Real-World Intermission: Summoning Frost Magic Against the Fire Vampires
Greetings, fellow adventurers and travelers of the multiverse! I am sorry this post is late!
If you’ve tried to look through the windows of the Shreveport Cabin this Friday morning, you might have noticed the air shimmering with malevolent heat. The local swamp dread is real enough, but today, a flock of extra-planar Fire Vampires has descended upon my workspace. They’re feeding on the ambient heat, driving the local temperature up to a blistering high, making the parchment melt right under my pen.
Because my usual immunity to acid and poison doesn't protect my creative workspace from melting under this kind of supernatural heatwave, I am officially taking the day off from the printing presses to conduct an emergency ritual.
The Local Mythos Threat Level
To show you exactly what we're dealing with, I’ve intercepted the local planar readings for today, July 3, 2026. The high humidity is acting like pure fuel for these plasma-beings, spiking the heat index into the danger zone:
| Planar Metric | Current Reading | Mythos Threat Level |
| Ambient Temperature | 93° F | Elevated Fire Vampire activity |
| RealFeel Dread Index | 104° F | Critical parchment-melting zone |
| Humidity | 56% - 81% | Heavy vapor-lock; amplifies swamp dread |
| Wind Speed | 3 - 5 mph (SSE) | Barely enough breeze to clear the smoke |
| UV Magic Index | 9 - 10 | Extreme cosmic radiation |
Banishment Protocol: The Frost Magic Arrival
To completely banish these fiery pests from the cabin, I have called in a specialized guild of mechanical sorcerers. They are arriving on-site today to rip out the old, failing wards and install a heavy-duty, high-tier Frost Magic Unit right in my main chamber.
Because this ritual requires total disruption of the cabin's power grid and a lot of heavy thumping from the technomancers, I won't be online today to answer messages, convert stats, or scribe new tales. I'll be overseeing the installation, making sure the lines are clean, and preparing to blast the Shreveport Cabin with absolute sub-zero sanctuary.
But before the power goes down, I'm leaving you with a special Friday treat: some official, field-tested GM notes to bring these exact heat-weaving monsters into your own campaign!
Friday Bonus Content: Gamemaster Monster Archive
Encounter Profile: The Fire Vampire
The following stats are based on the Monster Rating (MR) mechanics fundamental to the Ken St. Andre system and the specific adaptations found in the Bolt Thrower Press Lovecraft Variant (which compiles material originally from Sorcerer's Apprentice magazine).
1. Monsters! Monsters! (Standard Ken St. Andre System)
In the core Monsters! Monsters! and Tunnels & Trolls systems, monsters are primarily defined by a single Monster Rating (MR). This number determines their dice, adds, and hit points.
Monster Rating (MR): 60 (Typical for a dangerous supernatural minion)
Combat Dice: 7d6 (Calculated as $\frac{\text{MR}}{10} + 1$)
Combat Adds: +30 (Calculated as $\frac{\text{MR}}{2}$)
Constitution (HP): 60
Special Abilities:
Flight: Can fly at high speed (often treated as double normal movement).
Fire Touch: Attacks inflict Fire Damage. Armor that is not fire-proof may be ignored or destroyed on a high roll.
Immunity: Immune to all fire/heat-based attacks.
Vulnerability: Water-based attacks deal double damage or instantly "wound" the MR.
Note on System Mechanics: In Monsters! Monsters!, a monster's MR acts as its health. As it takes damage, its MR drops, reducing its Combat Dice and Adds in real-time (the classic "death spiral"). For example, a Fire Vampire with MR 60 that takes 20 damage instantly becomes an MR 40 monster (5d6 + 20 Adds).
2. The Lovecraft Variant (Bolt Thrower Press)
The Lovecraft Variant by Bolt Thrower Press is a modern compilation of the classic "Know Your Foe" articles by Glenn and Philip Rahman from Sorcerer's Apprentice #7 (1980) and #11 (1981). This version adds more granular "Special Abilities" to fit the cosmic horror theme.
Monster Rating (MR): 50 – 80 (Variable based on individual power)
Dice & Adds: Derived from MR (e.g., MR 50 = 6d6 + 25).
Special Abilities (Lovecraftian):
Life Drain: On a successful hit that penetrates armor, the Fire Vampire drains 1d6 CON (Constitution) directly from the victim in addition to normal damage. This represents feeding on the target's life force.
Explosion on Death: When reduced to 0 MR, the creature explodes. All targets within melee range must make a Level 2 Saving Roll (Luck or Speed) or take 3d6 fire damage.
Intangible Movement: As beings of living flame, they can pass through non-solid obstacles and are immune to non-magical weapons (optional rule depending on campaign grit).
System Comparison Table
| Feature | Ken St. Andre System (Standard) | Bolt Thrower Press (Lovecraft Variant) |
| Primary Stat | MR 60 (Fixed) | MR 50–80 (Variable) |
| Combat Dice | 7d6 | 6d6 to 9d6 |
| Combat Adds | +30 | +25 to +40 |
| Damage Type | Physical / Fire | Fire / Life Drain |
| Special | Flight, Fire Immunity | Explode on Death, 1d6 CON Drain |
| Source | Monsters! Monsters! Core Logic | Sorcerer's Apprentice #7 / Know Your Foe |
How to Use This in Play (GM Tips)
If you are running a session, you can generate a specific Fire Vampire using the guidelines below to scale the monster to your party's current strength:
Minion: MR 40 (5d6 + 20 Adds)
Leader: MR 100 (11d6 + 50 Adds)
Apply Logic: If your players use water or cold magic, double the damage applied to the creature's MR.
Narrative Flow: Describe the "Death Spiral." As the Fire Vampire's MR drops, make sure to tell your players that its flames are dimming, and it is becoming visibly smaller, less intense, and weaker with every hit.
Conclusion
Whether you prefer the straightforward tactical crunch of the standard system or the terrifying, attribute-draining stakes of the Lovecraft variant, Fire Vampires are the perfect tool to turn up the heat on your adventuring party.
As for me, I'll be back at the gaming table and the writing desk tomorrow once the frost magic is fully stabilized and the room is freezing cold again. Stay safe out there in the heat, watch out for roaming mythos entities, and I'll see you on the flip side!
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, the Tygerian Isles, the Ether Dragons, the Tiger Force Shadow Saga, the specific "Hedge Wizard of the Shreveport Cab
in" persona, the "Royal Cartographer" archetype, and the character "Emperor Raj ah."
Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign settin
g.
The specific mechanics for "The Lovecraft Variant," "Lovecraft D6," Sanity Tables, and Mythos rules are the intellectual property of Bolt Thrower Press, compiling the original works by Glen and Philip Rahman first published in Sorcerer’s Apprentice No. 7 (Summer 1980) and Know Your Foe in No. 7 (Summer 1981).
This fan content requires a copy of the Monsters! Monsters! Core rules (or a compatible system) to use. The statistics and game mechanics provided herein are designated as unofficial fan content and playtest material compatible with the Monsters! Monsters! system. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

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