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Friday, March 27, 2026

The Eye of Doom: A Lovecraftian Horror in the Zimralan or Louisiana 12-mile Bayous

 




Introduction: The Hook

Deep in the Underrealms of Achrox, or drifting silently over the black waters of the Twelve Mile Terror, floats a nightmare of ancient, corrupted technology. It doesn't just kill—it Observes. Decays. Consumes. Most delvers think they are prepared for a 12-foot chitinous orb. They aren't. They haven't seen the Sanskrit runes glow on the golden ring. They haven't felt the "Disease" of the Void-Water as it turns the air into a rotting, acidic mist.

Today, we dive into the Eye of Doom variant for Monsters! Monsters! 2.7, featuring the unique Swamp Dread mechanics and the terrifying Reincarnation Cycle.


The Creature: Eye of Doom (MM 2.7)

The Eye is a specialist wizard that uses its twelve eyestalks to dismantle a party's reality before moving in for the "Consume" phase.

Sample Eye of Doom Stats

  • STR 17, CON 210, INT 24, WIZ 275, LK 36, DEX 8, CHR 5, SPD 16

  • Armor Hits: 210 (Stops magic and weapons)

  • Central Eye: 90° Arc of Anti-Magic (Dis-Spell) effective at 7th Level or lower.

  • Deadliness Rating: 6 (God-like Avatar)

Table 1: The 12 Beams of Bayou Dread

Roll 2D6 to determine which eyestalk beam focuses its baleful light.

Roll (2D6)Eyestalk BeamLovecraftian / Swamp Dread Effect
2Death Spell #9The Sudden Rot: 46 WIZ damage. Target dissolves into swamp gas on death.
3BefuddleFog of the Void-Water: Target loses 1D6 INT. Gain +1 Corruption.
4Glue YouBlack Mire Shackle: Target is rooted in sentient mud.
5Hellbomb BurstPhosphorescent Blast: 50 WIZ damage (10ft burst). Ignores non-magical armor.
6Oh, Go AwaySpatial Rejection: Target is flicked 50ft into the deepest bayou waters.
7Poor BabySympathetic Drain: Target loses 2 LK for every 1 CON point the Eye heals.
8Rock-a-ByeThe Eternal Slumber: Target falls into a swamp-trance. Lvl 3 ST on WIZ to wake.
9Spirit MasterySpectral Shackle: The Eye controls the target's next move. Gain +1 Dread.
10Take That, You Fiend!The Gaze of Truth: 24 Magical Damage. Double damage if Corruption is 3+.
11Unlucky BeesEtheric Midges: Swarm causes 1D6 DEX drain from psychic stings.
12UpsidaisyGravity’s Anchor Fails: Target is hoisted toward the maw.

The Corruption: Disease and Portals

Table 2: The 12 Diseases of Void-Water Corruption

Roll 1D12 if a delver fails a LK Save against the Eye’s gaze or reaches 3+ Dread.

  1. Void-Muck Cough: (1D4 CON damage/day).

  2. Gaze of Nothingness: SPD and DEX halved.

  3. Spectral Fever: Randomly "blink" 10ft into the deep bayou.

  4. Rotting Will-o'-the-Wisp: Permanently tracked by the Eye.

  5. Peat Pox: STR capped at 10.

  6. Hysterical Paranoia: You see the Eye as your only God.

  7. Gilled Gutter: Gain ability to breathe underwater; air becomes painful.

  8. Cypress Calcification: DEX drain until you become a mossy wooden statue.

  9. Draining Lullaby: -1 WIZ per hour.

  10. Hunger of the Maw: Must eat raw meat or lose 1 CON/round.

  11. Acidic Blight: Your touch destroys non-magical items.

  12. Void-Water Ascension: The character is "consumed." Invoke the Sovereign's Mercy (Roll Table 3).

Table 3: The Etheric Portal Table

When the Eye pulses malfunctions, roll 2D6.to see where they teleport too.

Roll (2D6) Destination Environmental Hazard / Guardian
2. Earth (Generic)A random forest. The air feels strangely thin and "quiet."
3. Zimrala: Tygerian IslesFenland Bog. High humidity. Metal begins to pit and rust.
4. Zimrala: Snaigrr Swamp Guardian: The Snaigrr (MR 10 x length). Look for horizontal stripes.
5. The Underrealms of Achrox Subterranean tunnels. Light sources are halved in effectiveness.
6. The Tygerian Isles Coastal Mangroves. High chance of Tygerian patrols.
7. Louisiana: 12-Mile Bayou Shreveport Cabin. Familiar territory, but the Dread follows.
8. The Cypress Shadow B&BShadow Realm. A dark, untouchable reflection of the lodge.
9. Sovereign’s Bluff LodgeHigh-altitude chill. The Void-Water Sovereign watches.
10. The Bodeleaf ForestLocation of GM's Choice. The trees whisper in ancient tongues.
11.The Crystal CavernsZimrala. Singing geometry. The Kristall Wyrm echoes here.
12. The Djinn's LampShrunk and teleported inside an invisible oil lamp.


The Reincarnation: Stalk-Thrall Table (2D6)

If a character rolls a 12 on the Disease table, the GM may choose to keep them in play as a Stalk-Thrall. All forms are Immune to Acid and Poison.

  1. Shoggox: (Roll 2) STR/CON x30. Immune to all but Combat Magic. 60 AH.

  2. Shadowjack: (Roll 3) WIZ x3, LK x3. Forces foes to cast the wrong spell.

  3. Ghost Knight: (Roll 4) Incorporeal. Only magic harms you. Billowing mist garments.

  4. Hollow Man: (Roll 5) CON=WIZ. Slime form. Drains WIZ on touch.

  5. Muckra Oozekin: (Roll 6) Acid damage and Spew. Can seep through cracks.

  6. Rock Troll: (Roll 7) STR x7, CON x8. Self-healing (1D6/10 min). Acidic blood.

  7. Living Statue: (Roll 8) STR x2, CON x10. Stone skin (20 AH).

  8. Clay Golem: (Roll 9) STR x10, CON x10. Mindless. Turns to Stone if hit by fire.

  9. Bogeyman: (Roll 10) STR x4, CON x4. Weapons stick to your body.

  10. Quicksilver: (Roll 11) All stats x0.5. Electrical Touch. Liquid metal form.

  11. Djinn: (Roll 12) WIZ x5. Magic randomizer ring. Can bottle up foes.


Earl's GM Notes & Conclusion

When running the Eye of Doom, remember that it is a Specialist Wizard. It doesn't want a fair fight; it wants to stay at range and systematically dismantle the party’s stats and gear. Use the Bodeleaf Forest or the Snaigrr Swamp to force your players into tight spaces where they can't escape the Anti-Magic arc.

For GMs who don't want to remove characters from play, the Stalk-Thrall table is your best friend. It keeps the player at the table but changes the stakes—they are now part of the very swamp they were trying to survive. The Snaigrr (Universal Deadliness 3/10) should be used as a constant, hidden threat. Use its variable aroma to keep them guessing. Is that the smell of a harmless deer, or a 15-foot tiger-python waiting in the muck?

Don't let the "Disease" rainbow fool you—this is a localized apocalypse. Observe, Decay, and eventually... Consume.

Keep your dice rolling and your blades sharp,

Captain Hedges


Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges, the Tygerian Isles, the Ether Dragons, the specific "Hedge Wizard of the Shreveport Cabin" persona, the "Cypress Shadow B&B," the "Shadowjack," and the "Twelve Mile Terror" campaign mechanics.

The World of Zimrala, the Monastery/Monsterary of Zimrala (MoZ), and all related world-guide elements are the exclusive property of Ken St. Andre and Trollgodfather Press. Monsters! Monsters!™ and Humans! Humans!™ (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission.

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