Monday, January 26, 2026

Year of the Snake Day 26: Field Dossier – The Grand Army of the Infestation

 

Year of the Snake Day 26: Field Dossier – The Grand Army of the Infestation



By Captain Hedges

Star Date: 01262026.0930 Location: The Shreveport Cabin (Zero Point for the Breach) Subject: OFFICIAL BESTIARY & STATS

The deep freeze has destabilized the Ether Portals, turning the Shreveport Cabin into a beachhead for an interdimensional invasion. We aren't just dealing with local pests; we are dealing with armored infantry from the Water World of Alibugeria III.

For GMs running the Tygerian Reach campaign (or anyone currently fighting off a cold), here is the complete Order of Battle.

This dossier includes the official stats for Monsters! Monsters! 2.7, utilizing our new Infestation Mechanics.


THE RULES: Infestation Mechanics (OGL)

(Adapted from the D&D 5.1 SRD via the Open Game License)

1. The "Passive Bite" (Automatic Damage) Combat with a swarm is a war of attrition.

  • Rule: Every round a player is inside an Infested Zone, they take Automatic Damage equal to 1/10th of the Swarm's current Monster Rating (MR). (e.g., MR 50 = 5 Damage). Armor does not stop this.

2. The "Panic Check" (Occupying Space)

  • Rule: To perform complex actions (Cast Spells, Pick Locks), the player must make a Level 2 DEX or LUCK Saving Roll (Target 25). Failure means they are too distracted by the bugs to act.

3. "Spite Damage" (The Nibble)

  • Rule: For every 6 the Swarm rolls on its combat dice, the player takes 1 point of damage that bypasses armor.


THE BESTIARY: Roster of the Invasion Force

DIVISION I: The Internal Saboteurs (Biological Warfare)

The enemy is already inside the perimeter.

1. The Nasal Snot-Bug Swarm

  • Description: Microscopic invaders building bunkers in the sinuses.

  • MR: 20 (2d6 + 10)

  • Special: Suffocation. If Engulfed, the target cannot cast spells requiring verbal components.

  • Weakness: Hot Coffee (Double Damage).

2. The Bladder Mite Swarm

  • Description: Guerilla tacticians that attack sleep patterns.

  • MR: 15 (2d6 + 8)

  • Special: Exhaustion. Target must make a Level 2 CON Save or lose 1 STR point the next day.

DIVISION II: The Local Hostiles (Terrestrial)

Standard Louisiana units acting as scouts.

3. The Bed Bug Assassin Swarm

  • Description: Invisible ninjas of psychological warfare.

  • MR: 40 (5d6 + 20)

  • Special: Phantom Itch. Even if defeated, the player must make a Level 1 Sanity Save or spend the next turn scratching (Lose Turn).

4. The Bayou Roach Swarm ("Palmetto Bugs")

  • Description: Fast, brown, erratic skitterers.

  • MR: 50 (6d6 + 25)

  • Special: Indestructible. Armor Rating of 5 (Natural Chitin). Requires heavy damage to squash.

DIVISION III: The Alibugerian Navy (Portal Breachers)

Units entering via the plumbing from the Water World.

5. The Water Roach Swarm (Amphibious Infantry)

  • Description: Slick, black, fast. They come up the drains.

  • MR: 60 (7d6 + 30)

  • Special: Slippery Target. All missile attacks against them are at -5 DEX.

6. The "Alien Bugger" (Alibugerian Hull-Breaker)

  • Description: A single, heavy-armored beetle (Void Bayou Variant). Walks clumsily due to Super-Earth gravity.

  • MR: 80 (9d6 + 40)

  • Armor: 15 Hits (Void Shell).

  • Special: Gravity Dense. Immune to crushing damage. You must flip it over (Level 2 STR Save) to attack the soft belly.

7. The Lusaka Dreadnought (Giant Water Scavenger Beetle)

  • Description: The Boss. Massive, black, with a ventral spine.

  • MR: 150 (16d6 + 75)

  • Armor: 20 Hits (Obsidian Carapace).

  • Special: Keel-Breaker. If it wins combat, it deals an extra 2d6 piercing damage from its chest spine.

DIVISION IV: The Siege Lords (The Heavy Hitters)

The General Staff. Often recruited by the Bayou Beetles football team.

8. The "Skull-Crusher" (Stag Beetle)

  • Description: Giant mandibles used for siege warfare.

  • MR: 120 (13d6 + 60)

  • Special: The Vice. On a roll of Doubles, it snaps the hero's non-magical weapon.

9. The "Grave-Digger" (Burying Beetle)

  • Description: Black and orange stripes. Employed by the Nocturnis Vampire Families.

  • MR: 90 (10d6 + 45)

  • Special: Necrotic Bite. Damage dealt prevents healing for 1d6 turns.

10. The "Titan" (Rhinoceros Beetle)

  • Description: The Battering Ram.

  • MR: 200 (21d6 + 100)

  • Armor: 30 Hits.

  • Special: The Charge. Can knock down doors and break shield walls.



GM Toolbox Part II: The Ultimate Adventure Collection



By Captain Hedges

Star Date: 01262026.1200 Location: The Sick Bay, Shreveport Cabin Subject: THE DIRECTOR’S CUT

In Part I, we gave you the stats. In Part II, we give you the war.

Below is the definitive Adventure Module for Monsters! Monsters! 2.7. It combines the gritty realism of surviving a frozen cabin (based on my actual morning) with the high-fantasy mechanics of a Zimrala dungeon crawl.

This post includes the full text of "The Shreveport Shivers," the expanded "Brain Bug" dossier, and two complete bonus scenarios.


MAIN FEATURE: "The Shreveport Shivers"



A Lair Defense Scenario for Monsters! Monsters! (Zimrala Edition)

In this scenario, your monster party has taken refuge in a hedge wizard’s cabin in the snowy outskirts of Shreveport (Zimrala’s version of the city, perhaps a swampy, frost-covered bayou outpost). As the temperature drops, the Frost-Bite Beetles are trying to get inside to feed on the warmth of your bodies.

The Hook: A magical blizzard has struck. Your party—hungry and cold—has broken into the cabin of an absent hedge wizard. Just as you light the hearth, the "Bug Infestation" begins. Thousands of fist-sized, blue-chitin beetles are pouring through the chimney, floorboards, and window cracks.

The Mechanic: "The Cold-Blood Clock" Because your characters are monsters (likely cold-blooded or sensitive to temperature), the swarm isn't just biting; it's stealing heat.

  1. Infestation MR: The swarm starts at MR 80 and grows by +10 MR every round as more beetles crawl out of the frost.

  2. Heat Drain: For every 10 points of damage the swarm deals, the player loses 1 point of Strength (representing freezing muscles) until they stand by the fireplace for a full round.

  3. The "Shreveport Shiver" SR: Every round, players must make a Level 1 Luck SR (Target 20). Failure means they are "shivering" so hard they drop their weapon or fumbled their spell.

THE ADVENTURE: CABIN DEFENSE

Wave 1: The Chimney Swarm The beetles drop down the hearth, trying to extinguish the fire.

  • Action: Players must defend the "Heart of the Home."

  • Stunt: A player can make a Strength SR to kick a heavy table over the fireplace to block the entry, but this puts the cabin in darkness, increasing the difficulty of all further SRs by one level.

Wave 2: The Floorboard Frenzy The bugs begin chewing through the wooden floor under the players' feet.

  • Hazard: The "Infestation Damage" (1/10th of MR) applies here.

  • Hedge Wizard’s Loot: A player can search the wizard’s shelves with a Perception SR. If successful, they find a jar of "Bayou Blast"—a magical spice that, when thrown, deals 5d6 damage to any bug swarm but makes the players sneeze (losing their next turn).

Wave 3: The Frost-King Scarab The leader of the swarm, a massive, glowing blue beetle (MR 120), smashes through the front door.

  • The Chaos Factor: Using Zimrala rules, the Frost-King can cast Freeze! (Targeting Dexterity).

  • Victory Condition: Kill the Frost-King, and the remaining beetles will freeze solid instantly in the Shreveport cold, providing the monsters with a "crunchy" (and high-protein) post-battle snack.




GM TOOLBOX ITEM: 


GM NOTES: HOW TO USE THIS MATERIAL

Full notes on how to integrate the Infestation Mechanics into any Homebrew Campaign.

I. The Core Mechanics (The GM Toolbox) Use these three rules to run the swarm without getting bogged down in math:

  1. The Swarm MR (Monster Rating): Treat the entire infestation as one entity.

    • Starting MR: 80.

    • Growth: Every round, the MR increases by +10 as more bugs crawl in, until the "Source" is blocked.

  2. Infestation Damage: At the end of every round, every player inside the cabin takes automatic damage equal to 1/10th of the current MR (round down). Armor does not stop this; it's the "thousand tiny bites" rule.

  3. The Saving Roll (SR) Barrier: To perform a complex action (casting a spell, picking a lock, or aiming a bow), a player must pass a Level 2 Dexterity or Luck SR (Target 25) to shake off the crawling bugs.

II. The Adventure Setup The party is forced into a Hedge Wizard’s cabin by a supernatural blizzard. The cabin is small (20x20 ft), cluttered with strange jars and dried herbs.

  • Round 1–3 (The Chimney): The bugs drop from the flue. They prioritize putting out the fire. GM Note: If the fire goes out, players take double Infestation Damage due to the cold.

  • Round 4–7 (The Floor): The bugs chew through the floorboards. Hazard: The floor becomes "Difficult Terrain." Any movement requires a Level 1 Dex SR or the player falls, taking an extra 1d6 bite damage.

  • Round 8–10 (The Frost-King): A massive Alpha Beetle (MR 120) smashes through the door. The swarm MR stops growing once the Alpha is present.

III. GM "Homebrew" Notes: Scaling & Stunts 1. Scaling the Difficulty

  • For Weak Parties: Start the Swarm MR at 40 and have it grow by only +5 per round.

  • For Heroic Parties: Give the bugs "Spite Damage." Every 6 rolled by the GM in combat deals 1 point of direct Constitution damage to a random player.

2. Interactive Objects (The "Stunt" List) Encourage your players to use the room, not just their swords:

  • The Spice Rack: A player can throw "Ghost Pepper Dust" into the air. Effect: The swarm loses 20 MR instantly, but all players must make a Level 1 CON SR or be blinded for 1 round.

  • The Iron Pot: A player can use a Strength SR to jam a pot into the chimney. Effect: Stops the MR from growing each round.

  • The Wizard’s Rug: Can be used to smother a floor-hole.

3. Rewards & Loot If the party survives the night, they find:

  • The Bug-Bane Potion: A vial of green goo. If drunk, the player’s skin becomes bitter; bugs will not bite them for 24 hours.

  • The Ever-Warm Coal: A magical coal from the hearth that never goes out. It provides warmth in any blizzard but attracts 1d6 normal bugs every night.

IV. Closing the Session Once the Alpha Beetle is killed, the hive mind shatters. The remaining bugs freeze solid in the Shreveport cold. The players are left with a cabin full of "crunchy" husks and a very messy home to explain to the returning Hedge Wizard.

"The Bug-Bane Brew" If your monsters survive, they find the Wizard’s unfinished potion.

  • Effect: When smeared on armor, it grants immunity to "Infestation Damage" for 1 hour.

  • Flavor: It smells like spicy gumbo and old socks.

A Master Class on using Infestations in your Game.

I. The Core Mechanics Use these three rules to run the swarm without getting bogged down in math:

  1. The Swarm MR: Treat the entire infestation as one entity. Start at MR 80.

  2. Infestation Damage: At the end of every round, every player inside the cabin takes automatic damage equal to 1/10th of the current MR (round down). Armor does not stop this; it's the "thousand tiny bites" rule.

  3. The Saving Roll Barrier: To perform a complex action (casting a spell, picking a lock), a player must pass a Level 2 Dexterity or Luck SR (Target 25) to shake off the crawling bugs.

II. Scaling the Difficulty

  • For Weak Parties: Start the Swarm MR at 40 and have it grow by only +5 per round.

  • For Heroic Parties: Give the bugs "Spite Damage." Every 6 rolled by the GM in combat deals 1 point of direct Constitution damage to a random player.

III. Interactive Objects (The "Stunt" List) Encourage your players to use the room, not just their swords:

  • The Spice Rack: Throwing pepper causes the swarm to lose 20 MR instantly (but blinds players).

  • The Iron Pot: Jamming a pot into the chimney stops the MR from growing.

  • The Wizard’s Rug: Can be used to smother a floor-hole.


BONUS ADVENTURE 1: "The Hive-Store Horror"

A Rescue Mission Variant for Monsters! Monsters!

Location: "The Troll’s Trove" (The local General Store). The Situation: The shop has been closed for three days. The windows are dark, covered in a thick, greasy condensation. A strange, rhythmic thrumming sound vibrates through the ground near the entrance. The owner, Grumble the Goblin, is missing.

The Setup: The deep freeze cracked a sewage pipe in the cellar, opening a micro-portal to Alibugeria III. The store is now a breeding ground for Jade-Colored Void Beetles.


ZONE 1: The Main Floor (The Pheromone Haze)

  • Description: The shop is a wreck. Shelves are knocked over, spilling potions and dried newt eyes everywhere. The air is thick with a yellow, sickly-sweet mist.

  • The Enemy: Scout Swarms (MR 20). These aren't trying to kill; they are trying to tag intruders.

  • The Mechanic: "The Scent of Prey"

    • Upon entering, every player must make a Level 1 Constitution or Luck SR (Target 20).

    • Success: You cover your nose or hold your breath.

    • Failure: You are "Marked." The pheromones stick to your skin.

    • Effect: In Zone 2 and Zone 3, the Swarm will prioritize Marked players above all others, and Marked players take Double Spite Damage (2 damage for every '6' rolled by the bugs).

ZONE 2: The Cellar Stairs (The Choke Point)

  • Description: The stairs are narrow, wooden, and coated in a slick, alien slime that smells like ozone. The chittering sound is louder here.

  • The Enemy: Warrior Swarm (MR 50). They cling to the walls and ceiling, waiting to drop.

  • The Hazard: The stairs are Slippery (Level 1 DEX SR to move without falling).

  • Tactical Advantage: "Fire in the Hole"

    • This is a choke point. The bugs hate heat.

    • Rule: If the players use Torches or throw a flask of Oil/Fire, the Swarm recoils. This halves the Swarm's Combat Adds for this zone (effectively reducing them to MR 25 strength).

ZONE 3: The Nest (The Cellar)

  • Description: The floor isn't floor anymore; it is a moving carpet of jade beetles. In the center of the room, Grumble the Goblin is encased in a translucent, pulsating cocoon of "void-puss." He is turning blue.

  • The Enemy: The Nest Swarm (MR 100).

  • The Clock: Grumble has 3 Rounds before he suffocates.

  • The Rescue Mechanic:

    • You cannot just grab him; the bugs will eat you. You must break their focus.

    • Step 1: The party must deal at least 20 points of damage to the Swarm in a single combat round to "shock" the hive mind.

    • Step 2: Once the Swarm is shocked, a player can attempt a Level 2 Strength SR to tear Grumble out of the sticky void-puss.

    • Failure: Grumble remains trapped, and the rescuer takes 10 Automatic Damage from acid burns.


VICTORY & REWARDS

If the players pull Grumble free and escape (or kill the Swarm):

  1. Grumble's Gratitude: He gives the party a lifetime discount at The Troll's Trove (10% off).

  2. Unique Item: The Entomologist’s Satchel

    • Description: A leather bag containing 1d6 glass jars and a pair of mythril tweezers.

    • Effect: Allows the player to safely capture Swarm Beetles. These jars can be thrown later as "Bug Grenades."

    • Grenade Stats: Creates a temporary MR 20 Swarm wherever it lands, attacking enemies for 1d3 rounds before dispersing.

Here is the Full, Unabridged Version of the second bonus adventure. I’ve expanded the mechanics for the rising water and the enemy tactics to make this a frantic, "hold the line" encounter.


BONUS ADVENTURE 2: "The Drain of Doom"

A "Tower Defense" Quick-Play Scenario

Location: The Wizard’s Kitchen (or Bathroom). The Situation: The party is resting, perhaps recovering from a previous battle. Suddenly, the pipes begin to groan. A deep, metallic clank echoes from the drain, followed by the hiss of pressurized water. Something massive is pushing its way up from the sewers of Alibugeria III.

The Hazard: "The Rising Tide" The sink isn't just releasing bugs; it is overflowing with freezing, portal-infused sludge water.

  • Round 1-2: The floor is wet. (No penalty).

  • Round 3-4: The water is ankle-deep. -5 DEX penalty to all movement and combat rolls.

  • Round 5+: The water is knee-deep and freezing. -10 DEX penalty, and players take 1 point of Constitution damage per round due to hypothermia.


WAVE 1: The Scouts (Rounds 1-3)

  • The Enemy: Water Roach Swarm (MR 60).

  • Description: Slick, black, and fast. They pour out of the overflow holes and scuttle across the wet tiles.

  • Tactics: They don't fight fair. They try to trip players.

    • Special Move: "The Slip." If a player misses an attack roll against the roaches, they must make a Level 1 Luck SR or slip on the wet floor, losing their next attack.

WAVE 2: The Heavy Infantry (Rounds 4-6)

  • The Enemy: 2x "Alien Buggers" (Alibugerian Hull-Breakers).

  • Stats: MR 80 each. Armor: 15 Hits.

  • Description: These are the tanks. They are shiny, clumsy, and heavily armored. They position themselves in front of the sink to protect the "Boss" emerging behind them.

  • Tactics: They use Shove attacks. They try to push players away from the drain so the water keeps rising.

WAVE 3: The Boss (Round 7+)

  • The Enemy: The Lusaka Dreadnought (Giant Water Scavenger Beetle).

  • Stats: MR 150. Armor: 20 Hits.

  • Description: A nightmare in chitin. It is the size of a shield. It has a jagged spine on its underbelly (The Keel).

  • Special Attack: "The Keel-Breaker"

    • If the Dreadnought wins a combat round by more than 10 points, it drives its spine into the player. This deals an extra 3d6 Piercing Damage that ignores armor.


VICTORY CONDITIONS

The players have two ways to win this siege:

Option A: Total Extermination (Combat)

  • Kill the Dreadnought. Once the boss is dead, the portal collapses, and the water drains away (leaving a terrible mess).

Option B: The "Plumber's Gambit" (Stunt)

  • A player can try to physically plug the portal during combat.

  • The Requirement: A heavy, dense object (e.g., An iron pot, a shield, or the Wizard’s heavy spellbook).

  • The Roll: The player must reach the sink (fighting through the Buggers) and succeed on a Level 3 Strength Saving Roll (Target 30).

  • Success: The drain is plugged. The water stops rising, and the bugs can no longer enter. The remaining enemies panic and lose half their MR.

LOOT DROP

If they survive, the Dreadnought’s carcass remains.

  • Item: The Dreadnought Shield.

  • Crafting: A smith can fashion the beetle's shell into a lightweight shield.

  • Stats: Takes 6 Hits. Special: Grants +5 Swimming speed (it is hydrodynamic).


Legal Declaration & License

Open Game License Notice: This post utilizes open game content from the System Reference Document 5.1 provided by Wizards of the Coast under the terms of the Open Game License v1.0a. The specific mechanics regarding "Swarm Traits," "Damage Resistance," and "Occupying Space" are used as reference for conversion into the Monsters! Monsters! 2.7 compatible system.

Trademark & Ownership Notice:

  • Tunnels & Trolls™ and the Flying Buffalo™ catalog are the property of Webbed Sphere Inc. Rebellion Unplugged utilizes the Tunnels & Trolls trademark under license. Use of these terms in this blog is for historical reference and compatibility purposes only.

  • Monsters! Monsters!™, "The MoZ Monsterary of Zimrala", and the World of Zimrala are the property of Ken St. Andre and Troll Godfather Press. These entities are separate from the Webbed Sphere / Rebellion Unplugged catalog.

Designated Product Identity of Arthur Earl C. Hedges Jr.: The following items are designated Product Identity of the author for this blog post:

  • The Tygerian Isles campaign setting.

  • The characters: Emperor Rajah (The TigerBoss), The Frost-King, Grumble the Goblin, and the "Hedge Wizard of the Shreveport Cabin" persona.

  • The specific adventure scenarios: "The Shreveport Shivers," "The Hive-Store Horror," and "The Drain of Doom."

  • The original items: "Bayou Blast," "The Bug-Bane Brew," and "The Entomologist’s Satchel."

Copyright: The original adventure content provided herein is © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

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