Howdy, swamp folks! Bayou Earl here, and today, we're diving deep into the murky depths of Louisiana's folklore. We've been talking about legends haunting our bayous, and let me tell you, there's a whole menagerie of creepy crawlies and eerie entities out there! So, grab your bug spray and maybe a blessed charm, because we're counting down the Top 20 Monsters said to haunt Louisiana's wilderness!
This ain't no scientific survey, mind you. These are the whispers in the cypress trees, the shivers down your spine on a moonless night. These are the legends that make you double-check your locks and maybe leave a little offering out on the porch. Let's get spooky, y'all!
A Note about the Art was created by Angela Head for this weblog postings
A note to Gamemasters are free to copy this post for personal use only just give me the writing credit and Angela Head the Art Credit please don't repost anywhere on the internet thanks.
Yours for Now Captain Hedges
#20: The Cajun Prairie Dog
Starting off our countdown is the humble, yet reportedly oversized and aggressive, Cajun Prairie Dog. While not the most terrifying, tales of abnormally large, territorial rodents burrowing under your porch and nipping at your ankles are enough to give you pause when strolling through the prairie.
Description: An abnormally large, aggressive rodent, as per folklore.
STR: 10, DEX: 14, CON: 10, SPD: 10, LK: 9, IQ: 5, WIZ: 0, CHAR: 5
MR: 8
L: 1
Armor: 9 (Small size, agile)
Attacks: Bite (1d6+STR adds)
Special Abilities:
Keen Senses: Advantage on IQ (Perception) and IQ (Tracking) Saving Rolls, especially by sound.
Extensive Burrows: Creates complex underground tunnel networks.
Swarm Tactics (Optional): When encountered in groups of 3 or more, they gain +1 on their MR for every 3 additional creatures beyond the first.
#19: Letiche
Next up, at number 19, we have the elusive and mischievous Letiche. These small, hairy swamp dwellers aren't likely to tear you limb from limb, but their knack for misdirection can leave you lost and bewildered in the most unforgiving parts of the bayou.
Description: Small, elusive humanoid or hairy dwarf, mischievous.
STR: 9, DEX: 16, CON: 10, SPD: 12, LK: 10, IQ: 10, WIZ: 0, CHAR: 7
MR: 15
L: 2
Armor: 9 (Small size, agile)
Attacks: Small Club (1d6), or Scratch (1d4)
Special Abilities:
Swamp Stealth: Advantage on DEX SRs for Stealth in swamp terrain.
Misdirection (L3 SR): Can attempt to subtly disorient a single target. IQ SR vs. Level 3 or the target takes a wrong turn, becomes confused about directions, or temporarily forgets their goal.
#18: Madam Grossdoigts (Lady Long Fingers)
Creeping in at number 18 is Madam Grossdoigts, a chilling figure with her namesake unnaturally long, clawed fingers. More of a boogeyman figure to scare children, the thought of those skeletal digits reaching from the shadows is enough to send a shiver down anyone's spine.
Description: A chilling, gaunt female figure with unnaturally long, clawed fingers.
STR: 9, DEX: 14, CON: 10, SPD: 10, LK: 10, IQ: 12, WIZ: 15, CHAR: 13
MR: 30
L: 4
Armor: 10 (Frail appearance)
Attacks: Long Fingers (1d6+STR adds)
Special Abilities:
Fear Gaze (L6 SR): As an action, she can target one creature within 30 ft. The target must make a WIZ SR vs. Level 6 or be frightened for 1 minute (can repeat SR at end of turn to end effect).
Nightmare Touch (L5 SR): If she touches a sleeping creature, that creature must make a WIZ SR vs. Level 5 or suffer from nightmares, gaining no benefit from that rest and suffering 1d3 points of temporary CON damage (recovers after a full, successful rest).
Unhinged Agility: Can make an extra move action in a combat round.
#17: The Black Hound of the Swamps
Our number 17 spot goes to The Black Hound of the Swamps. This spectral canine isn't likely to attack physically (being incorporeal and all), but its mournful howl and shadowy form are said to be an omen of doom, a chilling harbinger of misfortune.
Description: A spectral, often jet-black dog, sometimes with glowing eyes, that appears as an omen or guardian.
STR: 1, DEX: 16, CON: 10, SPD: 18, LK: 10, IQ: 10, WIZ: 15, CHAR: 8
MR: 25 (Cannot be damaged by physical attacks)
L: 5
Armor: 0 (Incorporeal)
Attacks: None (physical)
Special Abilities:
Incorporeal: Immune to non-magical weapon damage.
Omen of Doom: Its appearance often portends a tragic event or imminent danger (GM's discretion).
Ghostly Howl (L6 SR): As an action, the Hound can unleash a mournful howl. All creatures within 30 ft. must make a WIZ SR vs. Level 6 or be frightened (fleeing in panic) for 1d4 combat rounds.
Spectral Guardian: Can appear to guard specific locations or hidden treasures.
#16: The Louisiana Lizard Man
Slithering in at number 16 is the enigmatic Louisiana Lizard Man. A reptilian humanoid with glowing eyes, this creature is a more recent addition to the bayou's bestiary, adding a touch of sci-fi creepiness to our natural horrors.
Description: A reptilian humanoid with scales, sometimes glowing eyes.
STR: 14, DEX: 14, CON: 13, SPD: 10, LK: 10, IQ: 9, WIZ: 0, CHAR: 7
MR: 45
L: 4
Armor: 7 (Scaly Hide)
Attacks: Claws (1d6+STR adds), Bite (2d6+STR adds)
Special Abilities:
Amphibious: Can breathe both air and water.
Infravision: Can see in darkness as if it were dim light, and in dim light as if it were bright light, up to 60 ft.
Primitive Weapons: Can use basic melee weapons (e.g., spear 2d6+STR adds, club 1d6+STR adds).
#15: The Spanish Moss Man (Pèremalfait)
Hanging in at number 15 is the eerie Spanish Moss Man. Covered in the draped greenery of the bayou, this creature blends seamlessly into its surroundings, with entangling moss and a generally unsettling presence.
Description: Humanoid figure covered in or made of Spanish moss, gaunt and eerie.
STR: 12, DEX: 11, CON: 11, SPD: 10, LK: 8, IQ: 9, WIZ: 0, CHAR: 6
MR: 35
L: 4
Armor: 9 (Loose moss)
Attacks: Slam (2d6+STR adds)
Special Abilities:
Moss Camouflage: Advantage on DEX SRs for Stealth in areas with heavy Spanish moss.
Entangling Tendrils: On a successful slam attack, the target must make a DEX SR vs. Level 3 or be restrained. A restrained target can break free with a STR SR vs. Level 3 as an action.
Nightmare Projection (L4 SR): Can telepathically inflict disturbing nightmares on creatures sleeping within 60 ft. of its lair. Targets must make a WIZ SR vs. Level 4 or suffer -2 on all attributes (temporary) until their next long rest.
#14: The Mansfield Monster
Roaring into our number 14 spot is the Mansfield Monster. A classic ape-like cryptid, this creature is known for its brute strength and terrifying vocalizations echoing through the forests of northern Louisiana.
Description: An ape-like or Bigfoot-esque creature, known for loud vocalizations and physical strength.
STR: 16, DEX: 13, CON: 14, SPD: 10, LK: 9, IQ: 7, WIZ: 0, CHAR: 4
MR: 60
L: 6
Armor: 8 (Thick fur)
Attacks: Claws (2d6+STR adds)
Special Abilities:
Powerful Build: Advantage on STR SRs for grappling or resisting being moved.
Territorial Roar (L5 SR): Can emit a deafening roar. All creatures within 60 ft. must make a CON SR vs. Level 5 or be deafened and stunned for 1 combat round.
Forest Camouflage: Advantage on DEX SRs for Stealth in dense forest.
#13: Devil Crawfish (Coffin Cutters)
Crawling in at number 13 are the oversized and aggressive Devil Crawfish, also known as Coffin Cutters. Tales of these monstrous crustaceans burrowing into graves add a particularly gruesome element to our list. Those crushing claws are no joke!
Description: Extremely large, greenish crawfish with massive, powerful claws.
STR: 15, DEX: 10, CON: 14, SPD: 8 (Land), 14 (Swim), LK: 7, IQ: 4, WIZ: 0, CHAR: 3
MR: 40
L: 4
Armor: 5 (Hard carapace)
Attacks: Claws (3d6+STR adds)
Special Abilities:
Crushing Claws: If both claw attacks hit the same target in one round, the target is grappled (STR SR vs. Level 5 to escape) and takes an additional 1d6 damage at the start of each of the monster's turns.
Burrow: Can burrow through soft earth or mud at 10 ft. per round.
Amphibious: Can breathe both air and water.
#12: The Blue Dog of Caddo Parish
Our number 12 spot is a bit different. The Blue Dog of Caddo Parish is a spectral figure, more of a melancholic guide or omen than a direct threat. Still, its glowing blue form drifting through the mist adds a haunting beauty to the bayou's legends.
Description: A spectral, glowing blue dog, often appearing as a guide or an omen.
STR: 1, DEX: 17, CON: 10, SPD: 16, LK: 10, IQ: 12, WIZ: 16, CHAR: 12
MR: 25 (Cannot be damaged by physical attacks)
L: 5
Armor: 0 (Incorporeal)
Attacks: None (physical)
Special Abilities:
Incorporeal: Immune to non-magical weapon damage.
Spirit Guide/Omen: Can appear to lost characters, sometimes guiding them to safety, sometimes just observing. Its appearance is often a portent of significant events (GM's discretion).
Chilling Aura (L5 SR): Any creature within 10 ft. must make a WIZ SR vs. Level 5 or be overcome with a sense of profound sadness or unease, suffering -2 to their CHAR for 1d4 combat rounds.
Spectral Glow: Emits dim blue light in a 10 ft. radius.
#11: The Mermentau Monster
Swimming into our 11th spot is the elusive Mermentau Monster. Often vaguely described, this creature of the deep hints at something ancient and powerful lurking beneath the surface of the Mermentau River.
Description: An aquatic or semi-aquatic creature, often vague in description, hinting at something ancient or unknown in the Mermentau River.
STR: 17, DEX: 13, CON: 15, SPD: 10 (Land), 14 (Swim), LK: 9, IQ: 6, WIZ: 0, CHAR: 4
MR: 65
L: 6
Armor: 6 (Tough hide, streamlined)
Attacks: Bite (3d6+STR adds) or Tail Slap (2d6+STR adds)
Special Abilities:
Amphibious: Can breathe both air and water.
Water Agility: Advantage on DEX SRs for dodging and movement while in water.
Deep River Stalker: Disadvantage on IQ (Perception) SRs to spot it in murky waters unless it attacks.
#10: The River Road Monster
Breaking into our top ten at number 10 is the shadowy River Road Monster. Often unseen but always felt, this creature creates an oppressive and terrifying atmosphere along the lonely stretch of River Road, leaving those who travel it with a deep sense of unease.
Description: A large, shadowy, often unseen creature, known for its eerie presence along the desolate River Road.
STR: 18, DEX: 12, CON: 16, SPD: 10, LK: 9, IQ: 8, WIZ: 0, CHAR: 5
MR: 70
L: 7
Armor: 7 (Shadowy hide)
Attacks: Slam (3d6+STR adds) or Bite (4d6+STR adds)
Special Abilities:
Dreadful Presence (L6 SR): Any creature starting its turn within 30 ft. and able to see the monster must make a WIZ SR vs. Level 6 or be frightened (disadvantage on attack rolls and SRs) for 1 combat round.
Shadowy Blend: Advantage on DEX SRs for Stealth in dim light, fog, or shadows.
Ambush: If it successfully surprises a target, its first attack roll's combat adds are doubled.
#9: Skunk Ape
Stinking up our number 9 spot is the infamous Skunk Ape. This large, hairy hominid is known for its overpowering, truly disgusting odor. While it might prefer to avoid confrontation, getting downwind of one of these beasts is a horror all its own.
Description: Large, hairy, ape-like creature known for its incredibly foul, pungent odor.
STR: 17, DEX: 12, CON: 15, SPD: 10, LK: 9, IQ: 6, WIZ: 0, CHAR: 3
MR: 65
L: 6
Armor: 7 (Thick fur)
Attacks: Fists (3d6+STR adds)
Special Abilities:
Noxious Stench (L7 SR): All creatures within 10 ft. must make a CON SR vs. Level 7. On a failure, they suffer -2 to all attack rolls and Saving Rolls for 1d6 combat rounds due to nausea. Success grants immunity for 24 hours.
Heightened Senses: Advantage on IQ (Perception) and IQ (Tracking) Saving Rolls, especially by scent.
Natural Camouflage: Advantage on DEX SRs for Stealth in forested or swampy terrain.
#8: The Grunch
Leaping into our number 8 spot is the bizarre and unsettling Grunch. With its goat-like legs and razor-sharp teeth, this voodoo-touched creature lurking near Grunch Road is a truly unique and disturbing addition to Louisiana's monster lineup.
Description: Monstrous, human-sized creature with sharp teeth, goat-like legs, and dark fur.
STR: 17, DEX: 14, CON: 13, SPD: 10, LK: 8, IQ: 7, WIZ: 0, CHAR: 5
MR: 45
L: 4
Armor: 8 (Tough skin)
Attacks: Claws (2d6+STR adds), Bite (3d6+STR adds), Gore (2d6+STR adds)
Special Abilities:
Climb: Can climb sheer surfaces with a DEX SR vs. Level 3.
Unholy Strength: Can burst through weak wooden doors/fences with a STR SR vs. Level 2.
Ambush Predator: If it successfully ambushes a target, its first attack combat adds are doubled.
#7: Caddo Lake Monster
Surfacing at number 7 is the creature of Caddo Lake. Legends speak of a large, serpentine or reptilian beast lurking in the murky depths of this ancient lake. Tales of sudden splashes and shadowy figures beneath the surface keep local fishermen on edge.
Description: Large, shadowy aquatic figure, often described as serpentine or vaguely reptilian.
STR: 18, DEX: 12, CON: 17, SPD: 8 (Land), 16 (Swim), LK: 9, IQ: 5, WIZ: 0, CHAR: 4
MR: 80
L: 8
Armor: 6 (Thick scales)
Attacks: Bite (4d6+STR adds)
Special Abilities:
Hold Breath: Can hold breath for 1 hour.
Amphibious: Can survive and move on land, though slower.
Crushing Jaw: On a successful bite attack, the monster can choose to grapple the target. If grappled, the target is held. To escape, a character must win a STR vs. STR contest vs. the monster (contest: character's STR + 2d6 vs. monster's STR + 2d6). While grappled, target takes 1d6 additional damage per round.
Murky Water Camouflage: Disadvantage (roll 3 dice, pick worst 2) on IQ (Perception) SRs to spot it in murky or deep water unless it reveals itself.
#6: The Zimarala Echo (and its Manifestations)
At number 6, we have a more recent and perhaps more terrifying phenomenon: The Zimarala Echo. This isn't a single monster, but a reality-bending presence linked to those multiversal portals. The low thrumming and strange lights are unsettling enough, but the potential for this "echo" to manifest other unearthly creatures bumps it high on our list.
Description: Not a single creature, but a localized phenomenon of low, rhythmic thrumming and unearthly blue light, possibly leading to the manifestation of new entities or anomalies from Zimarala.
STR: N/A, DEX: N/A, CON: N/A, SPD: N/A, LK: N/A, IQ: 14 (Alien/Cosmic), WIZ: 16 (Sensory, Awareness), CHAR: N/A
MR: N/A (HP is for specific manifestations it spawns)
L: 8
Armor: N/A
Attacks: None (directly physical)
Special Abilities:
Reality Quiver (L6 SR): Creatures within the Echo's aura (e.g., 60 ft. radius) must make a CON SR vs. Level 6 at the start of their turn or be disoriented (-1 on all attack rolls and Saving Rolls) for that round.
Psionic Hum (L7 SR): Creatures within the aura must make a WIZ SR vs. Level 7 at the start of their turn or feel intense paranoia or hear faint, disembodied whispers, suffering -2 on IQ (Perception) and IQ (Lore) SRs.
Electronic Disruption (L5 SR): Electronic devices within the aura must make an IQ SR vs. Level 5 or cease functioning for 1d4 rounds.
Manifestation: Over time (GM's discretion, e.g., 1d4 combat rounds after being disturbed), the Echo can manifest other creatures from Zimarala (e.g., Slasher Vines - use stats for Rougarou or Voodoo Panther adjusted for vines, or create new low MR creatures).
#5: Voodoo Panther
Prowling into our top 5 at number 5 is the Voodoo Panther. This isn't your average big cat; imbued with dark magic, these panthers are stealthy, powerful, and possess a sinister aura that can chill you to the bone.
Description: An unnaturally behaving or colored large feline, possibly imbued with dark magic.
STR: 14, DEX: 17, CON: 12, SPD: 14, LK: 11, IQ: 10, WIZ: 0, CHAR: 8
MR: 55
L: 6
Armor: 8 (Agile, Sleek)
Attacks: Claws (2d6+STR adds), Bite (3d6+STR adds)
Special Abilities:
Pounce: If the panther moves at least 20 ft. and hits with a claw attack, the target must make a STR SR vs. Level 5 or be knocked prone.
Supernatural Stealth: Advantage on DEX SRs for Stealth.
Hexed Presence (L5 SR): Any creature starting its turn within 10 ft. of the Voodoo Panther must make a WIZ SR vs. Level 5 or suffer -1 on all attack rolls for 1d4 combat rounds.
#4: Honey Island Swamp Monster
Just missing the top three at number 4 is the legendary Honey Island Swamp Monster. Louisiana's very own Bigfoot, this large, hairy biped with glowing red eyes has been sighted for decades, leaving behind large tracks and a lingering sense of mystery in the vast Honey Island Swamp.
Description: Large, bipedal ape-like creature with gray hair, glowing red eyes, and a powerful stench.
STR: 18, DEX: 13, CON: 16, SPD: 10, LK: 9, IQ: 7, WIZ: 0, CHAR: 4
MR: 75
L: 7
Armor: 7 (Thick fur)
Attacks: Fists (3d6+STR adds) or Bite (4d6+STR adds)
Special Abilities:
Overpowering Stench (L6 SR): All creatures within 15 ft. must make a CON SR vs. Level 6 or suffer 1d6 CON damage (temporary, recovers at 1 per round) from nausea, or -2 on all rolls.
Heightened Senses: Advantage (roll 3 dice, pick best 2) on IQ (Perception) and IQ (Tracking) Saving Rolls.
Swamp Walker: Ignores difficult terrain penalties in swampy environments.
Territorial Roar (L5 SR): Can emit a loud roar. All creatures within 30 ft. must make a WIZ SR vs. Level 5 or be startled (lose next action).
#3: Feu Follet (Willow Wisps of Miller's Slough)
Floating into our top 3 are the malevolent Willow Wisps (or Feu Follet) of Miller's Slough. These aren't just spooky lights; they are said to be spirits luring travelers to their doom in the treacherous swamps. Their hypnotic glow and eerie music make them a truly dangerous and unsettling presence.
Description: Mysterious, flickering lights or glowing orbs that float through the swamp, malevolent spirits that lure to doom.
STR: 1, DEX: 18, CON: 10, SPD: 18, LK: 10, IQ: 12, WIZ: 15, CHAR: 10
MR: 20 (Cannot be damaged by physical attacks unless noted)
L: 6
Armor: 0 (Incorporeal)
Attacks: None (directly physical)
Special Abilities:
Incorporeal: Immune to non-magical weapon damage. Can only be harmed by magical attacks (GM's discretion for type of magic, e.g., holy magic, specific rituals). Can pass through solid objects.
Lure of Doom (L7 SR): Any creature seeing the Wisps must make a WIZ SR vs. Level 7. On a failure, the creature is compelled to follow the light into dangerous terrain (quicksand, deep water, monster lairs) for 1d6 combat rounds. Will not attack directly but leads to death.
Motor Disruption (L5 SR): If a target is lured within 30 ft., mechanical devices (like boat motors) must make an IQ SR vs. Level 5 to continue functioning.
Eerie Music (L4 SR): Projects faint, discordant music. Targets within 30 ft. must make an IQ SR vs. Level 4 or suffer -2 on all IQ (Perception) and IQ (Tracking) Saving Rolls.
Light Sensitivity: Takes 1d6 damage (to MR) from direct sunlight or powerful magical light.
#2: The Atchafalaya Swamp Monster (The Unknown)
Claiming our number 2 spot is the idea, more than a single creature, of the Atchafalaya Swamp Monster. The Atchafalaya Basin is the largest swamp in the United States, a vast and largely unexplored wilderness. Who knows what truly massive and unknown creatures might lurk within its murky waters and dense cypress forests? The sheer potential for truly monstrous things in this untamed realm earns it a high spot on our list.
Description: A catch-all for various large, unknown creatures in the vast Atchafalaya Basin, often vaguely reptilian or aquatic.
STR: 19, DEX: 11, CON: 18, SPD: 10 (Land), 16 (Swim), LK: 8, IQ: 6, WIZ: 0, CHAR: 3
MR: 90
L: 9
Armor: 5 (Massive, thick hide)
Attacks: Huge Bite (4d6+STR adds) or Tail Whip (3d6+STR adds)
Special Abilities:
Terrifying Presence (L8 SR): Any creature starting its turn within 30 ft. of the monster must make a WIZ SR vs. Level 8 or be frightened for 1d4 combat rounds.
Amphibious: Can breathe both air and water.
Crushing Grapple: If it hits with a bite attack, it can choose to grapple. While grappled, the target is held and takes 1d8 additional damage at the start of the monster's turn. Escape requires a STR vs. STR contest (character's STR + 2d6 vs. monster's STR + 2d6).
Elusive: Despite its size, it is very hard to track or pin down in the vastness of the Atchafalaya. Disadvantage on IQ (Tracking) SRs against it.
#1: The Rougarou (Loup-Garou)
And finally, claiming the top spot as Louisiana's most iconic and terrifying wilderness monster is... The Rougarou! Our very own werewolf, cursed to roam the bayous as a monstrous beast. With its blend of human and animal ferocity, its vulnerability to silver, and the chilling tales of its origins, the Rougarou remains the king of Louisiana's monster legends.
Description: A cursed human, appearing as a bipedal wolf-headed beast or gaunt, feral humanoid.
STR: 16, DEX: 15, CON: 14, SPD: 12, LK: 10, IQ: 8, WIZ: 0, CHAR: 6
MR: 50
L: 5
Armor: 8 (Tough hide)
Attacks: Claws (2d6+STR adds), Bite (3d6+STR adds)
Special Abilities:
Silver Vulnerability: Takes double damage from attacks made with silver weapons.
Fear (L6 SR): Victims witnessing the Rougarou must make a WIZ SR vs. Level 6 or be overcome with fear, fleeing for 1d4 combat rounds.
Supernatural Speed: Can make two move actions per combat round.
Human Form: Has a human form (MR 10, L 1). Transforms under specific conditions (e.g., full moon, curse trigger). Does not possess supernatural abilities in human form.
So there you have it, folks! Our ultimate countdown of the Top 20 Monsters said to haunt the wilds of Louisiana, complete with their game stats for your Tunnels & Trolls adventures. Remember, these are just legends... mostly. Keep your eyes peeled, your ears open, and maybe keep a silver bullet handy, just in case.
What are your favorite Louisiana monster tales? Did we miss any truly terrifying creatures? Let me know in the comments below! Stay spooky, y'all!
now for the bonus a short version of the GM Adventure
GM Adventure: The Bayou's Buried Secrets

This scenario is designed for Tunnels & Trolls Deluxe / Monsters! Monsters! 2.7, offering a thrilling treasure hunt in the heart of the Louisiana swamps. Players will navigate treacherous terrain, encounter local legends, and face unknown dangers from beyond their world.
Adventure Hook: How in the Troll God's Name Did We Get Here?
The adventurers find themselves in the humid, buzzing heart of the Louisiana wilderness, a place far removed from anything they've known. They've been hired for a perilous treasure hunt, but why they're here depends entirely on their origin:
For Players from Zimarala, Troll World, or Other Planets (Multiverse Portals variant):
The Patron: Players are dispatched by their patron deity, powerful organization, or a significant figure from their homeworld (e.g., the Ether Dragons, a Troll World council, a Zimaralan research institute).
The Mission: A mysterious artifact or treasure, rumored to possess unique multiversal properties or a connection to their own world's history, has been detected emanating strange energies from Earth's Louisiana swamp. It's crucial for their patron to recover it before it falls into the wrong hands or causes instability. The portals were used to transport them to a discreet drop-off point near Shreveport.
The "Why Here?": "The energies fluctuated wildly, sending us far off course from our intended rendezvous. This Earth world… it's humid, full of strange creatures, and the air hums with an unfamiliar magic. But the readings are clear: the anomaly, the artifact, it's deep within this swamp."
For Natives of Earth (using Lovecraft Variant Rules):
The Patron: A reclusive, immensely wealthy dilettante and occult collector named Elias Thorne. Thorne is obsessed with ancient artifacts and whispered cosmic truths, often funding dangerous expeditions.
The Mission: Thorne has acquired obscure, ancient texts and fragmented maps hinting at a treasure of immense, unnatural power hidden by a forgotten pre-colonial cult deep within the Louisiana swamp. He believes it to be a relic of an ancient, non-human civilization and offers a king's ransom for its recovery.
The "Why Here?": "The coordinates are precise, marked on this parchment unearthed from the darkest corners of forgotten libraries. The swamp's miasma, the unsettling silence... it calls to something ancient. This treasure, gentlemen, is not of this world, not entirely. It awaits you in the most unhallowed ground."
For Tiger Force Shadow Saga Characters:
The Patron: Tiger Transit has been tasked by "The Program," a clandestine government agency, to insert a deniable asset team.
The Mission: Satellite intelligence has detected unusual energy signatures and strange, almost impossible-to-explain disappearances in a remote section of the Louisiana swamp. There are whispers of a foreign power, or something else, attempting to gain control of a powerful, unknown asset. The mission is to secure the anomaly, recover any "treasure," and eliminate threats.
The "Why Here?": "Intel suggests a significant, anomalous energy signature. Could be a foreign black-ops project, could be... stranger. You're the best. Tiger Transit put you down as close as we could. Your objective: locate, secure, and neutralize. Minimize exposure. Good luck, soldier."
The Mystery Treasure
The treasure itself is not just gold or jewels. It is a single, enigmatic item.
The Heartstone of Lumina: A fist-sized, multifaceted crystal that seems to absorb and subtly warp light around it. It pulses with a faint, internal luminescence that shifts in color (blue, green, purple). Touching it causes faint, non-harmful but disorienting psionic echoes (visions of swirling stars, ancient chants in an alien tongue, fleeting glimpses of colossal, tentacled entities – flavor dependent on variant). It is incredibly dense and surprisingly warm to the touch.

Purpose: The Heartstone is a fragment of a multiversal conduit, capable of subtly influencing localized reality and acting as a beacon for trans-dimensional energies. It was either left behind during a previous portal event, or fell to Earth through a temporary rift. Its power is currently dormant but can be amplified.
The Wilderness: Louisiana Swamp Encounter Table (Roll 1d6 for encounter)
The Louisiana swamp is a character in itself, full of dense foliage, murky waters, and unseen dangers. Travel is slow and arduous (half normal movement speed). Navigation requires regular IQ (Tracking) or IQ (Perception) SRs (L3-L5 depending on terrain difficulty) to avoid getting hopelessly lost.
Empty Passage: A stretch of quiet, seemingly uneventful swamp. The air is still, the sounds muted. (A moment to recover/plan).
Swamp Hazard:
Quicksand (STR SR L5): Step into a patch of quicksand. Failure means being stuck, sinking 1 ft/round. Requires successful STR SR L6 to pull free, or assistance from others.
Dense Thorns (CON SR L4): Push through vicious, barbed foliage. Failure means 1d6 damage.
Alligator Ambush (DEX SR L4): A large gator bursts from the water! Failure means a Surprise Round attack from the gator. (Use Caddo Lake Monster stats but at MR 50, L5).
Bayou Wildlife (Neutral/Curious):
Giant Bullfrog (MR 5): Unnerving croaks, but non-hostile.
Large Water Snake (MR 10): Mostly a deterrent, will only attack if threatened. (Use Cajun Prairie Dog stats but in water, Bite 1d6+ST adds).
Eerie Birds: Large, silent birds with piercing eyes watch from the cypress branches. (No stats, for flavor).
Local Legend Encounter:
Feu Follet (Willow Wisps of Miller's Slough): Roll 1d6. On a 1-3, one Wisp. On a 4-6, 1d3 Wisps. They attempt to lure the characters.
Letiche (MR 15): A glimpse of a small, furtive figure. It will attempt to misdirect or confuse the party, trying to get them lost.
Spanish Moss Man (MR 35): A silent, unsettling encounter. It will try to entangle or project nightmares if players rest nearby.
New Threat Encounter:
Slasher Vines from Zimarala (MR 40): A section of the swamp floor is covered in these pulsating, barbed vines. Characters moving through must make a DEX SR L4 or take 1d6 damage and be entangled (as per Slasher Vine Special Abilities).
Voodoo Panther (MR 55): A powerful, unsettling black panther that attempts to ambush the party.
Louisiana Lizard Man (MR 45): A territorial reptilian humanoid, will stalk and ambush from the water or dense foliage.
Direct Challenge:
Rougarou (MR 50): The howls pierce the night! A Rougarou confronts the party, drawn by their presence.
Honey Island Swamp Monster (MR 75): A massive ape-like creature crashes through the undergrowth, territorial and aggressive.
Zimarala Echo (L8 SR effects): The air thrums, blue light pulses. The Echo is active here, causing disorientation and potentially manifesting minor anomalies (GM's choice: 1d3 minor creatures like small elemental blobs (MR 10 each, 1d4 damage) or temporary reality quivers).
The Treasure's Location: The Whispering Eddy
The maps (or psionic readings, or government intel) all point to a specific, deeply isolated spot in the swamp: The Whispering Eddy. This is the culmination of the journey, where the treasure awaits.
Description: The Whispering Eddy is a clearing in the densest part of the swamp, surprisingly still and silent. The water in the center is unnaturally dark, reflecting no stars at night, even on a clear evening. Ancient, gnarled cypress trees with immense, sprawling roots form a natural amphitheater around it. The air here feels heavy, almost electric. A faint, unintelligible whispering can always be heard, seeming to come from the water itself.
The Treasure: At the very center of the eddy, half-submerged in the dark water, rests the Heartstone of Lumina. It emits the faint, shifting luminescence described previously.
Guardianship: The Heartstone is not unguarded.
Primary Guardian: A singular, incredibly old and large Atchafalaya Swamp Monster (MR 90, L9) has instinctively guarded this anomaly for centuries. It sees the Heartstone as part of its territory, a strange rock to be protected. It will emerge from the depths when the characters approach the stone, using its terrifying presence and crushing attacks.
Secondary Guardian (Zimarala Variant): If players are from Zimarala/Troll World, the Zimarala Echo phenomenon is strongest here. It constantly attempts to manifest small, unsettling anomalies (use the Echo's Special Abilities to hinder the players during combat).
Secondary Guardian (Lovecraft Variant): The Eddy might also be home to a minor, grotesque cult (MR 15-20 each, armed with crude weapons) dedicated to the strange entity they believe the stone represents, or to the very Eddy itself.
Secondary Guardian (Tiger Force Variant): A small, well-equipped foreign black-ops team (MR 20-30 each, armed with modern weapons) might already be present, attempting to secure the Heartstone themselves, leading to a three-way confrontation.
Resolution
Once the primary guardian (and any secondary guardians) are defeated, the adventurers can retrieve the Heartstone of Lumina.
Retrieval: The stone is heavy and warm. Successfully pulling it from the water might require a STR SR L4.
Immediate Effects: Upon retrieval, the Zimarala Echo (if present) might suddenly intensify, creating a brief, localized reality tremor (WIZ SR L6 or be stunned for 1 round) as the connection is severed. Or, if in the Lovecraft variant, a fleeting glimpse of something truly cosmic and horrifying might flash in their minds (WIZ SR L7 or gain 1 point of temporary Insanity/Horror).
The characters must now make their way out of the swamp, perhaps with the knowledge that removing the Heartstone has left a new, unsettling void or changed the nature of the local phenomena. The GM can decide if the previous portals (for multiversal characters) are still open, or if new means of egress are needed.
This adventure should provide a challenging and mysterious treasure hunt, blending the unique flavor of the Louisiana swamp with elements from the players' chosen origins and the T&T system! Good luck, GMs, and may your players survive the bayou!
Now another a Long Version of the GM Adventure
GM Adventure: The Bayou's Shattered Heart – A Grand Treasure Hunt
This scenario is designed for Tunnels & Trolls Deluxe / Monsters! Monsters! 2.7, taking your players on an epic treasure hunt through the Louisiana swamps. What begins as a simple retrieval mission quickly escalates into a challenging quest to recover fragments of a powerful, shattered artifact from some of the bayou's most terrifying inhabitants.
Adventure Hook: How in the Troll God's Name Did We Get Here?
The adventurers find themselves in the humid, buzzing heart of the Louisiana wilderness, a place far removed from anything they've known. They've been hired for a perilous treasure hunt, but why they're here depends entirely on their origin:
For Players from Zimarala, Troll World, or Other Planets (Multiverse Portals variant):
The Patron: Players are dispatched by their patron deity, powerful organization, or a significant figure from their homeworld (e.g., the Ether Dragons, a Troll World council, a Zimaralan research institute).
The Mission: A mysterious artifact, rumored to possess unique multiversal properties or a connection to their own world's history, has been detected emanating strange, fragmented energies from Earth's Louisiana swamp. It's crucial for their patron to recover it before its unstable pieces fall into the wrong hands or cause widespread instability. The portals were used to transport them to a discreet drop-off point near Shreveport.
The "Why Here?": "The energies fluctuated wildly, sending us far off course from our intended rendezvous. This Earth world… it's humid, full of strange creatures, and the air hums with an unfamiliar magic. But the readings are clear: the anomaly, the artifact, it's deep within this swamp, but it's shattered. The readings indicate fragments, each held by a significant local entity."
For Natives of Earth (using Lovecraft Variant Rules):
The Patron: A reclusive, immensely wealthy dilettante and occult collector named Elias Thorne. Thorne is obsessed with ancient artifacts and whispered cosmic truths, often funding dangerous expeditions.
The Mission: Thorne has acquired obscure, ancient texts and fragmented maps hinting at a treasure of immense, unnatural power hidden by a forgotten pre-colonial cult deep within the Louisiana swamp. He believes it to be a relic of an ancient, non-human civilization. Recent tremors and strange phenomena suggest the relic has shattered, and its pieces have been scattered, each influencing a local beast. He offers a king's ransom for the recovery of all fragments.
The "Why Here?": "The coordinates are precise, marked on this parchment unearthed from the darkest corners of forgotten libraries. The swamp's miasma, the unsettling silence... it calls to something ancient. This treasure, gentlemen, is not of this world, not entirely. It has broken, and each piece has drawn to it a guardian. You must gather them all."
For Tiger Force Shadow Saga Characters:
The Patron: Tiger Transit has been tasked by "The Program," a clandestine government agency, to insert a deniable asset team.
The Mission: Satellite intelligence has detected unusual energy signatures, localized reality distortions, and strange, almost impossible-to-explain disappearances in remote sections of the Louisiana swamp. Analysis suggests a powerful, unknown asset has destabilized and broken into pieces, each fragment now influencing a dangerous creature. The mission is to secure all fragments, neutralize affected threats, and prevent any foreign power from gaining control.
The "Why Here?": "Intel suggests a significant, anomalous energy signature, now fractured. Could be a foreign black-ops project, could be... stranger. Each fragment is now embedded within a local, highly aggressive biological. You're the best. Tiger Transit put you down as close as we could. Your objective: locate, secure, and neutralize each fragment's host. Minimize exposure. Good luck, soldier."
The Shattered Treasure: Fragments of the Heartstone of Lumina
The treasure is not a single item, but the shattered remnants of the Heartstone of Lumina. This fist-sized, multifaceted crystal was a fragment of a multiversal conduit, capable of subtly influencing localized reality and acting as a beacon for trans-dimensional energies. It either fell to Earth through a temporary rift or was left behind during a previous portal event, and has now violently fractured.
There are 5 primary fragments the players must recover. Each fragment pulses with a faint internal luminescence (blue, green, purple, yellow, red), and causes subtle psionic echoes when touched (visions of swirling stars, ancient chants in an alien tongue, fleeting glimpses of colossal, tentacled entities – flavor dependent on variant). Each fragment is guarded by a powerful monster that has been warped or empowered by its presence.
The Hunt: Tracking the Fragments
To find the fragments, the characters will need to follow strange energy readings (for multiversal/Tiger Force) or ancient maps/occult rituals (for Lovecraft). Each fragment emanates a distinct energy signature or aura, which the GM can use to guide the players.
The Louisiana swamp is a character in itself, full of dense foliage, murky waters, and unseen dangers. Travel is slow and arduous (half normal movement speed). Navigation requires regular IQ (Tracking) or IQ (Perception) SRs (L3-L5 depending on terrain difficulty) to avoid getting hopelessly lost.
The Guardians of the Fragments
Each of the 5 primary fragments is held by a unique, powerful monster from Louisiana's folklore. The fragment's energy amplifies their abilities, making them more formidable. The characters must defeat each guardian and recover its fragment. The GM should prepare 5 separate mini-encounters, leading the players to each guardian.
Here are 5 suggested guardians, chosen for their distinct threats and the potential for a fragment to empower them:
1. The Rougarou (Loup-Garou) - Holding the Fragment of Fury (Red) - Amplifies aggression & physical prowess
Location: Deep within a gnarled cypress grove, near a forgotten, overgrown cemetery. The ground here is strangely barren.
Description: This Rougarou is even more enraged and feral than usual. Its eyes glow with a fierce red light, and its snarls echo with unnatural fury. It seeks out living creatures with heightened aggression.
STR: 18, DEX: 16, CON: 16, SPD: 14, LK: 10, IQ: 8, WIZ: 0, CHAR: 6
MR: 65 (Amplified)
L: 6
Armor: 7 (Enhanced Tough hide)
Attacks: Claws (3d6+STR adds), Bite (4d6+STR adds)
Special Abilities (Amplified):
Silver Vulnerability: Takes double damage from attacks made with silver weapons.
Fear (L7 SR): Victims witnessing the Rougarou must make a WIZ SR vs. Level 7 or be overcome with fear, fleeing for 1d4 combat rounds.
Blood Frenzy: Once per combat, if it takes damage, it can make an immediate extra attack.
Supernatural Speed: Can make two move actions per combat round.
Fragment Effect: While holding the fragment, it gains +1 to all attack adds.
2. Honey Island Swamp Monster - Holding the Fragment of Awareness (Blue) - Amplifies senses & cunning
Location: Hidden within an immense, ancient beaver dam complex, accessible only through a maze of narrow, stagnant waterways.
Description: This Swamp Monster's eyes glow with an unnerving, intelligent blue light. It's not just powerful; it's incredibly perceptive and cunning, laying complex ambushes. It has adapted to using rudimentary tools (e.g., throwing heavy logs).
STR: 18, DEX: 13, CON: 16, SPD: 10, LK: 9, IQ: 10 (Amplified), WIZ: 0, CHAR: 4
MR: 85 (Amplified)
L: 8
Armor: 7 (Thick fur)
Attacks: Fists (3d6+STR adds) or Bite (4d6+STR adds) or Thrown Object (2d6+STR adds, ranged 30 ft.)
Special Abilities (Amplified):
Overpowering Stench (L7 SR): All creatures within 15 ft. must make a CON SR vs. Level 7 or suffer 1d6 CON damage (temporary) or -2 on all rolls.
Heightened Senses: Advantages on IQ (Perception) and IQ (Tracking) SRs; can detect creatures by faint vibrations or changes in air pressure.
Swamp Walker: Ignores difficult terrain penalties in swampy environments.
Cunning Trapper: Will attempt to set simple traps (tripwires, falling logs) or lure targets into dead ends.
Fragment Effect: While holding the fragment, it gains +2 on all IQ and WI Saving Rolls.
3. Feu Follet (Willow Wisps of Miller's Slough) - Holding the Fragment of Illusion (Purple) - Amplifies lure & mental effects
Location: A particularly dense and foggy section of Miller's Slough, where the mist never seems to clear. The air here is perpetually chilly.
Description: Not one, but a cluster of 1d3+1 Willow Wisps, their lights pulsing with an eerie purple glow. They work in tandem, creating disorienting illusions and amplifying their lure.
STR: 1, DEX: 18, CON: 10, SPD: 18, LK: 10, IQ: 12, WIZ: 16 (Amplified), CHAR: 10
MR: 25 each (Cannot be damaged by physical attacks unless noted)
L: 7 (Amplified)
Armor: 0 (Incorporeal)
Attacks: None (directly physical)
Special Abilities (Amplified):
Incorporeal: Immune to non-magical weapon damage.
Lure of Doom (L8 SR): Any creature seeing the Wisps must make a WIZ SR vs. Level 8. On a failure, the creature is compelled to follow the light into dangerous terrain (quicksand, deep water, monster lairs) for 1d6 combat rounds. Will not attack directly but leads to death. This lure is harder to resist due to the fragment.
Motor Disruption (L6 SR): If a target is lured within 30 ft., mechanical devices must make an IQ SR vs. Level 6 to continue functioning.
Eerie Music (L5 SR): Projects faint, discordant music. Targets within 30 ft. must make an IQ SR vs. Level 5 or suffer -3 on all IQ (Perception) and IQ (Tracking) SRs.
Phantasmal Image (L6 SR): Can project a realistic but harmless illusion (e.g., a friend calling for help, a clear path) to confuse targets (GM's discretion on effect, requires WIZ SR vs. Level 6 to disbelieve).
Light Sensitivity: Takes 1d6 damage (to MR) from direct sunlight or powerful magical light.
Fragment Effect: While holding the fragment, their lure and illusionary powers are amplified.
4. Caddo Lake Monster - Holding the Fragment of Flow (Green) - Amplifies water control & stealth
Location: In the deepest, most tangled parts of Caddo Lake, near an ancient, submerged structure. The water here shimmers unnaturally.
Description: This already formidable aquatic beast is now unnervingly agile and silent in the water. It can subtly manipulate water currents to its advantage, pulling boats closer or pushing them away. Its scales glow with a faint green light.
STR: 19 (Amplified), DEX: 14 (Amplified), CON: 18 (Amplified), SPD: 8 (Land), 18 (Swim, Amplified), LK: 9, IQ: 5, WIZ: 0, CHAR: 4
MR: 95 (Amplified)
L: 9
Armor: 6 (Thick scales)
Attacks: Bite (5d6+STR adds)
Special Abilities (Amplified):
Hold Breath: Can hold breath for 1 hour.
Amphibious: Can survive and move on land, though slower.
Crushing Jaw: As before, but escape STR vs. STR contest is harder (character's STR + 2d6 vs. monster's STR + 2d6 with monster having +2 adds).
Water Manipulation: As an action, can create strong currents (requiring STR SR L6 to avoid being pulled 20 ft. towards or away from the monster), or create localized whirlpools (requiring DEX SR L6 to avoid being knocked prone).
Murky Water Camouflage: Disadvantage on IQ (Perception) SRs to spot it in murky or deep water unless it reveals itself.
Fragment Effect: While holding the fragment, it gains +1 on all DEX and CON SRs, and its water movement is unmatched.
5. The Atchafalaya Swamp Monster - Holding the Fragment of Power (Yellow) - Amplifies raw strength & resilience
Location: The very heart of the Atchafalaya Basin, in a primal, untouched grotto hidden within ancient cypress roots, where the air hums with residual energy from the original shattering.
Description: This colossus is even more immense and powerful, its hide seeming to absorb and deflect blows. Its roars shake the very ground, and its every movement is an act of overwhelming force. The fragment pulses with a dull yellow light from within its massive frame.
STR: 20 (Amplified), DEX: 11, CON: 20 (Amplified), SPD: 10 (Land), 16 (Swim), LK: 8, IQ: 6, WIZ: 0, CHAR: 3
MR: 120 (Amplified)
L: 10
Armor: 4 (Massive, incredibly thick hide)
Attacks: Huge Bite (5d6+STR adds) or Tail Whip (4d6+STR adds)
Special Abilities (Amplified):
Terrifying Presence (L9 SR): Any creature starting its turn within 30 ft. of the monster must make a WIZ SR vs. Level 9 or be frightened for 1d4 combat rounds.
Amphibious: Can breathe both air and water.
Crushing Grapple: If it hits with a bite attack, it can choose to grapple. While grappled, the target is held and takes 1d10 additional damage at the start of the monster's turn. Escape requires a STR vs. STR contest (character's STR + 2d6 vs. monster's STR + 2d6 with monster having +3 adds).
Damage Resistance: Reduces all incoming damage by 2 points (to a minimum of 1).
Elusive: Despite its size, it is very hard to track or pin down in the vastness of the Atchafalaya. Disadvantage on IQ (Tracking) SRs against it.
Fragment Effect: While holding the fragment, it gains +2 on all STR and CON SRs, and its MR is significantly boosted.
Retrieval and Conclusion
Once all 5 fragments are recovered, the adventurers hold the shattered remains of the Heartstone of Lumina.
Reassembly (Optional Quest): The GM can make reassembling the Heartstone a separate quest, requiring powerful magic, alien technology, or a specific ritual location (perhaps back at the patron's headquarters or a hidden, ancient site on Earth).
Immediate Effects: Holding all 5 fragments will likely cause a localized energy surge. Depending on the variant:
Multiversal: A faint portal might shimmer nearby, offering a direct path back to their home world. The Ether Dragons (or patron) will be very pleased.
Lovecraftian: The combined energy might attract unwanted cosmic attention, or cause fleeting, horrifying visions for all nearby (WIZ SR L8 or gain temporary Insanity/Horror points). Elias Thorne will pay handsomely and immediately send them away.
Tiger Force: The fragments, when together, create a massive energy spike that instantly alerts "The Program," leading to immediate extraction, but also a potential follow-up mission to understand and weaponize the artifact.
Gamemasters: for your campaign whatever rewards you feel is appropriate for your games.
The GM should ensure the final reward (XP, gold, favor of patrons, knowledge) is commensurate with the incredible danger the party faced. This long-form quest provides multiple challenging encounters and a sense of true accomplishment for your players! Good luck, GMs, and may your players survive the shattered heart of the bayou!
GM Adventure: Cryptid Carnage – The Great Louisiana Monster Hunt!
This scenario plunges your Tunnels & Trolls Deluxe / Monsters! Monsters! 2.7 players into a high-stakes cryptid hunting expedition across the Louisiana swamps. They'll face off against some of the region's most infamous creatures, each encounter driven by their unique patron's agenda.
Adventure Hook: Why Are We Hunting Monsters?!
The adventurers find themselves deep in the humid, buzzing heart of the Louisiana wilderness, tasked with an extraordinary and perilous mission: to hunt down and secure some of the state's most elusive cryptids. Their motivation and the stakes depend on their origin:
For Players from Zimarala, Troll World, or Other Planets (Multiverse Portals variant):
The Patron: The Troll God (or a similar benevolent entity/council from their homeworld, perhaps the Ether Dragons if applicable).
The Mission: The recent multiversal disturbances (like the shattered Heartstone of Lumina or the Slasher Vines from Zimarala) have caused a slight thinning of the veil between dimensions, especially in this swamp. The Troll God, concerned for the safety of these Earth-bound cryptids (whom they view as unique, sentient beings, or perhaps even lost travelers from other planes), wishes to evacuate them to Zimarala where they can live safe and sound, away from human interference. The players are sent to locate and persuade/capture (non-lethally if possible) specimens of several cryptids.
The "Why Here?": "The energies in this 'Louisiana Swamp' are... volatile. These indigenous creatures, though primitive, possess unique dimensional echoes. They are in danger from the dominant species of this planet. Bring them to Zimarala, where they can thrive. Their safety is paramount."
For Natives of Earth (using Lovecraft Variant Rules):
The Patron: The same reclusive, immensely wealthy dilettante, Elias Thorne. However, his obsession has shifted.
The Mission: Thorne now seeks to establish the world's most exclusive and terrifying Cryptid Zoo. He believes that showcasing these creatures to the public is the ultimate proof of the hidden truths of the universe. He wants live specimens of several key cryptids, no expense spared. He's also interested in their unusual properties and behavior, believing they may harbor latent cosmic energies.
The "Why Here?": "Gentlemen, the time for speculation is over. These so-called 'legends' are biological anomalies, living proof of realities beyond our ken. I wish to display them. Live, if possible, but a sufficiently preserved specimen for future study would also suffice. My zoo... it will enlighten the masses, or perhaps, drive them beautifully mad."
For Tiger Force Shadow Saga Characters:
The Patron: Tiger Transit has been tasked by "The Program," a clandestine government agency.
The Mission: Recent unexplained phenomena, localized energy spikes, and anecdotal evidence point to the existence of multiple unique biological entities (cryptids) in the Louisiana swamps. The government wants to understand these creatures. The mission is to capture specimens (dead or alive), with a priority on DNA samples and either a full cadaver or a live capture for study. Survival of the cryptid is secondary to securing the asset.
The "Why Here?": "Intel confirms multiple Unidentified Biological Organisms (UBOs) in the AO. Their physiology is anomalous. We need data. DNA, tissue samples, a full carcass, or live specimen – doesn't matter which, as long as we get one for each target. Capture is preferred, but eliminate if necessary. These assets are critical."
The Targets: The Top 5 Cryptids (GM's Choice from the Top 20)
The GM should select five (5) different cryptids from the Top 20 list (excluding the Zimarala Echo, as it's a phenomenon, and the Feu Follet if the goal is physical capture). The specific targets will depend on the patron's objectives.
Example Target List (GM's Choice, can be randomized for replayability):
Rougarou: For its iconic status / unique curse.
Honey Island Swamp Monster: For its Bigfoot-like rarity / physical prowess.
Voodoo Panther: For its supernatural aspect / elusive nature.
Caddo Lake Monster: For its aquatic mystery / powerful physical threat.
Grunch: For its bizarre nature / unsettling appearance.
GM Note: For the Troll God/Zimarala variant, emphasize the difficulty of non-lethal capture. For Thorne, stress the fragility of live specimens. For Tiger Force, highlight the need for intact DNA/bodies.
The Wilderness: Louisiana Swamp Expedition
The Louisiana swamp is a character in itself, full of dense foliage, murky waters, and unseen dangers. Travel is slow and arduous (half normal movement speed). Navigation requires regular IQ (Tracking) or IQ (Perception) SRs (L3-L5 depending on terrain difficulty) to avoid getting hopelessly lost.
The GM should set up a series of encounters (using the previous Wilderness Encounter Table as inspiration) as the players track down each of their chosen targets. Each target should have a distinct lair or favored territory, requiring specific tracking challenges.
Tracking a Target:
Locating initial signs (tracks, disturbed flora, unique sounds/scents) will require an IQ (Tracking) SR (L4-L6 depending on cryptid subtlety).
Following the trail through the swamp will require multiple IQ (Tracking) or IQ (Perception) SRs (L3-L5 for each segment of the journey). Failures might lead to false trails, traps, or unrelated dangers.
The closer the players get, the more pronounced the cryptid's presence becomes (e.g., stronger smell for Skunk Ape, more fear effects for Rougarou, strange currents for Caddo Lake Monster).
The Encounters: Securing the Specimens
Each encounter with a target cryptid should be a distinct challenge, tailored to its nature and the players' mission.
Example Encounter: Hunting the Rougarou
Location: An ancient, desolate trapping camp, now overgrown and silent, near a moon-drenched clearing in the deepest bayou.
The Challenge: The Rougarou is highly territorial and incredibly agile. It uses hit-and-run tactics, darting through the trees and shadows, making precise attacks. It might try to separate party members using its Fear ability.
Mission Specifics:
Troll God: Players need to subdue it without killing it. This might involve grappling, nets, or specific spells/abilities. Success requires defeating it to MR 0, but only with subdual damage or specialized means, and then successfully making a CHAR SR L6 (or WIZ SR L6 if using magic) to calm/contain it.
Elias Thorne: Thorne wants it live for his zoo. Capturing a live Rougarou requires complex planning, specialized tranquilizers (requiring DEX SR L5 to administer in combat), or overwhelming force without outright killing it. Once subdued, a successful STR SR L7 might be needed to restrain it for transport.
Tiger Force Saga: Capture (live or dead) is the goal. Killing it is acceptable, but a clean kill for DNA samples is preferred. The challenge is in securing the body/DNA quickly under combat conditions.
Example Encounter: Capturing the Caddo Lake Monster
Location: The murky depths of a hidden lagoon within Caddo Lake, marked by strange, swirling currents and eerie silence.
The Challenge: This is a primarily aquatic challenge. Players will need a suitable boat or to be proficient swimmers. The monster uses its powerful jaws and ability to manipulate water currents to its advantage, trying to capsize boats or drag characters into the water.
Mission Specifics:
Troll God: Non-lethal capture is extremely difficult underwater. They might need a specialized net or a way to drain the lagoon temporarily.
Elias Thorne: Retrieving a live specimen from the water is a massive logistical challenge, requiring heavy equipment or specialized diving gear and skilled trappers.
Tiger Force Saga: Killing it in the water means its body might sink and be unrecoverable, so subduing it to float the carcass, or live capture, is crucial.
Aftermath & Consequences
Once the players have successfully acquired all their target specimens/fragments, they must return to their rendezvous point.
This adventure provides ample opportunity for combat, tracking, role-playing with the various patrons, and difficult ethical choices (especially for the Troll God's mission). Good luck, GMs, and may your players survive the great Louisiana monster hunt!
A Note about the Art was created by Angela Head for this weblog postings
A note to Gamemasters are free to copy this post for personal use only just give me the writing credit and Angela Head the Art Credit please don't repost anywhere on the internet thanks.
Yours for Now Captain Hedges