorne almost pulled it off, but the Armada held the line by a single point. Final: 7-6.

  • Black Rock Spire Juggernauts (13-3) vs. Silverton Razorbacks (4-14): (Mid-week catch-up) The Juggernauts ended the hogs' earlier winning streak with an industrial-strength shutdown. Final: 28-0.


Official Week 15 Standings

RankTeam NameRecordStatus
1-2Swan Knights15-0Sovereigns (Perfect)
1-2Water Tigers15-0Tiger Force (Perfect)
3Shadowborne Specters12-4Elvis Powered
4Juggernauts13-3Industrial Power
5Fire-Smokers11-4In a Slump
6Stone Goliaths11-5Humbled by Twins
7Azatar Tribe12-6Secure
8Moon Elves7-9Elite Rising
9-14The Field< 7 WinsVolatile

To keep the Royal Cartographer’s records in perfect order, we must log the absolute chaos at the bottom of the standings. Week 15 was the week of the "Great Hog-Man Ascension"—the week where the Silverton Razorbacks proved that a "Bacon-Bomb" and a solid defensive anchor could change the fate of a franchise.

Here is the state of The Field as the league prepares for the final three-week gauntlet.


The Field: Teams 8–14 (Post-Week 15)

RankTeam NameRecordStatusThe Week 15 Narrative
8Moon Elves7-9Elite RisingThe "Twin-Turbo" effect. By toppling the Stone Goliaths, they have officially separated themselves from the basement pack.
9Silverton Razorbacks5-14Hog WildMomentum: The "Orkie Porkie" era is here. With back-to-back wins, the hogs are the most dangerous 5-win team in the Isles.
10Plague-Festered Armada5-13-1BiohazardOld Man Durell’s 1-point victory over the Goats keeps the Armada moving up, though they are still shaking off the barnacles.
11Blackwood Ravens4-13-1Faded WingsLosing to the "Hog-Man" was a heavy blow. The Talon-Kin are struggling to adapt to the new, more brutal lower-tier meta.
12Goat Tribe3-16Milk-FoggedHeartbreak. Despite the efforts of Grashnak and the "Little Miracle" Akhorne, they fell by a single point.
13Mist Haven Mariners2-16ResurfacingBye Victory: They moved up via the automatic win, but they remain the most vulnerable team in the league.
14Durell Rotters(N/A)ExtinctThe team is officially defunct, replaced entirely by the Plague-Festered Armada.


Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, The Tygerian Isles, The Ether Dragons, The Tiger Force Shadow Saga, The specific "Hedge Wizard of the Shreveport Cabin" persona, The "Royal Cartographer" archetype and the character "Emperor Rajah." Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.

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.

๐ŸŽฒ 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!

๐Ÿ“ฃ FREE GIVEAWAY ANNOUNCEMENT! ๐Ÿ“ฃ



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




Sunday, November 2, 2025

the Grid Iron League form 1588 week 14 here on this website blog

 

Whispering Isles G.I.L. Report: Week 14 – The Plague and the Pivot

The "Royal Cartographer" has recorded a total shift in the basement. Old Man Durell's rebuilt Rotters have arrived, and they have instantly turned the bottom tier into a biohazard zone.



Feature Game: The Plague-Ship Docks

The Plague-Festered Armada (3-13-1) vs. Mist Haven Mariners (1-15)

  • Venue: The Rotter Marshes

  • The Narrative: The Mariners expected the same old "shamblers," but they met Lord Pox-Hook and Count Corruptus. The Mariners' "Living" Necromantic speed was useless inside the 5-player Disturbing Presence field.

  • The Play: The Rotspawn "Kraken’s Bile" used its tentacles to hold the Mariners' Alpha Werewolf in place for the entire first half. Meanwhile, the Fester-Guard Rotters used their Dirty Player skills to foul any Mariner who fell into the mud. By the 4th quarter, the Mariners were physically broken.

  • Final Score: Plague-Festered Armada 28, Mariners 0.


Round-Robin Results: The Sovereign 14-0

  • Swan Knights (14-0) vs. Bluebonnet Volcanous Fire-Smokers (11-3): THE REMATCH. In another heart-stopper, the Sovereigns proved their Week 12 win wasn't a fluke. The Knights used their "Cardinal-Hawk" vertical game to stay just out of reach of the Smokers' flames, handing your Fire-Smokers their third loss in a massive defensive battle. Final: 17-14.

  • Bengali Water Tigers (14-0) vs. Black Rock Spire Juggernauts (12-3): The Tigers remained perfect by the skin of their teeth. The Tiger Force offense scored a diving touchdown with only seconds remaining on the clock to sink the Spire. Final: 28-21.

  • Azatar Tribe (12-4) vs. Stone Goliaths (10-4): ZUG RETURNS. Even with The Mighty Zug back on the pitch, the Tribe’s momentum was too high. They utilized their high-plains tactical "pivot" to stay away from Zug’s fists, securing a low-scoring upset. Final: 7-3.

  • Moon Elves (6-9) vs. Blackwood Ravens (4-11-1): OVERTIME MAGIC. For the second week in a row, the Moon Elves won in OT with a 3-point field goal. Prince Elarion is becoming a local legend. Final: 24-21 (OT).

  • Silverton Razorbacks (4-12) vs. Goat Tribe (3-12): The Razorbacks are officially on fire! They picked up their third win by mauling the Goats, proving their "Rotter-Style" shift is the real deal. Final: 14-7.

  • Shadowborne Specters (11-4): WEEK 14 BYE. The Specters take their win and continue their shadowy preparations for the final four weeks.


Official Week 14 Standings

RankTeam NameRecordStatus
1-2Swan Knights14-0Sovereigns (Perfect)
1-2Water Tigers14-0Tiger Force (Perfect)
3Fire-Smokers11-3Angry
4Juggernauts12-3Powerhouse
5Azatar Tribe12-4Giant Killers
6Shadowborne Specters11-4Rising (Bye Win)
7Stone Goliaths10-4Stumbling
8-13The Field< 6 WinsDangerous

To keep the Royal Cartographer’s charts accurate, we must record the absolute upheaval in the lower ranks. Week 14 was the "Great Pivot"—the week where the basement teams stopped being victims and started becoming predators. With Old Man Durell's rebuilt Armada and the Razorbacks' sudden winning streak, "The Field" is now a dangerous place for anyone to travel.

Here is the state of The Field as we move into the final four-week sprint.


The Field: Teams 8–14 (Post-Week 14)

RankTeam NameRecordStatusThe Week 14 Narrative
8Azatar Tribe12-4Giant KillersFirmly holding the #8 spot. By beating the Goliaths (even with Zug back), they’ve proven they are the masters of the mid-tier.
9Moon Elves6-9OT SpecialistsRising: Their second straight Overtime win has propelled them to 6 wins. They are now the highest-ranked team with a losing record.
10Blackwood Ravens4-11-1Faded WingsTwo straight losses in OT/close games have grounded the Talon-Kin. They are struggling to find their "High-Flyer" rhythm.
11Silverton Razorbacks4-12Hog Wild3-Game Win Streak! The "Rotter-Style" shift has saved their season. They are no longer the league's laughing stock.
12Goat Tribe3-13Milk-FoggedSinking fast. The "Mother's Milk" seems to have turned sour as they fall to the surging Razorbacks.
13Plague-Festered Armada3-13-1BiohazardThe Rebuild Win: Old Man Durell’s new squad absolutely dismantled the Mariners. They are the team everyone is now afraid to play.
14Mist Haven Mariners1-15Dead in the WaterThe "Living" Necromantic curse has completely failed. They are now the lone residents of the basement.

Scouting the Lower Isles

  • The Armada's Aura: The Plague-Festered Armada (formerly Rotters) is now the most physically imposing team in the bottom tier. Their Disturbing Presence field makes them a nightmare for the high-passing teams like the Moon Elves or Ravens.

  • The Razorback Grit: The Silverton squad has embraced a "Blue Collar" brutality. They aren't playing pretty, but they are winning games by simply out-lasting their opponents in the mud.

  • The Mariner Crisis: With only one win (the Week 10 Bye), the Mariners are facing a complete identity crisis. The "Cursed Marauder" experiment has resulted in more injuries than touchdowns.



Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Trident Trophy" League Shield, all team logos, and original character art. The world of Zimrala, The Tygerian Isles, The Whispering Isles Island Chain, and the Gridiron League. The "Hedge Wizard of the Shreveport Cabin," the "Royal Cartographer" archetype, and "Captain Hedges." The Ether Dragons, Tiger Force Shadow Saga, and Emperor Rajah. The Trident Trophy, Ink of Anticipation, Compass of Lost Things, Parchment of Echoes, Scope of the True Meridian, Rod of Infinite Spanning, and Plumb of Gravity’s Anchor. Open Game Content: The game mechanics, including the use of OpenD6 (D6 System) attributes and skill checks, are utilized under the terms of the Open Game License (OGL) v1.0a. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.