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Friday, October 2, 2026

Feature Friday: Deep Below the Tygerian Isles – The Underealms of Achrox Part 1

 

Dispatches from the Tygerian Sea: The Reclamation of Port Chrox.



Can an ancient feline empire reclaim its sacred maritime jewel after decades of black-powder pirate tyranny? For months, campaign chroniclers exploring the perilous world of Zimrala have watched the southern coastline of Achrox descend into lawless chaos. Ever since human merchant mercenaries staged their bloody coup, the legitimate trade routes between the northern ranges and southern kingdoms have been completely severed. Today, that corsair blockade shatters as the imperial navy retakes the harbor.

The Counter-Offensive at the Red Sandstone Quays

Launching a coordinated naval strike directly from the Tygerian Kings Port, Admiral Bengali led the Imperial fleet across the archipelago to shatter the corsair stronghold. The superstitious human buccaneers, relying on earth-born black-powder flintlocks, swivel guns, and iron harbor booms, found their defenses overwhelmed by a synchronized planetary coalition:

  • Aerial Inferno: Sweeping low from New Tuslan, the Volcano Dragon Heliox arrived flanked by a soaring Phoenix airship crewed by fire elementals, detonating corsair rigging and open powder magazines with incandescent fire magic.

  • The Havashar Eclipse: An allied Moon Elf Wizardess mounted atop an ancient Moondragon drew the moon of Havashar across the sky, blinding the pirate gunners in an unnatural midday eclipse.

  • The Flagship Duel: Bengali personally led the boarding assault onto the corsair flagship, raising the legendary Trident of the Wandering Fleet to shatter the blade of Pirate King Rajan Valerius in single combat.

With the pirate lines routed into the coastal shoals, Tiger Force marine phalanxes stormed down their bronze assault ramps, securing the lower wharves, clearing the sea gates, and re-establishing the Tygerian Port Authority and Trade House.

The Subterranean Infiltration Route

While surface victory belongs to the Empire, the war for Achrox has merely shifted ground. Driven from the quays, the defiant human Military Governor executed a fighting retreat into the subterranean darkness, leaving behind a heavily defended descent route through the city's infrastructure:

  • Level 1 (The Harbor Threshold & Drainage Sluices): The main point of entry directly behind the red sandstone wharves. Massive iron grating, tidal overflow gates, and fortified storm sluices serve as the initial descent into the earth. Smugglers and corsairs heavily rigged these choke points with black-powder deadfalls and swivel-gun nests.

  • Level 2 (The Cisterns & Smuggler Grottos): The flooded secondary tier where coastal sea caves meet ancient freshwater cisterns. Contraband vaults, flooded barracks, and hidden dock basins allow small skiffs to enter beneath the city at high tide.

  • Level 3 (3 Miles Down): The Shadow Court of Achrox, headquartered in the cyclopean ruins of the Old Zim Palace directly beneath the modern surface plaza.

  • Level 6 (6 Miles Down): The hunting grounds of the territorial twelve-foot four-armed Barbarian Zim and scavenging Mole People.

  • Level 666 (666,666 Feet Down): The burning volcanic rifts of the Underreaches, where demonic legions and subjugated Dwon slave-soldiers prepare their upward conquest.

What’s Coming Next Friday

Today's surface triumph is only the beginning of our deep dive into this regional campaign setting. Next Friday, we release the complete, expanded sourcebook entry featuring:

  • The unabridged tactical breakdown of the Flagship Duel and boarding actions.

  • Environmental hazard rules for the 200-mile Collapsed Drainage Aqueduct.

  • Official Monsters! Monsters! 2.7 stat blocks and Deadliness Ratings for Admiral Bengali and Pirate King Rajan Valerius.

  • Trade caravan logistics across the frozen tundra to the dwarven halls of Silber-Khazad-Zigilgรปl.

Check your party's marching order and keep watch on the Level 1 drainage grates! Drop a comment below sharing how your party intends to navigate the treacherous subterranean tiers beneath the quays.

Meta Description: Read Dispatches from the Tygerian Sea: The Reclamation of Port Chrox. Discover how Admiral Bengali retook the harbor and preview next week's sourcebook release.

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 specific "Hedge Wizard of the Shreveport Cabin" persona, the character "Admiral Bengali," the "Tiger Force," the "Trident of the Wandering Fleet," the "Pirate King Rajan Valerius," "Port Chrox," "Port Tygenia / Tygerian Kings Port," and the campaign setting of Achrox. Monsters! Monsters! and Humans! Humans! are trademarks of Ken St. Andre and Trollgodfather Press and are used with permission. Moz (Monsterary of Zimrala) and all related world-guide elements are the exclusive property of Ken St. Andre and Trollgodfather Press. The game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Thursday, October 1, 2026

Zimrala Horror Adventures: 2026 System Update (Playtest)

 

Zimrala Horror Adventures: 2026 System Update (Playtest) 


1. Introduction: The Urland-Zimrala Bridge

The Hook: It’s almost 3:00 AM. In the quiet of the Shreveport cabin, the distance between the Milky Way and the Leo Galaxy feels a lot shorter. We aren't just playing in a backyard anymore; we are charting a course across the stars where the "Shadow-Strain" follows every jump.

The Context: Everything we are building here spans the vast reach from the Milky Way to the Leo Galaxy. I have officially integrated Zimrala into my upcoming Urland Universe Leo Galaxy Campaign Book. This project serves as a companion to that work, and per my collaboration with Ken St. Andre, these mechanics are designed to complement the lore found in his legendary Monsterary of Zimrala (MoZ).

The Problem: Crossing galaxies means facing horrors that don't follow terrestrial rules. The environments of the Leo Galaxy—and the portals that lead back to the Milky Way—demand a system that tracks the psychic erosion of the traveler.

The Promise: This update provides the "Universal Horror Engine" for the Urland Universe. We are bridging the legacy of Ken St. Andre (MoZ & MM 2.7) with the OpenD6 system. For a full bestiary of the creatures mentioned here, you must refer to Ken St. Andre's Monsterary of Zimrala.


2. The Master Symbology Table (The Translation Key)

When navigating the Monsterary of Zimrala (MoZ) or the Leo Galaxy, use this chart to convert classic Monsters! Monsters! 2.7 symbols into the specific saving rolls triggered by the Zosma System. This ensures you know exactly what you’re looking at in the stat blocks.

Classic Symbol (MM 2.7)Leo Galaxy Icon (Shadow-Strain)NameSaving Roll (SR)Context & Trigger
! (Exclamation)⚡ (Jagged Strike)FearLvl 1 SR on LuckSudden, visceral threats (Shadow-Reapers).
? (Question)๐ŸŒ€ (Void Spiral)HorrorLvl 2 SR on IQUnnatural sights (Sludge-geometry).
๐Ÿ’€ (Skull)๐Ÿ‘️ (Weeping Eye)MadnessLvl 3 SR on IQContact with Outer Gods or Rifts.
Y (Y-Shape)๐ŸŒŸ (The Lure)AweLvl 2 SR on IQDeceptive beauty / Moon Krystals.

Section 3: The Internal Dread Engine

In Zimrala Horror Adventures, Dread is more than just a feeling; it is a trackable resource representing the "Shadow-Strain" on a character's psyche. As we bridge the gap from the Milky Way to the Leo Galaxy, this mechanic tracks the psychological weight you carry after the initial adrenaline of an encounter wears off.

Calculating Your Max Dread (Threshold):

  • OpenD6 System: Your Max Dread is equal to your Willpower attribute.

  • MoZ and MM 2.7 System: Your Max Dread is the sum of your CON + IQ attributes. (Note: These mechanics are integrated between Ken St. Andre’s Monastery of Zimrala (MoZ) for the world-building and Monsters! Monsters! 2.7 for the core rules.)

The Mechanics of the Build-Up:

  • The Trigger: Anytime you fail a saving roll against a ⚡ (Jagged Strike), ๐ŸŒ€ (Void Spiral), or ๐Ÿ‘️ (Weeping Eye) icon, you gain 1 Dread Point in addition to the standard failure effects. These Leo Galaxy Icons indicate that the Shadow-Strain has taken a bite out of your resolve.

  • The Breaking Point: When your current Dread equals your Max Dread, your mind reaches its limit. You must immediately roll on the Bolt Thrower Sanity Table to determine the nature of your permanent mental fracture or obsession.


Section 4: Environmental Dread Lenses (The 4+ Threshold)

Once a character reaches 4 or more Dread Points, they are officially "Shaken." At this threshold, the environment itself—whether in the bogs of Louisiana or the rifts of the Leo Galaxy—begins to manipulate their senses.

  • Swamp Dread (Bog, Marsh, & 12-Mile Bayou): Heavy Mist. All ๐ŸŒ€ (Void Spiral) reactions are treated as ⚡ (The Jagged Strike). You lose the ability to be "surprised" because your mind is locked in a state of exhausting, hyper-vigilant fear.

  • The Green Sentinel (Forest & Jungle): Echo-Phobia. When stationary in the deep woods or Tygerian jungles, you must pass a L1 Luck SR. Failure means you hear whispers of your name in the foliage, causing a -1D penalty to Initiative as you scan the shadows.

  • Desert Desolation (Waste-Lands): Mirage Madness. You begin to see ๐ŸŒŸ (The Lure) symbols shimmering in the heat waves. You must pass an IQ SR or wander away from the safety of your party toward a non-existent oasis.

  • The Mountains of Madness (Peaks & Hills): Echo of the Ancients. Pass a L2 IQ SR or suffer Acute Vertigo. This results in a -2D penalty to all Agility and Athletics rolls as the "impossible geometry" of the high peaks makes the world spin.

  • Void Loneliness (Deep Space/Leo Galaxy): Abyss Aura. The crushing silence of the vacuum takes hold. You suffer a -2D penalty to all Technical and Knowledge skills whenever you are physically separated from your crew or the familiar stars of the Milky Way.




Section 5: Featured Bestiary — The Krystalwyrm

Universal Deadliness Rating (UDR): 6/10 Monster Rating: 111 to 999 (Refer to the Monsterary of Zimrala for scaling guidelines).

The Krystalwyrm is a 50-foot magical serpent that serves as a living bridge between the gold mines of the Milky Way and the crystalline rifts of the Leo Galaxy. It doesn't just hunt for sustenance; it feeds on high-frequency energy from Moon Krystals and raw gold ore.

  • The Golden Hide (Armor): Its skin is composed of metallic golden scales. Subtract 7 from all combat totals rolled against it.

  • Cold Venom Vapor: The wyrm doesn't just bite; it breathes a freezing mist. Anyone in combat range must make a progressively higher CON SR each turn (L1, L2, L3, etc.).

  • The Poison Math: Take damage equal to the amount you missed the SR by, multiplied by the current combat round number.

    • Example: If you miss your SR by 3 points on Round 3, you take 9 points of poison damage.

  • Reflective Will: The serpent has a WIZ of 33. If a caster attempts a spell with a WIZ attribute lower than 33, the spell fails and rebounds instantly upon the caster.

  • Flame Convulsions: If attacked with fire, the wyrm enters a violent, erratic state. Everyone in the vicinity must make a L3 SR on Luck or take impact damage equal to 3 times the amount missed on the roll as the massive golden body thrashes blindly.


Section 6: Moon Krystal Mood Waves

Moon Krystals are the primary psychic broadcasters of the Urland Universe. Staying within 10 meters of an active Krystal forces a character to resist the "Mood Wave" of that specific stone. Failure on the required Saving Roll results in an immediate psychological shift:

  • Lunar Silver (Melancholy): L1 Luck SR. Failure: You are overcome by the "Silver Melancholy," resulting in a -1D penalty to all actions.

  • Zosma Amber (Enraged): L2 CON SR. Failure: You enter a "Zosma Rage" and must immediately attack the nearest living target.

  • Void Obsidian (Catatonic): L3 IQ SR. Failure: Your mind shuts down to protect itself, resulting in a complete catatonic state.

  • Tygerian Rose (Euphoric): L1 IQ SR. Failure: Overwhelming overconfidence. You cannot use "Dodge" or "Total Defense" as you prioritize aggressive, flashy maneuvers.


Join the Playtest

These rules are the foundation of the upcoming Urland Universe Leo Galaxy Campaign Book. I am looking for brave delvers and GMs to take these mechanics into the field and report back on how they handle the darkness.

How to Submit Your Feedback:

  • Official Contact Page: Visit the Contact Page and reach out to the Webmaster and/or Captain Hedges.

  • The Contact Form: Please fill out the Contact Form and be sure to include the word "play test" in the Comments section.

  • What I’m Looking For: Send in any questions you have or a full playtest report from your games. Tell me how you used these rules—did the Krystalwyrm’s scaling poison keep the tension high, or did the Environmental Dread take your party out before the fight even started?

  • Social Media: You can also contact Captain Hedges directly on Facebook at Earl C. Hedges Jr.

Your feedback is a critical part of charting the Leo Galaxy. Let's see if your Sanity holds.


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 (as utilized in the Urland Universe), the Tygerian Isles, the Ether Dragons, the Tiger Force Shadow Saga, and the specific "Hedge Wizard of the Shreveport Cabin" persona. Unique Items: The Ink of Anticipation, The Scope of the True Meridian, the Rod of Infinite Spanning, and the Plumb of Gravity’s Anchor.

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 and intellectual property of Ken St. Andre.

The Lovecraft Variant for Monsters! Monsters!, including Sanity Tables and Mythos rules (originally written by the Roman Brothers for classic T&T), has been revised and updated by Tim Pugh of Bolt Thrower Press. These rights are the sole property of Bolt Thrower Press and are used with permission.

Mechanics referenced from the Open D6 System are used under the Open Game License (OGL v1.0a). This report is a non-commercial fan work intended for community building and the development of the Urland Universe.

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

Tuesday, September 29, 2026

๐ŸŠ Bayou Tuesday: The Twelve-Mile Vortex (2026 OpenD6 Playtest Guide)

 

๐ŸŠ Bayou Tuesday: The Twelve-Mile Vortex (2026 OpenD6 Playtest Guide)



 

Introduction

The Hook

Have you ever looked out over the flooded cypress bottoms of North Louisiana after a massive summer storm and felt a sudden, freezing chill run straight down your spine?

The Problem

Summer 2026 has hit the Red River Delta with unrelenting severe weather. For tabletop Game Masters running real-time modern campaigns, keeping environmental conditions unpredictable yet deeply authentic to the region can be a challenge when players step off the beaten path. Wiping out all previous campaign baselines, we are establishing a brand-new, standalone universe built 100% on the classic West End Games (WEG) OpenD6 rules system.

The Solution/Promise

In this post, you get a plug-and-play real-world environmental framework for Shreveport, Louisiana, paired with a brand-new 1D6 Random Weather Matrix. This setup bridges local meteorological realities with a high-stakes OpenD6 sci-fi/fantasy investigation scenario centered on the mysterious Twelve Mile Vortex.

What Is Bayou Tuesday? A Shreveport Tradition

In North Louisiana, Bayou Tuesday isn’t found on any municipal calendar, but every local from the Red River down to the moss-draped bends of the Twelve Mile Bayou knows when it arrives. It is that specific, heavy day following an unrelenting storm system when the air turns thick as wool, the barometric pressure bottoms out, and the river water backs up into the sloughs past the high-water markers.

Downtown, folks celebrate the survival of the storm with street festivals, seasonal food, and local camaraderie. But out on the water, the old-timers know better than to run the cuts alone. When the pressure drops that low over the Ark-La-Tex, the swamp "turns over." In 2026, those extreme barometric shifts do more than swell the bayou banks—they create localized dimensional tears, opening the Twelve Mile Vortex where realspace wears thin.

The Field Roster: The Shreveport Cabin Crew

Investigating a spatial tear in knee-deep swamp water requires more than just standard gear; it requires a specialized unit operating out of the Shreveport Cabin:

  • Captain Hedges (The Multiverse Traveler): Master Investigator and Jedi Sentinel walking La Ligne across time and space, tracking dimensional fractures with his golden-yellow topaz lightsaber and forensic sensors.

  • The Hedge Wizard of Shreveport Cabin: A green Tygerian mystic holding down the arcane wards, alchemical defenses, and operational strategy at the cabin base.

  • Bayou Earl (The Apex Hunter): The local native guide and Were-Tiger. Undisputed stalker of the backwater sloughs, tracking trails through mud and tangled roots where human boots cannot follow.

  • Doctor John: Voodoo practitioner commanding the Raven Totem, handling spiritual forensics, hex signatures, and anomalous planar residue.

  • Uncle Bill: Veteran bayou survivalist and master tracker who knows every hidden cut and channel along the Twelve Mile.

  • Detective Jones: The grounded forensic analyst tying strange marsh occurrences back to mundane paper trails and parish records.

  • Tactical Perimeter (Dez Nuts, Head Stone, Gimmer): Providing heavy perimeter security and recon against hazards like the acidic, scrap-stealing Mimic Thief.

Here are the complete OpenD6 stat blocks for the entire field roster, balanced specifically for the 2026 Twelve Mile Vortex playtest:

Captain Earl C. Hedges Jr. (The Multiverse Traveler)

Jedi Sentinel / Master Investigator (Level 5)

  • Dexterity 3D: Brawling Parry 4D, Dodge 5D, Lightsaber 6D+2

  • Knowledge 3D+2: Alien Species 4D+1, Planetary Systems 5D, Scholar: Halcron Archives 5D+2, Streetwise 5D

  • Mechanical 2D+2: Astrogation 4D+2, Sensors 5D+1, Starship Piloting 4D

  • Perception 4D: Hide 5D, Investigation 7D, Search 6D+2, Sneak 5D

  • Strength 3D: Brawling 4D+1, Climbing/Jumping 4D, Stamina 5D

  • Technical 2D+2: Computer Programming/Repair 4D, First Aid 3D+2, Lightsaber Repair 4D+1, Security 5D

  • Special Abilities / Force Attributes:

    • Control 5D: Accelerate Healing, Concentration, Control Pain, Hibernation Trance

    • Sense 7D: Combat Sense, Life Detection, Magnify Senses, Shift Sense, Translation

    • Alter 5D: Telekinesis, Affect Mind

  • Archetype Gear: Topaz Kyber-crystal lightsaber (5D damage, yellow-golden plasma), tactical duster coat (+1D vs physical/abrasion), handheld forensic multispectrum scanner (+1D to Search/Investigation), The Wayfinder of La Ligne.

The Hedge Wizard of Shreveport Cabin

Green Tygerian Arcane Anchor & Base Strategist

  • Dexterity 2D+2: Dodge 4D

  • Knowledge 4D+1: Arcane Lore 6D+2, Dimensional Cartography 6D, Planar Nodes 5D+2, Streetwise: Ark-La-Tex 4D+2

  • Mechanical 2D: Communications 4D, Sensors 5D+1

  • Perception 3D+2: Evidence Analysis 5D, Magic Sense 6D+1, Search 5D

  • Strength 3D: Stamina 4D

  • Technical 3D+1: Alchemy / Potion Crafting 6D, Arcane Wards 6D+1, Cabin Defenses 5D+2

  • Special Abilities:

    • Tygerian Claws: STR+1D physical damage.

    • Cabin Ward Mastery: While inside the Shreveport Cabin, gains +1D to all technical warding and alchemical preparations.

  • Gear: Wand of Grounding, Focus Crystals of Zimrala, enchanted scrying mirror rig tied to perimeter sensors.

Bayou Earl (The Apex Hunter)

Were-Tiger Native Guide & Bayou Apex Stalker

  • Dexterity 4D: Brawling Parry 5D, Dodge 6D, Melee Combat: Claws/Bite 6D+2, Running 5D+1, Sneak 6D

  • Knowledge 2D: Intimidation 5D, Survival: Swamp/Bayou 7D

  • Mechanical 1D+2: Navigation: Backwater 5D

  • Perception 3D+2: Hide 6D, Search: Tracking 7D+1, Sneak 6D+2

  • Strength 5D: Brawling 7D, Climbing/Jumping 6D, Stamina 7D, Swimming 6D

  • Technical 1D+2: Primitive Traps 4D

  • Special Abilities:

    • Apex Were-Tiger Shift: Can shift between human tracker and massive bipedal tiger form.

    • Predatory Senses: +2D to all Search checks relying on scent, vibration, or night vision.

    • Natural Armor & Weapons: Claws and bite deal STR+2D damage; thick pelt provides +1D armor vs physical damage.

    • Hazard Immunity: Immune to swamp acid and natural venoms.

  • Gear: Skinning blade, braided cypress cord, heavy wading trousers.

Doctor John

Voodoo Practitioner & Spiritual Forensics Specialist

  • Dexterity 2D+2: Dodge 4D, Melee Combat: Cane 4D+2

  • Knowledge 4D: Folklore: Ark-La-Tex 6D, Occultism: Voodoo/Hoodoo 7D, Spirits & Hexes 6D+2

  • Mechanical 2D: Ground Vehicle Operation 3D

  • Perception 4D: Astral Sight 6D+1, Investigation: Residue 6D, Sense Hex 6D+2

  • Strength 2D+2: Stamina 4D

  • Technical 3D+1: Gris-Gris Crafting 5D+2, Medicine: Herbal 5D

  • Special Abilities:

    • Raven Totem: Can commune with local scavengers/corvids to scout territory up to 3 miles away (+1D to tracking reconnaissance).

    • Spectral Cleansing: Can neutralize acidic residual slime and planar blight using consecrated ritual powders.

  • Gear: Carved bone walking stick (STR+1D), satchel of mojo bags, silver-dusted ash, chalk for protective veves.

Uncle Bill

Master Bayou Tracker & Waterway Survivalist

  • Dexterity 3D: Brawling Parry 4D, Firearms: Shotgun/Rifle 6D, Knife Combat 5D

  • Knowledge 3D: Ark-La-Tex River History 5D+2, Local Navigation 6D, Survival: Backwoods 6D+1

  • Mechanical 3D+1: Boating: Airboat/Skiff 6D+2, Vehicle Repair 4D+2

  • Perception 3D+1: Hide 5D+1, Search 6D, Sneak: Marshland 5D+2

  • Strength 3D+2: Brawling 4D+2, Lifting 4D+1, Stamina 5D+1

  • Technical 2D+1: Boat Engine Mechanics 5D, Carpentry/Fortification 4D

  • Gear: 12-gauge pump shotgun (5D damage), heavy hunting machete (STR+1D+2), customized flat-bottom aluminum skiff, spotlight, waterproof hip waders.

Detective Jones

Parish Criminal Investigator & Forensic Analyst

  • Dexterity 3D: Dodge 4D+1, Firearms: Pistol 5D+2

  • Knowledge 3D+2: Criminology 6D, Law Enforcement Protocol 5D+2, Parish Records 6D, Streetwise 5D

  • Mechanical 2D+1: Ground Vehicle Operation: Cruiser 4D+1

  • Perception 4D: Interrogation 5D+2, Investigation: Crime Scene 6D+2, Search 5D+2

  • Strength 2D+2: Stamina 3D+2

  • Technical 2D+2: Ballistics Analysis 5D, Evidence Preservation 5D+1, Fingerprinting 4D+2

  • Gear: Service .40 caliber pistol (4D damage), digital evidence camera, forensics fingerprint/swab kit, Caddo Parish badge and credentials, Kevlar vest (+1D vs ballistics).

Tactical Perimeter: Dez Nuts, Head Stone, & Gimmer

Heavy Recon & Anomaly Containment Operatives (Squad Template)

  • Dexterity 3D+1: Brawling Parry 4D+2, Dodge 4D+2, Firearms: Automatic Rifles 5D+1, Heavy Weapons 4D+2

  • Knowledge 2D: Military Tactics 4D, Threat Assessment 4D+1

  • Mechanical 2D+1: Communications 3D+2

  • Perception 3D: Search: Perimeter Watch 5D, Sneak 4D

  • Strength 4D: Brawling 5D+2, Lifting 5D, Stamina 5D

  • Technical 2D: Demolitions 4D, Field Barricades 4D+1

  • Special Squad Role:

    • Mimic Thief Containment: Equipped with specialized insulated poles, high-alkaline neutralizing sprays (cancels acidic glue), and heavy steel-mesh netting.

  • Gear: Tactical carbines (5D damage), heavy ballistic vests (+1D+1 physical, +2 vs fragmentation), chemical-resistant hazmat gloves, industrial spotlight rigs.

Here are the individualized OpenD6 stat blocks for the squad, breaking out Dez Nuts and Head Stone with their exact species, archetypes, and signature weapons, alongside Gimmer:

Dez Nuts

Squirrel Sniper & Micro-Recon Scout

  • Dexterity 4D+2: Brawling Parry 3D, Crossbow 7D, Crossbow: Dual Pistols 7D+2, Dodge 6D+2, Running 6D

  • Knowledge 2D: Streetwise 4D, Survival: Canopy & Brush 5D

  • Mechanical 1D+2: Glider/Rigging 3D

  • Perception 4D+1: Hide: Foliage/Shadows 7D, Search: Ambush Spotting 6D+1, Sneak 7D

  • Strength 1D: Brawling 2D, Climbing 7D+1, Jumping 6D, Stamina 3D

  • Technical 2D: Crossbow Maintenance 5D, Traps: Micro-Snares 4D+2

  • Special Abilities:

    • Small Target Profile: Opponents suffer +10 DN (+2D difficulty) to hit Dez Nuts with ranged or melee attacks due to his minute size and rapid dodging.

    • Canopy Acrobat: Can leap through cypress branches, roof rafters, and swamp canopy at full running speed without penalty.

  • Gear: Twin micro-crossbow pistols (3D+2 damage each, fast reload, specialized coated flechettes/bolts), miniature tactical harness with climbing carabiners, waterproof bolt quivers.

Head Stone

Tygerian Were-Tiger Ranger

  • Dexterity 4D: Brawling Parry 5D, Bows 7D, Dodge 5D+2, Melee Combat: Claws 6D, Sneak 6D

  • Knowledge 2D+2: Wilderness Lore 5D, Tracking: Planar Anomalies 5D+2

  • Mechanical 1D+2: Beast Riding 4D

  • Perception 3D+2: Hide 5D+2, Search: Stalking 6D+2, Sense Anomaly 5D+1

  • Strength 4D+2: Brawling 6D, Climbing 5D+2, Stamina 6D+1, Swimming 5D

  • Technical 2D: Bowyer/Fletcher 5D, Field Medicine 3D+1

  • Special Abilities:

    • Were-Tiger Transformation: Shifts between a towering humanoid Tygerian ranger and an apex predatory were-tiger form.

    • Predator Resilience: Thick striped hide grants +1D armor against physical, kinetic, and bludgeoning damage.

  • Gear: The Grave-Strike Bow (Magical composite bow; 5D+2 damage, ignores 1D of supernatural armor, shoots ethereal-tipped wooden shafts that leave a pale white trail), arm braces carved from petrified wood, ranger leathers.

Gimmer

Heavy Breacher & Tactical Pointman

  • Dexterity 3D+1: Brawling Parry 4D+2, Dodge 4D+2, Firearms: Shotguns/Heavy Rifles 6D

  • Knowledge 2D: Military Demolitions 4D, Threat Assessment 4D+2

  • Mechanical 2D+1: Armored Skiff Pilot 4D

  • Perception 3D: Search: Perimeter Watch 5D+1, Sneak 3D+2

  • Strength 4D+1: Brawling 5D+2, Lifting 5D+1, Stamina 5D+2

  • Technical 2D+1: Barricade Construction 5D, Neutralizing Compounds 4D+2

  • Special Squad Role:

    • Acid/Glue Neutralization: Carries an industrial pressurized tank filled with high-alkaline slurry to dissolve the Mimic Thief's adhesive secretions and free entrapped gear.

    • Mimic Thief Containment: Equipped with specialized insulated poles, high-alkaline neutralizing sprays (cancels acidic glue), and heavy steel-mesh netting.

  • Gear: Tactical heavy shotgun (5D+1 damage), alkaline spray dispenser, chemical-resistant reinforced hazmat apron, flashbang charges, tactical breaching shield (+2D physical cover).

1D6 Random Bayou Weather Matrix

Roll 1D6 at the start of each field hour when tracking along the Twelve Mile corridor:

  • 1 — Oppressive Swamp Stagnation: 98°F, 95% humidity, dead air. Visibility normal, but all Physical Stamina rolls are at +5 DN due to blistering heat exhaustion.

  • 2 — Barometric Drop (Swamp Dread): Sky turns bruised purple. Barometer plunges. Characters must make a Moderate (15) Willpower roll or suffer a -1D penalty to Perception from creeping psychological dread.

  • 3 — Sudden Delta Squall: Blinding sheet rain. Reduces all visual Search checks and ranged weapon attacks by -2D. Mud depth increases by 6 inches.

  • 4 — High-Water Backflow: Red River surges into the tributary. Current strength doubles. Boating/Piloting difficulties increase by +5 DN to avoid submerged cypress logs.

  • 5 — Static Searing & Ozone Fog: Ground-level fog crackles with golden static discharge. Radio and comm gear fail completely. Forensic scanner rolls receive +1D to detect planar residue.

  • 6 — The Vortex Surge: The spatial tear widens. Reality warps within a 100-meter radius. Gravity flickers (jump distances doubled), and strange echoes from parallel timelines ripple across the water.

Field Log: Stepping into the Vortex

The morning after the front blew through, water at the John Franks WMA boat launch sat four feet above pool stage. The smell of sour vinegar and ozone hung heavy over the reeds—the trademark signature of a Mimic Thief scavenging near an active Geo-Node.

While the town celebrated Bayou Tuesday under canvas awnings downtown, Captain Hedges and Bayou Earl pushed the skiff into the flooded timberline. With the green Tygerian Hedge Wizard tracking the arcane baseline from the cabin monitors and Doctor John reading the Raven Totem omens, the investigation into the 2026 Twelve Mile Vortex officially begins.

Here is the fully revised Game Master Investigation Scenario integrating The Raft-Walker as the ancient Were-Gator Skin-Walker from the 1830s Great Raft lore, with Gimmer in his true role as the team’s stealthy Mimic Thief:

๐ŸŽฒ GM Investigation Scenario: The Twelve Mile Fracture

Operational Briefing: Following the severe late-September squalls of 2026, floodwaters along Twelve Mile Bayou have surged past the gauges at the John Franks Wildlife Management Area boat launch. While downtown Shreveport celebrates Bayou Tuesday under rain-soaked awnings, the drastic barometric drop has ripped open a dimensional fracture deep in the cypress bottoms.

This spatial tear has awakened The Raft-Walker—a massive, ancient Were-Gator Skin-Walker driven into hibernation beneath the mud during Captain Henry Miller Shreve's 1830s clearance of the Great Raft. Mutated by raw vortex energy, the beast has emerged to reclaim its blood-soaked bayou territory.

Staging from the Cypress Shadow B&B, the Shreveport Cabin Crew must deploy into the flooded sloughs, track the prehistoric terror, and collapse the rift before the creature tears through the municipal levees.

Phase 1: Launch at John Franks WMA

The party puts Uncle Bill’s reinforced aluminum skiff into the flooded backwater at the submerged boat ramp. The swamp is eerily silent, choked with the smell of stagnant muck, ozone, and rotting timber.

  • Environmental Baseline: Roll 1D6 on the Random Bayou Weather Matrix to establish wind, water surge, and visual penalties for the opening hour.

  • Navigating the Drift:

    • Uncle Bill rolls Boating: Skiff (6D+2) against Moderate (15) DN to weave through floating log debris without puncturing the hull or snagging the prop on submerged cypress knees.

    • Detective Jones rolls Investigation: Crime Scene (6D+2) against Moderate (14) DN along the washed-out bank, cataloging shredded aluminum caution signs and splintered deer stands bearing claw-gouges that match no known modern reptile.

Phase 2: Infiltration and Recon

As the crew glides beneath the Spanish moss, standard radio comms dissolve into high-frequency spatial distortion.

  • Canopy Scouting: Dez Nuts darts through the upper branches of the bald cypress canopy. A Search: Ambush Spotting (6D+1) roll against Difficult (20) DN reveals unnatural wake patterns pushing against the river current near an abandoned 19th-century logging barge.

  • Submerged Espionage: Gimmer (The Mimic Thief) slips into the murky water. Blending into the floating river scrap with his adhesive-rigged camouflage (Sneak 5D), Gimmer scouts the sunken barge hull, spotting the massive armored silhouette of the sleeping Were-Gator without alerting its predatory instincts.

  • Reading the Trail: Bayou Earl takes the bow in his bipedal Were-Tiger form. His Search: Tracking (7D+1) catches the cold, ancient scent of decaying river silt and blood clinging to the wake, pinpointing the skin-walker's exact lair.

  • Occult Forensics: Doctor John rolls Perception: Sense Hex (6D+2) against Moderate (15) DN, identifying that the skin-walker's hide is supercharged by the nearby temporal vortex, making its physical armor nearly impervious to ordinary kinetic shock.

Phase 3: The Ambush at the Great Raft Remnant

The creature detonates out of the flooded timber, shattering the rotted timbers of the sunken logging barge.

THE RAFT-WALKER (Ancient Were-Gator Skin-Walker)
Scale: Creature (+2D)
Dexterity 2D+2: Brawling Parry 4D, Dodge 3D+2
Perception 2D: Hide: Swamp Water 6D, Search 4D, Sneak: Murky Depths 6D
Strength 8D: Brawling: Crushing Jaws 9D+1, Swimming 8D, Stamina 9D
Special Abilities:
- Petrified Ironwood Hide: Encrusted with century-old Great Raft timber and petrified 
  river silt, granting +3D armor against kinetic/physical damage, and +1D against energy.
- Death Roll & Submerge: On a bite hit (STR+2D / 10D damage), targets are pulled under. 
  Breaking the pin requires an opposed Strength check against 9D+1.
- Vortex Echo Roar: Emits a sub-harmonic planar shriek (Moderate 15 Willpower check or 
  suffer Swamp Dread: -1D to all actions for 3 rounds).
  • Tactical Execution:

    • The Distraction: Gimmer pops from the driftwood flank, spraying adhesive secretion across the creature's back limbs to slow its lunge.

    • Ranged Harassment: Dez Nuts balances on a cypress limb, firing his twin micro-crossbow pistols (Crossbow: Dual Pistols 7D+2) directly into the beast's sensory pits to disrupt its targeting.

    • Piercing the Ironwood: Head Stone draws the Grave-Strike Bow (7D). Bypassing 1D of the skin-walker's supernatural timber armor, his ethereal shafts pin the beast's front shoulder.

    • Apex Grapple: Bayou Earl launches into the shallow mud, meeting the ancient gator head-on in an epic predator clash (Brawling 7D), using his natural immunities and brute strength to keep its crushing jaws off the skiff.

    • Severing the Rift Anchor: Captain Hedges ignites his topaz lightsaber (Lightsaber 6D+2), executing a precise strike to sever the glowing planar anomaly pulsing at the base of the skin-walker's skull, neutralizing its temporal mutation without causing a lethal planar rupture.

Phase 4: Sealing the Twelve Mile Vortex

With the Were-Gator disabled and driven back into the deep bayou silt, the raw temporal vortex pulses above the open water, spinning mud and swamp gas into a golden funnel.

    • Dimensional Cartography (6D) and Arcane Wards (6D+1) to feed the closure matrix frequencies down the line.

    • The Sentinel's Final Stroke: Captain Hedges activates his Wayfinder and channels Alter: Telekinesis (5D) combined with Sense: Shift Sense (7D) against Very Difficult (22) DN, weaving the fractured reality threads back together and locking down the Twelve Mile corridor for the rest of Bayou Tuesday.

  • Arcane Navigation: The Green Tygerian Hedge Wizard coordinates live from the Shreveport Cabin via the scrying link, 

    Product Identity & Legal

    Product Identity & Legal Notice:

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

    • Worlds & Cosmologies: The world of Zimrala, the Tygerian Isles, the Ether Dragons, and the multiversal pathways of La Ligne.

    • Characters & Rosters: The specific "Hedge Wizard of the Shreveport Cabin" persona, Captain Hedges (Across Time and Space), Bayou Earl (The Were-Tiger Native Guide & Apex Hunter), Doctor John, Uncle Bill, Detective Jones, Dez Nuts (Squirrel Sniper), Head Stone (Tygerian Were-Tiger Ranger), and Gimmer (The Mimic Thief).

    • Locations & Operational Hubs: The Shreveport Cabin, the Cypress Shadow B&B, the Twelve Mile Bayou setting, and the John Franks WMA tactical staging corridor.

    • Lore, Cryptids & Campaign Mechanics: The "Twelve Mile Terror," the "Twelve Mile Vortex," the 1830s Great Raft Were-Gater conflict, The Raft-Walker (Ancient Were-Gater Skin-Walker), Swamp Dread, the 1D6 Random Bayou Weather Matrix, the Evidence Matrix, and the Grave-Strike Bow.

    Open D6 System: Mechanics referenced from the D6 System are used under the Open Game License (OGL v1.0a).


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