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Friday, October 9, 2026

Dispatches from the Cabin Today's News

Dispatches from the Cabin Today's News



Clearing the Decks & Ordering the Space

Log Series: Cabin Logbook – Volume IV, Entry 10-09

Station: The Outpost Cabin, Twelve Mile Bayou, Shreveport, Louisiana

Timecode: Friday, October 9, 2026 – 07:05 AM CDT

Officer of the Deck: Captain Arthur Earl C. Hedges Jr.

Command Log Entry: 1009.26

  • Atmospheric Conditions: Thick autumn bayou mist rolling off Twelve Mile; quiet water; perimeter secured.

  • Cabin Status: Hot coffee brewed at the galley table; drafting terminals temporarily locked down for maintenance and deck clearance.

  • Directives Issued: Immediate shore-side priority overhaul. Quartermaster inspection protocols activated to bring living quarters and creative workshops up to full operational standard.

  • Tactical Postponement: Midweek transmission archives and the scheduled Friday Tygerian Isles adventure release are placed on temporal hold until cycle reset next week.

  • Forward Objective: Transform the mess deck into battle-ready status for the upcoming tabletop game night muster right here along the bayou.

  • Network Status: Communications array powering down to silent running through Sunday, October 11, 2026.

Morning Dispatch: A Cabin Reset

Good morning, everyone, and welcome to Friday.

The morning coffee is freshly poured here at the drafting table, and the fog is hanging quiet over Twelve Mile Bayou. While the initial plan for today was to release the promised Friday Tygerian Isles adventure and catch up on our missed Wednesday Musings and Throwback Thursday archives, real life requires immediate attention on the home front.

I received an inspection notice from the landlord regarding clutter and keeping the living quarters shipshape. As captain of this vessel, maintaining order in the physical realm takes priority. Today and Saturday will be spent rolling up my sleeves, clearing out the clutter, deep-cleaning the apartment, and resetting the space completely.

Beyond passing inspection with flying colors, this cleanup doubles as preparation for our next live game night right here at the cabin. We have a crew assembling around the physical table to delve deeper into the Tygerian Isles campaign, and the lodge needs to be clean, organized, and ready for the dice to roll.

The promised adventure module and retro gaming archives will have to wait until next week. I will be stepping away from the keyboard and staying offline through Sunday to get this work done.

Daily Devotional: The Ministry of Order

"For God is not a God of disorder but of peace." — 1 Corinthians 14:33

It is easy to focus all our energy on building grand worlds, mapping faraway stars, and dreaming up distant campaigns while letting the immediate space around us slip into neglect. Yet scripture consistently reminds us that peace and stewardship begin on our home ground. Creation itself began by bringing form to the formless and light into the dark; order is a divine principle, not a chore.

When an unexpected notice or correction arrives, our natural reaction might be frustration. But when we view it through the lens of stewardship, it becomes an invitation to reset. Clearing out physical debris clears out mental and spiritual fog. Taking dominion over our living quarters honors the roof provided over our heads and prepares our home to welcome guests, fellowship, and ministry in good faith.

Tend your immediate borders today. Sweep the corners, clear the dust, and establish order where you stand. When the physical ground is set in right order, everything built upon it stands stronger.

The Quarterdeck Protocol

"A commander who cannot command the square footage beneath his own boots cannot steer a course through the Tygerian shoals or the Void of Zimrala. You clear the deck first, stow the gear second, and let the stone rest until the house stands clean."

— Captain's Personal Notebook

I hope everyone has a blessed and productive weekend. Take care of your business, tend your hearth, and prepare your ground. I will see you all back online this Sunday.

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 world of Zimrala, the Tygerian Isles, the Ether Dragons, the Kristall Wyrm, the Zimralan Void-Water Sovereign, the Trinity Engine, Rajah Gundam, El Tigre de Setos, the Sovereign’s Bluff Lodge, the Twelve Mile Bayou setting, the persona of Captain Hedges, and the specific "Hedge Wizard of the Shreveport Cabin" persona.

Monsters! Monsters! and Humans! Humans! are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission. 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.

Wednesday, October 7, 2026

ADVENTURE IDEA: LOST IN THE 32ND CENTURY

 


A QUICK SCENARIO FOR OPEN D6 / D6 SPACE (OGL)

Campaign Setting: USS Urland Universe Temporal Time Ship (NCC 27011-J) Time Period: 32nd Century (The Future Burn / Federation Rebuilding Era) Location: Starfleet Headquarters (Earth Orbit)



INTRODUCTION

The USS Urland has made a desperate, unscheduled temporal jump to the 32nd Century, arriving alongside the towering, organic spiral trellis of Starfleet’s distant-future headquarters (image_15.png). Low on resources, out of their own time, and with the experimental Temporal Engine entirely inactive and powered down, Captain Hedges and his crew find themselves docking next to the legendary, retrofitted USS Discovery.

But even "safe" at HQ, the timeline is not secure. A localized chronal anomaly—or perhaps sabotage—is threatening the station, and only a crew with 29th-century temporal expertise can prevent a cascade.

A BRIEFING WITH THE CAPTAIN

"We’re 300 years past our horizon, the slipstream is cold, and we’re drinking future coffee that somehow tastes worse than the replicators back home. But we’ve got a job to do. Something is ticking inside this station, and Starfleet’s future depends on us figuring out what it is." — Captain Hedges

SCENARIO OUTLINE

Episode I: The Silent Giant (Finding Your Footing)

  • The Situation: The Urland powers down to prevent temporal contamination. While meeting with Starfleet Command and the Discovery crew, a weird chroniton surge pulses through the docking bay.

  • Open D6 Check: Perception or Sensors (Difficulty 15) to realize the pulse originates from the Urland's deactivated Time Drive.

  • The Twist: Someone has attempted to illicitly trigger the temporal drive from outside the ship to siphon 29th-century chronal energy.

Episode II: Intra-Station Hunt (The Romulan Connection)

  • The Situation: To bypass the temporal lockouts, the thieves must use a relay located on a visiting Romulan diplomatic vessel moored on the other side of the organic trellis.

  • Action: Characters must navigate the complex, sprawling organic structure of the 32nd Century HQ.

  • Challenges:

    • Sneaking / Influence (Difficulty 15) to bypass future Starfleet Security.

    • Tech / Repair (Difficulty 18) to interface 29th-century tech with the 32nd-century detached-component systems.

Episode III: The Clock Is Ticking (Drive Confrontation)

  • The Situation: The thieves (temporal scavengers hoping to rebuild lost drive designs) have started an uncontrolled siphon sequence.

  • Action: Brawling and phaser fire inside the heavily modified Urland engineering bays while the drive builds dangerously.

  • Goal: Defuse the temporal siphon before it causes a localized time loop, or worse, snaps the Urland into an unstable jump.

NPC & SHIP STATS (OPEN D6)

Captain Hedges (29th-Century Commander)

  • Dexterity 3D (Blaster 4D+1, Dodge 3D+2)

  • Knowledge 4D (Command 5D+2, Stellar Navigation 5D, Temporal Theory 6D)

  • Mechanical 3D (Space Transports 4D+1, Starship Gunnery 3D+2)

  • Perception 3D (Bargain 4D, Command 5D+1, Investigation 4D)

  • Strength 2D+1

  • Technical 2D+2 (Temporal Drive Repair 4D)

  • Equipment: Future hand phaser (4D), 29th-Century temporal scanner, Starfleet Captain's uniform (image_2.png).

The USS Urland NCC 27011-J (Dormant Universe-Class Hybrid)

  • Scale: Capital

  • Space Speed: 0 (Power Down) / Temporal Engine: Inactive

  • Hull: 8D

  • Shields: 4D (Emergency auxiliary backup)

  • Special Note: Inactive temporal drive prevents time-jump mechanics, making the ship purely a base of operations and target for scavengers.

GAME MASTER’S NOTES

Keep the focus on the vast contrast of 29th-century versus 32nd-century technology. Use Discovery as a backdrop and emphasis that Starfleet HQ is enormous, featuring ships with detached, floating nacelles.

Rewards: Character Points (usually 3–5 per player) and maybe some 32nd-century "programmable matter" toolkits!

Review: Beneath the Green Rooster Tavern OSR One-Page Dungeon

 

 TITLE: Review: Beneath the Green Rooster Tavern (OSR One-Page Dungeon)



META DESCRIPTION

Looking for a fast, punchy OSR scenario? Read our full review of Beneath the Green Rooster Tavern by Sabrina TVBand, featuring map highlights, GM prep tips, and community discussion links.

INTRODUCTION The Hook: Can a single piece of parchment hold an entire evening of tavern infiltration, alchemical weirdness, and high-tension dungeon crawling? The Problem: Many published tabletop adventures are bogged down by pages of dry lore and over-engineered backstories, leaving a Game Master scrambling to find actual room triggers during live play. The Solution: Beneath the Green Rooster Tavern by indie designer Sabrina TVBand strips away the bloat, delivering a compact, whimsical, and dangerous scenario that drops cleanly into any roadside fantasy campaign.

BODY CONTENT

SECTION 1: THE PREMISE AND TWO-TIER INFILTRATION

  • The setup centers on the Green Rooster Tavern, a seemingly mundane establishment housing a small curio shop run by the sorceress Silre.

  • Directly beneath the floorboards lies her sprawling subterranean home and sanctuary.

  • The dungeon offers two distinct infiltration points: a magical landscape painting hanging in the common hall (E1) and a rotating counterweight bookshelf hidden in Silre's shop (E2).

  • While built as a system-neutral OSR one-page dungeon, it includes pre-converted stat blocks for Cairn, making it easy to adapt to rules-light or classic six-sided dice pools.

  • Every room, monster trigger, and trap mechanic is condensed into a clean, legible spread that requires minimal advance prep.

SECTION 2: STANDOUT ENCOUNTERS AND ROOM DESIGN

  • The under-tavern features a ten-room circuit loaded with classic hazards, social interactions, and tactical puzzles.

  • Silre tracks the party's movement through subterranean vents, projecting her voice to mock their mistakes and trigger psychological tension as they delve deeper.

  • The Art Gallery in Room 1 features animated statues and a portal painting leading deeper into the complex.

  • Room 2 holds an enchanted Pleasure Chamber featuring a high-tier supernatural trio of a vampire, an incubus, and a medusa.

  • Trap Room I in Room 4 uses a zero-friction floor paired with ceiling slimes, while Trap Room II in Room 5 combines quicksand with giant bats.

  • Room 6 provides an alchemical workshop with labeled potions granting diminution, elasticity, and healing.

  • Room 7 features a pungent fungal cavern housing brewing mushrooms and Silre's hostile dark elf companion.

  • Room 8 contains dungeon cages where captured patrons offer intel but attempt to pick party pockets if released.

  • Room 9 holds a library guarded by a ghost librarian who attacks anyone attempting to steal spell grimoires.

  • The deep complex terminates at Room 10, a vaulted menagerie where Silre can remotely release caged beasts to flank retreating invaders.

SECTION 3: GAME MASTER TAKEAWAYS AND TABLE USABILITY

  • The included 1D4 Open Secrets table effectively separates actual tavern gossip (Silre's kidnappings and blackmail) from local falsehoods (rumors that she commands goblin armies or is a hidden lich).

  • The layout connects via loop hallways, allowing players to circumnavigate lethal rooms like the Pleasure Chamber if they want to avoid heavy combat.

  • It functions equally well as a stealth heist, a rescue mission for captured drovers in the cells, or an emergency escape route when a taproom brawl goes sideways.

  • Community Feedback: Join the ongoing discussion and view creator commentary directly in the Reddit release thread at https://www.reddit.com/r/osr/comments/164998p/beneath_the_green_rooster_a_taunting_voice_cairn/

CONCLUSION Summary: Beneath the Green Rooster Tavern delivers an exceptional balance of dark humor, tactical traps, and OSR minimalism. Its compact format gives GMs complete freedom to drop it along any major trade route or wilderness causeway without derailing an ongoing campaign. Final Takeaway: If your table appreciates clever environmental puzzles, vocal dungeon masters who enjoy taunting the party in character, and concise map design, this module is an outstanding addition to your adventure binder.

CALL TO ACTION (CTA)

Pick up Beneath the Green Rooster Tavern on Itch.io to support indie adventure design, check out the community notes on the Reddit post at https://www.reddit.com/r/osr/comments/164998p/beneath_the_green_rooster_a_taunting_voice_cairn/ , and leave a comment below sharing how your adventuring party handled Silre's rotating bookshelf!

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 Tiger Force Shadow Saga, and the specific "Hedge Wizard of the Shreveport Cabin" persona. Monsters! Monsters! and Humans! Humans! (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission. Beneath the Green Rooster Tavern is designed by Sabrina TVBand. The statistics and game mechanics referenced herein are designated as unofficial fan review and playtest material. (C) 2026 Arthur Earl C. Hedges Jr. All rights reserved.


Midweek Musings: A Day Across the Multiverse – The Seven Timelines Publish Date: 10-7-2026

 

Midweek Musings: Recharging the Generators, Zine Dispatches, and A Day Across the Multiverse



Pull up a chair and grab a mug. It’s well past midnight here along the water, the coffee is piping hot, and it feels damn good to be back at the keyboard.

If things went quiet around here from the tail end of August through September, it wasn't by choice. Life threw a heavy combination punch: my primary laptop workstation went completely dark for nearly six weeks, and I spent a good chunk of that time dealing with health setbacks, cycling in and out of the hospital. When you're stuck in a hospital bed without your main rig, you lose track of the days fast. But I fought my way through the medical grind, got the laptop restored and humming, and I am back on my feet just in time for October and the Halloween season.

The engine is firing on all cylinders again, and the desk has been busy.

Dispatch 1: Earl C. Hedges Jr. — The Shreveport Desk

Time: 02:24 AM CDT

Location: The Shreveport Cabin, Twelve Mile Bayou, Louisiana

You don’t need an alarm clock when you live with Pixie Wixie.

I was dead to the world, buried under the quilts with the humid October swamp breeze whispering through the screens, when suddenly—thud. Four little paws landed square on my chest. She pushed her face right into mine, whiskers twitching, and let out that signature sound of hers. It isn't a normal meow, and it isn't a growl; it’s a tight, squeezed-out "erow-meow" that sounds like a rusty tackle box opening up.

From the bedroom, Uncle Bill called out from under his blankets:

"Hey Earl! The cat won’t let us sleep until sunrise, so get up and make some coffee and let me know when it's ready. I'm going to watch the world news at 2:30 AM anyways."

"Alright, Bill, I'm on it," I muttered, dragging myself up.

I slid my feet onto the cold cypress floorboards and shuffled into the kitchen. Outside, Twelve Mile Bayou was slick as black glass under a sliver of October moon. I fired up the burner, filled the pot, and scooped out a stout mound of dark roast. When that water hit the grounds, the rich aroma filled every corner of the cabin, burning the last of the hospital fog right out of my head.

Sitting at the table with both hands wrapped around that steaming ceramic mug, watching Pixie circle my chair while the glow of the TV flicked on in the next room for the 2:30 news, the real world finally felt locked back into gear.

Dispatch 2: The Publishing Front (Trollzine & Troll Con 2 Japan)

While the machine was down, the planning never stopped. I have two major publishing milestones currently rolling:

  • New Trollzine Submission: I have been putting the finishing touches on a brand-new article submission for Trollzine. My good friend Sid Orpin has been lending his expert hand to get the piece fully laid out, formatted, and polished for publication.

  • Troll Con 2 Convention Support Zine (Japan): I am honored to announce that the Japanese Monsters! Monsters! community is putting together an exclusive Troll Cave zine as official convention support for Troll Con 2. It will be priced at around $15 USD, available in both English and Japanese, with all proceeds directly funding the convention. For this release, they compiled the articles I wrote for the Eastern Lands into a massive 5,000-word campaign primer for the Eastern Valley of Hawthorne Valley. Even better: it features an exclusive, previously unpublished introductory adventure written specifically for this book. I will share purchase links the moment it goes live!

Sitting here at 2:00 AM with fresh brew in hand, thinking about spinning up all these worlds again, I decided to take a look at what "a day in the life" looks like across my distinct personas.

Dispatch 3: Bayou Earl — The Were-Tiger of the Cypress Swamps

Time: Dead of Night

Location: The Blackwater Bends, Twelve Mile Bayou

Down in the bottoms where the Spanish moss hangs thick enough to choke the moonlight, time doesn't run on clocks or chronometers. It runs on the tide, the scent of turned river mud, and the instincts in your blood.

When the night water cools down in October, the swamp gets dead quiet. The cicadas quit buzzing, the bullfrogs submerge, and the only sound across the bayou is the slow, steady drip of cypress sap into the water. That’s the hour when the skin starts to prickle and the stripes beneath the surface itch to break out.

Uncle Bill knows the look in my eye without asking. He keeps the lantern turned low on the porch, a pot of chicory sitting warm on the cast-iron stove, keeping watch on the cabin lines while the Were-Tiger takes the perimeter. Out here, things move in the shadows between Shreveport and the state line that don't belong in polite company. One patrol through the brush, scenting the damp night air and listening to the cypress roots drink, is all it takes to remind the swamp who walks the banks of Twelve Mile.

Dispatch 4: Captain Hedges — Log of the USS Urland (NCC-27011-J)

Ship Time: 02:24 Shipboard Standard

Location: Uncharted Deep Fringe (Temporal Slipstream Fault)

Nobody likes the comm chime at two in the morning.

I was asleep in my quarters when the duty alert sounded. Beta Shift was just handing over the watch to Delta when the duty officers caught the anomaly and made the right call to wake the captain. I glanced at my communication smartwatch: the digital readout flickered erratically at 02:24 AM, snapped backward to 02:17, paused, and jumped forward again.

The chronometers aboard the USS Urland were having an absolute fit. When you push a Universe-class vessel through a Slipstream Time Drive into unmapped space, the nav-computers don't know whether to log a calendar date or throw their hands up. Outside my viewport, the void wasn't black—it was a churning, oily-violet wash of raw chronal wake.

I pulled on my duty boots, zipped my jacket, and stepped into the dimmed, blue-lit corridors of Deck 1. The bridge was humming with tense energy as I ducked straight into my ready room to slap the replicator for a scalding mug of black chicory coffee before pulling up the tactical screen.

"Gemini," I said, taking that first sip. "Talk to me. Why are the chronometers spinning backward every seven minutes?"

Gemini’s voice chimed through the desk console with cool, measured precision:

"The Slipstream Time Drive has intersected an uncharted micro-singularity with a fractured event horizon. Localized chronal eddies are creating high-frequency shear across our outer shields. We are maintaining spatial coordinates, but the chronometer buffer is oscillating between two overlapping micro-timelines."

"Modulate the main deflector dish zero-point-three micro-dynes," I ordered. "Neutralize the temporal drag and hold steady until Alpha Shift takes the conn at 06:00."

Dispatch 5: El Tigre de Setos — Ring Lore & The Capri Casino Wrestling League (CCWL)

Era: 1980s Territory Circuit to the 1990s Riverboat Boom

Location: The Red River Decks, Shreveport, Louisiana

Under the laced leather mask, you don't answer to standard time; you answer to the bell, the roar of the crowd, and the creak of the canvas.

I cut my teeth working territory rings through the gritty 1980s, trading chops, suplexes, and blood in smoky arenas. But in the 1990s, the game found a brand-new heartbeat right here in Shreveport along the Red River.

When the iconic Isle of Capri riverboat casino opened its doors, a legendary, battle-tested tag team known as The Islanders took their hard-earned ring purses, bought in as owners, and launched their own company: the Capri Casino Wrestling League (CCWL).

They set up the squared circle right on the riverboat decks against the authentic backdrop of Shreveport's neon-lit gaming boom. And at the center of their main event cards stands El Tigre de Setos, bringing masked lucha mastery and old-school territory toughness to the floating casino. Between the high rollers, the smoky backrooms, and the territorial rivalries, CCWL is ready to deliver a full campaign chronicle of promotions, ledgers, and ringside feuds.

Dispatch 6: Rajah Gundam — The Imperial Cartographer of Zimrala

Era: Age of the Ether Dragons

Location: Sovereign’s Bluff Lodge, The Tygerian Isles

High above the crashing shores of the Tygerian Isles, the grand drafting halls of Sovereign’s Bluff Lodge never truly go dark.

As Emperor Rajah Gundam, Royal Cartographer and Supreme Historian of the vast world of Zimrala, mapping is not just geography—it is a sacred science of survival. Armed with the Ink of Anticipation, the Compass of Lost Things, and the Scope of the True Meridian, my desk is covered in living vellum where coastlines shift and ocean currents bleed into the void.

It is my duty to track the great migratory flights of the Ether Dragons through the multiverse portals, log the deep movements of the Zimralan Void-Water Sovereign, and record the true borders where civilization stands against the wilderness. While the rest of the world slumbers, the royal quill never stops charting the annals of the Monsterary.

Dispatch 7: The Journey Ahead & Sign-Off

And of course, these are just 6 corners of the new Urland Universe Multiverse maped out so far. There are plenty of other personas and deep lore archives already published across the website that I plan to delve into as we roll deeper into the season—from the mystical sanctum of the Hedge Wizard at the Shreveport Cabin to the cosmic expanses of the multiverse.

For now, the coffee pot is empty, the laptop is humming strong, and the night watch is winding down.

Yours for now,

Captain Hedges, signing off.



Product Identity & Legal Notice

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 Kristall Wyrm, the Zimralan Void-Water Sovereign, the Trinity Engine, Rajah Gundam, El Tigre de Setos, the Capri Casino Wrestling League (CCWL), and the Sovereign’s Bluff Lodge.

  • The specific personas of the "Hedge Wizard of the Shreveport Cabin," "Bayou Earl," Uncle Bill, and Captain Hedges, as well as the unique narrative composition, the "Cypress Shadow B&B" location, and the "Swamp Dread" mechanics of "The Twelve Mile Terror" campaign.

  • Monsters! Monsters!™, Starfaring™, and Humans! Humans!™ (1st Edition) are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission. The Monsterary of Zimrala (MoZ) is the official campaign setting created by Ken St. Andre, with our humble contributions acknowledged in the annals of the work.

  • This work utilizes the Open D6 system; mechanics are Open Game Content under the OGL v1.0a. Open D6 mechanics rely on six-sided dice pools under OGL v1.0a and are kept distinct from Monsters! Monsters! 2.7 Monster Rating (MR) rules. All rights to the Starfaring (1976) crystal mechanics are the sole property of Ken St. Andre.

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