After the Storm: From Cypress Swamp Silence to the Troll God’s BlessingTuesday, November 25, 2025
Here we are on this Tuesday, and I wanted to talk about where the creative energy went after the devastating quiet of the weekend. Yesterday was indeed a necessary moment to just stop and breathe. For those of you who followed along, last Tuesday was a whirlwind of high energy. I finally pulled back the curtain on the secret I’d been keeping for weeks—the new Zimrala manuscript, the terrifying Green Necromancer, and the official Monsters! Monsters! stats for my character, Bayou Earl, and Uncle Billy Goat (Uncle Bill’s in-game persona).
Letting those creative sparks fly felt incredible. It was like opening a window in a room that had been shut up tight for too long. For a few hours, the cabin wasn't just a place of grief and chores; it was a portal to the Finland Bogs. I felt alive with the electricity of storytelling.
But Newton’s third law applies to emotions, too: for every action, there is an equal and opposite reaction. The adrenaline of the reveal has faded, and the Sunday silence rushed back in to fill the space where the excitement was. I woke up at my usual ungodly hour, expecting that same buzz, but instead, I felt the quiet reality of the cabin pressing in.
Yet, that creative energy, that need to fight back against the silence, propelled our characters into their greatest adventure yet, officially opening up the new realm of Zimrala for us to play in.
Here’s where we left off, and how Uncle Bill (as Uncle Billy Goat) and I (as Bayou Earl) became legends:
The Battle for Spider Hallow
Our latest in-game adventure took us deep into the multi-dimensional threats facing the Trollworld refugees who have found sanctuary in Zimrala on the main big island of Achrox now face a new threat. The immediate crisis was a terrifying spider invasion staging out of the caves beneath Spider Hallow—a place crawling with the Green Necromancer’s servants: the venomous Green Spiders.
Using the Monsters! Monsters! 2.7 system, the battle was a desperate, vicious affair:
- Recommended Kindred: Dark Elf (high DEX/INT/WIZ potential) or a Human (versatile). If you want a more monstrous theme, consider a Lich or Vampire (if the GM allows high-powered starts).
- Class: Specialist Mage (Necromancy).
- Benefit: As a Specialist, you cast Necromancy spells at reduced WIZ cost (usually half or -5 cost), allowing you to summon more minions than a standard Wizard.
- Restriction: You cannot cast spells from other schools (like Combat or Cosmic) without penalty or at all, depending on your GM's strictness.
- Key Attributes:
- Intelligence (INT): Primary stat for learning spells. Aim for 15+.
- Wizardry (WIZ): Your "mana" pool. This must be maximized to sustain multiple summons.
- Charisma (CHR): Determines the number/power of minions you can control (Leadership/Influence).
- Core Spell: Zombie (Level 5) - Animates a corpse.
- Harvester Tactic: You don't conjure these from thin air; you must "harvest" them from the bodies of enemies or find them.
- Advanced Spell: Summon Monster (Level varies) - If your GM allows T&T 7.5/Deluxe spells, use this to call creatures from a distance.
- Base Concept: A reanimated corpse adapted for water.
- MR Suggestion: 40 MR (4d6 + 20 combat adds).
- Special Abilities:
- Aquatic: Can move freely in water; immune to drowning.
- Visuals: Bloated, dripping, smelling of brine and decay.
- Base Concept: Large arachnids.
- MR Suggestion: 60 MR (7d6 + 30 combat adds).
- Special Abilities:
- Webbing: Can trap foes (Saving Roll on STR or DEX to escape).
- Visuals: Large spiders, potentially with unusual coloration or features.
- Base Concept: A Treant or wood-giant twisted by magic.
- MR Suggestion: 100 MR (11d6 + 50 combat adds) - This is a "Boss" level minion.
- Special Abilities:
- Thick Bark: Armor value of 10 hits.
- Crush: Tremendous strength; attacks count as Heavy Weapons (extra damage on 6s).
- Visuals: Bark is twisted and possibly discolored; leaves might be withered or unnatural.
- The Harvest: Use your combat spells (like Blasting Power) or your party to kill enemies.
- The Ritual: Cast Zombie on the fallen foes. Describe your magic infusing them to apply the stats above.
- Control: Your specialized necromancy reduces the WIZ cost to maintain these creatures, allowing you to keep several minions active simultaneously as your personal guard.
Here are the consolidated Monsters! Monsters! 2.7 stats for our three legendary figures:
⚔️ MM 2.7 Stat Comparison: Heroes & Deity
| Attribute | Bayou Earl (Were-Tiger Wizard) | Uncle Billy Goat (Axe-Wielder) | Kenneth Arr'th (Rock Troll God) |
| Monster Rating (MR) | 198 | 170 | 12,000+ |
| Deadliness Rating (DR) | 4 | 4 | 10 |
| Hit Points (HP) | 40 (Approx. for endurance) | 34 (Approx. for endurance) | Infinite (Divine) |
| Strength (STR) | 15 | 15 | 99 |
| Constitution (CON) | 15 | 15 | 99 |
| Dexterity (DEX) | 18 | 18 | 50 |
| Intelligence (INT) | 19 | 19 | 99 |
| Charisma (CHA) | 15 | 15 | 75 |
| Wizardry (WIZ) | 19 | 0 | 99 |
Key Special Abilities Summary
| Character | Core Abilities |
| Bayou Earl | Were-Tiger Transformation (STR 22, $2D6$ Claws), Nature Magic (WIZ 19), Immune to Acid/Poison. |
| Uncle Billy Goat | Axe ($3D6$ damage), Rifle ($3D6$ damage), Combat Reflexes (acts first), Immune to Acid/Poison. |
| Kenneth Arr'th | Unkillable Spirit, Rock Troll Hide (Immune to non-magical/Acid/Poison), Cosmic Magic ($10D6$ min. damage). |
Meeting the Troll God and the Birth of a Legend
Our heroic actions—saving the vulnerable Troll refugees from the Spider Hallow invasion—did not go unnoticed. Our characters were immediately heralded as champions.
The climax of this adventure saw us brought before the highest authority of the Troll refugees: The Troll God (likely the powerful Troll Shaman Lord or a related figure who guides the Trolls). This encounter wasn't just a simple meeting; it was a formal recognition of our courage and commitment to the new realm.
Because of this unparalleled valor in defending the nascent settlement against a divine-level threat (the Green Necromancer's forces), Uncle Billy Goat (Uncle Bill) and I (Bayou Earl) were officially declared heroes.
Our deeds were then enshrined into the storybooks and lore of the newly settled Trolls and other Zimralan denizens. We didn't just win a battle; we became foundational figures in the new history of Zimrala, permanently cementing our roles as powerful protectors and guides in this dangerous, monster-filled world. Our characters are now legends whose stories will be told to the next generation of Troll children in New Tuslan.
Now, with the Spider Hallow threat temporarily pushed back and our hero status confirmed, we are officially "playing in Zimrala, on the big Tygerian Isle of Achrox." with endless adventures awaiting us in the vast Tygerian Isles within Zimrala the world of monsters, ancient magic, and lurking cosmic threats.
The silence here in the cypress swamp might feel heavy, but the worlds we create are loud with axes, claws, and the roar of a hero facing down a spider god. And that's what keeps the light on. Stay Tuned for us vs the spider queen in newxt weeks post.
Yours For now Captain Hedges THE Chronomancer
BONUS POST FROM ZIMRALA ONE SPACE STATION
Zimrala's Last Stand: Captain Hedges, the White Tygerian Chronomancer, and the Curator Commander
Bringing Them to Your Monsters! Monsters! 2.7 Campaign
White Tygerian Captain Hedges: Hedge Chronomancer (M!M! 2.7)
Curator Commander (M!M! 2.7)
The whispers of the Ether Dragons grow louder, and the fabric of reality around Zimrala thins. But this time, the world isn't defenseless. High above the verdant planet, within the gleaming heart of the Zimrala Space Station's Command and Control, a most unlikely alliance stands ready. A powerful temporal shield, woven with alien technology, now shimmers around Zimrala, a beacon of defiance against the encroaching multiverse.
Presiding over this extraordinary defense are two formidable beings: the stoic White Tygerian Captain Hedges, Hedge Chronomancer, and the enigmatic Curator Commander. Their combined might, intellect, and unique skills represent the last, best hope for Zimrala.
Captain Hedges, once a brilliant human starship captain, has undergone a profound transformation. Now a majestic White Tygerian, his physical prowess is matched only by his mastery of chronal magic. His staff crackles with temporal energy, a conduit for spells that bend time itself, allowing him to anticipate enemy movements, stutter their attacks, or even glimpse into alternate realities. His keen Tygerian senses and innate agility make him a formidable combatant, whether wielding his staff or tearing with his razor-sharp claws. He stands as Zimrala's tactical genius, interpreting sensor readings and weaving temporal defensive patterns into the Curator's shield technology.
Alongside him is the Curator Commander, a master of alien high technology. With pale gray-green skin, large black oval eyes, and a triangular head, the Commander is a figure of quiet, intellectual power. Their advanced jumpsuit armor, capable of stiffening to deflect damage, conceals a vast array of devices, from paralyzing stun pistols to sophisticated communication gear. Though physically unassuming, their intellect is vast, focused on the meticulous operation of the planetary shield and the intricate dance of Zimardan defense protocols. For the first time, the Curators' legendary technology is being deployed not for specimen collection, but for the collective survival of Zimrala.
This duo offers unparalleled depth for your M!M! 2.7 game:
Strength (ST): 3D (11)
Intelligence (IQ): 4D (13)
Dextirity (DX): 4D (12)
Charisma (CH): 3D (11)
Hit Points (HP): 18
Armor Points (AP): 8 (Temporal Armor)
Monster Rating (MR): 200
Deadliness Rating (DR): 4
Key Powers:
Chronal Magic (5D): Master of temporal spells, able to shift time, enhance allies, or hinder foes.
Claw Attack (4D): ST + 1D (7D Total) – Deadly in close combat.
Chronomancer Staff (4D): ST + 2D (8D Total) – Both a powerful weapon and magical conduit.
Temporal Stutter: Uses Chronal Magic for Chaos Factor, re-rolling or imposing penalties.
Multiverse Survivor: +1D to saves against Ether Dragon magic.
Strength (ST): 2D (7)
Intelligence (IQ): 5D (17)
Dextirity (DX): 3D (10)
Charisma (CH): 3D (10)
Hit Points (HP): 10
Armor Points (AP): 6 (Adaptive Jumpsuit)
Monster Rating (MR): 60
Deadliness Rating (DR): 3
Key Powers:
Curator Technology (5D): Expertise in advanced alien devices.
Stun Pistol (4D): Paralyzing effect on failed ST save.
Zimrala Shield Operation (5D): Direct control over the planetary defense system.
High Intellect: Crucial for strategic oversight and understanding alien threats.
Together, the White Tygerian Captain Hedges and the Curator Commander represent a formidable challenge or a powerful ally in the escalating conflict for Zimrala. Their command center is a nexus of magic and science, standing firm against the chaos of the multiverse. What role will your adventurers play in this desperate defense?


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