These are the New Adventures of Captain Hedges and the Urland Universe re-launched in a whole new blog for your enjoyment! Welcome to this week's edition of the urland-universe updates. What’s new? See Blog Posts and updated pages. Now for the Sci- Fi Update the year is 8,950 in the 90th Century and I want to welcome all of you to my new post I'll get back to you, Laters about Zimrala One Space Station Pictured Here. Yours Captain Hedges
Star Trek Capatins!
Pages
- Home
- All About Me Page what is this web blog really about this time?
- About me and my websites Past Present and Future
- Contact The Webmaster And or Captain Hedges Contact Page
- Me becoming homeless!
- My Gaming and Hobbie Corner of The Leo Galaxy Sector Campaign of the Tygerian Reach's Lions Maine Nebula
- I am the Chronicler of my own Tale written Captain Hedges
- My New Update News Page see what's new and what I got planed in 2025!
- Tygerland of Zimalla Update for Monsers Monsters RPG Game.
- Delta Green the way it went down about undercover operations with Federal Authorities
- TEAM TIGER LRPT VIETNAUM CAMPAGIN "Tiger Force Shadow Saga."
- Firebase Veghel: Echoes of War in Vietnam
- Call of Cthulhu Campaign & Scenario Timeline A Gaming Resource
- Understanding Denver's Housing and Homelessness Resources
- Unveiling Nocturnis: Your Portal to a City of Shadows and Secrets
- The City of Noctrunis Noir Neo Noir Setting Timeline need to be updated for the new game for 2026!
- The Nocturnis Broadcast Almanac: NLC 6 Television Guide, 1970
- channel 6 meet the team Nocturnis
- Gridiron Grimoire: An Open D6 Tabletop Fantasy Football Game Design Report 2025 - 2026 Season
- This is the new landing page of Striped Coast Studios Digital Goods Media-Books, Movies, Music
- Welcome to my gaming corner! MM AND Deluxe Tunnels & Trolls 101: A Guide for New Recruits
- ⚖️ LEGAL & OPEN GAME LICENSE FOR THRIVALDI AND THE WINTER WONDERLANDS OF ZIMRALA
- Our Bayou BreachThe 2026 Shreveport Setting Guide Monsterary (2026 Guide)
- Gridiron Grimoire: An Open D6 Tabletop Fantasy Football Game Design Report 2026-2027 Season
- Analytical Compendium of Liminal Phenomena: The Hedges Archives (2013–2019)
Wednesday, November 11, 2015
Also I will be starting my seasonal job soon bell ringing again for the Salvation Army those who know me I do this every year to help out the cause of helping others I consider this both my christian duty and my service to my salvation army core which happens to be now!
The Salvation Army Tucson Amphi Corps Found Here
Tuesday, October 27, 2015
November 27 natives are likely to possess the "firstborn" mentality, even if they are not the oldest. They mature early -- physically and emotionally -- and learn to take on family problems. They demand a great deal from their children, expecting them to measure up to what they were able to accomplish as youngsters.
Monday, September 7, 2015
Guns In 13th Age
Since 13th Age tends to make a bigger deal out of what the character is doing with the weapon as a class than what the weapon itself actually does, firearms are actually kind of simple. The rule rule of thumb for base damage is like this:
Classes and Firearms: Barbarians, Rogues, Rangers, Paladins and Fighters suffer no penalties to using firearms. Sorcerers, Clerics, and Wizards suffer a -4 penalty to attacks, and Bards suffer a -2 penalty to attacks.
Small Holdout Pistols, Derringers: 1D6 base damage.
Flintlock Pistols, Six-Shooters, Blunderbusses: 1D8 base damage.
Rifles, Muskets, Shotguns, Arquebus: 1D10 base damage.
Special Qualities of Firearms: Since firearms are a bit more revolutionary than the rest of your average medieval warrior's armaments, it's only fair to provide some additional special rules. Think of them as being a bit like magic items, but without the persnality quirks or chakra/attunement issues.
Loading Times: GMs will need to establish whether they are allowing old tapped-gunpowder-and-ball style musketry, breech loaded weapons or faster advanced weaponry such as six-shooters and chambered/clipped rounds. It's fantasy so nothing says firearm technology has to progress at the same rate as the real world. That said, loading a ball and powder for five to ten rounds can make firearms very undesirable to those who haven't considered the purpose of a brace or bandolier full of pistols, and a powder monkey to follow them around with the onerous task of reloading the weapons. My suggestion is that after each round a flintlock, wheellock or other ball-and-powder weapon is fired it will take a minimum of one standard action to reload, and that reload takes a save with a modifier equal to the character's level (base 11+ to succeed). So a level 7 pistoleer warrior can roll 1D20+7 on his standard action to reload the musket, which happens on an 11 or better. This simulates that loading weapons is not quick, while also making them potentially take more than one round to ready.
If you opt for more advanced firearms, assume they take one standard action to load after firing. Assume that most such advanced firearms can hold six to eight rounds in the cylinder, or two rounds in each barrell (such as for breech-loaded shotguns).
Misfire/Jam: Any time a firearm is used in an attack, a roll of 1 means the gun misfired or jammed. When this happens, make a save (11+) for the weapon. On a successful save the gun is merely jammed and each round the character can use a standard action to try and unjam it (success on a save if 11+, but let backgrounds of appropriate nature apply to the roll). If this save fails the gun remains jammed for that round. If on the save you rolled another natural 1 then the gun misfires, and the user rolls an attack from the weapon against himself. One final save is made to see if the gun is still in working condition after it blows up in the PC's face or not...failure means its been junked.
Critical Hits: Firearms do a lot of damage potentially. All firearms have a crit range of 18-20, and deal double the total damage dice rolled (i.e. a level 5 ranger with a musket dealing base 1D10 normally rolls 4D10+Dex mod in damage on a basic attack, so now he rolls 8D10+double dex mod). However, if a firearm rolls a natural 20 on the attack it triples the damage instead. What offsets this? The fact that in most games your characters are using one-shot flintlocks or wheellocks, which means a ranger can't dual-shot with a musket.
Pistols: Pistols are best at short range, so they suffer double the usual penalties for firing far away; they suffer no penalty for nearby or engaged targets. Anyone trying to reload while engaged is open to an opportunity attack.
For powers such as the ranger has where you can get off two ranged attacks, carrying a brace of pistols is a must!
Muskets/Rifles and Bayonets: These weapons are good at both nearby and far away although muskets suffer an additional -2 to hit targets at far away range, but rifles (with their fancy rifling) suffer no such additional penalties. These weapons also suffer a -2 penalty to shoot someone who is engaged with you, and if you try reloading them while engaged your opponents get an opportunity attack. It is popular to stick a bayonet on the end of muskets and rifles to turn them into melee weapons (1D6 base damage in melee). Using a bayonet is no penalty for fighters, rogues, rangers, paladins, bards and barbarians but incurs a -4 attack penalty to clerics, wizards and sorcerers.
13th Age Review this RPG delivers an incredible fantasy storytelling experience which me and my payers love
The world of 13th Age is populated by 13 powerful NPCs called Icons who represent common archetypes found in virtually all fantasy fiction and gaming. There's the High Druid, the Elf Queen, the Archmage, the Lich King, and more. They also roughly represent factions that players can join, tying them immediately to a web of alliances and ancient grudges.
The goal of 13th Age is to take that familiar D20 system and infuse it with the idea that each session or campaign should be a collaborative storytelling effort between the players and the GM. For instance, you don't select from a menu of skills. Instead, you create background elements for your character, and you derive skills from that background when each situation arises. So if you gave your character a background as a captain of a fishing boat, you could argue that you get a bonus on skill checks involving navigation, tying or untying knots, identifying aquatic species, and leading small groups.
Perhaps the most distinctive part of 13th Age character creation is the "One Unique Thing." You're not playing just any dwarf who goes out on adventures. You're playing the only dwarf in the world with a clockwork heart. Or a warrior with the soul of a dragon. Or a wizards who hears the singing of the stars. Again, there's no list to choose from. You make up your own Unique Thing. The fantastic story that emerges from it is the whole point of 13th Age.
13th Age feels like to me the spiritual successor of 3.5 Edition Dungeons & Dragons mixed with the storytelling mechanics of games I like similar to Greg Stafford’s Pendragon and Gray Gygax’s 1st edition D&D. I think Rob Heinsoo and Jonathan Tweet give us a fully refined RPG mixed with a pile of house rules we can drop into any d20 game. While it’s great fun to run, 13th Age’s storytelling system demands much of a GM’s improvisation skills. At $45 plus shipping for the hardcover and PDF package or $19.99 for the PDF alone, 13th Age isn’t cheap, but you get a whole lot of game in a single beautiful package. If you’re looking for the evolution of D&D mixed with the storytelling of RPGs then look no further.
I also signed up for their Organizedplay campaign found here and free downloads found here! and running a very successful campaign of 13th age on Tuesday Nights starting at 5pm at Isle of games 7747 E Broadway Ave Tucson, Arizona 85710
Wednesday, September 2, 2015
Concerning Urland Universe
https://www.facebook.com/pages/Star-Trek-Voyage-Earl/1610016235942371
We also have a new website up and running found here so click here for new website
enjoy
However I have become very busy since I have moved out of the Primavera Foundations Housing and into a two bedroom two bath Condo!
I am between unpacking boxes and doing other stuff. I am only writing updates and have a lot of partial drafts on here I dem not worthy of being published as of yet. Like this one I started when i moved and still find myself changing it up so this is yet another attempt at trying finish this post.
Sundays I use for my whatever day though I think I should get more active in going back to church!
Mondays I use to prep my upcomming games for the week!
Tuesday 13th age 5pm to close at Isle of Games 7747 E. Broadway Ave Tucson Az Stores Phone # is (520) 866-4263
Wednesday's is D&D Encounters 5pm to close at Isle of Games 7747 E. Broadway Ave Tucson Az Stores Phone # is (520) 866-4263
Thursday's is D&D Expeditions 6pm to 2am located at 3921 E. 29th Street Tucson Az Store Phone # (520) 514-2960
Friday's I am Working on my on line Pendragon campgain found here https://king-arthur-pendragon-rpg.obsidianportal.com/
Saturday's Varies for me as far as gaming goes!
If I don't get my other drafts dune today I will try and post tommarrow have fun and Live Long and Prosper!
Tuesday, August 25, 2015
My gaming schedule got real busy here
At Isle of games on Tuesdays for 13th Age RPG and Wednesdays for D&D Encounters here is thier face book events page Isle of Games Events
At Hats Games on Thursdays for D&D Expeditions here is thier facebook page Hats Games Face Book Page! And Website http://hatsgames.com/
Friday, July 24, 2015
DND Adventure League Review
Hey folks, since 5e was launched, I’ve been having a great time playing at my local gamestores, the newest change to my character sheets is I’m including the first 5 levels of each build eventually to this blog. This is just like the WoTC Pre-Gen character sheets. All of these new character sheets will be DND-AL legal and none of them will have heavy gold or item restrictions so they can easily be dropped into campaigns as playable characters or NPCs. I will include Backgrounds as suggestions for what I think would be a good fit for the storyline, and I encourage people who use them to feel free to change the details as I have intentionally made them for my table as gm (most of the characters that I post here will be pregens you can drop into any campagin, but I have created some that would go perfectly with Storyline elements of dnd 5e AL).
I am very busy but will try to get to these in the near future!
Tuesday, July 7, 2015
The Solo GPC
I have played King Arthur Pendragon RPG Sense it was first published by Chaosium, Inc in 1980. The fifth edition now available was published by Arthaus Games in 2005. Editions have been published in French (twice), German and Spanish. Here is a of the publication of those games, as overseen by, Greg Stafford. http://www.gspendragon.com/publicationhistory/publicationhistory.html
Starting in January 2010, I began a chronicle of my one-on-one run of The Great Pendragon Campaign, played with various friends over the years trying to get them interested allias I am beside myself again as I have no one to play pendragon with so I have decided to once again replay The Great Pendragon Campaign, using the Kingdom of Gold as the back drop for my campaign. I have always loved this kingdom ever sense it was first published in the Tournament of Dreams supplement for 1st edition and made it my own power base with a powerful King no one is more powerful than "My Grandfather" says King Farion "Who is none other than Saint George The Dragon Slayer".
Tuesday, March 17, 2015
ASHWOOD MEDOWS SOLO PLAYTEST MATARIAL A PLAYER'S GUIDE FOR ASHWOOD MEDOWS MM DTNT
๐ St. Patrick’s Day 2015: The Luck of the Ashwood Meadows
Part 1: The Park, the Gift, and the Avatar’s Birth
The Arizona sun was a physical weight in 2015. I was sitting in a park with everything I owned, navigating a season of homelessness that turned every hour into a marathon of waiting. There is a specific kind of silence in that situation—a "nothing to do" that can either swallow you whole or force you to build a bridge to another world.
In my hands was my bridge: the Deluxe Tunnels & Trolls manual. It was a 2014 birthday and Christmas gift from my friend Avery Davis, and it was the most valuable thing I had. I cracked open the Tavern by the Sea solo adventure, the pages warm from the desert heat. I wasn't just reading; I was escaping. I was at the Seven Eyes Inn on Trollworld, and I was looking for a partner who could outrun the struggle.
That’s when the "Faker" stepped off the page.
As I traced the map of the solo adventure, the smell of dry dirt and exhaust faded, replaced by the sharp, fresh scent of Shamrocks. I looked up from the manual, and there he was—sitting right on the edge of the park bench. Cinnon of Ashwood Meadows didn't look like a standard hero. He was a 1'9" Leprechaun with a wicked grin and a pot of hoarding strapped to his back.
He slammed his leather-bound Spellbook of the Leprechauns down right next to my Tavern by the Sea book.
"Ye've been wandering these halls alone long enough, me bucko," Cinnon said, his eyes flashing with a Luck of 72. "The Arizona heat is one thing, but the Trollgodfather is waiting at the hearth in the Seven Eyes, and he’s looking for a rogue who can move as fast as the wind and strike like a thunderbolt."
He wasn't just a character; he was my avatar. He was the version of me that could Wink-Wing out of a tight spot. As I did the math on that bench, his stats exploded. With a Speed of 72 and a Luck of 72, he was a walking miracle of the dice.
"I’ve got the 40 ft. Speed boosted by the Meadows," Cinnon said, tapping the Pathfinder OGL credits in his book. "And I’ve got enough Filching Faerie Dust to make sure we don't leave the Tavern empty-handed. Shall we step off this bench and show the Trollgodfather what a 'Faker' can really do?"
Part 2: Cinnon’s Final Level 1 Stats (The Double-Seventy-Two)
By applying the Ashwood Meadows multipliers to my legendary base rolls, Cinnon emerged as a Level 1 powerhouse:
| Attribute | Base Value | Modifier | Final Level 1 Stat |
| STR | 15 | x0.33 | 5 |
| CON | 16 | x0.67 | 11 |
| DEX | 12 | x1.5 | 18 |
| SPD | (40 + 8) | x1.5 | 72 |
| LK | 24 | x3.0 | 72 |
| IQ | 10 | x1.25 | 13 |
| WIZ | 12 | x1.5 | 18 |
| CHR | 9 | x1.5 | 14 |
| Height | 5'4" | x0.33 | 1'9" |
| Weight | 150 lbs | x0.10 | 15 lbs |
Combat Adds: +61
Languages: Irish Gaelic (Native), Common (Khaz’ni), Humans, Hobbs, Skeletons, Ratlings (Western Rrr’lff).
Part 3: The Complete Spellbook of the Leprechauns
Inherent magic. Flat Cost: 5 WIZ (Kremm).
Baffle: (L1SR on CHR) to persuade almost anyone.
Blammit: Internal teleport attack for 1D100 + 10 damage.
Coin Glow: Permanent gold-colored light.
Dizzle Dazzle: 100-ft blinding flash (L3SR on LK).
Lucky Charms: Mantra to lower Saving Roll difficulty.
Wink-Wing: 50-ft teleport (Smells like Shamrocks).
Yassa-Massa: Mass hypnosis for crowd control.
Shillelagh Shake: Double Combat Adds (+61 becomes +122!).
Major Image: Visual and auditory illusions (CL 8th for tricks).
Treasuroo: Itchy-palm radar for finding hidden hoards.
Call to Action (CTA)
When the world pins you to a park bench, your Luck and Speed are the only things that can set you free. What treasure are your hands itching for today?
HERE IS A COPY OF MY CHARCTER SHEET AT LEVEL 1 SEE YOU NEXT YEAR FOR AN UPDATE PERHAPS I WILL POST ABIUT MY ADVENTURES LATER ON DOWN THE ROAD
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 character Cinnon of Ashwood Meadows, and the "Hedge Wizard of the Shreveport Cabin" persona.
Special Credits:
Spellbook of the Leprechauns: Lucky the Leprechaun as told to Ken St. Andre; Art/Layout by Steven S. Crompton, Thessaly Chance Tracy, Maria Flores, David Jackson, and Kryssie Noelle.
Pathfinder OGL: Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC.
Ruleset: Deluxe Tunnels & Trolls gifted by Avery Davis. © 2015 Arthur Earl C. Hedges Jr. All rights reserved.







