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Wednesday, May 6, 2026

Wednesday: Captain’s Log — The Urland Deep-Dive

 

Wednesday: Captain’s Log — The Urland Deep-Dive



Date: 5-6-2026

Location: The Shreveport Cabin (Post-Fever Clearance)

Persona: Captain Hedges

Theme: Mechanics & Galactic Lore

The fever has broken, and the stars are back in alignment. While the Hedge Wizard sleeps off the Bayou chill, I’m stepping back onto the bridge of the YT-2600. Today isn't about ghosts in the swamp; it’s about the hard math of the Leo Galaxy and the evolution of our system.

Starfaring 2nd Edition: The 2.2 Rule Evolution

We are officially moving into the 2.2 Rules phase of the new Starfaring edition. This isn't just a polish; it’s a structural reinforcement. We are integrating the crystal mechanics with a streamlined D6 flow to ensure that when you're jumping through an Ether Dragon portal, the dice don't slow down the story.




The Zimralaian Rules

The "Zimralan Barter" Protocol: In the Tygerian Reach, credit chips are fine, but Barter is the true universal language.

  • The Bargain Master Skill: When trading with entities like the Midnight Peddler or the Void-Water Sovereigns, a character with this skill can substitute "Cunning" for "Wealth" checks.

  • The Cost: If the roll fails, the trade still happens, but the character loses a "Minor Luck" point for the remainder of the session—the universe always demands its tax.


The Urland Universe: Leo Galaxy Musings

The Leo Galaxy remains one of the most volatile sectors in the Urland Universe. Between the Tygerian Reach and the borders of the Ether Dragon domains, the navigation charts are constantly shifting.

Current Mission Status: We are still "Restoring the Scrolls" from the Restertian Project. These aren't just historical documents; they are the blueprints for the Trinity Engine. Without them, the jump to the next sector is a blind leap.


GM Note: Deploying the 12:07 AM Items

When using items from the Midnight Peddler’s Master Vault in your home games, remember: these items are "Live." A weapon like the Ink of Anticipation doesn't just sit in an inventory; it reacts to the environment. If the weather hits a 6 (The Void Calm) on the Bayou table, magic items from the Vault gain a +1 Deadliness Rating but cost double the fatigue to activate.


The Hedge Wizard’s Closing Thought

The table is set. I am getting ready for the City of the Immortal Goddesses RPG Campaign coming to Kickstarter! This is a massive collaboration featuring the incredible work of Steven Crompton, and it’s going to be a game-changer for your table.

Go tap the page here to follow the City State of the Immortal Goddesses! 

We’ve moved from the "Squeaky Wheel" to the "Master's Lead." I’m holding the line here in the cabin while the captain charts the path forward into the Leo Galaxy. To the "God who guides"—thanks for the watch. We’re still standing, still writing, and the Bayou hasn't claimed us yet.

Stay hydrated, stay strong, and we will talk when the fever breaks.




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 Tygerian Reach, the Ether Dragons, the specific "Hedge Wizard of the Shreveport Cabin" persona, the 12 Mile Bayou, the Dark Detective series, and the Midnight Peddler’s Master Vault. 

Starfaring! The Monsterary of Zimrala  Monsters! Monsters! and Humans! Humans! are trademarks of Ken St. Andre and Trollgodfather Press. 

This work utilizes the Open D6 system; mechanics are Open Game Content under the OGL v1.0a. 

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



Tuesday, May 5, 2026

New Player’s Guide: City-State of the Immortal Goddesses annoucement

 

Update: Into the Sands & Taking a Rest

Morning, Travelers and Monster Hunters!

Captain Hedges here. I’m pulling back the curtain a bit today to let you know I’ll be mostly offline. Between managing the household, looking after Uncle Bill, and a persistent migraine that won't quit, I need to step away from the screen for a bit to recover.

However, the work never truly stops in the City-State of the Immortal Goddesses! While I rest up, I wanted to give you a taste of the Player’s Guide I’ve been developing as support material for the new Kickstarter project. This guide is being built for full compatibility with The Monastery of Zimrala (MoZ), Monsters! Monsters! 2.7, and Humans! Humans! (1st Edition).



Here is a glimpse of the inhabitants you'll encounter:

The People of the City-State

  • The Tygerians (The Southern Tribe)

    The honored citizens and favored children of the feline goddesses. They move through the limestone streets with an air of ancient authority and natural grace. Their presence in the City-State is a matter of divine history: After Sekhmet returned to Zimrala, she recruited a cohort of tygerian warriors to serve as an honor guard for her. This original cohort founded the Southern Tribe, a lineage of elite protectors who carry the Goddess's favor in their blood. Today, they remain the pinnacle of city society, often rising to the Tygerian Temple Guard archetype—a class dedicated to the absolute defense of the Inner Sanctum and the enforcement of Sekhmet’s will.

  • The Lionesses

    The swift and lethal hunters of the city, the Lionesses serve as the primary strike force for the divine hierarchy. While the species is formidable on its own—possessing a natural strength and speed that humbles most desert predators—it is through their service to the crown that they find their true calling. The most elite among them rise to the Talons of Sekhmet archetype, a prestigious role that transforms them into the city's judge-executioners. These warriors serve as the active hand of divine wrath, authorized to carry out Sekhmet’s judgment on the spot and ensuring that the law of the Goddess is felt as keenly as a blade’s edge.

  • The Sovereign Pridemen

    The massive, golden-maned guardians of the Inner Temple, the Sovereign Pridemen stand as the immovable shields of the Goddesses. Beyond their role as temple sentinels, they serve as the high-ranking warriors and officers within the city's standing military. They are the heavy-hitters of the divine court, standing watch where others fear to tread. Their role is one of stoic, unyielding power; they are often seen acting as Charioteers, driving the massive war-cars of the City-State into battle with a terrifying, calculated force. Whether remaining motionless like living statues at the temple gates or leading a thunderous charge across the dunes, the Pridemen move with the weight of the sun itself, utilizing their immense strength to crush any threat that dares approach the divine throne.

  • The Egyptos Humans

    The resilient backbone of the City-State, the Egyptos Humans represent the enduring spirit and ingenuity of the mortal faithful. While they lack the claws of their divine neighbors, they possess a versatile and powerful spirit, serving as the master builders, scribes, and high-ranking merchants who keep the city’s heart beating. From the prestigious Merchant Princes who control the flow of desert trade to the devoted Temple Scribes who record the Goddesses' decrees, these humans are the keepers of the city's living history. They are the bridge between the divine feline court and the outside world, utilizing their sharp intellect and deep cultural roots to navigate the complexities of life in the City-State.

  • The Bronze Myrmidons

    Towering, living statues cast in sacred bronze, these silent golems serve as the ultimate heavy-hitters of the City-State. Known among the military ranks as the Bronze Legion, they are a structured and disciplined militant organization determined to cleanse the world of foulness. These are not mere mindless statues; they operate in highly coordinated "battle duos," with their numbers swelling the deeper one ventures into the city's subterranean vaults. For every six warriors, a Bronze Leader takes command—veterans who have honed their skills in the dark depths and are fanatically dedicated to the Legion’s cause. They are fierce allies but dangerous rivals, as they believe all treasure recovered belongs to the Legion to fund their eternal crusade. They activate only when the city's most sacred laws are threatened or when the call to purge the underground is sounded, bringing every item recovered back to their leaders on the surface.

  • The Anubis Jackals: Known as the Hounds of the Necropolis, these disciplined watchers of the dead patrol the tombs and shadows to ensure justice is always weighed fairly.

What else is coming in the Guide? 

We are also building out Narrative Shopping Hooks. Your adventure starts in the Silken Market at the Pavilion of an Egyptos Merchant Prince. Forget boring equipment lists; you’ll be roleplaying your way through your first set of gear in a place where every bargain has a story.

New Frontiers: Survival and Secrets of the City-State

One of the biggest gaps in many desert supplements is the "crunch" of actually surviving the environment. In the City-State of the Immortal Goddesses, the sun is just as lethal as a Khopesh. We are building an entire system of Desert Survival Gear that has never appeared in previous supplements.

When you visit the Merchant Prince, you aren’t just buying fluff; you’re buying a fighting chance. Here is a look at the specialized gear coming to the guide:

  • The Ever-Cool Waterskin: Crafted from desert leviathan hide and lined with moon-glass, this keeps your water icy even in the noon-day heat, preventing "Water Spoilage" and granting a bonus to CON rolls against heat exhaustion.

  • Sun-Veil Cloaks: Woven from shimmering desert silk, these halve your water consumption and allow you to blend into the heat-shimmers of the dunes.

  • Filter-Masks of the Jackal: Essential for breathing through the "Kamsin" sandstorms or the choking clouds of Mummy Dust.

  • Solar Compasses: Brass dials that track the leylines of the Goddesses, ensuring you never lose your way in the shifting "Ways Between."

Beyond the Basics: New Archetypes and Gear

We aren't just giving you standard stats. We are building all-new professions and "Apex" equipment to ensure players feel the power of the setting:

  • The Meridian Cartographer: A new profession that doesn't just find paths—they create them by "folding" the landscape of Zimrala.

  • The Embalmer-Knight: Elite warriors of the Hounds who can sap the very strength from an enemy’s marrow.

  • The Sun-Glass Khopesh: A brittle, translucent blade made from lightning-struck sand that "burns" enemies with stored sunlight when it shatters in a wound.

  • The Hourglass of Frozen Seconds: A high-value artifact that literally freezes time for everyone but the user for a few precious combat turns.

This guide is designed to be the ultimate companion for your MoZ, M!M! 2.7, and H!H! 1st Edition games. We are making sure every page provides something fresh, dangerous, and worth every copper.

I’m excited to get these sections polished and out to you soon. For now, I’m going to focus on some quiet time and getting this headache under control.

Thanks for sticking with me, and I’ll see you all back at the table soon!

— Captain Hedges


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 City of Sehkatem, the Southern Tribe, and the "Tygerian Temple Guard" archetype. Monsters! Monsters! and Humans! Humans! (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The Monastery of Zimrala (MoZ) is the official campaign setting created by Ken St. Andre. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Monday, May 4, 2026

WE GO FOR A Global Expansion: Humans! Humans! AND MY TURKEY MONSTER INVADES AND Arrives in Japan!

 

Global Expansion: Humans! Humans! and my "Turkey Monster Invades" Arrives in Japan!

AS The Hedge Wizard Goes International

The Year of the Fire Horse (2026) is moving at high velocity! I am thrilled to announce that the reach of my work has officially crossed the Pacific. Pre-orders have now opened for the Japanese edition of Humans! Humans!, which will be released very soon by FTๆ›ธๆˆฟ.

This isn't just a simple translation; it is the third major release in the Japanese Monsters! Monsters! series, following the successful publications of Mission for a Cat Goddess and the Monsterary of Zimrala.


WITH MY TYGERIAN ISLES ADVENTURE 

THE TUURKEY MONSTER INVAEDS





What’s Inside the Japanese Edition?

This volume is likely the most complete single-volume resource currently available in Japanese for anyone interested in playing Monsters! Monsters! with human-type characters. It includes:

  • "The Turkey Monster Invades": My original scenario, fully translated and ready for the Japanese tabletop community.

  • Additional Support Material: I have provided extra lore and content to flesh out the player experience.

  • Comprehensive Game Data: Equipment lists and reference material adapted from 5th Edition Tunnels & Trolls.

The Team Behind the Translation

I want to extend my deepest respect to the professionals who brought this to life. The main translation was handled by Akira Okawada (ๅฒกๅ’Œ็”ฐ ๆ™ƒ), a true master of the craft. The scenario translation for my work was carried out by Tomonori Mizuno (ๆฐด้‡Ž ๆ™บ็ด€) under Okawada’s expert supervision.

Seeing the stories forged in the Shreveport cabin reach the hands of gamers in Japan is a testament to the universal power of the Zimralan mythos.

Secure Your Copy

For my international followers and those who collect the definitive history of the Monsters! Monsters! line, you can find the pre-order at the link below:

Pre-order 「ใƒ’ใƒฅใƒผใƒžใƒณใ‚บ!ใƒ’ใƒฅใƒผใƒžใƒณใ‚บ!」 on Booth.pm


Conclusion: The Story Continues

As I continue the Digital Deep Clean and refurbish the archives here at the desk, milestones like this remind me why we do this work. We are building a legacy that spans time, space, and now, the globe.

What do you think of the new Japanese cover art? Let me know in the comments below!

The Adventures of Captain Hedges Across Time and Space Monday Morning Dispatch

The Adventures of Captain Hedges Across Time and Space Monday Morning Dispatch: 



Coffee, Cypress Shadows, and the 12 Mile Grid

Monday, May 4, 2026

Good morning from the Shreveport Cabin. The coffee is black, the air is thick with that 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 worrying about their 9-to-5, we are looking at the cold, clinical terror of the 12 Mile Grid. We have been 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 the lunar cycle, and as of today, Monday, May 4, 2026, the Moon is in a Waning Gibbous phase. It is 93.56% visible, with the moonrise occurring at 10:45 PM and moonset at 6:58 AM. That moonset 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. The scratching of the Tygerian Squirrels in the vents sounds like a tactical intrusion, and the coffee doesn't seem to kick in fast enough. 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 12 Mile Grid 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 water levels and flow are stable. As of May 2, 2026, the Red River at Shreveport—which our bayou flows into—is at a stage of approximately 15 feet. With the flood stage at 30 feet, we are looking at safe, low water levels for the surrounding area, which is vital for our field research and tactical deployments.

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. Real-time water-level data continues to be collected at Twelvemile Bayou near Mooringsport until June 30, 2026. For immediate safety, I always recommend checking current local National Weather Service alerts before heading out into the marsh.

and a new map of this area will be coming soon with its own campaign guide for the GMA Adventure The 12 Mile Terrors found here

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 Shreveport Cabin. locatation

  • The original adventure The Twelve Mile Terror

  • The 12 Mile Grid

  • The Tygerian Squirrel

  • The Samyaza Eye

  • The Sovereign Research Charter

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

MONDAY MORNING DISPATCH MAY 4

The Adventures of Captain Hedges Across Time and Space Monday Morning Dispatch: Coffee, Cypress Shadows, and the LSUS Grid



Good morning from the Shreveport Cabin. The coffee is black, the air is thick with that 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 worrying about their 9-to-5, we are looking at the cold, clinical terror of the LSUS campus. We have been mapping out the high-tech bunkers and the biological workshops where the Board turns students into State Property. 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 Sovereign Research Charter is active, the Samyaza Eye is watching, and the Tygerian Squirrels are scratching in the vents. It is time to get to work.

I will be back with more lore once the ink is dry.

The Hedge Wizard of Shreveport Cabin.


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, the Tygerian Isles, the Ether Dragons, the Tygerian Squirrel, the specific Hedge Wizard of the Shreveport Cabin persona, and the original adventure The Twelve Mile Terror. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. All mechanics referenced from the Open D6 System are used under the OGL. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Sunday, May 3, 2026

"Star Chaser Initiative: The Tygerian Reach Sector Guide

 


The Tygerian Reach: Sector of the Sickle (Update 76-L)


In this update, we delve into the high-stakes navigation of the
Sickle of Leo, where the boundary between corporate law and total void-madness is paper-thin. Whether you are docking at the lead-lined asteroid of Station 76 or hiding in the golden ion storms of the Maw, this guide provides the D6 mechanics you need.

I. Primary Systems: The Sickle Line

Adhafera (The Corporate Core)

  • Classification: Banking Core Supreme World / AIU Sector Command

  • The Narrative: A planet-wide skyscraper metropolis. Every credit spent in the sector is logged here.

  • The Hazard: A vertical jump "straight up" from Adhafera leads directly into the Loe-Void. It is a desperate maneuver used to bypass the AIU blockade.

The AIU Beta Space Lane (The Prison Run)

You can jump directly from Adhafera to the Aiu-Beta Prison Moon, but doing so requires navigating a high-security corridor.

  • Requirement: Accessing this sector requires an AIU Clearance Level 3 (TN 30 Bureaucracy or Con check).

  • Failure: If you lack the proper clearance or fail the check, you will drop out of hyperspace into an AIU Frontier Patrol Blockade Zone. You will be immediately engaged by several patrol ships authorized to use lethal force to protect the prison sector.

The Void-Water Space Lanes (The Smuggler's Fork)

From the central hub of the Sickle, you can utilize the unstable Void-Water routes to bypass standard patrols. This path functions as a strategic fork in space:

  • Hanging a Left: Takes you deep into the Gilded Maw and the super-water world of Algieba.

  • Hanging a Right: Jumps you to the high-value coordinate point of Eta Leonis on the Badlands Frontier.

Pilot's Note: Navigating Void-Water requires a ship with a Class 0.5 Hyperdrive (like the Star Chaser) or a pilot with specialized "Void-Sovereign" training.



Aiu-Beta Prison Moon
  • Orbiting Adhafera. A desolate rock used for the "Long-Term Detention" of blockade runners and debt-dodgers.

Eta Leonis (The Frontier Boundary)

  • Classification: High-Value Coordinate Point / Badlands Threshold

  • The Narrative: This system marks the end of civil space. Crossing the Eta Leonis line means you are on your own.

  • Station 76: Hidden within the debris of Eta Leonis. This neutral, lead-lined asteroid port is the only place to refuel without an official AIU permit.



II. The Gilded Maw & Algieba the SUPER Water-World

  • The Gilded Maw (Nebular Cloud): A massive, sensor-opaque gold nebula that blankets a massive portion of the sector. It is the perfect place for a "Wolf in Sheep's Clothing" to disappear, but the Ion Storms are constant, draining shields and forcing the P-Series Droid to perform manual flight corrections.

The Gilded Maw (Nebular Cloud)

  • The Hazard: A sensor-opaque gold nebula filled with Deadly Ion Storms.

  • Mechanic: All Sensors and Communications rolls suffer a -2D penalty. Ships without reinforced shielding lose 1D of Hull (ignoring shields) for every hour spent inside.

Algieba (The Super Water-World)

  • Algieba (The Tygerian Fringe): Deep within the golden heart of the Maw lies this super-water world. Because it is shrouded by the nebula, its unmapped archipelagos—including Tyger’s Rest—remain a secret to the Banking Clans. This is where the City of Nocturnis and the Gridiron League operate far from the corporate eyes of Adhafera.

  • Classification: Super-Water World / Tygerian Fringe

  • Tyger’s Rest: A massive, moss-covered forested jungle island. From high orbit, the geography looks like a curled-up green sleeping tiger. This is the heart of the Tygerian resistance and the primary training ground for the Rangers.

  • The Economy: Home to the City of Nocturnis and the Gridiron League, operating from orbital industrial satellites to avoid the gravity-well's crushing pressure.

  • The Jungle: Home to the Tygerian Rangers and the densest, bio-diverse "Apex" forest in the Leo Galaxy.

  • The Port: Hidden beneath the "tiger’s chin" is a natural deep-water cove used for cold-starting smuggling runs into the Sickle

The "Void-Water" Trade Lanes

  • The Silk Road (Mainline): The safest, most direct route. Requires a verified Merchant Prince transponder. Expect an AIU scan every 2 parsecs.

  • The Shadow Run (High Risk): A narrow path through the Gilded Maw. Navigating this requires a Difficult (20) Astrogation check. Failure means taking 5D Ion Damage from the nebula.

  • The Dragon’s Tail (Smuggler's Secret): A chaotic jump-path leading to the Tygerian Fringe. Only usable by ships with a Class 0.5 Hyperdrive or a Void-Water Sovereign pilot.




III. The Verge: Boundary Politics

The Star Chaser frequently jumps the Sickle line to stay ahead of the law.

  • Klon Space: Dangerous, mechanical, and hostile. The Klon don't recognize "Merchant Prince" immunity.

  • Moon Elf Space: Elegant but isolationist. They possess advanced light-tech that can occasionally see through Adela's folding plates if the P-Series droid isn't careful.


IV. Navigation: The Sickle Jump

GMs should use the Sickle (Lion) Asterism as the jump-path.

  • To get from Adhafera to Algieba, a ship must "bend the sickle," a maneuver requiring a Difficult (20) Astrogation roll.

  • If you miss the jump, you risk drifting into Klon Space, where the "Law" is replaced by total mechanical annihilation.




V. The Loe-Void (Intergalactic Space)

Classification: Intergalactic Void / "Deadly 10" Hazard Zone GM Context: The Loe-Void is the terrifying emptiness outside the Leo Galaxy. To reach it, a ship at Adhafera must execute a high-angle, vertical jump "straight up" relative to the galactic plane. This is not a trade route; it is an act of desperation.

The "Deadly 10" Mechanic: Inside the Loe-Void, time and physics are broken. All non-essential systems on the Star Chaser begin to fail as reality itself warps.

  • Temporal Drift: For every 1 hour of game time spent in the Loe-Void, 1D days pass in the Leo Galaxy. This makes returning to a standard timeline difficult without a P-Series Droid handling the re-entry calculations (Difficult Navigation check).

  • System Strain: Every round, the GM rolls 1D. On a result of 1-3, one of the ship’s primary systems (Shields, Hyperdrive, Weapons, or Life Support) suffers a catastrophic "Deadly 10" failure, requiring immediate Difficult (20) Repair to restore.





VIII. The TRY 10,000 Void-Whales

Classification: Ancient Intergalactic Entity / Non-Scale Hazard Description: These are not animals; they are continent-sized, partially-phase-shifted entities that navigate the deep Loe-Void. They consume raw star-matter and the energy of hyperspace jumps.

Game Mechanics: The Void-Whales do not have "stats" in a traditional sense. They are environmental hazards with an agenda.

  • The Hyperspace Breach: If the Star Chaser is detected (Sensors very difficult), a Void-Whale may "breach" the hyperspace tunnel, forcing the ship back into real-space within the Loe-Void.

  • The Consumption: The Whales "feed" by draining energy. While in proximity, the Star Chaser loses 1D of Hull code (bypassing shields) every hour.




Campaign Use: The Ultimate Escape

Adela uses the Loe-Void as her final "Get Out of Jail Free" card. If the AIU blockade at Adhafera is absolute, she will order the vertical jump. It is better to face the Void-Whales and time-distortion than an AIU labor camp.


IV. GM Adventure Seeds

1. The Adhafera Vertical: 

  • The players are trapped at Adhafera. To escape a "Law-Class" Cruiser, they must jump into the Loe-Void. Can they calculate a return jump before a month passes in real-time?

2. The Green Tiger’s Heart: 

  • A Banking Clan survey drone has spotted the "Green Tiger" island on Algieba. The players must reach Tyger's Rest and deploy a sensor-jammer before the AIU orbital bombardment begins.
3. The Ghost of Station 76

  • The Setup: A localized time-rift from the Loe-Void has drifted into the Eta Leonis system, partially phasing Station 76 out of reality. The station is still there, but it’s "stuck" five minutes in the future. The Mission: Adola needs a specific manifest from the station’s lead-lined vaults. The players must navigate the Star Chaser into the "Ghost Station," retrieve the data, and jump out before the rift snaps shut, or they'll be trapped in a five-minute temporal loop forever.

4. The Gridiron Gambit
The Setup: On Algieba, a high-stakes Gridiron League match on an orbital satellite is being used as a front for a massive credit transfer between the Banking Clans and a Klon ambassador. The Mission: The players must use the "Merchant Prince" cover to dock at the satellite. While the match is in full swing, the Tygerian Ranger and the Pilfer Thief must infiltrate the luxury boxes to "redirect" the credits to the Tygerian resistance.


5. The Sleeping Tiger Awakes

  • The Setup: Deep-sea sonar from a Banking Clan satellite has detected an ancient Ether Dragon nest directly beneath the "chin" of Tyger’s Rest. The AIU is preparing a "Deep-Sinking" depth charge to clear the nest and claim the portal tech. The Mission: The players must dive into the super-water world's unmapped trenches. They need to either divert the AIU’s targeting sensors or wake the Dragons early to provide a "distraction" while they evacuate the City of Nocturnis.


6. Breach of the Void-Whale

  • The Setup: An AIU "Law-Class" Cruiser has cornered the Star Chaser near the Adhafera vertical jump point. To escape, Adola orders the jump into the Loe-Void, but they emerge directly in the path of a TRY 10,000 Void-Whale currently "breaching" a Klon harvesting fleet. The Mission: The ship is losing power as the Whale feeds. Players must coordinate the Engineering Droid and the P-Series Pilot to "sling-shot" around the Whale’s massive energy signature back into the Leo Galaxy before they are drained dry. 

 


Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: * The Sovereign’s Reach (Sector 76-L): Including the specific navigational layout of the Sickle of Leo asterism as a jump-path.

  • The "Merchant Prince" Configuration: The specific technical "Wolf in Sheep’s Clothing" modifications of the Star Chaser.

  • Original Characters: Merchant Princess Adola, the P-Series Pilot Droid (Logic Unit 76-P), the Tygerian Ranger (Security Specialist), and the KDY-4 "Circuit" Engineering Droid.

  • Locations: The corporate world of Adhafera, the water-world of Algieba (including the City of Nocturnis and the Gridiron League), the hidden asteroid Station 76 at the Eta Leonis frontier boundary, and the Loe-Void (Intergalactic Space).

  • Visual Concepts: The "Green Sleeping Tiger" moss-covered jungle geography of the island Tyger’s Rest.

  • Lore & Entities: The TRY 10,000 Void-Whales and the "Deadly 10" temporal drift mechanics.

This work utilizes the Open D6 system; mechanics referenced from the D6 System are used under the Open Game License (OGL) v1.0a. All statistics provided are unofficial fan content and not an official product of the trademark holders.

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

PRODUCT LISTING: AIU "ENFORCER" PATROL GROUP FOR GMS TO USE UN THIER OPEN D6 GAMES

PRODUCT LISTING: AIU "ENFORCER" PATROL GROUP

Setting: The Leo Galaxy / Allied Interstellar Union (AIU) System: Open D6 / OGL v1.0a



I. THE VESSEL: "ENFORCER" LIGHT PATROL CRAFT

The backbone of AIU law enforcement, this 51-meter scout is designed for long-range patrols and securing the Leo Galaxy’s shipping lanes.

  • Scale: Starfighter

  • Skill: Space Transports: Law Patrol Craft

  • Crew: 15 (Can be operated by a skeleton crew of 4 droids + 1 Officer)

  • Passengers: 10 (Standard Brig Capacity)

  • Cargo: 250 metric tons | Consumables: 3 months

  • Hyperdrive: x1 (Backup x12) | Nav Computer: Yes

  • Maneuverability: 1D | Space: 5 | Hull: 5D | Shields: 1D

  • Sensors: Passive 20/0D, Scan 40/1D, Search 60/2D, Focus 3/3D

  • Weapons: * 3 Double Laser Cannons (Fire-linked Turret)

    • Fire Control: 2D | Damage: 4D+2


II. THE CREW ROSTER

AIU Space Patrol Officer

Type: Law Enforcement/Investigator 

  • DEXTERITY 3D: Blaster 4D, Brawling Parry 3D, Dodge 4D, Grenade 3D, Melee Combat 3D, Melee Parry 3D 
  • KNOWLEDGE 4D: Alien Species 4D, Bureaucracy: AIU 5D, Law Enforcement 6D, Planetary Systems 5D, Streetwise 5D 
  • MECHANICAL 2D+2: Astrogation 2D+2, Communications 3D+2, Sensors 4D, Space Transports 2D+2, Starship Gunnery 2D+2 PERCEPTION 4D: Bargain 4D, Command 5D, Con 4D, Gambling 4D, Hide 4D, Investigation 6D, Persuasion 5D, Search 5D, Sneak 4D 
  • STRENGTH 2D+1: Brawling 3D+1, Climbing/Jumping 2D+1, Lifting 2D+1, Stamina 3D+1, Swimming 2D+1 
  • TECHNICAL 2D: Computer Programming/Repair 3D, First Aid 2D, Security 4D, Space Transports Repair 2D Move: 10 Equipment: Heavy Blaster Pistol (5D), AIU Badge, Binder Cuffs, Chronometer, Commlink.


A-Series Med-Droid ("The Doctor")

Type: Meren-Data A-Series Medical Droid 

  • DEXTERITY 1D: Dodge 2D 
  • KNOWLEDGE 2D: Alien Species 4D, Languages 3D, (A) Medicine 5D
  • MECHANICAL 2D: (A) Bacta Tank Operation 4D 
  • PERCEPTION 2D: Injury/Symptom Diagnosis 4D STRENGTH 1D:
  • TECHNICAL 3D: Computer Programming/Repair 4D, 
  • First Aid 5D, (A) Medical Droid Repair 4D Move: 6


KDY-4 Tech Droid (Engineer)

Type: Kuat Shipbuilding KDY-4 Technical Droid DEXTERITY 2D: KNOWLEDGE 2D: Languages 4D, Physics 4D+2 MECHANICAL 2D: Space Transports Repair 5D PERCEPTION 2D: Search 5D STRENGTH 3D: Lifting 4D TECHNICAL 4D: Capital Ship Repair 5D, Computer Programming/Repair 7D, Droid Repair 6D, Security 5D Move: 7


P-Series Astrogation Droid (Pilot)

Type: Allied Systems P-Series Pilot DEXTERITY 2D: Vehicle Blasters 3D KNOWLEDGE 2D: Navigation 5D, Planetary Systems 4D MECHANICAL 4D: Astrogation 6D, Sensors 5D, Space Transports 6D, Starship Gunnery 5D PERCEPTION 2D: STRENGTH 1D: TECHNICAL 1D: Computer Programming/Repair 2D, Space Transports Repair 3D Move: 8


B-1 Assault Droid (The Muscle)

Type: AIU Standard Infantry Droid DEXTERITY 4D: Blaster 5D, Brawling Parry 4D, Dodge 5D, Grenade 4D+2 KNOWLEDGE 1D: Tactics 3D MECHANICAL 1D: PERCEPTION 2D: Search 3D STRENGTH 3D: Brawling 4D, Stamina 4D TECHNICAL 1D: Move: 10


III. THE ESCORT: "SCAVENGER" VULTURE DROIDS (6 UNITS)

These automated parasite fighters cling magnetically to the Enforcer’s hull, detaching to provide an immediate starfighter screen.

  • Scale: Starfighter | DEX: 3D | PER: 1D | STR: 2D

  • Space: 7 | Hull: 2D

  • Weapons: 2 Blaster Cannons (Fire-linked) | Fire Control: 2D | Damage: 4D

  • Ordnance: 2 Energy Torpedoes | Damage: 6D


PRODUCT IDENTITY & LEGAL

Product Identity: The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / Striped Coast Studios: The Leo Galaxy, the Allied Interstellar Union (AIU), the "Great Reclamation" mission, the "Shreveport Cabin Celestial Annex," the "USS Urland Universe," the Klon, and the entity Ophidous.

Open Game Content: All statistics, skills, and mechanics derived from the Open D6 System are designated as Open Game Content under the Open Game License (OGL) v1.0a. All rights to the D6 System are held by their respective OGL owners.

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