Sunday, January 4, 2026

COMANDERS LOG STAR BASE ZIMRALA ONE

Commander’s Log: Stardate 122036.5 

Location: Command and Deck, Zimrala One Space Station 

Subject: Security Breach and the Price of Progress

The chronometer just ticked over to 122036.5, and the headache behind my eyes is pulsing in time with the station's primary Vishnu Crystal. Being the Commander of Zimrala One used to be about trade routes and portal maintenance; now, it is about managing the stations resources



The balance of the Zosma Union is finally holding. We have the six races working in a perfect cycle of industry and life. The Humans of Egyptos have officially launched the Agro-Ship initiative, proving they are as skilled with a harvest as they are with Divine Engineering. These ships allow us to maintain a permanent presence in the asteroid belts where the Gristlegrim Dwarves are doing the heavy work.

While the Dwarves remain the masters of the forge, pulling raw ore from the rocks to build our fleet, by laying down the hulls of each new star ship, while the Humans provide the food and the infrastructure that keeps the crews healthy. Every ship launched now is a collaborative masterpiece: Gristlegrim hulls, Moon Elf crystal cores, Hawkmen flight systems, and Curatar bionics—all operating under Tygerian Administration. We are building an empire that can truly sustain itself in the deep void of Space.

Sustainability is the silent engine of the Zosma Union being formed here. The Egyptos humans have brought a vital skill to our deep-space expansion: the mastery of Agriculture. They aren't just building temples and monuments; they are building massive Agro-Ships—giant, glass-domed vessels that function as floating gardens in the Zosma void.

These ships use Divine Engineering to simulate the perfect growing conditions of Zimrala. While the Gristlegrim Dwarves are out in the asteroid belts hammering out metal in the forge, the Egyptos are in orbit, tending to the hydroponic tiers that feed our six races. Without these Agro-Ships, the Union would be tethered to the planet's surface. Now, we carry our own life-support with us.

I watched a Tygerian Administrator coordinating the harvest schedule today. A convoy of Gristlegrim ore-haulers was trading raw metal for fresh produce from an Egyptos Agro-Ship. It is a perfect cycle of trade, overseen by Tygerian leadership to ensure no sector goes hungry while we prepare for the Sumerian push.

The Zosma Union: The Six Specializations

  • Leadership and Administration: The Tygerians.

  • Masters of the Forge and Mining: The Gristlegrim Dwarves.

  • Agriculture and Agro-Ship Development: The Egyptos Humans.

  • Flight Systems and Maneuverability: The Hawkmen of Horus.

  • Technomancy and Crystal Power: The Moon Elves.

  • Bionic Lattices and Deep Scanning: The Curatars.



The Egyptos have their new prymid ships on the docking pylons. Their gold-alloy hulls are creating so much radiant backscatter that my sensor techs are complaining of ghost pyramids on every screen. But the real trouble is down in the cargo bays.



Orbital Defense and Fighter Development


Defending the station are the new Hawk Fighters brought to us by the Hawkmen of Horus. Their mastery of flight systems has been the missing link in our orbital defense. With the Hawkmen helping us, we have successfully developed our own Tygerian Claw Fighters. These interceptors are a true marvel of the Union: they combine the heavy, asteroid-mined hulls provided by the Gristlegrim Dwarves with the advanced flight arrays of the Hawkmen.

These ships are equipped with the latest Moon Elf Beamer cannons, integrated directly into the crystal-drive core for maximum output. In the cockpits, we have installed the Hawk-Eye Scanner as the primary targeting array. This tech allows the Tygerian pilots to lock onto targets with lethal precision, even at high speeds. To ensure our pilots can handle this power, the Hawkmen are training them in high-gravity maneuvers that would tear a standard ship apart.

The Gristlegrim engineers are actually encouraging the pilots to push these hulls to the breaking point; they want to see where the stress fractures form so they know exactly where to reinforce the next generation of the fleet. The operational flow of Zimrala One is now a sight to behold: we are launching the Claw Fighters through high-velocity Launch Bay Tubes that sling them into the void at combat speeds, while the heavy Docking Bays handle the recovery for rapid refitting. Under Tygerian command, these squadrons ensure that while we listen to the distant signals from across the galaxy, we do so from a position of absolute strength.



Log Entry Revision: Cargo Deck 9



We just processed a high-priority shipment destined for the Tygerian Isles. On the manifest, it was listed as Agricultural Scanners, but when my Gristlegrim chief engineer cracked the seal, we found something far more significant. Nested in the vibration-dampening foam were a dozen original Moon Elf Lumis-Wands. These are the pure ones—the ancient artifice uncorrupted by any modern overdrive engineering. They hum with a primal frequency that makes the station's deck plates vibrate in time with the Vishnu Crystals. To the Tygerians on my crew, these aren't just tools; they are relics of the Mother’s grace.

However, the peace is being squeezed from the outside. Long-range comms is picking up aggressive chatter from the Ophidians out in the Tail of the Lion, and the Sumer Empire sectors are showing increased activity as well. Both empires are on the move, and both have their own ancient mythologies to enforce. Neither of them looks kindly on the Egyptos refinement or the strength of our six-race union. I am sitting on a powder keg made of moon crystals and ancient grudges, and the fuse is getting shorter.


Product Identity and Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala (under Egyptos Rule), the Tygerian Isles, the Zosma System, the Zimrala One Space Station, the Ether Dragons and their portal mechanics, the Dwon, the Sumer Empire, Egyptos (Humans under Pharaoh Sekhmet), the Tygerian Moon Elves, the Gristlegrim Dwarves, the Curatar Bionic Guardians, the Hawkmen of Horus, the Tygerian Claw Fighters, and the character Emperor Rajah.

Unique Items and Technology: Moon Crystals (Crust, Mantle, Core), Moon Beamers, Egyptos Pyramid Ships, Egyptos Agro-Ships, The Eye of Ra Beamer, Sarab Fighters, Hawk Fighters, 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.

The MoZ Monsteray of Zimrala, 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 setting and are not official products of the trademark holders.

© 2026 Arthur Earl C. Hedges Jr. All rights reserved.

GALAXY GUIDE: THE SICKLE NEBULA (LEO SECTOR)

GALAXY GUIDE: THE SICKLE NEBULA (LEO SECTOR)



Region: Mid Rim / Wild Space Border

Aesthetic: "Used Future" / Analog-Tactile

Survey Date: Standard Imperial Calendar, 2026 (Referencing 1976 Legacy Charts)

I. SYSTEM: REGULUS (THE KING’S BASE)

The gateway to the Sickle, dominated by a massive blue-white primary star.

  • Type: Quadruple Star System (Regulus A, B, C, and D).

  • Planetary Data:

    • Regulus Prime: High-gravity industrial world. Home to massive orbital shipyards.

    • The BC Twins: A binary pair of tidally locked terrestrial worlds used for deep-crust mining.

  • Starfaring Mechanics: The intense radiation from Regulus A requires upgraded Personal Force Fields or ship shielding to prevent CON damage.

II. SYSTEM: ALGIEBA (THE MANE’S CORE)

The heart of the "Lion’s Mane," glowing with a distinct orange-gold hue.

  • Type: Binary Star System (Orange Giants).

  • Planetary Data:

    • Algieba III: A "Super-Earth" (1.5x Standard Gravity). Contains a gas-mining colony and a hidden Tiger Force listening post.

  • Note for GMs: The nebula clouds are densest here. All Sensor/Scan rolls take a -1D6 penalty, but ships gain a +2D6 bonus to Stealth while hiding in the gas.

III. SYSTEM: ADHAFERA (THE WHITE GIANT)

A desolate, resource-rich system marking the curve of the Lion’s neck.

  • Type: Single Star System (White Giant).

  • Planetary Data:

    • Adhafera Reach: An asteroid belt rich in rare-earth metals.

    • Frosty Leo: A Protoplanetary Nebula on the system's edge.

  • Note for GMs: The Frosty Leo Nebula contains crystalline ice. Navigating at speeds higher than Cruising requires a DEX Save (3D6) to avoid hull damage.

IV. THE HICKSON 44 COMPACT (NEBULAR CLUSTER)

A dense "compact group" of interacting galaxies visible through the mane’s gas.

  • Type: Intergalactic Anomaly / Cluster.

  • Planetary Data: NGC 3227, a spiral galaxy core known for extreme gravitational shearing.

  • Note for GMs: Navigating Hickson 44 requires a Heroic (30) Astrogation roll. Failure results in a "Misjump" into the galactic core.


SENSORS AND NAVIGATION RULES (1976 STANDARDS)

  • The Mane Gas: Ionized gas interferes with long-range comms. You cannot contact anyone outside the system without a Manticore-scale Comms Array.

  • The Leo Ring: Navigating the hydrogen cloud reduces Sublight Speed by -1 due to particle drag

THE MAP 



D6 ADVENTURE SEED: "THE 76 GHOST"

The Zimrala Six discover a drifting 1976-era scout ship in the Frosty Leo Nebula. Its nav-computer reveals an Imperial research outpost scrubbed from 2026 charts.

  • The Challenge: To reach it, the crew must bypass modern safety protocols and use the raw, flickering vector data of the vintage display.

  • Difficulty: Using the 1976 interface increases Astrogation Difficulty by +1D6, but grants a +5 bonus to avoiding modern Imperial sensors.


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 Zimrala Six Players Guide, the Leo Galaxy, the Zosma System, the Arial, the characters Tiger Booze, Angel Booze, Wookgnarf, Kor, and Hawk, the Manticore-Class Heavy Assault Cruiser, and the Tiger Force Shadow Saga. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. All dice used are D6s. Artistry by Angela Head. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

"3 AM Whispers: Hinneni and the Embers of the Fire Horse"

 

๐Ÿ•ฐ️ 3 AM WHISPERS: The Twin Gates of January

Sunday, January 4, 2026 Location: The Shreveport Cabin – The Porch

Status: Post-Flu Recovery / Pre-Launch Phase

The residual chill of the flu still clings to the air, The fever has broken, and the Red River is quiet this morning, but it’s the quiet of a fuse burning toward a powder keg  However the true cold is the one that seeps from the Hedge Gate in front of me. This morning, at 3 AM, the Gate isn't just a portal; it's a window into the bifurcated future of our campaigns.

I’ve spent the last few days in a fog, fighting off a viral boarding party that tried to stall the mission. But as I sit here on January 4th, looking at the Parchment of Echoes, I realize the timing is exactly where it needs to be. We have officially entered the Pre-Launch window for the most aggressive campaign yet.

I sit here in my leather chair, the Jade Kyber pulsing against my chest, its purple glow reflecting off the ancient Arial Hebrew script on the Parchment of Echoes. The word "Hinneni" still burns bright, a sentinel's affirmation. This is for the Leo Galaxy Campaign—the deep-space opera where the very fabric of reality is woven from the Divine DNA. Here, the Synaptic Theology is our compass, navigating a cosmic war where planets are letters and stars are frequencies. The Ghost-Frequency of my recent illness felt like static across these celestial charts, but the clarity is returning, sharpening the intent for the celestial battles ahead.



Next to me, in the expanded light of the fire pit, sits my partner. He's leaning back, glasses glinting, a heavy, dark beard framing a thoughtful expression. He's not looking at the Hebrew script; he's intently studying a Monsters! Monsters! character sheet on his clipboard, his finger tracing a new stat block. He's peering through a different kind of window—a Hedge Gate opening onto a primitive, volcanic landscape: New Tuslan. Inside the Fire City it self! Were he will be ruling the new house of fire campagin here.


New Tuslan: The Fire Horse Rises

This isn't the cold expanse of the Leo Galaxy. This is a land forged in elemental fury, a vibrant fusion of the Hawaiian Islands and the untamed spirit of the Chinese Year of the Fire Horse. Through the gate, we see the imposing Wizard's Tower silhouetted against a massive, active volcano, with the raw, basalt-and-obsidian city of New Tuslan sprawling below.

My partner is deep in the lore of this world, where myths of fire monsters from every corner of ancient Earth aren't just legends—they are the living, breathing, playable entities we're bringing to life. Are they real? The lava flows and the vibrant, untamed jungle in that vision make the question rhetorical. The Fire Horse doesn't just promise movement; it promises a conflagration of new adventures, ready to ignite on February 17, 2026.

The Dual Focus of the Pre-Launch

So, as January 4th rolls on, the "Pre-Launch" isn't singular. It's a dual effort. My healing trance might have been a forced pause, but it allowed these two distinct yet connected universes to solidify. The Tiger Force Shadow Saga threads through both—its veterans and their animal-headed descendants fighting across different scales of cosmic and elemental conflict.

The Red River mist outside still whispers, but now it carries the distinct hum of both the celestial and the volcanic. The clarity is here. The campaigns are distinct. And the Hedges Explosion is ready to reverberate across both the Leo Galaxy and the fiery islands of New Tuslan.

The Countdown to the Fire Horse

While 2026 is here, the true Year of the Fire Horse doesn't gallop across the Meridian until February 17, 2026.

We have exactly six weeks.

Six weeks to transition from the survivalist grit of Thrivaldi into the expansionist power of New Tuslan. Six weeks to map the star systems, brew the Liquid Jade elixirs, and ensure the Tiger Force children are ready to lead. This isn't just a calendar date; it's a cosmic deadline. When February 17th hits, the "Hedges Explosion" isn't just a rule—it's the atmosphere we breathe.

The Strategic Recovery

I’m using today to get back to the writing. The flu might have slowed the body, but it sharpened the intent. We are working on various campaigns simultaneously, weaving the Synaptic Theology through every world we touch.

  • Writing Status: Increasing volume.

  • Grammar/Spelling: Locked in.

  • Focus: Transitioning the Ariel Hebrew Lore into the foundational laws of New Tuslan.

The Fire Horse is coming. It lasts until February 5, 2027, and it will be a year of unrelenting movement. We aren't just waiting for it—we are building the track it runs on.


๐Ÿ›ก️ PRODUCT IDENTITY & LEGAL

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The 3 AM Whispers series, the Leo Galaxy Campaign, the Arial Hebrew Lore and Synaptic Theology (specifically for Leo Galaxy), the New Tuslan Campaign, its Hawaiian-Volcanic basis, the Year of the Fire Horse, Hedge Gate, Wizards Tower of New Tuslan, playable Fire Monsters, the Ghost-Frequency, the Tiger Force Shadow Saga, and the Hedge Wizard persona. 

The  MoZ (Monsterary of Zimrala) Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Saturday, January 3, 2026

The Obsidian Nightmare: Ken St. Andre’s Slish and the Shadows of the Leo Galaxy

The Obsidian Nightmare: Ken St. Andre’s Slish and the Shadows of the Leo Galaxy



Welcome back to the Captain’s Log. Today, we peel back the curtain on one of the most chilling legacies in the history of Starfaring and Monsters! Monsters!.

When we talk about the 90th-century Tiger Force Shadow Saga, we often focus on the gleaming steel of the Z.S.F.T.F. and the grit of the Tygerian Marines. But every hero needs a shadow, and every predator needs a rival. That rival is the Slish.



The Creator’s Vision: Who are the Slish?

According to Ken St. Andre, the legendary "Troll Godfather" himself, the Slish were never meant to be your typical "rubber forehead" aliens. In Ken’s vision, the Slish are the ultimate outsiders. They are a race of cold, calculating, semi-aquatic reptilian-insectoids that represent the antithesis of human warmth and Zimralan magic.

Ken envisioned them as a Hive-Intelligence that doesn't just want to conquer territory—they want to harvest reality. To the Slish, other life forms are merely biological "data" to be processed. They don't use the standard combustion engines or warp drives found in most sci-fi; they utilize a terrifying Resonance-Based technology. Imagine ships made of "Living Obsidian" that don't fly through space so much as they "de-sync" from one location and "re-sync" in another.



Ken’s Interpretation: The Cold Ringing

In the early notes and playtests of the Starfaring era, Ken’s interpretation of the Slish focused on their alien detachment. They don't scream, they don't taunt, and they don't bargain. When they board a ship like the Z.S.F. Aegis, the only warning you get is a drop in temperature and a high-pitched, metallic ringing that vibrates in your teeth.

They are the "Glass-Killers"—entities that can slip through solid steel bulkheads using their Void-Slip abilities, turning your own fortress into a sieve. For the descendants of the Tiger Force, the Slish are more than an enemy; they are the "Great Silence" that threatens to extinguish the roar of the Tygerian spirit.


Building the Slish Encounter I encourage GMs to take what i have here and expand on it for thier games but I did right an entire Adventure for this below!




THE SHADOW OVER GALICIA: AN UNABRIDGED ADVENTURE

A Tiger Force Shadow Saga Campaign Module (2026 Edition) 

the Ophidian Empire, and the Arial into a high-octane Monsters! Monsters! / Starfaring hybrid module.

I. THE OVERVIEW

The 90th Century is in peril. The Ophidian Empire, commanded by the dark Emperor Ophidous, has successfully tracked the Zimrala rebels to the frozen moon of Galicia. This is a tale of survival, spiritual awakening through the Arial, and the shattering realization that the darkness has a familiar face.


The Systom Survey Planetary Plat System Survey: Galicia

Astrographical Sector: Azure Core / Frontier Reaches
Affiliation: Disputed (Occupied by the Ophidian Empire)
Survey Date: Standard Imperial Calendar, 2026
1. General Characteristics
  • Classification: Terrestrial Cold-World (Ice Planet).
  • Diameter: 10,840 kilometers.
  • Atmosphere: Type I (Breathable); high oxygen saturation but prone to blinding blizzard conditions.
  • Climate: Arctic; surface temperatures rarely exceed -30°C.
  • Gravity: 0.85 Standard.
  • Primary Terrain: Frozen tundras, jagged mountain ranges (the Carpathian Ridges), and vast ice fields.
2. Strategic Value & Points of Interest
  • The 
    Galicia Stronghold
    :
     A deep-cavern fortification formerly used by the Monster Monster RPG Races (Zim, Gristlegrim, and Serpentmen) as a staging ground against the Shadow of the Sith.
  • The Carpathian Mountains: High-altitude ridges used by the resistance to stall the Ophidian Empire’s heavy war-walkers.
  • Magnetic Irregularities: The planet’s metallic core creates localized sensor interference, making it an ideal hiding spot for freedom fighters until discovery by the Ophidian Shadow.
3. Biological & Survey Data
  • Indigenous Flora: Minimal; primarily hardy mosses and subterranean nysillin strains capable of growing in permafrost.
  • Indigenous Fauna: Skree-skaters and local ice-predators adapted to the thin, cold air.
  • Arial Presence: The planet is considered "cold" in the Arial (force equivalent), though the recent massive conflict has left a psychic stain felt by those sensitive to its flow.
4. Plat & Zoning Status (2026)
  • Current Status: All previous land-titles held by Zimralan refugee groups are considered Void under the new Imperial decree.
  • Zoning: The entirety of the Galicia surface is currently zoned as a Military Restricted Zone for Ophidian Shadow operations.
  • Subdivision: The former rebel base is being surveyed for conversion into a permanent Ophidian listening post. All survey maps must be verified by a registered Imperial land surveyor and signed by the Sector Overseer.

II. PART ONE: THE FALL OF GALICIA

The Scene

The rebels—including 4-armed Zim, Gristlegrim Dwarves, and Serpentmen—are in a panic. Massive Ophidian War-Walkers stomp across the blue-white ice, their lasers melting the permafrost into steam.

The Objectives

  1. Hold the Hangar: Players must defend Hangar 7-B while the Millennium Falcon warms up.

  2. The Evacuation: Ensure the Gristlegrim engineers retrieve the Ink of Anticipation from the base vault before the roof collapses.

The Stats (D6 System)

  • Ophidian War-Walker (Large Construct):

    • MR: 180 (Rolls 19D6 + 90 adds).

    • Armor: 20 points of "Obsidian Plate."

    • Special: Thermal Beams. Every turn, it fires a beam. If a character fails a LUCK ST (Level 1), they take 2D6 heat damage.

  • Serpentmen Commandos (Infiltrators):

    • MR: 65 (Rolls 7D6 + 32 adds).

    • Special: Camouflage. They are invisible in the snow until they strike. First attack is always a Surprise Roll.


III. PART TWO: TRAINING IN THE SWAMPS OF ZIMRALA

The Scene

Kor escapes Galicia in his starfighter, guided by a psychic hum in the Arial. He lands in the Swamps of Zimrala, a fog-shrouded wetland where the very air feels heavy with history.

The Training

Under the guidance of the Legendary Master (a survivor of the Shreveport Cabin), Kor learns the "Ways of the Arial."

  • Telekinesis (WIZ Check): Kor must move a submerged X-Wing-style fighter. Level 3 ST vs. WIZ. Success grants the player the ability to move objects up to 500 lbs.

  • The Vision: While meditating, Kor sees Tiger Booze (Captain Hedges) and Angel Booze in a city of clouds, surrounded by shadows.


IV. PART THREE: THE TRAP AT CLOUD CITY

The Scene

Tiger Booze, Angel Booze, and Wookgnarf seek refuge in a floating sanctuary. They are met by an old associate, but the air is cold with betrayal. The Empire arrived first.

The Duel: Kor vs. The Imperial Inquisitor

Kor arrives to save them, but he is intercepted by the Emperor's Primary Enforcer—an Inquisitor of the Shadow.

  • The Inquisitor:

    • MR: 210 (Rolls 22D6 + 105 adds).

    • Special: Shadow De-sync. Forces a Level 2 ST vs. INT. If failed, the player is "stuck in the past" for 1 turn (cannot act).

  • The Reveal: High above the city's depths, the Inquisitor speaks with the Emperor’s voice: "I am your father."


V. PART FOUR: THE FROZEN CAPTAIN

The Scene

While Kor is defeated, Tiger Booze is forced into the carbon-freezing chamber. He is turned into a block of frozen carbonite—a trophy for the desert crime lords.

Current Status of the Galaxy

  • Tiger Booze: Frozen and being transported to a desert moon (likely Quarsto or Choartor).

  • Kor: Wounded, recovering, and reeling from his Imperial heritage.

  • Angel & Wookgnarf: Escaping in the Falcon, plotting a rescue.


VI. THE SEVEN MOONS TACTICAL DATA (For GM Reference)

MoonAtmosphereSignificance
ZoarorAirlessFast-orbiting, used for gravity slingshots.
TaslianThin (Surface)Mothmen live in the deep, breathable canyons.
Dantza-HoatzaToxicCrystal-dusted; dangerous for non-sensitive Arial users.
ChoartorBreathable (Caves)Dwon Prison Colony; current destination for the Carbonite.
QuarstoAirless"The Dark Eye"; home to steampunk ruins and bad luck.
HarshavarMoist/TropicalWar zone between Moon Elves and Dwon.
ShannarVaried (Spheres)The Curators' base; no natural portals.

VII. HYBRID MECHANICS FOR THE WEBSITE

  • Arial Sensitivity: Characters with 15+ WIZ can "Feel the Arial." They gain +2 to all Combat Adds when fighting Ophidian forces.



  • Carbonite Freezing: If a character is reduced to 0 CON in an Imperial facility, they are not killed but "Frozen." A rescue mission must be initiated.



  • The Crew of the Arial Falcon: Guardians of the Zosma System 

    The Arial Falcon—a hybrid of a rugged YT-freighter and an ancient Old Republic vessel—requires a unique crew to master its dual nature of high-tech grit and spiritual resonance. Together, these four heroes represent the last hope against the Ophidian Empire.

    The Command Team & Stats (Monsters! Monsters! 2.7 Hybrid)

    CharacterRolePrimary Stats (D6)Special Ability
    HawkThe Avian AceDEX: 24 / LK: 18Avian Reflexes: Rolls 3D6 for flight maneuvers, keeping the best two results.
    Angel BoozeThe Intuitive HeartINT: 18 / LK: 20Arial Coordination: Grants a +10 Sync bonus to all allies' combat rolls once per battle.
    WookgnarfPrimal EngineerSTR: 35 / CON: 25Berserker Maintenance: Ignores fatigue to repair critical systems in half the time.
    Young KorArial ApprenticeWIZ: 22 / LK: 18Telekinesis: Spend WIZ to manipulate objects or sense the presence of the Shadow.

    Narrative: Unity in the Face of the Shadow

    The bridge of the Arial Falcon was a symphony of clashing cultures. At the helm, Hawk adjusted his wings, his golden eyes scanning the volcanic rifts of Choartor. He didn't just fly; he wore the ship, his talons feeling every vibration of the kyber-resonant hull.

    In the engineering core, Wookgnarf’s deep, rhythmic growls echoed through the vents. He was more than a mechanic; he was the ship’s muscle, his massive hands keeping the hybrid engines from shaking apart during Hawk’s high-G "Talon-Rolls."

    Maintaining the peace was Angel Booze. She sat at the comms station, her hand resting on the ancient Egyptos resonance dampers. She was the anchor, her intuition bridging the gap between Wookgnarf’s brute technology and the spiritual needs of the crew.

    In the center of it all stood young Kor, dressed in the white-and-gold linen of an Egyptian seeker. He was silent, his eyes closed as he reached out through the Arial. He wasn't looking for the Imperial fleet; he was looking for the cold, faint heartbeat of Captain Hedges—the man they called Tiger Booze—frozen in a block of carbonite somewhere in the darkness below.

    "We’re here," Kor whispered, the air in the bridge shimmering with telekinetic energy. "The Captain is close. But the Ophidian Shadow is already waiting for us."


    GM Mechanics: Running the Crew

    When running this crew in your Monsters! Monsters! campaign, remember that they are stronger together:

    • The Full Sync: If Angel uses her coordination while Hawk is piloting and Kor is using his Arial sense, the ship gains an automatic "Dodge" against any one Imperial attack.

    • Wookgnarf’s Heavy Lift: While Wookgnarf carries the 500lb carbonite block, he provides mobile cover for Angel and Kor, using his massive bulk to shield them from blaster fire.




    Product Identity & Legal

    The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges:

    • The World & Lore: The world of Zimrala, the Zosma System, the Arial, the Z.S.F.T.F., and the Tiger Force Shadow Saga.

    • The Crew & Characters: Tiger Booze, Angel Booze, Wookgnarf, Kor, Hawk the Hawkman, Emperor Ophidous, and the Ophidian Inquisitor.

    • Technology & Design: The Arial Falcon (Resonant Talon-Class) ship design, the Slish (Tygerian Isles interpretation), and the Sonic Roar Cannon.

    • Artistic Credits: Artistry by Angela Head.

    Monsters! Monsters!, Humans, Humans (1st Edition), and Starfaring are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The MoZ (Monsterary of Zimrala) and all statistics/game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. All dice used are D6s. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.