Showing posts with label Burning Trogs. Show all posts
Showing posts with label Burning Trogs. Show all posts

Sunday, June 14, 2026

The Society of Boring Men Meet, Nothing to Report

For most of the year, at least one day of the weekend, I'm driving down to handle yard work and run errands for my mother.  Most of the time it's an afternoon of cutting grass, trimming, raking... changing light bulbs and batteries, keeping things tidy, occasionally scrubbing through what's now decades of nicotine and living alone. 

The fringe benefits of the trip is usually visiting the numerous game and hobby stores in the Lehigh Valley.  Between Trains and Lanes, Cloud City, and Mythic Beasts and Brews, just those three alone were withing bike-riding distance when I was a youngin.  There's not much I'm buying when I visit, but happy to turn over cash when there is...

In my trip to Mythic Beasts last week, for some spicy watermelon concoction that hit the spot (and my algorithm apparently), I got a quick text, a blast from the past.  

 "Hey you could have said hello if you were in the area."

My buddy Brian, not the Battletech playing Wooly, but another long-term friend, a regular in my Hackmaster and 20's Cthulhu games, a regular at the last game store I ran, Griffon Game, during *cough cough* the turn of the century.  Heck, for years, I'd finish work around noon and with our schedules, we'd grab lunch somewhere and hit a series of games stores, sometimes the ones out to Allentown, sometimes into New Jersey. 

An all around good guy that I've only seen for conversations at Historicon when we each have a moment.  

And he kinda knows I'm down there most weekends... and I should text him more...

So we arranged for to meet for lunch and talk things over some chain restaurant beers. 

After yard work all morning (and a random spat of genealogical questions from my cousin while I recovered... involving affairs, occult, and the Lindbergh baby kidnapping,) that beer was frickin' delicious!  

The good news is that after COVID broke up the in person gaming, within 10 minutes we were talking about the same old stuff, like nothing change  (minus my divorce, the kids moving three hours away, and their imminent graduations.  

A wonderful simple Society of Boring Men. 

No gaming was on the docket, although talk of future stuff was started, and the usual pipe-dream of restarting that Hackmaster game from 2001 to 2004, The Burning Trogs Rule!  

The official t-shirt, nearly 25 years old.  

I'm just pissed his still fits....


Tuesday, August 16, 2022

#RPGaDay2022 - Day 16 - What Would Be Your Perfect Game?

 Day 16.  The inevitable middle day of #RPGaDAY2022, 15 days in, 15 days to go.

The topic's been asked before, and I rarely stray from my usual answer, "What Would Be Your Perfect Game?"

The Short Answer
Session 0:  Hackmaster 4th Edition - "Everyone roll up a halfling pirate."

Seriously.

The Long Answer
The Year is 1150. It has fourteen years since the War with the Master ended.  

The life of a halfling sailor is a peculiar one.  The towns and shires within Stronghome do fund a merchant marine and a traditional navy to protect shipping interests sailing on the Mer Kasp, but it is not the preferred career.  

Halfling sailors are not in high demand, either.  With the exception of searching in small crawl spaces, or getting a responsible person to man the crow's nest, sailors of at least moderate stature are preferred.  When eccentric gnome titan was setting up a personal privateer navy over a decade ago to settle some old grudges, he showed no bias to any race, and the pay was quite attractive.   This personal armada has gone through a number of ships, and hundreds of sailors, most outright leaving, others succumbing to illness, pirate attacks, or general incompetence.  

There was a fascinating evolution of the crews over the past decade, that, for the two ships remaining, the entire crews are halfling.  It could be that the short folk tolerated some pay cuts over the years, or that the new recruits did not know what the older members had started out at.  It could be that this eccentric Gnome Titan burned too many bridges with too many folk, but so long as enough food was coming out of the galley, no halfling would complain too much, much less leave. 

Or it could be that the Halflings left, young and old, believe in Zorin Redrock's personal vendetta against the Slavers of Roark.  The Slavers had terrorized all the races and nations of the Mer Kasp for generations, enslaving whole villages, sending them to their secret cities and outposts to be sold to distant countries for unspeakable sums.  

Over the years, nations, nay alliances of nations had conducted sweeping searches for the Slavers and their key port of Roark, yet the Slaver's ships proved to powerful and elusive, most were so fanatical that they would rather kill themselves than spill their secrets, and even in death, clerics were unable to pry the secrets out while contacting the spirit world. 

It seemed unimaginable that some wackjob could succeed where massive undertakings had failed miserably, but the remaining crews, many green around the gills, felt a sense of loyalty to their employer.   Redrock rarely participated in patrols anymore, preferring to work on logistics and other behind-the-scene operations, but the crew couldn't feel anything but motivation while working alongside him.  

A recent attack on a regular pirate cutter by your ship, the Vengeance may have netted the first significant leads in years.  After a vicious boarding action, where all the pirates were killed, a map was discovered revealing a secret pirate cove.  It would not the first time such a map, or a cove were uncovered, but this one had a symbol of a speared fish marking the location, the symbol of the Slavers of Roark.

Now, the cove was much too small to be the actual city of Roark, but it's an incredible discovery, and if your planned raid nets any further goals, perhaps your team could report this directly the "Savage Admiral" himself and hopefully get personally rewarded before going on the next step of this crazy crusae.
After we wrapped up the Burning Trogs Rule! Hackmaster campaign, circa 2004, most players have been happy tying up loose ends and moving on from their adventuring careers.   For General Zorin Redrock, Plenitatory Ambassador for the Barthey Empire, Revenger of Frandor's Keep, he focused on the one failure he was not around for.   

During the last days of the Siege of Frandor's Keep, Zorin, his trusted pal Whitey, and the party's torchbearer, Coreena, left the Trogs to join the Gnome Titan Legions marching to relieve the keep.

While they were gone, the remaining party members at the time were kidnapped and almost enslaved by the Slavers of Roark.   The four members, Cecelia Darkspruce (half-elf warrior priestess of Sif), Gwendalyn Lorax, half-elf druid, Brother Thomas, a human monk, and Marek the Learned, a double invoker, all managed to escape the ship and into the City of Roark itself.    The group broke out of the city under heavy pursuit,  but with the deaths of Marek and Brother Thomas (allegedly by fire-breathing velociraptors, the other two separated, and it was months before everyone was finally reunited.  

Despite fantastic success, fame, and fortune at Frandor's Keep, Zorin has not been able to live down that he was not around to save, or possible fight with, his friends.  He's made it his mission to destroy the Slavers by any means necessary.    

Of course, finding an elusive slaving ring that's been around for hundreds of years is one thing.  Trying to do it without sailing experience was problematic.  He's lost most of his fortune, most of his ships, hundreds of men, and possibly the years of respect his previous career had garnered him. 

But those slavers will pay. 
The true GM pitch:  Players will start as halfling sailors on Zorin's ship, Vengeance, prepping for the biggest raid of their career.  If successful, they just might find out some information on the Slavers of Roark, and with that Zorin may have to get the band back together to level Roark, and any other outpost they discover.   

This is my dream campaign, that allows the crunchiness of Hackmaster and a chance to get everyone together (probably online), recruit my other players who hadn't participated in the Burning Trogs to fill out the ranks, and finish A1-4 with righteous vengeance and furious anger.

Tuesday, August 14, 2018

#RPGaDay 2018 Day 14: Describe a Failure that Became Amazing

On whatever day the #RPGaDay list is made available, I take some time and build out the drafts for each daily post.  Title, "RPGaDay" under labels, and any quick one sentence answers to the questions if they immediately come to mind.  By the first of August, I like to have at least 15 days of posts ready, either completed or darn near close to finished.  By Today (#14),  I'm usually figuring out the  five or six days at the end of the month.

As I write this, I'm in the middle of the previous weekend, I have seven posts left, but two of them are Days 14 & 15.

So for Day #14:  "Describe a Failure that Became Amazing," I'll cover the TPK that wasn't.

2001:  I had launched my latest fantasy campaign, The Journey of Mutumbo, in a kinder, gentler time. 

Monday, September 10, 2001.

Needless to say, a lot changed in the real world as the campaign progressed, even the weeknight we played, but all of us learned to fall in love with Hackmaster, 4th Edition.

Months later, with the first plot line successfully completed, the party stumbled and bumbled their way across the Kingdom of Crosedes.  About half the party from session one had been killed off... and a few of their successors as well.. 

Then some claim I made a mistake:

I ran the N2: The Forest Oracle



The Forest Oracle is widely regarded as one of the worst written D&D modules of all time.  It's not a bad structure for an adventure, it's just that parts of it are written completely incoherently. 

Nevertheless, it fit the geographic transition the party was traveling, so I persisted.

Right before I was to start this story arc, one of players hit me with a bit of bad news:  School/Work (it is nearly 18 years ago) would interfere withe gaming for a bit and Cecelia Darkspruce, Half-Elf Warrior Priestess of Sif, needed to drop out for a number of weeks. 

We couldn't agree on a proper transition that wouldn't involve travelling in the same direction of the other characters, so I ham-fisted a bad prophecy/calling involving Sif's Valkyries calling her to aid in the upcoming Ragnarok (*spoilers* It was a false alarm).  With their best fighter and cleric gone, the group moved on.

Even in my early years of gaming, when I first purchased this module, I knew the rope bridge was a killer.   To cross from the mountains into the elven wood, a three-rope bridge was needed to cross a small river full of whitewater rapids.  Except there was one small problem: most of the characters already owned steeds.

It was decided that the Nubian warrior Mutumbo would lead the animals downriver to find a ford to cross.  With a time-sensitive quest and their second best fighter now missing, the group crossed the bridge.  Of course, a pack of wolves ambushed them, and even with pulled back tactics and perhaps a fudged die or two, heroes either fell of the bridge or fell into the river at zero hit points.  Everyone in the fight was killed. 

Everyone was quite bummed out, especially since Mutumbo noticed the bodies of his friend and allies floating in the river, but didn't even make an attempt to save them/retrieve the bodies.  He simply worked his way downriver for two days until finding a fordable part to cross.   It shouldn't come as a surprise, that I definitely hit Mutumbo with an alignment penalty/shift.

For my players, essentially a TPK was enough to ponder stop playing, but with Mutumbo's player leaving for a bit "to let cooler heads prevail," I started a campaign on the opposite side of the continent, and the Burning Trogs became legend. 

To be honest the characters rolled up for the Trogs (and the addition of two players to offset our losses) made this party far more powerful than the first storyline.  In fact, when Mutumbo and Cecelia Darkspruce eventually returned on separate occasions, both got their backsides handed to them by the Redrock cousins, Gnome Titans who were still significantly lower level than the older characters. 

The Burning Trogs Rule! was the last great fantasy campaign I've run, and without that TPK, who knows where the old group would have stumbled towards. We had much better storylines, cooler magic items, and much better drama in the Kingdom of Marakeikos (yes you read that right).

Tuesday, September 13, 2016

Ambassador-General Fonzy "The Fonz" Schlepprock circa 1136

Ambassador-General Fonzy "The Fonz" Schlepprock   - 6th Level Gnome Titan Fighter
circa1136
Align:  NG,  Ht:  3'4"  Weight:  84 lbs   Class: UMC   Age 75
Birth:  Legit, Mom:  Living, Loving.  Dad:  Living, Loving.  Heritage:  Honorable
Siblings:  1 illegitimate sibling, brother, younger (alive)  normal relationship, share Mom.
Ambidextrous
Base Movement:  9
XP:  37,760

STR:  15/86
INT:   16/54
WIS:  07/31
DEX: 13/75
CON: 12/01
CHA: 16/50
COM: 11/47

Hit Points:  34
AC:  1
Total Bonus:  +4/+7 (with +2 Short Sword)

PP:  481
GP:  14,043
EP:  2790
SP:  2470
cp:  8107


Weapon Prof:
Short Bow
Dagger
Short Sword Specialize (3/2 attacks, +1/+2 )

Talents
Blind Fighting
Defensive Bonus (+1 Bonus to AC)
Short Sword Bonus (+1 Bonus to Hit)

Basic Gear:
Breeches, Tunic
Belt, Gloves,
Cloak
Large Belt Pouch
Backpack
Flint and Steel
Wineskin
Whistle
Rations (7 days/standard)
Rations (3 weeks, iron)
Winter blanket
rope.
1 Burning Trogs brass signet ring
Crowbar
Grappling Hook
War Pony with tack/bridle/saddle
Fine Silk Garments

Fonzie dressed like this for a costume ball at his Trebeizond estate in 1137.  He never did it again.
Weapons.
2 normal short swords
short bow
60 flight arrows
2 dagger


Armor
Medium Shield (+2 bonus to AC  -  4/3 damage remaining)
Studded Leather (  4/ 2/ 1  )
Ring Mail   (   6/  2/  1  )
Field Plate (24/12/10/8/6/4/2/1)

Magic
"Paingiver"  Shortsword +2  - if wounds another, must save vs spells or writhe in pain for 1d6 rounds.

Skills:  bbi x5

First Aid Skill Suite   24%
         Cauterize Wounds
         Sew Own Wounds
         Sew Wounds

Street Cred               41%
Feign Toughness      30%
Liar, Skilled              41%
Flex Muscle              28%
Weapon Maint.          Auto (10gp/month)
Shaving/Grooming    Auto (25gp/month)
Groin Stomp              23%
Rousing Speech         20%

Languages
Gnomish                    100%
Common                     22%
R/W Gnome                27%
R/W Common             32%

Flaws:
Loss of eye (left)   -1 to hit
Self Absorbed
Enmity to Dwarves
Chronic Liar

Property:
Estate in Treibezond (Neufonzstein) Duchy of Sarbonia, generates 10,000 gp/yr. (20,000 if PC manages it themselves)

Awards, Medals
Phalera Tetracross (Giant medallion from Barthey Empire, to be inserted in armor)
Civic Crown of Barthey (Gilded wreath of olive branches)
Obsidian Medal of Barthey (for heroism during the siege of Akorros)
A pile of ribbons and awards from Celsior and Marakeikos for actions during the civil war.
A pile of ribbons and honors from the Gnome Titan Legions picked up during random trips to bazaars.


Schlepprock Clan
Location:  Southern Gnomish City-States
Race:  Gnome Titan, some normal gnome mixed in
Social Class:  UMC
Alignment:  NG
Clan Religion:  Pangrus
Family Honor:  115
Notable Family Contacts:  None
Hereditary Grudges, Enemies, and Allies:
Dwarves of Ahzur Khai (grudge)

Tuesday, September 6, 2016

(Hackmaster) Burning Trogs Rule! #53: Epilogue

When I started compiling the tales of the Trogs online, it was way back, alternating between the Actual Play forums on rpg.net and Kenzer & Company, and that was already years after the campaign had ended. To not put this one my own blog would be an outright crime, even if it is Gaming with the Gnomies.

Although I relied heavily on modules for the campaign, it was not linear by any stretch of the imagination.  Too many rotations in and out of the roster, too many repercussions from the group's actions (or inaction) change the world around them. 

Still, I did not anticipate the process of documenting the campaign taking so long.  I've since learned my lesson with the never-ending work for my Call of Cthulhu group.

In spite of it all, this is the most successful campaign I have ever run.  140+ sessions, plus a plethora of solo side adventures to tie everything in.

Somewhere around episode ten, rewriting the journals rekindled my desire to get the Trogs back together.  The short-lived move of Zorin's character Hoyce has added fuel to the fire, at least motivation to finish the write-up. 

Despite a decade away from the action, I would assemble the Trogs together in a heartbeat if the circumstances were in our favor.  I seriously believe the only way that would happen is if I hit the lottery and bought everyone tickets on an 8+ Day cruise.  Gaming while at sea, bar service, some karaoke, and then everyone can do whatever shore excursion they want, so long as they come back that night for an encounter or two. If we did a solid 40 hours (10 sessions), I'm certain we could complete the final quest for revenge the Burning Trogs would ever need. 

(Edit: To be honest,  I wrote this months ago, well  before I finished writing up all the Actual Plays.  While it is not a done deal, my regular group has interest in re-visiting the Trogs.  Meeting regularly with the players on the periphery of our area would be our only problem (Zorin's player in Boston is our biggest bugaboo).  That cruise still isn't a bad idea.)   

How I would probably progress:
  1. One of those old AEG pocket modules to fill in a plot hole (Dead Man's Hand) and knock off the rust from the system.
  2. Revenge fantasy with increasing difficulty as they plow through A1-4 Smackdown the Slavers
  3. S5/S6 - Isle of Death/Dead Gawd's Hand for a Revenge palette cleanser if they wished to continue.
If somehow they power through all those with time left, perhaps I'll advance the campaign a bit more and run them through Thieves of Fortress Badabaskor, which will be located outside the Western Shore of  the City-States of Myridius.  Perfect location to bring back a certain Master of his domain with his own bruised ego seeking revenge.   

One second thought, I need to win enough just to buy everyone a house so we can live close enough to game.

Tuesday, August 30, 2016

(Hackmaster) Burning Trogs Rule! #52: The End of Arms

3rd of UnDec, 1136
On the dawn of the 3rd of UnDec, peace reigned across Barthey.  The humanoid armies of the Master either scattered back into Yarbay or into the nearby hills.  Human forces maintained their weapons and marched back to either Yarbay or Parthia.

22nd of Undec, 1136 - Barthey City, Empire of Barthey
It took the Burning Trogs a few weeks to finally return to Barthey City to file their final report.    Military mobilization in Marakeikos and Stronghome, and unconfirmed chaos in Hermetus and Vlachia made most land and sea travel unbearable.   Throw in over 450-plus heavy cavalrymen from another country, and it turns into a quagmire.

Once they finally arrived in Barthey City, they were given audience in the Imperial Palace by General Winters and the Emperor's Chief Advisor, Theodosius Marcin.   Upon hearing the Trogs' oral report, the pair filled them in on the activities of the Imperial Army. 

While the Master's forces had moved in swiftly and secretly into Akorros, the armies had great difficulties breaching the defenses of most other towns and cities.  Certainly villages were no match against their evil, and many interior towns finally succumbed after long sieges, the coastal towns, with support from the Imperial Navy, not only toughed it out, but many times broke out of the walls to break the siege.  Yarbay's navy was a mismatch of pirates and privateers in their hire.  Not much of a match against a well-armed convoys bringing relief. 

Although the Master's armies reached the city of Urstanbakka, 200 miles of the capital, its supply lines were stretched thin and subject to Barthey raids from the north and south. 
The new units from Marakeikos and Danaan had just arrived and were performing well against the nearest fronts before the truce was called.

The Trogs' efforts in actively forming alliances with Danaan, Marakeikos, and Stronghome have strengthened the safety and defenses of the Western Mer Kasp for years to come.  In secret communiques with the Queen of Marakeikos, she has admitted that a trade alliance with her country and the gnomes and halflings was more advantageous, but after years of in-fighting by her own subjects, Marakeikos was more than willing to support and aid her neighbor in any just cause. 

In appreciation for all there efforts, there was to be a formal ceremony with the Emperor himself.  Up until this point, only successful generals had been given such an honor. 

24th of UnDec, The Imperial Palace, Barthey City, The Empire of Barthey
After enough time to get clothing fitting of an audience with his magnificence, Emperor Koprostes X the Constant, the Trogs were fully decked out with every military award previously given (and a few Gnome Titan ribbons Fonzy found in the bazaar.  A little spit and polish and it would be befitting of a General!)

Koprostes was elderly man, struggling under the pomp and circumstance of robes, armor, and crown to find the imposing frame he had as youth.  He did little speaking, relying on his Chief Advisor to do so in his stead.

First the officers of the 1st Barthey Expeditionary Force were brought forward.

Colonels Cassilius, Leonidas, and Bright were promoted to Thematon Agens Vice Legati and given commands of armies protecting the eastern border with Yarbay and Parthia.  Traditionally, commands of the armies protecting duchies, city-states, and minor kingdoms were appointed by the local ruler.  Obviously, this had failed horribly along the border, and the inland provinces, so generals with direct guidance from the Emperor himself, and above the desires of the greedy locals should work better. 

General Backares was the only general in the Empire not to fight against the Master (even General Winters).  He was granted the honorific Backares Marakeikus Invictus and granted a post as Thematon Agens Vice Legati of the garrison of his hometown of Dorylimos.

Almost all of the Trogs, including sidekicks, protégés, and Coreena were called forth and Emperor shuffled over to award them and the military officers a Phalera Tetracross,  a giant disk of the Barthey coat of arms meant to be either inserted into a suit of armor, or worn as a medallion. 

Mutumbo, for his limited action helping the Trogs, was ecstatic.

The Kropostes sat down and the advisor asked everyone, save the Ambassadors Spectacular and Extraordinary who had originally been appointed by General Winters to step down. 

  • Zorin
  • Gwen
  • Fonzie
  • Cecelia
  • Gwen
  • Terval
  • Janus

  • First, by Imperial Decree, the Ambassadors were awarded a special Civic Crown, the highest order given to a civilian.  A gilded wreath of olive branches was placed on each of their heads. 

    They were then awarded Obsidian Medals, for their work evacuating the city during the Siege of Akorros. 

    The Imperial Treasury bequeathed each member an additional 20,000 gold for their efforts.

    Finally, the Emperor granted them each a coastal estate in the autonomous region known as Treibezond.  Treibezond had taken the brunt of the Master's attacks, but these were seaside estates that escaped most of the carnage.  Each estate was a large, self-supported community which generated at least 10,000 gp annually, largely from hazelnut harvests, hardwood lumbering, some mining, and some rental payments from the local residents.    All government services, militia, army, etc were conducted by the Duchy of Sarboria.  The Trogs there were simply feudal landowners with the local title Eparch Patricia (Local Lord or Father)

    While there was no requirement to permanently reside there, any appearance of abandonment, or, any appointment to the landed nobility of another land essentially forfeited ownership.  The Emperor giveth, and the Emperor can taketh away just as easy.

    The Estate Names Given to the Trogs:
  • Zorin - Demurli
  • Gwen - Bacali
  • Fonzie - Yomra
  • Cecelia - Aiden Teppe
  • Terval - Cowbun
  • Janus - Balzmaca


  • .... and with that, the Campaign of the Burning Trogs comes to a close.

    Next: #53 Campaign Epilogue

    Tuesday, August 16, 2016

    (Hackmaster) Burning Trogs Rule! #51: Welcome to Morosvia

    24th of DecDec, 1135 Vadevincsky
    The Trogs travel to Vadevincsky and say hello to Governor-General Cecelia Darkspruce.  She unable to be helpful, stuck in the tedious rut of administrating a formerly rebellious territory.  She does confirm that a Marakeikos military headquarters is residing inside the Vlachian Barony of Teleorman and it is investigating the disappearance of Marakeikan military units that crossed the border and simply vanished.  

    Cecelia warns that finding shelter each night in these lands is of paramount concern.  It's not the matter of what will attack you or when, but rather, how many will encircle you.
     
    25th of  DecDec, 1135, Barony of Teleorman Vlachia.
    They reached a military post, but is was a bare-bones military hospital.  The Headquarters Unit was moved into Morosvia.
     
    26th of DecDec, 1135, Morosvia, Vlachia.
    The Trogs left in the morning for Morosvia.   The further they travelled, the hills became steeper, and a low-lying fog covered the ground. 

    By dusk they find some civilization, a few out buildings and an unguarded wrought iron fence. 
    Despite no sign of the military, they pressed on, only to find the mutilated corpse in the middle of the road just on the outskirt of town.    All of the windows on all the homes are closed, many of the building completely boarded up.  

    Towards the center of town they encounter a shady, yet foppish fellow, who presents Zorin with a  bag of gold and a letter.

    The letter was addressed to The Burning Trogs and it was oddly dated yesterday, but with fresh ink.   Someone named Burgermesiter Meisterburger wanted them to cure someone of lycanthropy.

    They eventually stumbled into the only open tavern in town, The Blood and Vine.

    Upon some inquiries with the bartender, it's revealed that the Burgermesiter MeisterBurger, died three days ago.

    One of the tavern patrons offers to stable their horses from the creatures of the night if we help bury his father.  The man was Izmark, son of the Burgermeister. 

    Izmark led them to the cemetary, where they met Oksana, the aforementioned lycanthrope.  Without a full moon, she seemed quite congenial

    Lars the Gnome, the only priest in the town, performed a ritual and drop the Burgermeister's body in its plot.

    27th of DecDec, 1135, Morosvia, Vlachia.
    The fog had not lifted, but in the daylight they could make out an outline of a castle on the other side of  town.  Townsfolk only know the inhabitant was Vladmir, and was a bit of a hermit.

    They could see something moving out of the castle ground, through its gate and into town.  It was an empty carriage without horses, that stopped right in front of the Trogs.  They decided to attached their horses to and ride in it up to the castle.

    As they opened up the main doors to check the place out, weird organ music fills the hall.  In eventually stopped, but when they finally found a music room, it was empty and dust covered.

    We came across a dining room fully set for a banquet. A lone pale figure with a wicked scar across his neck was frittering to and fro. He claimed his name is Luka.  He wasn't particularly helpful, but admits that his master , the Count, is upstairs. Luka also declared that he is already dead.

    Travelling upstairs, they find an room with an ... accountant?  This man said his name was Leif and dispite staring at a rope alarm across the room, welcomed the new guests of the Count.

    From the Journal of Gwen:
    We get to the top, there isa door.  We find theres a spiffy runed door and alcoves of darkness on each side w/ 2 armored figures. When I try to examine the door, they attack.

    One activates a flame trap, and there is a noxious cloud now. We still managed to slay them and get out.  Once the clouds disspate I check out the door. it's ornate, but I can't read the runes.

    The room behind the runed door is dusty and there is a dust covered room.  There's a really old wedding cake on the table.

    Aftera couple  of rooms we fina abig fancy bedroom with a woman in it. She's sleeping. We go down a secret passage near the bed  (Terval found it)

    AIt leads to a secret passage in a hall.  There are many terrified statues.

    The ghostsof them appear. They say they are ghosts from living here. They say the Count  is either downstairs or in the  highest tower. and point to the tallest structure on the castle.

    We find a bridge to cross to another tower.

    Party splits up,  Terval was alone in water filled basement.  Count is a vampire.  Count attacks! Somehow Terval kills vampire!

    this changes town, much happier.  hq is found.  Able to rout the sympathizers of the master.

    Back to Celsior,  letter arrives.  yarbay has surrendered.   Ceasing hostilites for two weeks, yule, and treaty goes into effect 2nd of UnDec.

    Ravenloft is a beloved module, a innovative adventure in the era of dungeon treks.  The Hackmaster variant, Robinloft, faithfully adheres to the originally, with an overdose of required parody and humor that Wizards required of Kenzer, only turned up to 11. 

    To be honest, the group was more interested in finding the missing headquarters and other units, and dealing with this Count got in the way of their mission.  After the green dragon, Terval single-handedly killing a vampire was just another feather in the Trog's cap. 


    Next: Episode #52 The End of Arms

    Tuesday, August 9, 2016

    (Hackmaster) Burning Trogs Rule! #50: The Dragon's Head of Stronghome

    9th of DecDec, 1135  Stronghome
    Barthey's Ambassador, The Burning Trogs, arrived in the Halfling land of Stronghome. They are escorted to the main main government building to meet with the top Sheriff.  It was much less formal, which made Zorin much more congenial during negotiations. Upon learning about the deal they made for Danaan's allegiance, the Sherriff wants them to do something for Stronghome before they agree to terms.  This method seemed much more effective to the Trogs than negotiating and bribing officials, so they agreed.

    In the western forest was a great green dragon who had desecrated the burial mound of King Alivar   If Evar's head was good enough for Danaan, the might warriors of Stronghome deserved the head of  a dragon.  Fair is fair...

    The tomb was near the border with Hermetus and the lingering magics made this part of the forest impassable by foot.    They were to be dropped in by airship to perform the task.  If the dragon was slain, the Trogs were offered 25% of the treasure inside the vaults, subject to approval by the government  for certain items.

    Finding local sages, two of the items rumored to be located in the tomb were  'highly magical plate mail' and Fromm Tyre #4.

    10th of DecDec, 1135  Tomb of King Alivar, Stronghome
    The Sheriff personally flies the Trogs via Mercadian Airship and everyone rappels down outside the tomb.

    In short order, they found the entrance. Inside, the walls were decorated with very faded murals. They found a room with a stone sarcophagus.  Bravely (though  foolishly)  they decide to open it nothing is inside, and nothing seemed to happen, save Gwen and Tyweulen growing weaker and clumsier.

    Meandering through some more rooms and finding a secret door, they entered a huge room with  big iron double doors. and stone lion statues flanking them.  The lions become animated and attacked, but the Trogs defeated them.

    They find the dragon sleeping on a huge pile of gold. Carlino and Mutumbo climbed to a high spot in the room and threw Janus at the beast (while she was casting a Kill spell).  The spell failed and the dragon woke up.

    Zorin:  Now we fight.

    It breathed a cloud of noxious gas, taking out Tyweulyn and severely harming everyone else. 

    As they wailed away on it, it started making physical attacks, swinging a claw the size of Stronghome at Zorin....

    The others are simply knocked aside by the force of the dragon.    Janus managed to distract  the dragon, while Mutumbo climbed a pile of gold to jump off and plunge his magic spear into the beast, slaying it.

    Before dusk, the treasure was on the tomb's roof, waiting for the airship to return.  With no dragon to alert, the Sheriff would be landing on the roof.

    The Sheriff immediately declared that Fromm Tyre would stay there.

    With a little more light to work with, the Trogs decided to look around a little more, finding an altar with gold and silver chalices.

    As Zorin approached a weird phantom emerged and attacked everyone.  .

    More spirits appear and they drain the party of their power. Gwen, Mutumbo, Zorin, and Carlino are all affected before the ghosts are finally slain.  Everyone immediately ran back to the airship and fell asleep on the journey back to Stronghome.

    11th of DecDec, 1135 Stronghome
    Upon arrival in the capital, a treaty is written, the 25% given to the Trogs, and troops begin mustering for the ocean voyage to Barthey.

    20th of DecDec, 1135, Celsior
    Returning to Celsior, they conducted some magical research on the treasures bequeathed by the Sheriffs of Stronghome.  One of the items Janus claimed dibs on, was in fact a powerful artifact known as the Death Wand of Ka'neer.  Janus promised to be gentle with it.

    Zorin: After some discussion, we decide to investigate what is making Marakeikan troops disappear in Vlachia....

    Mutumbo was a reluctant hero from the beginning of session one of the Journey of Mutumbo.  Somehow, he's managed to stay alive, get married, and start a family.  He even got through a depressing mid-life crisis, got back into adventuring shape, and returned one last time to land the killing blow on a freakin' dragon.  Well done, sir.  Well done.

    Fighting a full-sized dragon in Hackmaster is an epic feat for just about any party, and the rewards comparable.    I re-rolled the treasure suggested from X10 and used the Hacklopedia suggestions, and ended up rolling up a major frickin' artifact.   Thank god we only had one more session...

    Going back for more treasure was perhaps the Trogs' greatest flaw in this entire storyarc.  Even with half-xp-earning Gnome Titans, the dragons its (25%) haul guaranteed everyone was going to level.   Which they did, right after getting hit with level draining undead.    I'm sure if the Trogs ever get their revenge on the slavers, the next action Zorin will do is level the Tomb of Alivar, simply out of spite, taking Fromm Tyre #4 with psychotic glee. 

    Next:  Episode #51:  Robinloft

    Tuesday, August 2, 2016

    (Hackmaster) Burning Trogs Rule! #49: Against ALL the Giants!

    Zorin Redrock - Gnome Titan Fighter.  Veteran of the Barbarian Wars, and hero of Marakeikos due to the retaking of Frandor's Keep.
    General Fonzy "The Fonz" Schlepprock - Hero of the Siege of Akorros.  In reality a low-level Gnome Titan fighter with a silver tongue.
    Janus Redrock - Gnome Titan Priest of Pangrus.  Cousin of  Zorin Gnome Titan of loose morals and a hero of Marakeikos.
    "Whitey"  - Albino Halfling Priest of Yondalla.   Zorin's sidekick.
    Gwendalyn Lorax  - Half Elf Druid.  Her trials alone in Mer Kasp did not last as long as Cecelia, but they were equally intense and damaging to her psyche. 
    Tywuelyn - Pixie Fairy Infiltrator - Gwen's sidekick

    14th of NonDec, 1135, Steading of the Hill Giant Chieftain, Danaan
    The Trogs got through three watches the night before without incident so the spellcasters  got more than enough sleep and replenish their magic arsenal.

    While navigating through the quiet manor, two bugbears wearing chain mail and looking like they mean business, spotted the party, drew weapons, yet did not approach.

    Gwen:  Zorin charges in ... He's like that

    They came upon a cellblock,  Zorin needed to be used to give Gwen a boost to see through high windows in doors.

    The first cell contained a human in one, dressed in rags, hunched over. He only howled upon seeing Gwen.

    The second cell held a middle aged man, who identified himself as Marquad.. He's admits that he was trying to be useful to the giants so they wouldn't eat him.  He tells the Trogs where to find the keys, and the Trogs let him out. The hill giants had captured him and his group travelling through the area.  Everyone else had been eaten except for him.  Gwen cleaned him up and spent a considerable amount of time combing his tangled hair.

    The third cell was elf, chained to wall, badly burned. His name was Carlino Oakland.  They let him out and equipped him.  He had been part of a raid last year,when he was captured in the great hall. His friends had all been eaten as well.

    Fourth cell had three skeletons bound to walls. Each were wearing rings, gold with gems in them.  Upon opening the door, Gwen bolted from the room screaming at the top of her lungs,  while barreling down the halls.  Whitey, Marquad , and Carlino followed suit.  

    Once she regained their senses, Gwen stopped to subdue a screaming Carlino, when suddenly Ogres popped out of a room!  The ogres seemed to know who Marquad was, telling tell him it's way too early to start working, much less making any noise after the party last night.  Marquad apologized and recommended the whole group go back to the cells until the Giants were ready.

    The Trogs all laughed

    From the sounds of things,  the festivities were STILL going on, a peek into the Great Hall showing most of the giant were are still at it.

    The silence of the hallway was broken by a screaming Carlino, running down the hallway and chucking a giant javelin through the ogres.  They quickly aid Carlino in killing the ogres, but another ogre from the Great Hall finally comes out to investigate Trogs.  They kill it as well, but  Carlino began demanding for better weapons  On top of that, Whitey was still missing. 

    They eventually found Whitey, laying in a pool of blood on the floor. Upon second glance, it appeared he fell narcoleptic into a pot of some red sauce in the kitchen.  Gwen taps him with her quarterstaff and he woke up, quite embarrassed.

    The reunited Trogs dashed down some stairs to find a weapons caches in  some underground caverns.

    *BOOM*

    Carlino found a magical javelin that shoots lightning, and proceeded to wipe out a bugbear patrol with it.

    Janus:  It will probably attract everyone in the Steading, not just the bugbear patrol.

    Bugbears, ogres, giants, and a few hobgoblins storm into the large chamber in the basement.   There are way too many for even the Trogs, so they hole up in a small armory with no other exits. With Gnome Titan Tactics (Fonzy/Zorin/Janus holding the front line), they stand against the onslaught in the doorway.

    Fonzy:  Occasionally one needed to rotate out for healing, but the Gnome Titan trio, under my leadership, slayed many a beast that day.

    Not all felt that victory was as guaranteed as when Fonzy spoke of it in later years....

    Zorin:  KILL! KILL!  KILL!  By PANGRUS, THESE BUGBEARS JUST KEEP COMING!  KILL !  KILL! KILL!

    Upon killing the Bugbear Captain, they created a means of escape through the bodies.  Unfortunately that meant further into the caverns.

    Continuing to search the "basement" they found five orcs in a cell.  They claimed that they wanted to revolt,  now that most of the bugbears were dead. The Trogs freed them and the orcs agreed to take them to their leader .  Everyone agrees to a truce to help, in exchange for Evar's head.   The Trogs were led to a common room to clean up and rest.  After a bit, they heard yells from the hallways.  Upon checking it out, a broken orc is thrown over their heads. Three more giants appear, one of them possibly Evar, and nine more bugbears.


    They are all slain, Tyweulyn falls as well. 

    Evar's head was taken and returned to the Senate.  Danaan formally gave their support.  Tyweulyn was raised and the Ambassadors decided to check in with Barthey.

    25th of NonDec, 1135 Barthey City.
    The Trogs check in with General Winters.  General Winters was quite pleased.  The War with The Master is holding steady, the coastal cities still showing great resolve.  The group agreed to continue their duties to seek additional aid by visiting Stronghome, land of the halflings, via a check-in at Celsior.

    31st of NonDec, 1135, Mirros, Marakeikos
    They reached Mirros and were all awarded medals for our defense of Celsior.

    36th of NonDec, 1135 Celsior, Marakeikos.
    The Trogs arrived in Celsior, being received as the heroes they were.  A great feast was held in their honor.   Cecelia has officially been named Governor General of Vadevincsky.

    A  Trog Council was held, and the they welcome Tyweulyn, Carlino Oakland, and Fonzy into the group.  Afterward, a fit and ready Mutumbo announced that he was accompanying them to Stronghome.

    In game, there have been some big battles.  The Siege of Felsthenheim and the subsequent retreat back to Frandor's Keep two session, but nothing compared to the pure carnage of the basement combat between the Hill Giant Steading and six very small warriors.   It was fabulous dice-chucking at its finest that lasted one session entire four hour session from start to finish.  I'm certain there are mook rules in modern D&D that alleviate the grind, but it would take away from the exhausting glory that everyone earned as players, much less characters. 

    Gnome Titans plus doorway plus their advantage against giants and ogres kept the attackers at bay. It was beautiful.

    Next:  Episode #50  The Dragon's Head

    Tuesday, July 26, 2016

    (Hackmaster) Burning Trogs Rule! #48: Fonzy Schlepprock's Wandering Watch

    From the Journal of General Fonzie Schlepprock, Ambassador Plenipetory of the Barthey Empire.

    14th of NonDec, 1135, Inside the Trophy Room of the Hill Giant Captain, Evar, Republic of Danaan

    Sitting in the trophy room, I decide to check the room on the right.  No noise, but more cool trophies all over the room, except for.... NOOOOOOOOO!  Stuffed Gnome Titans!

    The bastards!  What did they ever do to deserve this!!!  I'll kill them and burn this place to the ground!

    Of course, I should be thankful it's not me on the shelf.  

    I decide to go through the only other exit out of this room.  Finally, a room worthy of a General's stature... everything is super-sized.  I decide to let the rest of the room be except for a treasure chest full of dirty laundry and some loot... oh... what Happy Days!

    There's also a map which I think is important should be studied further.  I decide that a door the behind is important, so I orchestrate a brilliant plan to quietly move the bed and investigate the door.  Behind the door are some stairs which lead down to a large room.  A giant portable stove with spikes seems to be attacking me...

    mmmm... icing... stars.... icing... hey now, I feel better.

    I find a few chests, couple of things of interest, coins, tusks, etc.  I take what I can carry and move on. 

    Back up at the trophy room, I decide to check out the room on the other side.  I find a pet bear then I decide to kill it myself.    Nothing of value in that room to suit my purposes is found.  Proceeding randomly, I decide to open various doors and kill anything that moves. 

    I found some scrolls that appear to be important.

    I came across some female giants.  I single-handedly took them all out, after which I ventured upstairs.

    I went downstairs to discover a senile old man, another giant, and an ape.  I decided to kill the ape and giant, I let the old man go, after much begging on his knees.

    Oh yeah, I had to kill another ape before I needed to return to the trophy room and wake up the next person to take watch.

    GM Notes:  Fonzy NEVER wrote in the journal normally, so it makes sense for him to take over as he's wandering the Hill Giant Steading when he's supposed to be taking watch for the Trogs in the trophy room. 



    NEXT:  #49  Against ALL the Giants!

    Tuesday, July 19, 2016

    (Hackmaster) Burning Trogs Rule! #47: Sneaking Around the Steading of the Hill Giant Chieftain

    Zorin Redrock - Gnome Titan Fighter.  Veteran of the Barbarian Wars, and hero of Marakeikos due to the retaking of Frandor's Keep.
    General Fonzy "The Fonz" Schlepprock - Hero of the Siege of Akorros.  In reality a low-level Gnome Titan fighter with a silver tongue.
    Janus Redrock - Gnome Titan Priest of Pangrus.  Cousin of  Zorin Gnome Titan of loose morals and a hero of Marakeikos.
    "Whitey"  - Albino Halfling Priest of Yondalla.   Zorin's sidekick.
    Gwendalyn Lorax  - Half Elf Druid.  Her trials alone in Mer Kasp did not last as long as Cecelia, but they were equally intense and damaging to her psyche. 
    Tywuelyn - Pixie Fairy Infiltrator - Gwen's sidekick

    1st of NonDec, 1135 - Celsior
    Leaving Terval, Cecelia, Mutumbo, and Coreena in Celsior, the group headed back to Danaan to exploit their recent success in the negotiations.

    12th of NonDec, 1135 - Danaan.
    Upon arrival in Danaan, General Bacares reviews a briefing from General Winters.  Barthey had recruited and sent five more armies out.  Despite some viscous siege warfare on the coastal cities, the armies defending the inland portions of the Empire were withstanding the onslaught of the Master's forces.

    Zorin decided to personally talk with each Senators, not a small deal for a gnome titan that hates humans he deems not worthy.

    Upon discovery of a problem with raiding giants in the foothills, they offer their personal services to the Senate.

    Evar, a hill giant chieftain, has organized the giants and begun devastating raids on towns and villages.  The Senate wants Evar's head in return for an alliance and troop support.

    The Trogs immediately get provisioned and travel that night up to Morton's Grove to meet their guide, Torvald Ouke.

    13th of NonDec, 1135 - Morton's Grove, Danaan.
    That morning, they met with Aluho, an elf who was a friend of Torvald.

    Limited scouting had been conducted, so they knew only the following.
    1. Very large quantities of giants lay ahead, as well as orcs and bugbears.
    2. no ditches or moats around the compound, but they cut back a lot of trees.  Open approaches all around.
    3. No other ways in, main door or servant access on right side.
    4. NO other creatures inside the radius.
    5. No other caves or hideouts between Morton's Grove and the compound.
    6. no sign of giant/tree cover.
    7. Huge piles of rocks everywhere.
    8. no knowledge of guard placement.
    9. no knowledge of pet/animal placement.
    Aluho said it should be a straight shot in at night, and there seemed to be a big bash going on.  At 2am they snuck up to the door, occasionally hearing a loud outburst of laughter.
    14th of NonDec, 1135 - The Steading of the Hill Giant Chief, Danaan, 2am.
    Of course, Gwen was the only one tall enough to open the door!

    There was huge foyer filled with outer garments, giant sacks, and two passed out giants in the foyer...   Janus wanted to slit their throats.

    Janus acted as lookout while the others looted the bodies.  The navigate through the immense halls, finding the barracks, with 10 gigantic cots.

    Fonzy ran back to acquire more rope to tie door knobs together.

    Zorin:  There is a chest of elf and dwarf ears.

    Going up the stairs, they find the armory.  Zorin has Tyweulyn fly up and cut the giant-sized crossbow strings.

    Two more passed out giants are discovered in a side room, but no one can kill them!   They wake up forcing Zorin to slay one and Janus the other.

    Zorin:  Janus finally killed something of importance!

    Fonzy tied more doors together.

    In the next room, the double doors opened to three freaked out and drunken ogres.

    They attempted another set of double doors, open very carefully.  Inside is a very large hall, with most of the giants, ogres, nd some orcs feasting inside. 

    Zorin: There are 30 giants, 5 ogres and about a dozen orcs.  They are drinking and eating and having much merriment.  We back track.  We come across an opening - we peek our heads in.  There is a fireplace insdie.  It's huge.  Also two doors in the room .  Contents:   Oak table and chairs, giant silver place setting at each chair and a silver candlesticks, and a statue of an elderly troll couuple  for a centerpiece.

    Trophies are on the mantle area, shield, armor, aheado a war horse.  Heradlry on shields, 4 from Danaan, some zorin doesn't know.  One a aclan redrock device.  It's beat up and old.

    We clean up what we can carry from the table....

    Twelve years previous, I first ran G1: Steading of the Hill Giant Cheiftain for my high school group.  Not realizing how greatly improved 2nd Edition stats for a giant were in compared to the this module, it became a bloodbath for the PCs and they were forced to flee.

    The Hackmaster version is even worse, but a smart party takes out the peripheral troops, scouts out the location, and saves the big party and Evar until the very end of the night. 

    Alas, that would not end well for the Trogs, but for now they needed a few hours of sleep to recharge the clerics. 

    Of course, they put Fonzy on watch....

    Next:  Episode #48  Fonzy Schlepprock's Wandering Watch
     

    Tuesday, July 12, 2016

    (Hackmaster) Burning Trogs Rule! #46: The Fate of Marakeikos

    The following excerpt from the journals of the Burning Trogs covers the Vadevincsky Rebellion and the Siege.   It involves multiple military organizations of varying sizes, from company level up to brigade. 

    The Armies of Marakeikos (division level to the martially inclined) will be designated in Roman numerals (MK I, MK IV, etc).  All other Marakeikan units will used traditional Arabic numbers (MK 17th, MK 22nd, etc).  

    All Vadevincsky-allied units with be listed with Arabic numbers with numbers first (22nd VAD, 3rd VAD, etc.)

    From the Journal of Zorin Redrock
    13th of SeptDec, 1135 East of Celsior.
    Zorin:  I send Gwendalyn and Tywuelyn ahead to see the positions of the enemy armies.  The Marakeikan (MK) 7th has been been completely routed. The  13th Vadevincsy (VAD) has half infantry and half light archer cavalry.  the 22nd VAD is comprised of humans and humanoids and seemingly came from nowhere.  There are some VAD sub-banners in the the unit.  Duke Desmond, directly commanding the MK 6th,  and the 21st VAD are still locked in battle two days north. 

    We decide to loop around and hit the 13th VAD on their unanchored flank. 

    We hit some trolls and Gwen kills five all by herself (!) and chases the rest up north. 

    Soon our scouts start hitting theirs, so to keep the element of surprise, the Expeditionary Force charges straight into the 13th VAD. 

    Terval aids with Glitterdust. 

    They create some sort of wall which stops our charge, we get around it. 

    By the end of the day,we learn the 13th VAD has humanoids, juggernauts, and at least one mage.  We kill several of the them, taking only minimal casualties .

    We retreat to Celsior, and after identifying ourselves we are allowed in for the night.

    

    14th of SeptDec, 1135 Celsior
    We learn that the 22nd VAD has re-grouped to assault the town.  We start to put together some militia to supplement our cavalry.  There are 600 able-bodied men, many survivors from the MK 7th that refused to flee the area.

    We spend the next few days training and preparing for the defense of the city.

    Fonzie has boosted morale for Celsior.  Gwen and Janus create food, Tyweulyn is helping as messenger and I'm recruiting and training the new MK 7th along with General Bacares and the Expeditionary Force.

    24th of SeptDec, 1135 Celsior - "SIEGE DAY"
    When all is said and done, we dealt serious casualties to them (120 to 24).  The siege lasts a week thus far.  We get word that reinforcements are coming from Mirros, and should be here by next week.  the MK 7th holds out against the 22nd VAD.     The 7th is formally led by "Colonel" Mutumbo and "General" Cecelia Darkspruce.

    36th of SeptDec, 1135 Celsior
    Siege continues.  We kill more of them, they get weakened and somehow no one dies on our side. 

    12th of OctDec, 1135, Celsior
    The MK 7th drives out of Celsior and pushes the 22nd beyond the siege line. Still unsafe to leave, but foraging and raiding can commence.

    24th of OctDec, 1135 Celsior
    The MK I and II show up from Mirros, VAD withdraws entirely, heads back to Vadevincsy.
    Over the next few days Duke Desmond returns triumphant and the MK I and II go to relieve the MK 6th.  The MK 7th formally becomes the Celsior garrison.  Mutumbo is offered an officer's commission. 

    Marakeikos sends the MK I and MK II to mop up in Vadevincsy. and can by the end of NonDec plans to send four full armies to Barthey.

    On the advice of Duke Desmond, the Queen assigns Cecelia as a royal attaché to the MK I.  Upon the pacification of the Barony, she will be named Governor-General of Vadevincsky and oversee the reconstruction of the territory, and oversee the trials of the conspirators.

    1st of NonDec, 1135 Celsior
    Gwen:  Terval decides he wants to stay in Celsior.  He wants to stay behind and build a lab.  First I loose Cecelia when she ran away from me, now Terval wants to leave me.  Why does everyone I  love want to leave me???  I want to stay with Terval, but Zorin says we should save the world.

     This is not where I expected the Trogs to finally turn into a well-organized, bad-ass organization, but it was as good as any other place.  Underestimating the enemy, and expecting the MK 6th and 7th to handle the attacking forces, if it were not for the Trogs, Celsior would have fallen, effectively dividing the kingdom in half.

    If this is the high point for the group, en total, it's fitting that group splinters for the remainder of the campaign.  Players will drop in and out over the last few sessions, Zorin, Janus, Gwen, and Fonzy forming the base. 

    I'm surprised that Cecelia's appointment is not mentioned anywhere in the journal proper.    I believe this time, Cecelia's player, Nate, had a late worknight on the weeknight everyone else could make it.    Terval will miss the next mission, and we will see one more bold appearance by our favorite Nubian.

    Next: Episode #47 Sneaking Around the Steading of the Hill Giant Chieftain

    Tuesday, July 5, 2016

    (Hackmaster) Burning Trogs Rule! #45: The Destiny of Dukes... and Princesses

    32nd of HexDec, 1135, Free Barony of Vadevincsky
    A plot to overthrow the Kingdom of Marakeikos had been uncovered!

    Gwen But first, we need to find out who stole our %#%@!#$ horses!

    Nothing could be found, so they set up a makeshift camp for the night. 

    On the third watch of the night, a huge flying thing blocked out the crescent moon.  It gets dark and hen light again.  Gwen wakes up the other Trogs,

    Tyweulyn kept an eye on the creature as Gwen helped the others with their armor.
    

    Zorin moved to a better position and reported back that there were at least four people ontop a large saddle on the "bird"  It appeared to be twenty times the size of the men!

    By the time dawn rolled around, Gwen could identify the creature as a Birch Roc, which tend to be much larger than average rocs. Their circling around the forest seemed to be growing greater and greater.   Gwen explained that these creatures can detect horses and ponies within a 100 yards, do the chance of finding their horses were probably nil.

    In a quick Trog meeting, Zorin wanted to try to get a message to Linnard, but given the circumstances, the rest wanted to head back to Celsior with the roc noticing them.

    By mid day, the back portion of roc's huge arc fell behind the hills and it does not return. The Trogs set up a more secure camp with the same, if more vigilant watches.

    33rd of HexDec, 1135.  Free Barony of Vadevincsky
    The party woke up, prayed for spells, and the head off early.  They spent the better part of the day, eluding, a sizable, but clumsy patrol of mixed races.  Around mid-afternoon, they saw the roc take off again with people on its back and head south.  Tyweulyn performed some recon, finds the army, and reported that they were heading south as well, towards Celsior, or possibly Mirros.

    With an army between the Trogs and the destination they need to warn, Zorin  convinced Gwen to turn into a bird, have Terval cast Invisibility on her, and fly with Tyweulyn to Celsior and find Baron Desmond.

    Gwen: "Hope they listen to the tree hugging dirt worshipper and a pixie fairy."

    They flew off,  leaving the rest of the party behind.

    35th of HexDec, 1135.  Near Celsior, Marakeikos
    Gwen and Ty came across across two large armies fighting.  One side was Marakeikan.  The other side was full of bugbears, goblins, and golems?   They could do nothing but press on...

    1st of SeptDec, 1135, Celsior
    Tyweulyn and Gwen finally reached Celsior. They approached the castle and requested a meeting with Desmond.

    They are scheduled for an afternoon meeting with "Bobbitt" who is yet another Seneschal.  He was barely cordial with them, informing them in a most exasperating way that they are already aware of the encroaching army,  DUKE Desmond is out leading the armies against Vadevinscy.

    They took their leave, went back to Trog HQ and got the skinny on what's going on.    Apparently, the Queen's messenger arrived with a decree from Queen Adrianna bequeathing the title of Duke upon desmond, and declaring all his territory to be call the Duchy of Celsior.  A formal ceremony would take place soon, but first he must leave the armies Marakeikos against the usurpers!

    For Gwen, this was confusing, for although she didn't follow politics, she was sure the Seneschal of Marakeikos was still in charge and Princess Adrianna was not eligible to sit on the throne for a few more months...

    3rd of SeptDec, 1135, Marakeikos Wilds
    After flying through the battlezones, the duo finally met up with the Trogs.  She reviews their conversation with Bobbitt and the Duke's new status.   Zorin wanted to head towards all the armies, but Janus reminds him of the message that Pangrus gave him.  He then demanded everyone travel to Mirros and claim this is all the work of the Master.

    Not a horse can be found, so it took many days to reach the capital.

    8th of SeptDec, 1135 Elven Dominion of Radlebb
    The Trogs travel through Dominion of Radleb.  Refugee elves from Agenmoory have seen Marakeikan armies fighting each other!  Everyone, persona and monster, is escaping the wilderness  We are running through the Dominion of Radleb.

    New rumors are acquired as they purchase steeds to finish the trip to Mirros:
    • In addition to Baron Desmond becoming Duke, a new Baroness has been named for the area around... Cloudland Castle?
    • This was going to be a great year for the harvests.  
    They continue on their travels towards Mirros before dinner.

    10th of SeptDec, 1135, Mirros, Marakeikos
    The Trogs reached Mirros, to find a small wooden fort with the Barthey flag flying appears outside the city limits .   They reconnected with General Bacares. He knows nothing of Bargle or Seneschal Bobbit, and there had been no update from home.

    They requested a new audience with Alexis Korrigan, but when they arrive, they are informed that he has cancelled.  As the guards escort them out, Korrigan pops out of a hallway and asks them to come with him. He escorts them to an awaiting carriage that takes them out a secret gate and takes them to the neighboring village of Marlinev.  They were led to a small cottage to have an audience with the Queen herself. 

    One of her advisors, an unnamed wizard, did the majority of the talking. 

    After the Trogs left Celsior to investigate the unrest, Desmond sent secret magical messages to Korrigan and Baron Sherlane in Califon.  Between the aggressiveness of the Master's envoy, the rumored armies to the north, and his trust in the Burning Trogs as honest ambassadors, Princess Adrianna needed to ascend to the throne early to allow a figurehead to lead the kingdom through these times of troubles.  If Marakeikos could survive the uprising and political maneuvering, any hero emerging from it may decide to declare a rightful stake at the crown.  With the blessings of Celsior, Califon, the elvish elders, and most of the prominent Traldar families (the Marlinevs included), Adrianna was snuck out of Mirros and crowned Queen.  She has sent out numerous decrees acknowledging her ascension, the promotion of Desmond to command the armies, etc, but outside a few loyal advisors, and dozens of fanatical henchman of the Marlinev family, no one knows where she is.   Not even her own husband, Devon Hyraskos, the Admiral of the Marakeikan Navy, knows her whereabouts.

    The ambassadors from Barthey fill in the Queen of the knowledge they have uncovered.  The Queen finally speaks and fills in the details.

    "Bargle is simply a bad man.  He was the Court Magician for King Ludwig of Vlachia.  It's very possible that the "L" you mentioned in the communication is Ludwig, but he's been missing for four months.  He had mysteriously showed up in Stronghome custody charged with crimes against halflinghood, but somehow, he mysteriously escaped. Bargle should be to blame for that."

    "We accept an alliance with Barthey against the Master and his allies, but first we must quell this attempt to overthrow the crown.  The Minister of War has mobilized all five of our standing armies against  Vadevincsky.  They must be defeated first."

    Janus:  Zorin decided we need to fight in Marakeikos. I think this isn't a good idea, besides the fact that Pangrus told hime to stay out of the  "Big War"."

    The next morning, Zorin lead the Barthey Heavy Cavalry of the 1st Barthey Expeditionary Force west towards Celsior.

    Next:  Episode #46:  The Fate of Marakeikos

    Tuesday, June 28, 2016

    (Hackmaster) Burning Trogs Rule! #44: The Destiny of Barons

    Zorin Redrock - Gnome Titan Fighter.  Veteran of the Barbarian Wars, and hero of Marakeikos due to the retaking of Frandor's Keep.
    General Fonzy "The Fonz" Schlepprock - Hero of the Siege of Akorros.  In reality a low-level Gnome Titan fighter with a silver tongue.
    Janus Redrock - Gnome Titan Priest of Pangrus.  Cousin of  Zorin Gnome Titan of loose morals and a hero of Marakeikos.
    Cecelia Darkspruce - Half-Elf Fighter Cleric of Sif.   Her previous sorority girl-styled ways had been hardened by weeks travelling the dusty trails of the Northern Mer Kasp completely alone, desperately trying to get back to Celsior.
    Terval Sit - Half-Elf Mage
    Gwendalyn Lorax  - Half Elf Druid.  Her trials alone in Mer Kasp did not last as long as Cecelia, but they were equally intense and damaging to her psyche. 
    Tywuelyn - Pixie Fairy Infiltrator - Gwen's sidekick

    30th of HexDec, 1135, The Free Barony of Vadevinscy
    The Trogs finally reach the border for the "Vadevinscy Free Barony" renamed according to a few local sources... or were they spies.  No sooner do they cross the border, than but twenty cavalry come charging at them!

    Terval threw up a Wall of Fire, but half still managed to charge through!  Gwen whipped up an Entangle spell to discourage the rest. 

    As the horsemen were harried, the gnome titans move to attack their flanks.   In spite of yet another nasty injury to Janus (a quite serious flail to the head)...

    Zorin: We kicked serious ass!

    Janus brought one of the dead soldiers back and they questioned  him, but the Raise Dead had made the man delusional. They were able to determine that their names and descriptions were on a list of people to either kill or just not let into the territory.  The list got to the garrison before they had even decided to come to Vadevincsky, so something was definitely up.

    In a split decisions, they decided to continue to Baron Edrin's castle.

    

    31st of HexDec, 1135 Vadevinscy Capital 
    The Trogs reach the capital and rest outside of it. Terval cast Invisibility on everyone, so they could infiltrate undetected. Our their way in, they saw an army leaving.

    Against Zorin's better judgement, the party was split up.  Gwen, Tyweulyn, and Zorin went go into the castle and Fonzie, Janus, and Terval snooped around town.

    After wandering around for the castle for a bit, they discover Baron Edrin's Seneschal's room.  He had supply requests and a letter from Edrin telling him to run the joint while he's gone running the army (!)  Maps strewn about indicated an army may be going to Linnard.

    The Seneschal's journal indicated that he'd been the Seneschal for the last few Barons  He also wrote that he was responsible for the murders of the last Baron, Halfred and his son, in order for Edrin to ascend to Baron! Most of the other papers in the office were no more than supply orders for the army, but they did uncover an unsealed letter telling him to contact Bargle if there are any problems.  It was signed by L.

    The Baron's room was heavily guarded.  Gwen successfully distracted the guard, but it was also well locked, so no one could get in, and the Trogs felt forced to flee caused a distraction to get the guards away from the door, but it's locked, we couldn't get in and we were forced to leave.

    Zorin and company managed to escape the castle and meet up with the other half of the party, but when they got back to where they had left their horse, they were gone!

    This is what happens when you leave the sidekicks and protégés at home!

    Next:  Episode #45 - The Destiny of Dukes... and Princesses

    Tuesday, June 21, 2016

    (Hackmaster) Burning Trogs Rule! #43: Prelude to More War

    General Fonzy "The Fonz" Schlepprock - Hero of the Siege of Akorros.  In reality a 1st level Gnome Titan fighter with a silver tongue.
    Zorin Redrock - Gnome Titan Fighter.  Veteran of the Barbarian Wars, and hero of Marakeikos due to the retaking of Frandor's Keep.
    "Whitey"  - Albino Halfling Priest of Yondalla.   Zorin's sidekick.
    Janus Redrock - Gnome Titan Priest of Pangrus.  Cousin of  Zorin Gnome Titan of loose morals and a hero of Marakeikos.
    Cecelia Darkspruce - Half-Elf Fighter Cleric of Sif.   Her previous sorority girl-styled ways had been hardened by weeks travelling the dusty trails of the Northern Mer Kasp completely alone, desperately trying to get back to Celsior.
    Terval Sit - Half-Elf Mage
    Gwendalyn Lorax  - Half Elf Druid.  Her trials alone in Mer Kasp did not last as long as Cecelia, but they were equally intense and damaging to her psyche. 
    Ramsa - Mute Halfling Fighter - Gwen's Protégé.
    Tywuelyn - Pixie Fairy Infiltrator - Gwen's sidekick
    Coreena Ruddledater- 9 year old halfling torchbearer.

    17th of Hexdec, 1135, Mirros, Kingdom of Marakeikos
    After a storming trip, the Trogs finally arrive in Mirros.  Their heavy cavalry had gotten ahead of them in the storm and had arrived two days prior.

    The Trogs clean up and meet with the Seneschal, Alexis Korrigan, Princess Adrianna, the woman who would become Queen if her brother does not return by the end of the year, AND Yarbay emissaries of the Master.

    Korrigan essentially says that Marakeikos must stay neutral, because he does not have the authority because he's not sovereign.

    18th of Hexdec, 1135, Mirros
    At a luncheon hosted for the diplomats by the Royal Family, members of the court tell the Trogs of some unsettling news of Vadevinscky desiring to leave the kingdom.  They decide to investigate rumors.  The Barthey 1st Expeditionary Force is left in Mirros.

    21st of Hexdec, 1135, Celsior, Kingdom of Marakeikos.
    The Trogs arrive in Celsior, clean up at their HQ, and request and audience with Baron Desmond.

    Desmond suggested they offer territorial concessions for military aid (something they were not authorized to do), but personally supports Barthey.  He had heard no news to the north for days, which is very suspicious.  He recommended extreme caution.

    24th of Hexdec, 1135
    The Trogs left all the camp followers, save Tyweulyn, at HQ, and headed to Vadevincsky, avoiding all roads.  The closer they got to Vadevincsky, the more obvious that military maneuvers had taken place.

    Next:  Episode #44:  The Destiny of  Barons

    Tuesday, June 14, 2016

    (Hackmaster) Burning Trogs Rule! #42: Diplomatic Imbecility

    30th of HepDec, 1135,  Emron City, The Principalities of Emron
    The Burning Trogs (and General Fonzy "The Fonz" Schlepprock) have a formal meeting with the Council of Mage-Princes of Emron.  Each Mage-Prince runs one of the thirteen principalities, including a kobold sorcerer.    The Ambassadors pledge their case, but it's very hard to read the faces of the Mage-Princes.  Only three were noted in the journals of the Trogs:

    Jerrick - Already on our side.
    Jaeger:  In charge of the military. Don't mention the Navy to him, very sore subject
    Carliatina:  "She's flight bright"

    The Mage-Princes announced that they would have an answer shortly.

    32nd of HepDec, 1135, Emron City
    Lorano relays a message from the Council that that Emron will remain neutral.  He reminded them that they had not made a great impression when they had escorted the "The Mad Dwarf"  and how he forced a peace treaty upon them with Senzar.

    The Trogs depart for Danaan

    1st of HexDec, 1135, Republic of Danaan
    The ambassadors reached the Republic of Danaan, a beautiful and warm country.

    They met with the Diplomatic Committee of the Senate.  Zorin gave a speech pleading the Barthey cause and, like Barthey, they needed to await the committee's decision.

    3rd of HexDec, 1135, Republic of Danaan
    Zorin:  They are fools and apparently we are not very convincing.  of the 63 Senators, 29 Vote Yes to support Barthey, 30 vote No, and 3 abstain.  Those along the Argivian border abstain and one who didn't vote was the Speaker.  These people are idiots!

    Idiots!
    8th of HexDec, 1135, Royal Republic of Argivia
    They then travelled to the adjacent Royal Republic of Argivia.  Their previous troubles in the back of their minds, they decided to schmooze with the senators and feel them out first (figure out which ones could be bribed). 

    Zorin:  It goes fairly smoothly with the presentation, yet in spite of our bribes, only 3 of the 20 vote for us!  We'll cheer when these imbeciles are crushed by the Master. We leave for Marakeikos (home).

    The Trogs could be divided into two style of diplomacy:  A group full of kindness and subtlety (Gwen) and a group of tactless aggression (Zorin).  Obviously Zorin's naivety about politics is not helping the Barthey cause.  Hopefully their adopted homeland can assist them better.

    FYI:  Zorin didn't describe the Argivian Senators as imbeciles.  He used a term more akin to roosters using tobacco products.

    Next:  #43 - Prelude to More War

    Tuesday, June 7, 2016

    (Hackmaster) Burning Trogs Rule! #41: Black Shield

    General Fonzy "The Fonz" Schlepprock - Hero of the Siege of Akorros.  In reality a 1st level Gnome Titan fighter with a silver tongue.
    Zorin Redrock - Gnome Titan Fighter.  Veteran of the Barbarian Wars, and hero of Marakeikos due to the retaking of Frandor's Keep.
    "Whitey"  - Albino Halfling Priest of Yondalla.   Zorin's sidekick.
    Janus Redrock - Gnome Titan Priest of Pangrus.  Cousin of  Zorin Gnome Titan of loose morals and a hero of Marakeikos.
    Cecelia Darkspruce - Half-Elf Fighter Cleric of Sif.   Her previous sorority girl-styled ways had been hardened by weeks travelling the dusty trails of the Northern Mer Kasp completely alone, desperately trying to get back to Celsior.
    Terval Sit - Half-Elf Mage
    Gwendalyn Lorax  - Half Elf Druid.  Her trials alone in Mer Kasp did not last as long as Cecelia, but they were equally intense and damaging to her psyche. 
    Ramsa - Mute Halfling Fighter - Gwen's Protégé.
    Tywuelyn - Pixie Fairy Infiltrator - Gwen's sidekick
    Coreena Ruddledater- 9 year old halfling torchbearer.

    22nd of HepDec, 1135, Barthey City
    Barthey ahoy!  After five long days at sea, the GCSS (Gnomish City State Ship) Triumph (named by Fonzy) arrived in the chaotic docks of Barthey City. The city was in complete pandemonium. Conscription of all able-bodied persons, regardless of race or sex, had been enacted.

    The group decided to see the Church of Pangrus.  Their priests healed Janus. 

    Realizing that the Master has something to do with the invasion, the Trogs offer their services to kill him, once and for all.  After a few inquiries, they are sent to an Imperial Office to speak with General Winters.  Alongside the General was a strange man with an Ispatlian accent who identified himself as Lorano, aide of Prince Jerik of Emron.

    General Winters said that the Emronites claimed to predict the invasion, and that a group would come to him to ask to hunt down the Master. Lorano declared that the Master was already on the path to godhood, and that stopping him would be a multi-step process.

    The Master's emissaries were travelling all around claiming they only want Barthey City, but Lorano and Winter knew that wasn't true.  All the other countries appeared to be appeasing him.

    The Barthey government offered to give the Trogs 50,000gp and make them Ambassadors Spectacular and Extraordinary to convince other nations to fight alongside Barthey against the Master. 

    Zorin returned to the Temple of Pangrus and asks for some divination from the High Priest to help them figure out their next move.   The High Priest's divining even confused the higher-up in the church.  Zorin and his allies were to do everything possible to avoid fighting in the war.  Given that this was from a god of war, it was a bit puzzling.

    The Trogs bought new armor and spent the night in the officer's quarters.

     
    23th of HepDec, Barthey City
    The Trogs were escorted west of the city to a military camp.  They met General Winters and Lorano again, as well as a score of other military officers, including:
    • General Backares. 
    • Colonel Cassilius
    • Colonel Leonidas
    • Colonel Bright
    The officers were in command of a unit of  480 heavy cavalry that would be traveling with the Trogs.  Their orders were to protect Barthey interests, unless specific orders were provided by the Ambassadors.

    By the end of the day the cavalry had board a small fleet of sailing vessels and they embarked to their first diplomatic destination:  Emron

    Fonzy, found some paint and changed the name of their lead ship, The Chelandia into the Triumph II.

    32nd of HepDec, Emron City, The Principalities of Emron
    The fleet arrives in Emron City.  They were impressed with the canal city, although most of the senior Trogs forgot that they had been there before.

    Accommodations are provided to the Ambassadors and they prepare for a meeting of the Council of  Mage-Princes the following morning.

    And with that we begin the epic final story arc of the campaign, super-module X10 Red Arrow, Black Shield.   Of course, we weren't playing in the Known World/Mystara.  Georic originally had  a similar geography, but I had ported everything over the Epic of Aerth with the start of this campaign (keeping all my names for the countries).  A land of desert people and monsters invading a weak and decadent empire?    Welcome to the First Fantasy Crusades...   

    The Master's forces had poured out of Yarbay and Parthia and into Barthey and their Treibezond territory.  To keep track of this I set up my own map of the Empire and used the War Machine counters provided in the module.  As I had done many times before with the original map, I planned on running the battles solo, and referring to their results in dispatches.  

    Let's just say that, regardless of the diplomatic maneuverings, the only thing that gave Barthey a chance would be it's difficult terrain.   For BECMI fans, the plains of Darokin are a walk in the park compared to Barthey. 

    Here's hoping the Trogs can get some help in time.

    Next: #42 - Diplomatic Imbecility