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Monday, June 29, 2026

Monday Morning Dispatch June 26 2026

 

The Adventures of Captain Hedges Across Time and Space Monday Morning Dispatch: Lunar Thresholds and the Clockwork Grid



Monday, June 29, 2026

Good morning from the Shreveport Cabin. The coffee is black, the air is thick with that heavy bayou humidity, and the Hedge Wizard is officially going offline to do the real work. Today is a deep-dive day. While the rest of the world is caught up in their standard 9-to-5, we are looking at the cold, clinical terror of the 12 Mile Grid. We are mapping out the high-tech bunkers and the biological workshops where the Board turns students into State Property within the LSUS sector. It is a heavy lift, but somebody has to document the transition from human to Super-Pilot.

I am stepping away from the comms to focus on the grammar, the spelling, and the grit of The Twelve Mile Terror. We are building this narrative section by section, from the Magnetite veins in the Caddo Lake Dam to the shifting geometry of the University Library stacks. If you see a White-Ghost Ambulance running without lights on I-49 this morning, just keep your head down and your WIZ tank full.

The Moonday Silence: Breaking the Grumpy Protocol

Lately, the atmosphere in the cabin hasn't been all "Rise and Shine". It’s Moonday—the original name for this day, reflecting our ancient connection to the lunar cycle. As of today, Monday, June 29, 2026, the Moon is in a Full Moon / Waning Gibbous transition phase, remaining highly visible in the night sky. That immense lunar weight almost perfectly aligned with the moment me and Uncle Bill woke up late, caught in a heavy, silent grumpiness.

We just sat there at the kitchen table in a thick fog, not saying a word. When you're in that mode, everything feels like a chore. Even my trusty mechanical Tygerian Squirrel seemed to sense the tension, its tiny brass gears winding with an anxious, metallic clicking in the vents. It’s a silent standoff where the air feels heavy with the unspoken tension of a disrupted routine. It’s hard to focus on the geometry of the clockwork skyline when your own internal frequency is filled with static.

A Devotional for the Heavy Lift

When the silence at the kitchen table feels like a tactical barrier, I turn to the Word for a recalibration. Psalm 46:1 tells us, "God is our refuge and strength, a very present help in trouble." Even the "trouble" of a bad mood and a late start is covered under that refuge. My strength to carry on with the mapping of the Grid doesn't come from my own willpower, but from that "very present help."

To break the spell of the morning grumps, I have to remember Philippians 2:14: “Do all things without grumbling or disputing.” That includes the silent grumbling we do in our heads. By choosing to renew my mind (Romans 12:2) and focusing on the mission instead of the irritation, the air in the cabin starts to clear. It’s about recognizing that the Hedge Wizard’s work is a calling, and the enemy wants us stuck in that silence.

Bayou Intelligence & Tactical Environment

Regarding the status of the 12 Mile Bayou and the surrounding Grid in the Shreveport area, our surveillance shows that the environment is mechanically stable. The Red River at Shreveport—which our bayou flows into—is holding at safe, low water levels, well below the flood mark.

The new Twelve Mile Bayou Boat Ramp and Access Road on the John Franks Wildlife Management Area (near I-49 and Hwy 71) remains open. It’s been a key insertion point for the 12 Mile Grid since late December 2025 for hunters, fishermen, and those of us documenting the Sovereign Research Charter. Note that our current real-time water-level data collection cycle near Mooringsport concludes tomorrow, June 30, 2026. For immediate safety, I always recommend checking current local National Weather Service alerts before heading out into the marsh.

The Samyaza Eye is watching, and it is time to get to work. I will be back with more lore once the ink is dry. Stay frosty out there in the Grey-Zone.

I hope the day gets better.

Yours for now, Captain Hedges

Product Identity & Legal

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

  • The Adventures of Captain Hedges Across Time and Space (Weblog and Branding)

  • The specific Hedge Wizard of the Shreveport Cabin persona

  • The original adventure The Twelve Mile Terror

  • The 12 Mile Grid

  • The Tygerian Squirrel

  • The Samyaza Eye

  • The Sovereign Research Charter

Monsters! Monsters! and Humans! Humans! (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission. Mechanics referenced from the Open D6 System are used under the Open Game License (OGL).

Artistry inspired by Angela Head (as referenced in MONDAY MORNING DISPATCH STEAMPUNK.jpg).

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

Sunday, June 28, 2026

Character Creation Guide: Rolling Up Your Ancestor's History (439 A.D.)

Character Creation Guide: Ancestral History Options (439 A.D.)




To step into the harsh, grit-and-iron reality of Devonshire in our campaign, players must first look backward. Your character's family line was forged during the turbulent transition of post-Roman Britain. Use this guide to establish the name, starting Glory, and ancestral legacy of the knights who paved your path.

For character generation, we are using a mix of 4th and 5th edition Pendragon house rules, working directly from the Great Pendragon Campaign and finishing off characters using the Book of Knights & Ladies.

Historical Background: The Pre-Uther Era

Your grandfather was born in 410 A.D., the last year that Britain was part of the Roman Empire. When imperial forces departed, the nobles were instructed to look to their own regional defenses. From that moment forward, local governance fell to the native elite.

The high council of Briton nobles, the Supreme Collegium, chose a leader named Constantin to organize the defense of the realm. Constantin established a dedicated martial class, selecting regional defenders—the knights—to protect the local territories.

Among those first native protectors was your great-grandfather. His first son, your grandfather, grew up studying the ways of tactical warfare and weapons. Your grandfather was knighted in 431 A.D. by Count Reginald of Salisbury and took his place in the regional defense forces.

During these early years, your grandfather witnessed intense cultural shifts and defended the borders against external incursions while the old imperial continental structures collapsed.

Step 1: Names and Traditional Faith

Choose a name for your great-grandfather and his son, your grandfather, from appropriate literary or historical sources.

Next, select your family’s traditional religious faith, which dictates your starting alignment traits:

  • Roman Christian

  • British Christian

  • British Pagan

Step 2: Starting Glory Calculations

Your great-grandfather passed away shortly before your grandfather was knighted. At the time of his passing, his legacy calculation is as follows:

  • Great-Grandfather's Base: 1,000 Glory for earning knighthood.

  • Life's Work Bonus: Add $1d20 \times 100$ to represent the deeds of his life.

Next, calculate your grandfather’s starting Glory as of the year 439 A.D.:

  • He inherits 1/10th of his father’s total lifetime Glory, plus $2d20$ to represent his own service as a knight up to this point.

Step 3: The Prologue Year — 439 A.D.

This is a pivotal year for the province of Devonshire. Hostile regional raiders cross the borders, executing swift incursions against local manors before regional forces can mobilize near the regional center of Exetour. Of special note: an heir is born into your family during this year—your father, the eldest son of your grandfather.

To resolve how your grandfather's estate and family fare during this incursion, players use two connected mechanical steps: The Regional Manor Defense and The Battle of Exetour.

Part A: The Regional Manor Defense

While your grandfather mobilizes with the local garrison, raiders strike the surrounding countryside. To determine how efficiently your family estate secures its resources and defends its property, roll a d20 against your grandfather's Loyalty (Lord) or Selfish trait—whichever value is higher:

  • Critical Success: The manor defense is flawless. The family protects the entire estate and secures all property. The raiders are completely repelled, leaving your resources intact.

  • Success: The defenses hold reasonably well. The core estate is protected, though some peripheral fields suffer minor disruption. Core resources are secured.

  • Failure: The outer hamlets face disruption. The estate preserves very few spare resources, making the coming season difficult.

  • Fumble: The estate is heavily impacted. The defense fails to secure the property, leaving the manor entirely depleted of immediate resources.

Part B: The Battle of Exetour

Once regional forces rally, your grandfather and the armored knights of the realm execute a coordinated counter-offensive to intercept the raiders near the walls of Exetour.

Simply by participating in this tactical engagement, your ancestor gains immediate renown. Multiply 15 (the battle size factor) $\times$ 1d6 (the number of active combat rounds) $\times$ 1 (the victory condition). Record this value (ranging from 15 to 90 points) under your ancestor’s running Glory total, then roll a d20 on the Fate Table below:

  • 1 — Fallen Gloriously: The ancestor falls in the thick of the defensive line. He gains +1,000 Glory posthumously. End his personal history entry, and proceed to the Passion Table.

  • 2 — Fallen in Combat: Slain during the engagement. End his personal history entry, and proceed to the Passion Table.

  • 3–20 — Survived: Fought through the defensive wall, successfully repelled the incursions from the territory, and survived the day. Continue his history and proceed to the Passion Table.

Part C: The Ancestral Passion Table

The intense conflict leaves a psychological mark on the family bloodline. Roll a d20 to determine the emotional legacy passed down:

  • 1–15 — No Passion Gained: The engagement left no permanent psychological mark.

  • 16–20 — Gain Passion: Hate (Saxons) 3d6: Roll 3d6 to determine the initial numerical value of this ancestral trait. The family remembers this enduring grievance across generations.

(Note: If ancestors later receive duplicate passions from separate historical events, do not add the values together; simply retain the higher numerical value.)

Step-by-Step Character Creation Walkthrough Example

The scene is set for Year 439 and the historic regional defense at the Battle of Exetour, where your grandfather fights to drive back the fierce raiders while back home, his eldest son (your father) has just been born!

  • Step 1: The Event Roll

    To see if your grandfather is present at the major engagement, we roll a d20.

    • Result: 14 (Fought at the Battle of Exetour!)

    • Consequence: Your grandfather rides out alongside the regional defenders to secure the province.

  • Step 2: Battle Duration & Base Glory

    Before determining his personal fate, we determine how many rounds the engagement lasted by rolling 1d6.

    • Result: 4 rounds

    • Glory Earned: $15 \text{ (Battle Size)} \times 4 \text{ (Rounds)} \times 1 \text{ (Victory)} = 60 \text{ Glory}$ added to your grandfather's running total just for participating!

  • Step 3: Your Grandfather's Fate

    Now, we roll a d20 on the Battle Fate Table to see what happens to him during those 4 intense rounds of defensive combat:

    • Result: 18

    • Consequence: He Survived! Your grandfather fights valiantly, witnesses the line of regional knights repel the opposing vanguard, and survives the day to continue your family's history.

  • Step 4: The Passion Roll

    Having witnessed the fierce defense of his home territory, we check to see if this leaves a lasting mark. We roll a final d20.

    • Result: 17

    • Consequence: Gain Passion! Your grandfather gains Hate (Saxons). We roll 3d6 for its starting numerical value.

    • Result: 14

    • Consequence: He returns from the field with Hate (Saxons) 14, establishing a permanent family grievance against the border raiders.

The Battle Re-enactment

Below is the updated depiction of the Battle of Exetour (Year 439). The Saxon hordes press forward with axes and round shields, while your grandfather and the armored knights of Briton execute a glorious cavalry charge to drive them from the field. 


Meanwhile, far from the blood-slicked mud and roaring chaos of the shield wall, life stubbornly claims its foothold in the smoke-scented halls of your family's estate. In a quiet, candle-lit corner of your King Arthur Pendragon manor holding, surrounded by the anxious prayers of the household retainers, your newborn father is safely watched over back home—a fragile spark of your family line born into a fracturing world while his own father fights to ensure he has a realm left to inherit.


GMs Note: Local Lord Templates & Forms of Society

When creating characters to serve as the local Lord's personal house knights, officers, and household retainers, GMs should use the following structural breakdown for the Cornwall and Devonshire territories across the eras.

Because our campaign kicks off strictly in 439 A.D. during the reign of King Constantin, we are operating in the dark, pre-Uther baseline of the realm. The official Uther Period does not begin until 480 A.D.

Kingdom, County, or CityUther Period (480 A.D.)Anarchy EraBoy King Era
DevonFeudal 1Feudal 1Feudal 1
Exeter (Devon)Urban 1Urban 1Urban 1
JagentFeudal 1Feudal 1Feudal 1
TintagelFeudal 1Feudal 1Feudal 1
Totnes (King Meirchion 439 A.D.)Feudal 1Feudal 1Feudal 1

For our 439 A.D. prologue and early campaign, the social structures match the earliest tribal and post-Roman baselines. A character born into the ruins of Exeter is shaped by an Urban 1 society (holding onto old Roman civic remnants), while characters rolled up from Devon, Jagent, Tintagel, or King Mark's grandfather, King Meirchion's ancestral seat in Totnes, are strictly Feudal 1, completely bound to the raw martial hierarchy of local warlords and immediate service to the neighborhood shield.

Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The unique campaign elements of My Pendragon RPG Campaign of Devonshire, the Gripmen Mire and Wistman's Wood adaptations. New Unique characters of Sir Edger, His sons Miles and Virgal, Alen de Breton the Pagan Hunter, the new pagan priestess sorceress enchantress Gwyneth, King Meirchion (grandfather of King Mark) as detailed in the 439 A.D. regional timeline, and any unique magical items found during this campaign.

King Arthur Pendragon is a trademark of its respective owners. The statistics, lore, and game mechanics provided herein are designated as unofficial fan material for personal campaign use. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.



A NEW SUNDAY MORNING RISING POST

 

Sunday Morning Rising: New Mercies in the Quiet Spaces

Sunday, June 28, 2026



Good morning to all travelers across the vast expanses of the Multiverse! Whether you are greeting the dawn from the bayous of the Ark-La-Tex or charting a course through the stars of the Urland Universe, I welcome you to this sacred day. Today, as we watch the morning mist lift, we find ourselves seeking the quiet strength of the Leo Galaxy—my original version—where the celestial currents remind us that every new day is an invitation to heal, to hope, and to stand fast.

The Morning Watch: Silence, Coffee, and Steady Paths

The Shreveport cabin has settled into a different kind of quiet these days. The early hours are still ours, but the rhythm has shifted. I rose early to find Uncle Bill already up, his steady presence anchored in front of his 24-hour news channel. We shared a quiet pot of coffee—the rich aroma filling the kitchen and carving out a space of peace before the heat of the day takes hold.

As we sit in these early hours, we still feel the profound void-loss of Uncle Jerry not being here with us on Earth. The house is quieter, and there is no war movie playing on the DVD player this morning. Yet, even in that quiet space, there is a deep, abiding gratitude. We know the Lion of Judah took him home, and he is resting in perfect glory. Today, our duty is to keep moving forward, serving each other, and honoring the legacy of those who have completed their missions.

The Celestial Tables: Shreveport & Beyond

To align our spirits with the physical and celestial worlds on this June morning, here is your Shreveport report:

  • Sun Up: 6:10 AM

  • Sun Down: 8:27 PM

  • Moon Up (Moonrise): 7:51 PM (Waxing Gibbous, a brilliant 95.9% illumination as we approach the Full Moon)

  • Moon Down (Moonset): 4:41 AM

  • Celestial Water Tables: The summer humidity is sitting heavy at 80% over the bayou, promising a hot Shreveport afternoon. In the spiritual tides of the Leo Galaxy, we are entering a phase of "Sustained Grace," where we are called to rest in the strength that is provided to us daily.

Daily Devotion: Mercies That Never Fail

Our scripture for this Sunday morning comes from Lamentations 3:22-24 (ESV):

"The steadfast love of the Lord never ceases; his mercies never come to an end; they are new every morning; great is your faithfulness. 'The Lord is my portion,' says my soul, 'therefore I will hope in him.'"

Summer in the bayou is a season of intense heat and heavy air, but it is also a season of lush, green life. When we look out at the ancient Cypress trees standing tall in the swamp, their roots run deep beneath the dark waters, anchoring them against the fiercest summer storms.

Today, those trees stand as a silent witness. The moss hangs like ancient banners, and as the first light of the 6:10 AM sunrise hits the water, the silhouettes of those branches still remind us of the ultimate sacrifice. But they also remind us of endurance. The swamp water may rise and fall, seasons may change, and loved ones may transition to glory, but the faithfulness of the Lord remains as steady as those deep-rooted Cypress trees.

If you are carrying a heavy heart this morning, or if you are navigating a season of transition and quiet spaces, remember that you do not walk alone. His mercies do not depend on our strength; they are renewed for us every single morning, fresh with the sunrise.

A Professional Invitation to our Community

As we journey together through the physical and the cosmic, building this community remains one of my greatest joys. This blog, "Captain Hedges Across Time and Space," is a shared harbor for our thoughts, our struggles, and our victories.

I warmly invite you to rise and shine with Captain Hedges each morning for our virtual coffee time online! Let us utilize this digital fellowship to encourage one another, exchange perspectives, and begin our days with purposeful hearts. Whether you are holding a cup of morning coffee with Uncle Bill and me or looking out over your own horizon, your presence makes this community whole.

Please, put your musings in the comments below. Share how you are finding peace in the quiet spaces today, or how you find renewal when the road feels long. Your voice is a vital part of our shared journey.

Until next time, may your path be clear, your spirit be bright, and your heart be anchored in hope.

Yours for now,

Captain Hedges

A parting word: The same hand that guides the stars of the Leo Galaxy is the hand that holds you in the quiet of the morning.

Product Identity & Legal The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The Urland Universe, the Leo Galaxy (Original Version), the Cosmic Adventures of Captain Hedges, and the "Hedge Wizard of the Shreveport Cabin" persona. In Memory of Uncle Jerry—resting in the eternal kingdom of the Lion. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Shadows Over Devonshire: A 439 AD Pendragon Campaign Primer

 

Shadows Over Devonshire: A 439-AD Pendragon Campaign Primer New Blog Posts for Sunday Morning Rising. 


Grab a hot cup of black coffee and join me at the table. Today, we are charting a course into the misty, untamed wilderness of sub-Roman Britain.

Many tabletop roleplaying campaigns default to the glittering armor and high chivalry of Sir Thomas Malory’s Le Morte d’Arthur. But for this new King Arthur Pendragon campaign, we are dialing the clock back to 439 AD—the gritty, brutal Anarchy period. There are no shiny knights in full plate here. This is a story of grit, survival, geo-strategy, and the uneasy friction between ancient native paganism and the rising Christian church.

The Geo-Political Stage

The year is 439 AD. The Roman legions have departed, leaving Britain bleeding and fractured. High King Constantine struggles to hold a breaking realm together against savage Pictish hordes from the north and Irish raiders on the western seas.

In his desperation, the ambitious Duke Vortigern has begun a highly dangerous political gamble: hiring Saxon mercenaries as foederati (protector-soldiers), paying them in British gold and territory to fight the crown's battles. It is a decision that will inevitably invite the wolf into the fold.

With the High King's finest forces tied up on the frontiers, the southern coast of Devonshire has been left completely exposed to sudden Saxon uprisings. With no grand armies left to spare, the crown turns to its "B-Team."

The Company of Gripmen Mire

Our campaign follows a mismatched group of defenders forced to march into the dark mists of Dartmoor to save the coast:

  • Sir Edgar of Devon: A veteran, pragmatic Christian knight whose fortified manor house sits on the edge of the perilous Grimpen Mire. Unlike most zealous lords of the new faith, Edgar’s family has coexisted with pagan subjects for generations and fiercely respects the old laws of the land.

  • Miles: Edgar’s eldest adopted son, a freshly dubbed Knight Bachelor eager to prove his shield-worth, balancing church teachings with battlefield realities.

  • Virgil: Miles’ younger brother, a cautious squire learning the harsh, unromantic truths of warfare.

  • Alan de Breton: A mercenary hunter on the make, hired from Edgar's personal funds. Alan is a pagan knight who follows the old ways, selling his blade to Christian lords to survive while secretly harboring a dream to claim a woodland holding to protect it forever.

The Hook: The Sanctuary of Wistman's Wood

To bypass Saxon scouts and reach the coast, Alan leads the company away from the ruined Roman roads and straight through the haunted heart of Wistman's Wood.

Local folklore holds that these woods are deeply enchanted, generating a dense, protective fog that shields anyone who respects the Aspect of its Guardians. Deep within this mossy labyrinth, the party hears a lonely, haunting melody drifting through the trees—a pagan death song.

Following the sound, they discover Gwynneth, a young native pagan priestess (sorceress) kneeling in grief over the body of her newly deceased mistress. Caught between her hatred of the invading Saxons and her deep distrust of Christian lords who stamp out her altars, Gwynneth stands as the final keeper of the grove.

A secret pact is struck in the dirt of the grave. Alan vows to help her bury her mentor, offering the protection of Sir Edgar's manor and a promise to blend their bloodlines to protect the woodland for generations. In return, Gwynneth agrees to guide the blind Christian knights across the treacherous, shifting mires of Dartmoor toward the Saxon shore.

What Comes Next?

As night falls over the camp beneath the ancient canopy of Wistman's Wood, the fire crackles low. The mists are thickening, and the real test of steel, faith, and survival is about to begin.

Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges The unique campaign elements of My Pendragon RPG Campaign of Devonshire, the Gripmen Mire and Wistman's Wood adaptations. New Unique charcutier's of Sir Edger, His sns Miles and Virgal and Alen de Breton the Pagon Hunter and the new paragon priestess sorceress enchantress Gwyneth. unique magical items fund during this campaign. 

 King Arthur Pendragon is a trademark of its respective owners.

 The statistics, lore, and game mechanics provided herein are designated as unofficial fan material for personal campaign use. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Friday, June 26, 2026

Notice: Captain's Log Temporary Intermission

 

Notice: Captain's Log Temporary Intermission

Greetings, Travelers and Adventurers!

Just a quick heads-up that the Shreveport Cabin is undergoing a mandatory inspection tomorrow, Friday, June 26, 2026. Because of this, I will be stepping away from the desk and will be offline for the day to oversee everything.

The creative gears will be taking a brief pause, but fear not—we will be right back to our regularly scheduled programming, world-building, and gaming updates over the weekend.

Thank you for your patience, grab a hot cup of black coffee, and I'll see you all back across the grid very soon!

— Captain Hedges



FRIDAY NOCTURNIS GM ADVENTURE POST
Title: Friday Nocturnis — The Echoes of Section 12
The morning hum of the Twelve Mile Bayou has completely changed today. The usual dawn chorus of swamp birds and rising insects has dropped to a dead silence, replaced by a rhythmic, cold static bleeding straight through your communication lines. Upriver in Section 12, an automated distress beacon from an unmapped research vessel began broadcasting at sunrise on an old, forgotten frequency.
The local authorities are refusing to investigate, leaving it to your team to head out into the heavy morning gray mist. Something is warping the local waters, turning the currents backward and shorting out navigation grids. It’s 6:12 AM, the black coffee is hot in the cabin, and the countdown to today's session has officially begun.
While we are away this Friday, the mystery is officially live. Will your morning scout crew trace the static to its source before the sun hits its peak, or will Section 12 claim another lost vessel by noon?

GAMEMASTER TOOLKIT: THE ECHOES OF SECTION 12
System: Monsters! Monsters! 2.7 / Open D6
The Mystery Clues
  • The Static Frequency: Radios and electronic gear pick up a repeating, low-frequency pulse. A successful Technical roll reveals it hides a fragmented coordinate string pointing to a deep swamp basin.
  • The Pitted Driftwood: Debris floating down from Section 12 is covered in a bright orange chemical residue that completely eats away leather and rubber on contact.
  • The Locked Console: Inside the abandoned research vessel, a primary data terminal is fused shut by a purple, bioluminescent compound. Forcing it open reveals a waterlogged flight log tracking "unusual structural movements beneath the silt."
Monster Stats: Silt-Stalker Scout
  • Monsters! Monsters! 2.7: MR 45 (Level 2) | Combat Dice: 5D6 + 23 | Special: Corrosive Touch (destroys 2 points of armor protection on a spite roll of 6).
  • Open D6: DEX 3D (Brawling 4D, Sneak 4D+2), PER 2D+2 (Hide 4D), STR 3D+1 (Brawling 4D+1). Damage: STR+1D.
1D6 Encounter Matrix
  1. Violet Mist: Morning visibility drops to 3 feet. Mechanical sensors glitch out completely.
  2. Reverse Current: The bayou rapidly flows backward, pulling watercraft toward the deep basin.
  3. Silt Sinkhole: The ground liquifies beneath a character's feet, requiring a Level 2 Strength roll to escape.
  4. Methane Flash: Swamp gas ignites near open engines, dealing 2D6 fire damage to the area.
  5. Stalker Ambush: Two Silt-Stalkers launch a surprise attack from the flanking reeds.
  6. The Resonance Stone: A massive, metallic structure discovered in the shallows, vibrating at the exact frequency of the distress beacon.
SECTION 12 UNMAPPED RESEARCH LOG ENTRIES
Log Entry 01 — Time: 05:14 AM
The automated sensors in Section 12 triggered early. The surface silt layer over the deep basin is liquifying at an accelerated rate. Standard geological testing equipment dropped offline within three minutes due to unexpected battery drain. There is a distinct, low-frequency electrical hum pulsing through the mud that matches no known industrial equipment in the Shreveport tracking network.
Log Entry 02 — Time: 05:38 AM
Visual confirmation obtained through the morning mist. The hull of the primary research skiff is suffering from rapid, acute surface damage. Bright orange rust lines are spreading along the cold-rolled steel plates, mimicking the structural patterns of local cypress bark. The water samples pulled from the starboard valve contain an incredibly high suspension of a reactive violet compound. It is changing the fluid density enough to alter local drag coefficients.
Log Entry 03 — Time: 06:01 AM
The navigation grid has completely locked up. The onboard systems are registering a massive, localized gravitic shift directly underneath our anchoring platform. The primary telemetry feed is now overridden by a rhythmic, cold static burst that repeats every twelve seconds. We are hearing structural warping sounds from the lower bulkheads. The crew reports a heavy copper taste in the air. We are preparing to evacuate to the backup shoreline coordinates before the main deck submerges.

DEEP BASIN BOSS CREATURE: THE MONSTROSITY OF SECTION 12
Ecology and Description:
This massive, primeval entity slumbered beneath the silt of Section 12 for over a century before being awoken by recent chemical runoff and energy shifts. Its form is a terrifying amalgamation of ancient swamp life and alien geometry, featuring a segmented, lizard-like torso covered in heavy, metallic scales that pulse with a cold violet glow. It does not possess eyes; instead, it tracks prey using large, sensitive acoustic vents along its crown that lock onto the low-frequency vibrations of boat engines and radio gear. It fights to protect the central resonance stone embedded in its nesting grounds.
Monsters! Monsters! 2.7 Rules
  • Type: The Section 12 Silt-Titan
  • Size: Colossal (30 feet long, covered in metallic muck)
  • Monster Rating (MR): 150 (Level 4)
  • Combat Dice: 16D6 + 75
  • Special Abilities:
    • Sonic Hum Desynchronization: Every second combat turn, the titan emits a high-volume mechanical pulse. All investigators must make a Level 3 Saving Roll on Willpower or suffer a -2D penalty to their next combat turn due to severe inner-ear disruption and memory confusion.
    • Caustic Violet Spray: On any spite damage roll showing three or more 6s, the monster expels a heavy jet of pressurized swamp fluid. This attack targets the entire front line, immediately melting physical shields and delivering 10 points of direct acid damage that bypasses non-magical armor.
Open D6 Rules
  • Type: Section 12 Silt-Titan
  • DEXTERITY 2D
    • Brawling 4D, Brawling Parry 3D+2
  • KNOWLEDGE 1D
  • PERCEPTION 3D
    • Search: Acoustic Tracking 6D, Hide 4D+1
  • STRENGTH 6D
    • Brawling: Tail Smash 8D, Swimming 7D
  • MECHANICAL 1D
  • TECHNICAL 1D
  • Move: 8 (Muddy Shore) / 15 (Deep Water)
  • Special Attacks:
    • Tail Smash: Damage is STR+2D (8D total). Targets up to two investigators standing in close proximity.
    • Bioluminescent Cloak: When submerged in the deep basin waters, the titan gains a +3D bonus to all Sneak and Hide tasks, appearing only as a shifting purple blur beneath the surface.

D66 RESEARCH VESSEL SALVAGE TABLE
Roll two separate six-sided dice. The first die represents the tens digit and the second die represents the ones digit.
11-16: Scientific Instrumentation
  • 11: Broken Mass Spectrometer. Highly delicate components. Salvaging it requires a Technical check; successful removal yields 200 credits worth of pure copper wiring and optical prisms.
  • 12: Waterproof Hydrology Kit. Contains sealed glass vials, digital PH strips, and chemical testing reagents. Gives a +1D bonus to any future checks made to analyze bayou water samples.
  • 13: Submerged Telemetry Console. The casing is cracked, but the primary logic board is intact. A character can salvage the encrypted memory core with a Technical check to uncover hidden map data.
  • 14: Portable Radiation Counter. A handheld device that clicks rapidly when brought near the purple slime tracks. It functions perfectly but has only 1D6 hours of battery life remaining.
  • 15: Broken Weather Balloon Pack. Heavy rubberized fabric and two small tanks of compressed helium. The valves are intact and could be used to patch a punctured boat hull.
  • 16: Sonic Depth Sounder. A bulky transducer unit used to map bottom silt layers. It can be rewired to emit a high-frequency pulse that repels small aquatic cryptids for 1D6 turns.
21-26: Specialized Tools & Equipment
  • 21: Heavy Industrial Bolt Cutters. Rusted but functional. Ignores 5 points of structural item toughness when used to force open padlocks or iron security chains.
  • 22: Waterproof LED Floodlight. Mounted to a heavy battery pack. It illuminates an 80-foot cone through the thickest gray mist, completely neutralizing visibility penalties within its beam.
  • 23: Marine Welding Torch. A portable oxy-acetylene setup with half a tank of fuel remaining. It deals 3D6 fire damage if used as an improvised weapon or cuts through thin bulkhead plating.
  • 24: Steel Hull Repair Kit. Contains structural adhesive patches, quick-set epoxy, and a pneumatic rivet gun. Instantly restores 10 lost structural integrity points to any damaged watercraft.
  • 25: Pneumatic Silt Pump. A heavy, gas-powered tool used to clear mud away from submerged objects. It requires two hands to operate and can blind an opponent with mud on a successful hit.
  • 26: Oiled Leather Tool Satchel. A complete set of heavy brass wrenches, drivers, and precision instruments. Grants a permanent +1 pip bonus to all mechanical repair tasks.
31-36: Rations & Survival Gear

  • 31: Emergency Flare Gun. Tucked inside a neon orange plastic case. Comes with three high-intensity red phosphorus flares that burn brightly even when fully submerged in water.

  • 32: Sealed Case of MREs. Contains twelve high-calorie survival meals wrapped in thick foil. The packages are completely dry and provide safe nourishment for a full week of field travel.

  • 33: Heavy-Duty Thermal Ponchos. Four olive-drab ponchos lined with heat-reflective material. Wearing one grants a +2 pip bonus to saving rolls against flash frost or sudden cold.

  • 34: First Aid Field Kit. Packed with sterile gauze, surgical tape, burn ointment, and broad-spectrum antibiotics. Can be used twice to instantly heal 1D6 points of physical damage.

  • 35: Emergency Water Purifier. A hand-pumped filtration tube that processes up to 50 gallons of stagnant swamp water, neutralizing all biological pathogens and silt residue.

  • 36: Sealed Tin of Chicory Coffee. A vacuum-packed tin from a local Shreveport market. Opening it provides a huge morale boost, granting a temporary +1 bonus to all Willpower checks for 1 hour.
41-46: Anomalous Findings

41: Corroded Brass Transponder Key. Marked with an unlisted department stamp. The metal is unnaturally warm to the touch and vibrates gently when held near electronic equipment.

42: Sealed Specimen Jar. A thick glass container holding a specimen of a mutated swamp snake featuring a third, functional eye. The fluid inside glows with a pale violet hue.

43: Fused Circuit Cluster. A clump of melted copper wires and melted plastic chips that forms a pattern resembling a roaring feline head. It gives off a strong scent of burnt ozone.

44: The Reverse Compass. A standard survival compass encased in a brass housing. The needle completely ignores magnetic north, locking onto the position of the deep basin monster instead.

45: Crystalline Slime Sample. A small vial filled with a highly concentrated purple residue scraped from the engine core. Touching it directly causes a sudden, vivid memory flash of an ancient sea.

46: Glowing Filament Rod. A 10-inch metallic rod salvaged from the auxiliary power grid. It emits no heat but glows with a bright orange light, illuminating a 15-foot radius.

51-56: Submerged Cargo & Valuables
51: Discarded Footlocker. A locked steel box containing formal security uniforms and a heavy steel revolver with six dry, unspent rounds of ammunition.

52: Heavy Iron Anchor Chain. Thirty feet of high-grade marine chain. Extremely heavy, requiring a Strength check to lift, but completely immune to the bayou's corrosive water effects.

53: Submerged Fuel Canister. A 5-gallon drum of high-octane fuel. Can be used to replenish a boat engine or detonated with a spark to deal 4D6 fire damage in a 10-foot radius.

54: Rusted Lockbox. Forcing it open reveals two pristine silver bullion bars stamped with an old colonial seal, valued at 400 credits total to local collectors.

55: Waterproof Document Pouch. Contains a stack of soggy blueprints mapping out the underwater structural pipelines of Section 12, revealing a hidden access tunnel.

56: Industrial Diving Mask. A heavy-duty full-face respirator equipped with a built-in radio comms link, allowing clear communication while underwater.
61-66: High-Tier Technology

61: Experimental Gravity Well Core. A spherical, humming device recovered from the engine room. It weighs 40 pounds and alters the weight of nearby objects when actively shaking.

62: Intact Encryption Matrix. A military-grade decoding module pulled from the communication rig. It can be integrated into party equipment to intercept encrypted local frequencies.
63: Reinforced Prototype Battery. A heavy, glowing power cell that shows a permanent full charge. It can indefinitely power any standard handheld electronic device or vehicle scanner.

64: Bioluminescent Hull Coating. A small container of experimental reactive gel. Brushing it onto a personal weapon grants it a temporary +1D bonus to Sneak tasks due to light-bending properties.

65: Automated Repair Drone Drone. A small, beetle-shaped mechanical unit. It is currently offline but can be reactivated with a Technical check to automatically fix minor gear damage.

66: Unmapped Sector Core. A high-density data drive containing the complete, unredacted topographical coordinates of Section 12's hidden sub-surface caverns.


OPEN D6 METRO SWAT MEMBER TEMPLATE
DEXTERITY 3D+2
Blaster: Tactical Rifle 5D+2
Dodge 4D+2
Brawling Parry 4D+1
Grenade 4D
KNOWLEDGE 2D+1
Law Enforcement 4D+1
Tactics: Urban 3D+2
Intimidation 3D+1
PERCEPTION 3D
Search 4D+2
Investigation 3D+2
Sneak 4D
Hide 3D+2
STRENGTH 3D+1
Brawling 4D+2
Stamina 4D+1
Climbing/Jumping 4D
MECHANICAL 2D+2
Ground Vehicle Operation 3D+2
Communications 3D+1
TECHNICAL 2D+2
Demolitions: Breaching Charges 4D
Security 3D+2
First Aid 3D+1
Move: 10
Force Sensitive? No
Character Points: 2
Equipment:
Tactical Assault Rifle (Damage: 5D)
Heavy Blaster Pistol (Damage: 4D)
Tactical Body Armor (+1D to Strength to resist physical damage, -2 pips to Dexterity checks)
Breaching Charges (Damage: 5D structural)
Encrypted Comlink
Tactical Helmet with Flash Protection

OPEN D6 METRO SWAT SERGEANT / TEAM LEADER
DEXTERITY 3D+2
Blaster: Tactical Rifle 6D
Dodge 5D
Brawling Parry 4D+2
KNOWLEDGE 3D
Law Enforcement 5D
Tactics: Urban 5D+1
Command 5D
Intimidation 4D
PERCEPTION 3D+1
Search 4D+2
Investigation 4D
Sneak 4D
STRENGTH 3D+1
Brawling 4D+2
Stamina 4D+2
MECHANICAL 2D+2
Communications 4D
TECHNICAL 2D+2
Security 4D
First Aid 3D+2
Move: 10
Force Sensitive? No
Character Points: 5
Equipment:
Tactical Assault Rifle (Damage: 5D)
Heavy Blaster Pistol (Damage: 4D)
Tactical Body Armor (+1D to Strength to resist damage, -2 pips to Dexterity)
Encrypted Command Radio
Tactical Helmet with HUD Scanner


Product Identity & Legal

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

  • Title: Friday Nocturnis — The Echoes of Section 12

  • Setting: Twelve Mile Bayou, Shreveport, LA (specifically focusing on Section 12, an unmapped deep swamp basin, and the Cypress Shadow B&B)

  • Key Entities & Adversaries: Silt-Stalker Scout, The Section 12 Silt-Titan (Deep Basin Boss Creature)

  • Core Artifacts & Tech: Automated Distress Beacon, Unmapped Research Vessel, The Resonance Stone, Crystalline Slime, Experimental Gravity Well Core

System & Trademark Notices:

  • Monsters! Monsters!™ is a trademark of Ken St. Andre and Trollgodfather Press and is used with permission. The game mechanics provided here are compatible fan content for Monsters! Monsters! 2.7.

  • This work utilizes the Open D6 System; mechanics referenced from the D6 System are Open Game Content used under the Open Game License (OGL v1.0a).

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