The Equinox Pulse: 4 AM Jitters and the Green Awakening
The Atmosphere
The fog was so thick you couldn't see the end of the porch, let alone the Shreveport skyline. It was the kind of heavy, low-hanging shroud that usually precedes a major shift in the Hedge Gates. Inside the cabin, the Ink of Anticipation wasn't just rippling; it was vibrating with a bioluminescent violet hum that matched the frequency of the rising sun.
The Biological Uprising
The Trees: The Bald Cypress trees reached their "First Leaf Index" today. The skeletal winter look is officially gone, replaced by a neon-green fuzz of soft needles. The male catkins were heavy, shedding a yellow sulfur-like pollen that coated the Bayou water. For a Wizard, this is "Living Dust"—a natural conductor for stabilizing unstable portals.
The Birds: The Purple Martins have been dive-bombing the gourd houses since dawn, and the first Ruby-throated Hummingbird of the season made a frantic appearance at 10 AM, right as the celestial equator was crossed.
The Bees: The hives were buzzing with a manic energy. In our world, a bee's "Equinox Hum" acts as a natural sonar for finding nearby Hedge Gates. They follow the mana flow, and this morning, they were congregating near the cabin’s northern threshold.
The Flowers: The Louisiana Irises—the state’s own mystical jewels—cracked open their purple and blue heads in the mud, mirroring the deep colors of the Ink on my desk.
The Wizard’s Work
During the exact window of the Equinox, the usual "Vortex" noise of the multiverse dropped to a dead silence. I took advantage of the calm to perform a 12-hour Ritual of Balance. Using the Scope of the True Meridian, I recalibrated our coordinates for the Tygerian Isles without any of the usual interference. The Ether Dragons must have been riding the same celestial currents, because for a brief moment, the portal threshold was as clear as a mirror.
Even the local Alligators sensed the shift. They've finally shaken off their winter torpor, their ancient, yellow eyes watching the porch from the reed line. They are the Bayou’s natural regulators of Stupidity—and today, they were very, very alert.
Conclusion
The balance has shifted. The days are winning, the "Swamp Dread" is beginning to bloom, and the 12 Mile Bayou has finished its system reboot. Whatever strange signs show up on my doorstep next—be it a Boojum or a vortex—they’ll find me ready. The veil is holding steady, and the cabin is locked in.
Stay frosty out there.
Bayou Earl
Bonus Content: The Equinox Encounter Stats
1. The Tygerian Boojum (The Porch Visitor)
A lion-sized, three-eyed mystical cat with shifting black-and-white stripes.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 90 ($10\text{D6} + 45$)
Combat Dice: $10\text{D6} + 45$
Special Abilities: * Shapeshift Others: Can turn prey into a smaller animal for 9 minutes (1 min per 10 MR). WIZ check vs. 15 required to resist.
Empathic Feed: Attracted to Fear/Stupidity. If target fails a LUCK roll, Boojum gains +10 MR for the encounter.
Universal Deadliness Rating: 3/10 (NNN)
Open D6 Stats
Scale: Creature
Attributes: Agility 4D, Mechanical 1D, Knowledge 2D, Perception 4D+2, Strength 5D, Technical 1D.
Skills: Brawling 6D, Stealth 7D, Tracking 5D.
Special Abilities: Shapeshifting: Can change form as a free action; Empathy: +2D to sense Fear/Stupidity.
2. The Hedge Wizard: Bayou Earl (Master Monster Adept & Shapeshifter)
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 1,188 (Base 198 x 6)
Constitution (CON): 1,188
Strength (Human Form): 490 (Base 98 x 5)
Combat Adds: +600 (Standard) / +1,200 (Primal Collapse at <50% CON).
Wizardry (WIZ/Mana): 70
Universal Deadliness Rating: 7/10 (Equivalent to a Greater Tygerian Entity). Deadliness Rating: 7 (per the Ken St. Andre Table for MR 1001–2999)
Master Adeptness Skills & Talents
Tygerian Apex (The Hunter Version):
Primal Collapse (The Berserker): If CON drops below 594 ($50\%$), Combat Adds double to +1,200. Hazard: Must make a LUCK Saving Roll (TN 15) every turn or trigger a Cosmic Apocalypse Implosion.
Special Ability: Tygerian Apex (Shapeshifter): Can assume Were-Tiger Form at will. When shifting into the Were-Tiger, STR increases to a x10 multiplier (980) and adds an extra +5D6 to the combat pool.
Special Ability: Master Talents: * Reverse Claws of Torment: Double Spite damage on any Dubble 6s rolled.
Hedge Alchemy/Immunity: Bayou Earl is Immune to Acid and Poison.
Master of the Bayou: +2D6 bonus to Survival, Hunting, Camping, Fishing, and Navigation checks within the 12 Mile Bayou.
Void-Sight: Hardened Sanity; immune to all "Swamp Dread" within his 12-mile Bayou domain in Shreveport LA.
Elemental Immunity: Completely Immune to Acid and Poison.
Open D6 Stats
Attributes: Agility 4D+1, Mechanical 2D, Knowledge 4D+2, Perception 4D+2, Strength 3D, Technical 3D+2.
Special Abilities: Shapeshifting (Tygerian Form), Master of the Bayou, Gate Keeper.
Lovecraft D6 & Mythos Stats for MM 2.7 Mental & Sanity Resistance, (Bolt Thrower Press)
Sanity (SAN): 35 | Mythos Skill: 4D+1
Special Ability: Void-Sight: Bayou Earl can look directly into a destabilized Vortex without immediate Sanity loss. He treats all "Mythos Shocks" as one level lower than they actually are.
The Sovereign Mind: As the architect of the 12 Mile Bayou, Bayou Earl is Immune to Sanity Loss from any creature listed in his bestiary.
The 12-Mile Aura: Any ally within 100 feet of the Captain receives a +2D6 bonus to their own Saving Rolls vs. INT/IQ/Sanity.
The 5 AM Wakeup Call: When the Bayou Breathes
There is a specific kind of silence that only exists in the 12 Mile Bayou just before the sun breaks, but this morning, the silence was different. At exactly 5:00 AM, nature didn’t just wake me up; it issued a summons.
It started with a sudden, sharp shift in the humidity—that heavy, ozone-thick air that tells a Hedge Wizard the Vortex is thinning. The usual chorus of bullfrogs and crickets didn’t just fade; they stopped dead, as if something much larger had just stepped into the room. Then came the sound: a low, rhythmic thrumming vibrating through the floorboards of the cabin, the tell-tale heartbeat of the Equinox Change.
I sat up, and I could feel it—the Ink of Anticipation on my desk was already humming a low gold. The birds weren't chirping for the morning; they were screaming a warning about the Ether Dragons overhead. Nature didn't just nudge me awake; it shook the cabin to let me know that the Tygerian rifts were open and the 12-mile radius was no longer just Louisiana soil—it was a frontier. By the time my boots hit the floor, the transformation was already complete. The Bayou had changed, and the "Un-Nerfed" morning had begun.
The Legend of Bayou Earl: Updated Vault
With the 5 AM call still ringing in his ears, the Captain reached for his master arsenal...
The Master Vault: Equinox Treasures see the following table below 1D6 Tygerian Master-Tech: The Equinox Treasure Table in the magic item section.
Bayou Earl possesses copies of all Tygerian Master-Tech items featured this day:
The Ink of Anticipation: +2D6 to LUCK/WIZ vs. surprise/portals.
The Compass of Lost Things: +4 IQ to tracking objects/thin spots.
Parchment of Echoes: WIZ (TN 12) to replay local audio history.
The Scope of the True Meridian: Nullifies Shapeshifter stealth and phased cloaking.
The Rod of Infinite Spanning: +15 Adds as staff; +2D6 to STR for bracing/leverage.
The Plumb of Gravity’s Anchor: Gravity Well: Can stop Vortex movement for 1D6 minutes.
3. The 12 Mile Bayou Alligator (The Regulator)
The swamp's natural deterrent for those who lack common sense.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 50 ($6\text{D6} + 25$)
Combat Dice: $6\text{D6} + 25$
Special Abilities: Crushing Bite: If it wins a combat round, it pins the target, dealing double damage the next turn unless the target makes a STR roll.
Universal Deadliness Rating: 2/10.
Open D6 Stats
Scale: Creature
Attributes: Agility 2D, Mechanical 1D, Knowledge 1D, Perception 3D, Strength 4D+2, Technical 1D.
Skills: Brawling 5D, Swimming 6D, Stealth (in water) 6D+2.
Natural Armor: +1D to Strength rolls against damage (Hide).
4. The Swarm (The Spring Resurgence)
20,000 Honey Bees in an Equinox Mana-frenzy.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 30 ($4\text{D6} + 15$)
Special Abilities: Area Attack: Hits everyone in a 10ft radius. Mana Sensitive: Can detect active magic within 50ft.
Universal Deadliness Rating: 2/10 (Dangerous only if provoked).
Open D6 Stats
Scale: Swarm
Attributes: Agility 3D, Strength 1D, Perception 4D.
Special Abilities: Flight: 30ft; Swarm Attack: Automatically deals 2D damage to any non-armored target in its space.
You’ve got it, Captain. The birds are the true "Early Warning System" of the 12 Mile Bayou. When the Hedge Gates start to hum, the birds are the first to adjust their pitch.
Here are the Monsters! Monsters! 2.7 and Open D6 stats for the avian residents mentioned in our Equinox report.
5. The Purple Martin (The Aerial Scout)
The first to return, these birds are the high-speed interceptors of the Bayou sky.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 12 ($2\text{D6} + 5$)
Combat Dice: $2\text{D6} + 5$
Special Abilities: * Vortex Evasion: Their high DEX ($18+$) allows them to fly through unstable portal fields without being pulled in.
Warning Trill: If a predator (like a Boojum) is within 100 feet, their song changes, granting the Hedge Wizard a $+5$ to his next LUCK roll.
Universal Deadliness Rating: 1/10 (Harmless, but strategically vital).
Open D6 Stats
Scale: Small Creature
Attributes: Agility 4D+2, Mechanical 1D, Knowledge 1D, Perception 4D, Strength 1D, Technical 1D.
Skills: Flight 6D, Search 5D, Dodge 5D+1.
Special Abilities: Extreme Maneuverability: +1D to all Dodge rolls while in flight.
6. Ruby-Throated Hummingbird (The Mana Jewel)
Tiny, iridescent, and moving at speeds that blur the veil.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 5 ($1\text{D6} + 2$)
Combat Dice: $1\text{D6} + 2$
Special Abilities: * Mana-Siphon: Attracted to high-WIZ areas. If they hover near the Ink of Anticipation, they actually glow, acting as a living lantern for 1D6 minutes.
Blurred Form: So fast they are effectively invisible to creatures with an IQ lower than 10.
Universal Deadliness Rating: 0/10 (Unless you're a flower).
Open D6 Stats
Scale: Tiny Creature
Attributes: Agility 6D, Mechanical 1D, Knowledge 1D, Perception 3D, Strength 1D, Technical 1D.
Skills: Flight (Hover) 8D, Hide 5D.
Special Abilities: High-Speed Flight: Can move up to 60 feet per round; Tiny Target: +3D to all difficulty checks to hit or track them.
7. The Neotropical Warbler (The Migratory Chaos)
Arriving by the thousands, these colorful travelers create a "static" in the air.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 15 ($2\text{D6} + 8$ - Reflecting the collective power of the flock)
Combat Dice: $2\text{D6} + 8$
Special Abilities: * Psychic Static: Their collective song masks the verbal components of spells. Any WIZ-based spell cast within a mile of a heavy migration requires a $+3$ Difficulty check.
Directional Sense: They never get lost in a Vortex. Following a warbler flock is a guaranteed way to find the nearest stable "thin spot."
Universal Deadliness Rating: 1/10.
Open D6 Stats
Scale: Swarm (when migrating)
Attributes: Agility 4D, Knowledge 2D (Navigation), Perception 5D.
Skills: Flight 5D+2, Navigation (Interdimensional) 7D.
Special Abilities: Flock Defense: +2D to survival rolls when traveling in a group of 50 or more.
8. The Bald Cypress (The Wood Giant Variant)
Massive, moss-draped titans with "knees" that act as lightning rods for Zimralan mana.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 250 ($26\text{D6} + 125$)
Combat Dice: $26\text{D6} + 125$ (Only when "Awakened" by the Green Pulse)
Special Abilities: * The Root Anchor: Cannot be knocked down or moved by magical winds or Vortex suction. They are anchored to the very bedrock of the Bayou.
Tannin Bleed: If damaged, they leak a dark, acidic sap. Any attacker using melee must make a DEX roll or take 2D6 acid damage.
The Cypress Knee Network: The "knees" sticking out of the water act as a magical ground. Any WIZ-based lightning or energy spell cast within 50 feet is absorbed by the tree (0 damage to others).
Universal Deadliness Rating: 4/10 (Passive) / 6/10 (Awakened).
Open D6 Stats
Scale: Large (Giant)
Attributes: Agility 1D, Mechanical 1D, Knowledge 2D, Perception 3D, Strength 8D, Technical 1D.
Skills: Brawling (Branch Sweep) 4D, Intimidation 6D, Stamina 10D.
Special Abilities: * Natural Armor: Bark provides +4D against physical attacks.
Reach: Can strike targets up to 30 feet away with sweeping limbs.
Immobile: Speed is 0, but they can rotate their canopy to track movement.
9. The "Knee" Sentinels (The Sprouted Guardians)
The woody protrusions around the base of the Wood Giants, acting as a perimeter defense.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 40 ($5\text{D6} + 20$)
Special Abilities: * Tripping Hazard: Any creature moving faster than a walk through the Cypress grove must make a DEX roll or take 1D6 damage and lose their turn.
Vibration Sense: They "feel" the approach of anything larger than a Purple Martin through the mud. They signal the Wood Giant via root-comm.
Universal Deadliness Rating: 2/10.
Open D6 Stats
Scale: Small
Attributes: Strength 4D, Perception 4D.
Special Abilities: Entangle: Can attempt to snag the feet of intruders (Strength 5D vs. Target Agility).
The "Wood Giant" Environment Rule: Swamp Dread
During the Spring Equinox, the Wood Giants release a psychic "hum." Any traveler with an IQ lower than 10 must make a WIZ/Willpower roll or suffer from Swamp Dread—a localized confusion that makes them walk in circles until they leave the grove or are "guided" out by the Hedge Wizard.
10. The 12 Mile "Sucking" Mud (The Ground Hazard)
A mix of ancient Azatar clay and decomposing Tygerian organic matter.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 40 (Special)
Combat Dice: $5\text{D6} + 20$ (Only for Grappling)
Special Abilities: * The Boot-Snatcher: Any character with a STR lower than 12 must make a DEX roll every 20 feet or become Restrained.
Mana Sink: The mud absorbs 1D6 points of WIZ from any spell cast while standing in it, grounding the energy into the root system of the Wood Giants.
Universal Deadliness Rating: 2/10 (Unless you're wearing heavy plate armor, then it's a 5/10).
Open D6 Stats
Scale: Environmental
Attributes: Strength 5D (Grapple only).
Special Abilities: * Difficult Terrain: All movement is halved.
Suction: Escaping the mud requires a Heroic (25) Strength or Agility check once "sunk" past the ankles.
11. The Bayou Skunk-Durdle (The Ape-Demon Hybrid)
Bigfoot's Cousin
The Bayou Skunk-Durdle is a terrifying biological bridge between the primitive, forest-dwelling Bigfoot and the hyper-sensory predators of the Tygerian Isles. Standing nearly 7 feet tall with matted, swamp-stained fur, it possesses the raw power of a great ape combined with the specialized, surgical hunting instincts of a Durdle "Demon."
While it shares the "Skunk Ape" moniker due to its overpowering stench of rotting vegetation and ozone, the Skunk-Durdle is no mere animal. It is an ambush specialist that utilizes its Prehensile Tail to hang from cypress limbs or old ruins, waiting for the vibration of a heartbeat to trigger its strike.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 180 ($19\text{D6} + 90$)
Combat Dice: $19\text{D6} + 90$
Special Ability: Hyper-Hearing: Cannot be surprised by land-based movement. It detects any creature passing through openings within 100 feet.
Special Ability: Sedative Claws: Poison glands exude a strong sedative. If the hybrid deals Spite Damage, the target must make a L1SR-CON (Level 1 Saving Roll vs. Constitution). Failure results in unconsciousness within 1-3 combat rounds.
Special Ability: Prehensile Tail: Expert climber; grants a +4 bonus to all DEX rolls involving vertical movement or grappling.
Universal Deadliness Rating: 4 (NNN)
Open D6 Stats
Scale: Large Creature
Attributes: Agility 5D, Mechanical 1D, Knowledge 1D, Perception 4D (Hearing/Heat), Strength 6D, Technical 1D.
Skills: Brawling 6D, Stealth (Ambusher) 7D, Climbing 6D+2.
Special Ability: Blind (Visual): Suffers a -4D penalty to tasks requiring sight but ignores all darkness or fog penalties via Hyper-Hearing and Infrared Pits.
Special Ability: Sedative Strike: On a successful Brawling hit, the target must make a Stamina check (Diff 15) or be incapacitated in 1D3 rounds.
Lovecraftian / Mythos Variant (Bolt Thrower Press)
The Protuberance Eater: Watching a Skunk-Durdle begin to feed on a sedated ally (targeting eyes, ears, and fingers) triggers a Sanity Check (1/1D8).
Vibration Sensitivity: It can "hear" the heartbeat of a hidden investigator. Hide checks against this creature are made at a -2D penalty.
11. The Bayou Skunk-Durdle (The Ape-Demon Hybrid)
Honey Island Variant & Bigfoot's Cousin
The Legend of the September '63 Crash
While the Skunk-Durdle shares a bloodline with the primitive Bigfoot, its presence in the Louisiana swamps is tied to a dark day in September 1963. A traveling circus train wagon, carrying a troop of highly intelligent chimpanzees and exotic primates, derailed and crashed near the Honey Island and 12 Mile Bayou regions. The surviving chimps vanished into the impenetrable swamp, never to be recovered by the authorities.
Over the decades, those lost primates didn't just survive; they encountered the Vortex seepage from the Tygerian Isles. The radiation from the rift, combined with the surgical predatory nature of the Durdle "Demon," mutated the circus descendants. They grew to 7 feet, their matted fur absorbing the stench of the rot, and their minds sharpening into the hyper-sensory ambushers known today as the Honey Island Skunk-Durdle.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 180 ($19\text{D6} + 90$)
Combat Dice: $19\text{D6} + 90$
Special Ability: Hyper-Hearing: Cannot be surprised by land-based movement. It detects any creature or heartbeat passing through openings within 100 feet.
Special Ability: Sedative Claws: Derived from Durdle-toxin. If the hybrid deals Spite Damage, the target must make a L1SR-CON. Failure results in unconsciousness within 1-3 combat rounds.
Special Ability: Prehensile Tail: A remnant of its arboreal circus ancestors; grants a +4 bonus to all DEX rolls involving vertical movement or grappling.
Universal Deadliness Rating: 4 (NNN)
Open D6 Stats
Scale: Large Creature
Attributes: Agility 5D, Mechanical 1D, Knowledge 1D, Perception 4D (Hearing/Heat), Strength 6D, Technical 1D.
Skills: Brawling 6D, Stealth (Ambusher) 7D, Climbing 6D+2.
Special Ability: Blind (Visual): Suffers a -4D penalty to tasks requiring sight but ignores all darkness or fog penalties via Hyper-Hearing and Infrared Pits.
Special Ability: Sedative Strike: On a successful Brawling hit, the target must make a Stamina check (Diff 15) or be incapacitated in 1D3 rounds.
Mental & Sanity Resistance (Bolt Thrower Press Variant)
The Primate Uncanny Valley: Seeing a creature that still possesses the vestigial, intelligent facial features of a 1960s circus chimp combined with the Durdle's blind, infrared pits triggers a Saving Roll vs. INT/IQ/Sanity.
The Bayou Earl Advantage: You remain Immune to Sanity checks from these creatures while within the 12-mile radius of the Shreveport Cabin.
12. Pรจre Malfait: The Hollowed Shoggox-Muckra-Oozekin-Blearrrggh Hexa-Sentinel
(The Contagioned Quicksilver Rift-Sage & The Spanish Mossman)
The Legend of the Mutation
In the early days of the Shreveport Cabin, the creature known as Pรจre Malfait was a simple, elusive swamp-spirit—the Spanish Mossman. He was a guardian of the deep greens, a master of camouflage who could stand perfectly still among the cypress knees, invisible to any who lacked the "Witch-Sight." But the Equinox changed everything.
A massive Vortex opened behind the 12-mile marker, and out spilled the failed experiments of the mad wizard Ogberdammus. These Oozekin and Blurring Blearrrgghs sought a host, and they found the Mossman. As they merged, a Hollow Man—a wizard cursed by the Goddess of Magic for misusing the Yerafrawg and Imafrawg spells—was pulled through the rift, his colorless, sentient-devoid goo seeking a vessel to hold his dying WIZ points. He collided with the Mossman, and the curse took hold of the entire mass.
The final mutation occurred when a Zimralan Jungle Troll and a Shoggox (a bubbling mass of nightmare greenish-black) emerged simultaneously. The Mossman, now a predatory hive-mind of Muckra (Slime-Kin), consumed them both. The Trollish Contagion ignited within his mercury-veined Quicksilver core, causing him to sprout four additional limbs and six eyes that track both heat and heartbeat. Now, he stands 9 feet tall, a scaly green Hexa-Sentinel who knows all spells and hungers for the WIZ points of any delver foolish enough to step into his 12-mile domain.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 310 ($32\text{D6} + 155$).
CON: Equal to WIZ. Regains 1 CON per turn (Sunlight/Water) + Regenerates 31 points per round (Trollish 1/10 MR).
Attribute Pool: Shifts 120 points daily (Min 3 per stat).
Special Ability: Master of Magic: Knows ALL spells; can cast multiple simultaneously with six limbs.
Special Ability: Hexa-Form: 6 limbs, 6 eyes (360° vision), and 6 internal hearts.
Special Ability: Quicksilver Lightning: 31D6 electrical blast if blocked from noble metals.
Special Ability: Acidic Spite: Every 1 point of Spite deals 3 points of acid burn to organic creatures.
Special Damage: Hollow Slime & Asphyxiation: To avoid: L1SR-SPD or LUCK.
Round 1: 1D3 CON damage and 1D3 WIZ permanent drain as he fills the lungs.
Round 2+: 1D6 CON damage and 1D3 WIZ drain every round.
Special Ability: Cursed Reflection: Each 6 rolled by an attacker deals 3 damage back to them.
Special Ability: Shoggox Morphing: Can sprout myriads of horns, teeth, and tentacles.
Immunity: Immune to Charm, Sleep, and All Standard Weapons. Only Magical Weapons, Fire, Electricity, or Strong Spells harm him.
The Contagion: Eating any part of him turns the consumer into a green, scaly Troll-hybrid.
Weakness: Fire (desiccates) and Lead (poisons mercury core).
Universal Deadliness Rating: 9 (NNN - Apex Rift Guardian).
Mental & Sanity Resistance (Bolt Thrower Press Variant)
Unified Mental Stat: Uses INT/IQ/Sanity (Max 80).
Sight of the Hexa-Horror: Witnessing this entity requires a Saving Roll vs. INT/IQ/Sanity.
The Bayou Earl Advantage: You are Immune to Sanity checks from "Swamp Dread" while within the 12-mile radius of the Shreveport Cabin.
Home Turf Bonus: You receive a $+2\text{D6}$ bonus to any Saving Rolls involving INT/IQ/Sanity while within the 12-mile radius of the cabin.
Spiritual Erosion: Permanent WIZ loss results in 1 point of permanent Sanity loss per 3 points drained.
I hear you, Captain. We’re moving straight to the heavy-hitters at the end of the Ledger. No more skipping around—we are locking in the Full Weight for entries 13 through 18, one by one, with every system stat and bit of lore combined.
Starting now with the liquid-lightning predator...
#13. Quicksilver (The Mercury Metallic)
(Created by Brian Gross)
The Legend of the Liquid Lightning
This is a sentient, liquid-metal predator that seeped through the Vortex when the Ether Dragons first stabilized the portals of the 12 Mile Bayou. It appears as a harmless puddle of mercury until it detects "Noble Metals" (Gold, Silver, Platinum). It flows uphill, through keyholes, and under boots to reach its meal. Once it touches a magic sword or a sack of gold, it discharges a massive electrical surge through the conductor, frying the owner instantly.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 150 ($16\text{D6} + 75$).
Combat Dice (CD): $16\text{D6} + 75$.
Universal Deadliness Rating: 4 (NNN).
Special Ability: Noble Feeding: Consumes 1 oz of gold or silver per round, gaining +10 MR per ounce eaten.
Special Ability: Electrical Discharge: If struck by a metal weapon, the Quicksilver discharges a massive surge dealing 15D6 lightning damage to the attacker.
Weakness: Lead. Touching lead stabilizes its liquid form, reducing its DEX to 1 for 1D6 rounds.
Open D6 Stats
Scale: Small Creature.
Attributes: Agility 5D, Mechanical 1D, Knowledge 1D, Perception 4D, Strength 2D (Soak 6D vs. Physical), Technical 1D.
Skills: Stealth (Liquid Form) 8D, Climbing 5D.
Special Ability: Electrical Surge: Deals 6D damage to anyone touching it with a conductive metal.
Lovecraft Variant (Bolt Thrower Press)
Sanity Check: Saving Roll vs. INT/IQ/Sanity (TN 12).
The Horror: Watching a solid object—or a companion's armor—liquify into a sentient, hungry puddle triggers a deep existential dread.
Failure: Results in "Spiritual Erosion" (Target suffers 1 point of permanent Sanity loss).
#14. The Hollow Man (The Cursed Wizard)
The Legend of the WIZ-Eater
A Hollow Man is the tragic, translucent byproduct of a wizard who miscalculated the Yerafrawg spell near the 12 Mile Bayou rifts. They appear as faceless, jelly-like humanoids that drift through the cypress knees like colorless ghosts. They don't hunger for flesh; they hunger for the spark of magic itself. They are the ultimate "Reflective" predator; the more magical energy a party throws at them, the more they glow with a sickly, internal light—and the more damage they bounce back at the caster.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): Variable (Typically $10 \times \text{current WIZ of the target}$).
Combat Dice (CD): $10 \times \text{WIZ}$ (e.g., if targeting a WIZ 7 wizard, MR is 70, CD is $8\text{D6} + 35$).
Universal Deadliness Rating: 3 (NNN).
Special Ability: Permanent WIZ Drain: On a successful combat hit, the target loses 1D3 Permanent WIZ.
Special Ability: Cursed Reflection: Every 6 rolled by an attacker deals 3 damage back to that attacker instantly.
Immunity: Immune to Charm, Sleep, and all Mind-Control effects.
Open D6 Stats
Scale: Human.
Attributes: Agility 3D, Mechanical 1D, Knowledge 5D, Perception 5D, Strength 3D, Technical 1D.
Skills: Wizardry (Mirror Magic) 8D, Stealth (Translucent Form) 7D.
Special Ability: WIZ Drain: Each successful touch drains 1D6 WIZ or 1D from a Magic Attribute.
Special Ability: Ethereal: Physical attacks suffer a -1D penalty to damage.
Lovecraft Variant (Bolt Thrower Press)
Sanity Check: Saving Roll vs. INT/IQ/Sanity (TN 18).
The Horror: Staring into the face of a Hollow Man is like staring into a void where a soul should be. The mind recoils from the "emptiness" of the creature.
Failure: Results in the "Echo of the Void". The victim's connection to the weave is severed; they cannot regain or use WIZ points for 24 hours.
#15. Oozekin (The Sentient Gelatin)
(Created by Marzio Ombra)
The Legend of the Burbling Breath-Stealer
The Oozekin are the sentient, emerald-green byproduct of the wizard Ogberdammus’s failed attempts to create a "Perfect Solvent." Instead of a tool, he created a predator. These slimes are highly intelligent and communicate through rhythmic, wet burbling sounds that can mimic human speech patterns to lure prey closer. They don't have teeth; they have an instinct to flow. They seek to enter the nose and mouth of a sleeping or paralyzed target to occupy the lungs, slowly turning the victim into a "Muckra" over several agonizing days.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 60 ($7\text{D6} + 30$).
Combat Dice (CD): $7\text{D6} + 30$.
Universal Deadliness Rating: 2 (NNN).
Special Ability: Asphyxiation: To avoid: L1SR-SPD or LUCK. Failure means the Oozekin has entered the respiratory system (1D6 CON damage per round).
Special Ability: Acidic Spite: For every 1 point of Spite dealt in combat, the Oozekin deals 3 points of acid burn damage to organic materials.
Special Ability: Amorphous: Can squeeze through any opening larger than a needle-eye.
Open D6 Stats
Scale: Small Creature.
Attributes: Agility 4D, Mechanical 1D, Knowledge 3D, Perception 4D, Strength 3D (Soak 5D), Technical 1D.
Skills: Brawling (Engulf) 6D, Persuasion (Burbling Mimicry) 4D, Stealth 7D.
Special Ability: Acidic Body: Deals +2D damage to any organic material it touches.
Lovecraft Variant (Bolt Thrower Press)
Sanity Check: Saving Roll vs. INT/IQ/Sanity (TN 15).
The Horror: The intelligent, rhythmic burbling suggests a sentient mind trapped in a mindless form, triggering a deep biological revulsion.
Failure: Results in "Swamp Dread". The victim is overcome by nausea and panic; all rolls are made at -1D for 1 hour.
#16. Jungle Troll (The Hexa-Primal)
The Legend of the Six-Limbed Contagion
Emerging from the Tygerian Isles via the Ether Dragon portals, these Trolls are far removed from their common cousins. They are apex predators with six limbs and six eyes, draped in a hide that resembles mossy stone. They are hyper-aggressive, but their true terror lies in the Zimralan Virus they carry. To be bitten by a Hexa-Primal is to begin a slow, agonizing transformation where the victim’s own body begins to grow extra limbs and scales, eventually losing their humanity to the Bayou.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 100 ($11\text{D6}+50$).
Combat Dice (CD): $11\text{D6}+50$.
Universal Deadliness Rating: 3 (NNN).
Special Ability: Rapid Regeneration: Regains 10 points (1/10 MR) at the start of every combat round unless damaged by fire.
Special Ability: The Trollish Contagion: Any creature bitten must make a L2SR-CON or begin mutating (lose 1 CHR and gain 1 STR per day until they reach MR 20).
Open D6 Stats
Scale: Large Creature.
Attributes: Agility 4D, Mechanical 1D, Knowledge 1D, Perception 5D, Strength 7D, Technical 1D.
Skills: Brawling 7D, Climbing 8D, Intimidation 6D.
Special Ability: Regeneration: Heals 1D6 damage at the start of every round.
Special Ability: Natural Armor: Thick, mossy hide provides +2D to Soak rolls.
Lovecraft Variant (Bolt Thrower Press)
Sanity Check: Saving Roll vs. INT/IQ/Sanity (TN 17).
The Horror: The biological impossibility of six limbs moving in perfect, predatory sync triggers a deep "Ancient Brain" panic.
Failure: Results in "The Contagion Shakes". The victim is overcome by the phantom sensation of their own skin crawling; suffer a -2D penalty to all Agility-based rolls for 3 rounds.
Moving on to the penultimate entry of the 5 AM watch. This is the ultimate "Gatekeeper" hazard of the 12 Mile Bayou—the one that humbles overconfident warriors who rely on cold steel alone.
#17. Blurring Blearrrggh (The Sticky Hazard)
The Legend of the Floating Sphere
A Blearrrggh is a hovering, sticky sphere of yellow-green bile that seems to defy the laws of physics. It has no discernible face, limbs, or anatomy—just a vibrating, translucent core that creates a constant "blur" effect. This vibration makes it nearly impossible to hit with arrows, blades, or bullets. It waits for the 5 AM Equinox thrum to drift toward any living target, sticking to armor and dissolving it (and the wearer) with high-potency, interdimensional acid.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 32 ($4\text{D6} + 16$).
Combat Dice (CD): $4\text{D6} + 16$.
Universal Deadliness Rating: 2 (NNN).
Special Ability: Blurred Form: All attackers suffer a -2D6 penalty to combat rolls unless they have "True Sight" or are using the Scope of the True Meridian.
Immunity: Immune to Standard Weapons. Swords and arrows pass through it like mist. Fire, Electricity, or Magic only.
Special Ability: Sticky Bile: If it wins a round, the target is "stuck." They lose 1D6 DEX per round until they are dissolved or freed with fire.
Open D6 Stats
Scale: Small Creature.
Attributes: Agility 1D, Mechanical 1D, Knowledge 1D, Perception 3D, Strength 4D (Soak 8D vs. Non-Magic), Technical 1D.
Special Ability: Blurring: All attacks against the Blearrrggh suffer a -3D penalty to hit.
Special Ability: Acidic Body: Deals 5D damage to any metal or organic material it touches.
Lovecraft Variant (Bolt Thrower Press)
Sanity Check: Saving Roll vs. INT/IQ/Sanity (TN 14).
The Horror: Staring at the vibrating core causes an intense, localized nausea as the eyes try to focus on something that isn't fully in this dimension.
Failure: Results in "Sensory Overload". The victim's equilibrium is shattered; they cannot use any Perception-based skills or spells for 1D6 rounds.
The final entry of the 5 AM watch brings us back to the raw, un-mutated power of the 12 Mile Bayou. This is the apex predator that doesn't need a rift to be terrifying—it was here first.
#18. Bigfoot: The Cousin (The 9-foot Elf-Eater)
The Legend of the 12 Mile Apex
This is the primitive powerhouse of the Bayou, a massive relict hominid that stands 9 feet tall and weighs over 800 lbs. Known to the Hedge Wizard simply as "The Cousin," this creature is an apex predator that specializes in hunting those who wander too far from the safety of the Shreveport Cabin. Unlike the rift-born horrors, the Cousin relies on sheer physical dominance and a hide so thick that ordinary blades simply bounce off. It is highly territorial and is the only creature on this list that the Regulator Alligator will actively avoid.
Monsters! Monsters! 2.7 Stats
Monster Rating (MR): 42 ($5\text{D6} + 21$).
Combat Dice (CD): $5\text{D6} + 21$.
Universal Deadliness Rating: 2 (NNN).
Special Ability: Tough Hide: Naturally ignores the first 6 hits of every combat round (off the top).
Special Ability: Bone-Crusher: On a combat roll of triple-6s, the target’s armor is permanently reduced by 1D6 as it is physically crushed.
Special Ability: Primal Roar: L1SR-LK or the target must flee for 1D6 rounds.
Open D6 Stats
Scale: Large Creature.
Attributes: Agility 4D, Mechanical 1D, Knowledge 1D, Perception 5D, Strength 8D, Technical 1D.
Skills: Brawling 8D, Stealth (Forest/Swamp) 6D, Tracking 7D, Lifting 9D.
Special Ability: Natural Armor: Thick, matted fur and leathery skin provide +3D to Soak rolls against physical attacks.
Lovecraft Variant (Bolt Thrower Press)
Sanity Check: Saving Roll vs. INT/IQ/Sanity (TN 13).
The Horror: The sheer, primitive scale of the beast and its "uncanny" human-like eyes. It is a reminder of a primal past that humanity has forgotten.
Failure: Results in "Apex Paralysis". The target is momentarily stunned by fear and cannot take any actions for 1 combat round.
The 12 Mile Bayou: Master 3D6 Combat Ledger
Roll 3D6. The number in the "Ledger #" column corresponds to your documented bestiary entry. All stats are un-nerfed and ready for the 5 AM watch.
| 3D6 Roll | Ledger # | Monster Identity | MR | Combat Dice (CD) | UDR | Special Abilities / Combat Notes |
| 3 | 03 | 12 Mile Alligator | 90 | $10\text{D6}+45$ | 3 | The Regulator: Death Roll; ignores 4 pts of armor. |
| 4 | 04 | The Swarm (Bees) | 200 | $21\text{D6}+100$ | 4 | Mana-Frenzy: Hits ALL in area. L1SR-CON or 1D6 dmg/rd. |
| 5 | 05 | Purple Martin | 20 | $3\text{D6}+10$ | 1 | Aerial Scout: Cannot be surprised; alerts the Bayou. |
| 6 | 06 | Ruby Hummingbird | 15 | $2\text{D6}+8$ | 1 | Mana Jewel: $+4$ to hit due to speed. Drains 1 WIZ/hit. |
| 7 | 07 | Neotropical Warbler | 18 | $2\text{D6}+9$ | 1 | Migratory Chaos: Flutters in eyes (-2D6 to target DEX). |
| 8 | 08 | The Bald Cypress | 350 | $36\text{D6}+175$ | 4 | Wood Giant: 10-hit soak. Crushing limb strike. |
| 9 | 09 | "Knee" Sentinels | 60 | $7\text{D6}+30$ | 2 | Sprouted Guardians: Tripping hazard. L2SR-DEX or fall. |
| 10 | 10 | "Sucking" Mud | 120 | $13\text{D6}+60$ | 3 | Ground Hazard: Trap. L2SR-STR/LK to escape. |
| 11 | 11 | Skunk-Durdle | 180 | $19\text{D6}+90$ | 4 | Ape-Demon Hybrid: Sedative Claws (L1SR-CON). |
| 12 | 12 | Pรจre Malfait | 310 | $32\text{D6}+155$ | 9 | Hexa-Sentinel: 31-pt Regen. 6 limbs/eyes. WIZ drain. |
| 13 | 13 | Quicksilver | 150 | $16\text{D6}+75$ | 4 | Mercury Metallic: 15D6 Lightning. Feeds on metal. |
| 14 | 14 | Hollow Man | Var | 10 per WIZ | 3 | Cursed Wizard: 1D3 Perm WIZ drain. Dmg Reflection. |
| 15 | 15 | Oozekin | 60 | $7\text{D6}+30$ | 2 | Sentient Gelatin: Asphyxiation and Acid Spite (x3). |
| 16 | 16 | Jungle Troll | 100 | $11\text{D6}+50$ | 3 | Hexa-Primal: 10-pt Regen/rd. Trollish Contagion. |
| 17 | 17 | Blurring Blearrrggh | 32 | $4\text{D6}+16$ | 2 | Sticky Hazard: Weapon immune. Fire/Magic only. |
| 18 | 18 | Bigfoot (Cousin) | 42 | $5\text{D6}+21$ | 2 | Elf-Eater: 6-hit soak. Ferocious ambush. |
The Hedge Wizard’s Tactical Edge
The "Weight" of the Swarm (#4): 20,000 bees is a massive MR event. It covers a wide area and bypasses standard defense—you don't fight the swarm, you survive it.
The Sucking Mud (#10): This isn't just mud; it's the Bayou reaching up to pull delvers into the dark.
Sovereign Immunity: As the Hedge Wizard, you walk through the bees and the mud as if they were dry land.
1D6 Tygerian Master-Tech: The Equinox Treasure Table
Roll 1D6 when the Ink of Anticipation hums with a golden frequency.
| 1D6 | Unique Item | MM 2.7 Mechanics | Open D6 Mechanics | Lovecraftian Variant (Bolt Thrower) |
| 1 | Ink of Anticipation | +2D6 to LUCK/WIZ to avoid surprise or stabilize a portal. | Perception +2D to sense interdimensional shifts. | Eldritch Flare: +1D to Sanity saves vs. Mythos. Cost: 1D6 SAN loss on fumble. |
| 2 | Compass of Lost Things | +4 IQ to tracking. Find "lost" items (1 mile) on a LUCK roll. | Navigation +2D or Search checks for "thin spots." | The Way Out: +2D to escape non-linear pockets. Cost: Hard (20) SAN check vs. identity loss. |
| 3 | Parchment of Echoes | WIZ (TN 12) to replay/record 12 hrs of local audio. | Investigation +2D or Scholar checks involving research. | Void Whispers: Translate Eldritch dialects. Cost: 1D10 SAN damage from "Godly" audio. |
| 4 | Scope of True Meridian | Nullifies Shapeshifter stealth. +3 DEX vs. phased enemies. | Perception +2D to see through any magical/tech cloaking. | Void-Vision: See the "Strings" of the multiverse. Cost: SAN check (TN 15) vs. Phobia. |
| 5 | Rod of Infinite Spanning | +15 Adds as staff. +2D6 to STR for bracing/climbing. | Strength +1D for leverage; Damage: STR+1D. | The Gateway Bar: Adds +4D to a Gate's resistance. Cost: 1D6 WIZ loss per hour. |
| 6 | Plumb of Gravity’s Anchor | Gravity Well: Stops Vortex movement for 1D6 minutes. | Static Zone: Dimensional travel is impossible (Diff 30). | The Reality Nail: Forces entities into "True Form" (10ft). Cost: 1-in-6 chance of a Sinkhole. |
ADVENTURE: THE RED CREEK BUTCHERY
A "Cryptid Civilian" Scenario for Monsters! Monsters!™ / Open D6
Setting: The 12 Mile Bayou, Shreveport, Louisiana (March 28, 2026).
The Guide: Bayou Earl (The Hedge Wizard of the Shreveport Cabin).
I. THE HOOK: "THE MEAT-GRINDER"
The Caddo Parish Sheriff’s Office has made a quiet call to the players. Three farms bordering the 12 Mile Bayou have been decimated. Entire steers have been dragged into the treeline, and the Miller family was found butchered in a way that suggests harvesting, not just a wild animal attack. The Sheriff can’t send deputies—they won't step foot in the "thin spots" near the Shreveport Cabin. The players are hired as "Specialist Contractors" to eliminate the threat.
II. THE GEAR: "SILVER AND FIRE"
The players meet Bayou Earl at the cabin. He provides the Un-Nerfed Tactical Loadout:
Main Service Rifles (MSR): Loaded with Solid Silver Slugs. (Ignores Blurring; Double Damage vs. Quicksilver/Rift-Entities).
Under-Mounts: 12-Gauge Dragon’s Breath units. (Magnesium-Mana Fire; 5D6 damage; Disables Regeneration/Crisps the Target).
The Ink of Anticipation: Smear it on the forehead to negate Surprise rounds from the pack.
III. THE ENCOUNTER MAP (3D6 EQUINOX)
As the players move toward the Miller Farm, the GM rolls 3D6 to see what "Weight" the Bayou throws at them before they reach the Pack ON A ROLL OF 11.
| 3D6 Roll | Ledger # | Monster Identity | MR | Combat Dice (CD) | UDR | Special Abilities / Combat Notes |
| 3 | 03 | 12 Mile Alligator | 90 | $10\text{D6}+45$ | 3 | The Regulator: Death Roll; ignores 4 pts of armor. |
| 4 | 04 | The Swarm (Bees) | 200 | $21\text{D6}+100$ | 4 | Mana-Frenzy: Hits ALL in area. L1SR-CON or 1D6 dmg/rd. |
| 5 | 05 | Purple Martin | 20 | $3\text{D6}+10$ | 1 | Aerial Scout: Cannot be surprised; alerts the Bayou. |
| 6 | 06 | Ruby Hummingbird | 15 | $2\text{D6}+8$ | 1 | Mana Jewel: $+4$ to hit due to speed. Drains 1 WIZ/hit. |
| 7 | 07 | Neotropical Warbler | 18 | $2\text{D6}+9$ | 1 | Migratory Chaos: Flutters in eyes (-2D6 to target DEX). |
| 8 | 08 | The Bald Cypress | 350 | $36\text{D6}+175$ | 4 | Wood Giant: 10-hit soak. Crushing limb strike. |
| 9 | 09 | "Knee" Sentinels | 60 | $7\text{D6}+30$ | 2 | Sprouted Guardians: Tripping hazard. L2SR-DEX or fall. |
| 10 | 10 | "Sucking" Mud | 120 | $13\text{D6}+60$ | 3 | Ground Hazard: Trap. L2SR-STR/LK to escape. |
| 11 | 11 | Skunk-Durdle | 180 | $19\text{D6}+90$ | 4 | Ape-Demon Hybrid: Sedative Claws (L1SR-CON). |
| 12 | 12 | Pรจre Malfait | 310 | $32\text{D6}+155$ | 9 | Hexa-Sentinel: 31-pt Regen. 6 limbs/eyes. WIZ drain. |
| 13 | 13 | Quicksilver | 150 | $16\text{D6}+75$ | 4 | Mercury Metallic: 15D6 Lightning. Feeds on metal. |
| 14 | 14 | Hollow Man | Var | 10 per WIZ | 3 | Cursed Wizard: 1D3 Perm WIZ drain. Dmg Reflection. |
| 15 | 15 | Oozekin | 60 | $7\text{D6}+30$ | 2 | Sentient Gelatin: Asphyxiation and Acid Spite (x3). |
| 16 | 16 | Jungle Troll | 100 | $11\text{D6}+50$ | 3 | Hexa-Primal: 10-pt Regen/rd. Trollish Contagion. |
| 17 | 17 | Blurring Blearrrggh | 32 | $4\text{D6}+16$ | 2 | Sticky Hazard: Weapon immune. Fire/Magic only. |
| 18 | 18 | Bigfoot (Cousin) | 42 | $5\text{D6}+21$ | 2 | Elf-Eater: 6-hit soak. Ferocious ambush. |
IV. TRACKING THE APEMEN: THE HUNTING SAVING ROLLS
The Ledger of Captain Hedges — Tactical Scouting (Revised)
1. Identifying the "Kill-Trail" (L1SR-IQ / Difficulty 10)
The Sign: Drag marks in the Sucking Mud (#10) where a heavy carcass was moved.
Success: You identify the September '63 circus-trauma patterns. The pack is heading for the Bald Cypress (#8).
Failure: You follow a "false trail" and lose 1D6 rounds of time as the mist thickens.
2. Reading the "Skunk-Sign" (L2SR-IQ / Difficulty 20)
The Sign: Deep gouges in the bark 9 feet up and the heavy stench of rotting musk.
Success: You realize the pack is split. One is already above you. You gain a Surprise Round to unleash the Dragon's Breath.
Failure: You are Surprised. The Skunk-Durdle (#11) drops from the canopy for a free Sedative Claw attack.
3. Deciphering the "Rift-Warp" (L3SR-WIZ / Difficulty 30)
The Sign: The geometry of the Bayou is bending; trees appear to vibrate or "blur."
Success: You’ve found the Quicksilver (#13) trail. You switch to Silver Slugs before the mercury-beast can strike.
Failure: You walk into a "thin spot" and must make an immediate Sanity Check (Difficulty 20) as the Bayou shifts around you.
V. BAYOU EARL’S SCOUTING NOTES
"If you're looking for a 'TN,' you're in the wrong woods, delver. Here, we talk in Levels. A Level 1 is a walk in the park, but once you start tracking a pack of Ape-Demons, you're looking at Level 2 or 3 territory. If your IQ ain't up to the task of a Level 20 roll, you better hope your Luck is high enough to keep your head on your shoulders. Now, watch the 'Knee' Sentinels (#9)—they don't lie about where the water gets deep."
VI. THE CLIMAX: THE MILLER FARM STAND
The players arrive to find the Skunk-Durdle Pack (3–6 members) feeding on the remaining livestock.
The Environment: Heavy mist, smell of rotting skunk musk (L1SR-CON or -1D to all rolls).
The Boss: An Alpha Skunk-Durdle (MR 200) perched on the Bald Cypress (#8).
Tactics: They use Sedative Claws. If a player is knocked out, the pack attempts to drag them into the Sucking Mud (#10).
VII. BAYOU EARL’S GM NOTES
"Listen to the thrum, boys. When the air starts vibrating like a tuning fork, the 'Blurring' is coming. Don't waste your silver on shadows. Toggle that under-mount and 'Crisp' the treeline first. A Skunk-Durdle's hide is tough, but it burns like dry cedar once you get the magnesium going. And remember: if you see Pรจre Malfait (#12), you don't fight—you run back to the Cabin and let me handle the heavy lifting."
The 12 Mile Bayou Saving Roll Table
The Sovereign Difficulty Sync: M!M! 2.7 vs. Open D6 vs. Bolt Thrower Press
| Bayou Danger Level | M!M! Saving Roll (SR) | Open D6 Target Number (TN) | Sanity Roll (SR/TN) | Tactical Context (5 AM Equinox) |
| Level 1 | Difficulty 10 | 10 (Easy) | L1SR / TN 10 | Spotting a Regulator Alligator (#3). |
| Level 2 | Difficulty 20 | 20 (Difficult) | L2SR / TN 20 | Witnessing Skunk-Durdle (#11) cannibalism. |
| Level 3 | Difficulty 30 | 30 (Very Difficult) | L3SR / TN 30 | Staring into a Hollow Man’s (#14) void-face. |
| Level 4 | Difficulty 40 | 40 (Heroic) | L4SR / TN 40 | Seeing the Vortex peel back the sky. |
| Level 5 | Difficulty 50 | 50 (Legendary) | L5SR / TN 50 | Surviving a Quicksilver (#13) lightning storm. |
| Level 6 | Difficulty 60 | 60 (Impossible) | L6SR / TN 60 | Glimpsing the True Form of Pรจre Malfait (#12). |
| Level 7 | Difficulty 70 | 70 (Elder) | L7SR / TN 70 | Resisting the Zimralan Void-Water infection. |
| Level 8 | Difficulty 80 | 80 (Mythic) | L8SR / TN 80 | Navigating a Tygerian Isle tectonic shift. |
| Level 9 | Difficulty 90 | 90 (Cosmic) | L9SR / TN 90 | Communicating with an Ether Dragon Portal-Lord. DEMO DRAGON DEMI GOD LIKE ETC. |
| Level 10 | Difficulty 100 | 100 (God-Tier) | L10SR / TN 100 | Surviving a Cosmic Apocalypse / Trinity Engine Pulse.OR ANY OUTER GOD ENCOUNTER |
Bayou Earl’s Tactical Advisory
"You see that Level 10? That's where I keep the 'Trinity Engine' notes locked up. If your delvers are rolling for a Difficulty 100, they're either about to become gods or they're about to be erased from the timeline entirely. By Level 7, the Silver Slugs won't even leave the barrel before they turn into butterflies. If you're out past Level 5, you better have the Hedge Wizard on speed-dial and a jar of the 'Ink of Anticipation' the size of a paint bucket."
The "Bolt Thrower" God-Tier Sanity Failure (Level 7-10)
If a delver fails a Sanity Roll at these extreme levels:
Fail by 30+: Total Ego Dissolution. The character believes they are a part of the 12 Mile Bayou itself. They lose all player agency and become a "Knee" Sentinel (#9) or a sentient patch of Sucking Mud (#10).
Fail by 50+: The Great Implosion. The character's mind cannot process the Zimralan geometry. They physically vanish, replaced by a localized Vortex that deals 10D6 damage to everyone nearby.
VIII. THE AFTERMATH: "THE BAYOU BRIQUETTES"
The "Crisp" Factor: Any monster killed by Dragon's Breath is incinerated. This prevents the Trollish Contagion (#16) from spreading.
The Reward: Bayou Earl grants the survivors a jar of The Ink of Anticipation and a map to a "Thin Spot" where a Tygerian Artifact is rumored to be buried.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:
The Multiverse: The world of Zimrala, the Tygerian Isles, the Ether Dragons and their portal mechanics, and the Zimralan Void-Water.
Personas & Organizations: The specific "Hedge Wizard of the Shreveport Cabin" persona, the Tiger Force Shadow Saga (Tiger Transit Version), and the character Emperor Rajah.
The 12 Mile Bestiary: Pรจre Malfait: The Hollowed Shoggox-Muckra-Oozekin-Blearrrggh Hexa-Sentinel, the Honey Island Skunk-Durdle, and the specific narrative of the September 1963 Circus Crash in relation to the 12 Mile Bayou.
Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor.
Geographic Focus: The specific 12-mile radius of Shreveport, LA as a supernatural rift zone.
Trademarks & Credits:
Monsters! Monsters!™ and Humans! Humans!™ are trademarks of Ken St. Andre and Trollgodfather Press.
The Monastery of Zimrala (MoZ) is the official campaign setting created by Ken St. Andre.
Monster Credits: Oozekin (Marzio Ombra), Quicksilver (Brian Gross), Shoggox and Jungle Trolls (Ken St. Andre), and the Durdle "Demon" (Stuart Skilton).
System Mechanics: The specific mechanics for Lovecraft D6, Sanity Tables, and Mythos rules are the intellectual property of Bolt Thrower Press. This work utilizes the Open D6 system under the OGL v1.0a.
© 2026 Arthur Earl C. Hedges Jr. All rights reserved.


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