Captain Hedges' Cosmic Chronicles: Echoes from the Edge (An OpenD6 Adventure Module)
Wednesday, June 25, 2025 | Stardate: 25176.3
Good morning, Captains Log Stardate 25176.3 from Cosmic Leo Galaxy Star Base Leo I. As Uncle Jerry and I hold down the fort here at the starbase, diligently watching view screens and monitoring alerts, my thoughts drift to the incredible discoveries unfolding even now. While Uncle Bill is off on his unique adventure to the Galactic Dentist for those new chopper teeth (may they bite through anything!), and Brother Robert's away team is out scouting for a new base, my gaze, and indeed our starbase's sensors, are fixed on a truly unprecedented event in the Leo Galaxy: The Echoing Constellation.
This is more than just an anomaly; it's a cosmic mystery calling for brave souls to investigate. I've already dispatched a priority message to Brother Robert's team, diverting them from their primary mission. This has taken precedence. Game Masters, prepare your players for a journey into the profound and the utterly alien!
Adventure Hook: A Priority One Diversion (For the GM)
This adventure is designed for 3-5 players, who will take on the roles of the pre-generated characters provided below. Captain Hedges (your persona) is the Game Master-controlled character (NPC), acting as the commanding officer at Star Base Leo I, giving orders and monitoring the mission from afar.
GM Introduction: "Players, you are part of an away team, aboard the scout vessel Forerunner Scout Ship, deep in the Leo Galaxy. You've been diligently surveying the Beta Quadrant for suitable new base sites when your comms ping with a priority-one alert. The face of Captain Hedges (your GM-controlled NPC) flickers onto the main viewscreen, a mixture of concern and utter fascination on his face."
Captain Hedges (GM Voice): "Brother Robert, Billy Boy, Tony... put a hold on your current mission. We have a developing situation in the Gamma-7 Sector, roughly three parsecs from your current position. A stellar anomaly, unlike anything we've cataloged. Our sensors at Star Base Leo I are overloaded. What initially looked like a massive, incoming fleet is... something else entirely. Pure energy signatures, behaving with impossible coherence. This demands immediate investigation. I'm diverting you. Rendezvous with the source. Be cautious. Your mission: Identify. Ascertain intent. Report back immediately. Captain Hedges out."
GM's Guide to Sensor Systems
(GM Note: This section provides a foundational understanding of starship sensors within the game, particularly useful when operating the Forerunner Scout Ship.)
Sensors are a starship's "eyes." They allow it to detect not only phenomena visible to humanoid sight, but an enormous number of electromagnetic and physical phenomena which humanoid senses cannot perceive. Every starship has many types of sensors (Explorer, Scouts, and Research/Laboratory vessels tend to have more or better sensors, for obvious reasons), divided into four types: long-range; lateral (or short-range); navigation; and specialized.
Sensors are rated for three characteristics: the range over which they work accurately; their "gain," or strength and efficiency relative to their power output (represented in game terms as a bonus to Sensors Tests Results); and their Strength, or ability to overcome interference.
Pre-Generated Player Characters (PCs)
Players, choose one of these pre-generated characters to embark on this cosmic adventure!
1. Uncle Bill (The Resilient Grump)
A lovable, sometimes-grumpy elder now armed with "Galactic Choppers." He may complain constantly, but his life experience and unexpected insights are invaluable. A former officer candidate who washed out due to anger issues, he's found his niche as a fiercely loyal, if cantankerous, cargo handler.
Attributes:
- Agility (AGI): 2D
- Knowledge (KNO): 3D
- Mechanical (MEC): 1D+2
- Perception (PER): 2D
- Strength (STR): 2D
- Technical (TEC): 1D+1
- Physique (PHY): 3D
Skills:
- Brawling: Strength +1D (3D)
- Charm: Knowledge +1D (4D)
- Gamble: Knowledge +1D (4D)
- Stamina: Physique +2D (5D)
Special Abilities:
- "Galactic Choppers": His new teeth allow him to bite through Armor (2D) or hard materials (Strength +3D piercing damage for objects).
- "The Abandoned Complaint": If he feels neglected or left out, can impose a -1D penalty on one Social skill roll for one PC for the next scene.
- "Unexpected Insight": GM can allow a PC a reroll on a failed Knowledge or Perception check once per session after listening to Uncle Bill for 5+ minutes.
- "Washed Out Wisdom": Due to past failure, gains +1D to Knowledge rolls when identifying flawed plans or unrealistic expectations.
Move: 7, Body Points: 30, Character Points: 5
2. Uncle Jerry (The Meticulous Analyst)
The quiet, steady presence, a meticulous and technologically inclined veteran. His calm demeanor belies a past rooted in highly specialized military training, making him excellent at spotting anomalies and maintaining systems under pressure.
Attributes:
- Agility (AGI): 2D+2
- Knowledge (KNO): 3D+1
- Mechanical (MEC): 2D+2
- Perception (PER): 4D
- Strength (STR): 2D+1
- Technical (TEC): 4D
- Physique (PHY): 3D
Skills:
- Computer Programming/Repair: Technical +1D (5D)
- Sensors: Perception +2D (6D)
- Starship Gunnery: Agility +1D (3D+2)
- Starship Shields: Technical +1D (5D)
- Stellar Cartography: Knowledge +2D (5D+1)
Special Abilities:
- "Meticulous Monitor": Gains a +1 bonus to all Perception (Sensors) rolls when actively monitoring for a prolonged period.
- "System Whisperer": Can make a Moderate (DC 15) Technical roll to gain a minor insight or re-route power on a system.
- "Calm Under Pressure": Gains +1D to Willpower rolls (if applicable, otherwise rolls Physique) when facing technical malfunctions or system overloads.
- "Dormant Tactical Insight": Once per session, can make a Difficult (DC 18) Knowledge (Tactics) roll to recall specialized training, providing a crucial piece of advice for a tactical situation.
Move: 9, Body Points: 33, Character Points: 8
3. Lieutenant Junior Grade Krumtarg Kad (Brother Robert - The Klingon Warrior/Liaison)
A formidable Klingon warrior, Lieutenant Junior Grade Krumtarg Kad embodies the strength and honor of his people, honed by years in the Klingon Defense Force and the subtle art of intelligence. Now serving as a liaison to Starbase Leo I, he balances fierce loyalty to the Empire with a strategic understanding of Starfleet operations.
Attributes:
- Agility (AGI): 3D+2
- Knowledge (KNO): 3D+1
- Mechanical (MEC): 2D
- Perception (PER): 4D
- Strength (STR): 4D+1
- Technical (TEC): 2D+1
- Physique (PHY): 4D
Skills:
- Acrobatics: Agility +1D (4D+2)
- Brawling: Strength +2D (6D+1)
- Blaster (Disruptor): Agility +1D (4D+2)
- Command: Knowledge +1D (4D+1)
- Disguise: Knowledge +1D (4D+1)
- Intimidation: Strength +1D (5D+1)
- Investigation: Perception +1D (5D)
- Language (Federation Standard): Knowledge +1D (4D+1)
- Melee Combat (Klingon Weapons): Strength +2D (6D+1)
- Melee Parry: Strength +1D (5D+1)
- Security: Perception +1D (5D)
- Sneak: Agility +1D (4D+2)
- Stamina: Physique +1D (5D)
- Tactics (Military): Knowledge +2D (5D+1)
- Tracking: Perception +1D (5D)
- Willpower: Physique +1D (5D)
Special Abilities:
- Klingon Physiology: Possesses redundant organs and fierce constitution. When reduced to 0 Body Points, is Incapacitated (not Mortally Wounded) for 1D rounds, often able to continue fighting through willpower (Difficult (DC 20) Physique or Willpower roll). +1D Damage Resistance against Stun damage.
- Klingon Daha Master of Weapons: When wielding a traditional Klingon melee weapon, gains +1 pip to Melee Combat rolls and +1D to Intimidation when actively using/displaying the weapon.
- Intelligence Training: Gains +1D bonus to Investigation, Security, and Sneak rolls for covert/classified operations.
- Liaison Officer: Gains +1D bonus to Language (Federation Standard) and Knowledge (Alien Cultures) for official duties.
- Fierce Loyalty (Disadvantage): Loyalty to Empire can sometimes override logical decisions or put him at odds with Starfleet protocols, leading to Difficult (DC 18) Willpower rolls to follow non-Klingon directives.
Move: 10, Body Points: 40, Character Points: 15
4. Cousin Billy Boy (The Resourceful Academy Graduate)
A fresh face from the Academy, Cousin Billy Boy is a versatile officer with specialties in Intelligence, Field Operations, and Stellar Cartography. His knack for finding things and unexpected solutions makes him an invaluable, if slightly eccentric, member of the away team.
Attributes:
- Agility (AGI): 3D
- Knowledge (KNO): 2D+2
- Mechanical (MEC): 2D
- Perception (PER): 3D+1
- Strength (STR): 3D
- Technical (TEC): 2D+1
- Physique (PHY): 3D
Skills:
- Con: Knowledge +1D (3D+2)
- Hide/Sneak: Agility +1D (4D)
- Repair: Mechanical +1D (3D)
- Search: Perception +2D (5D+1)
- Streetwise: Knowledge +2D (4D+2)
- Stellar Cartography (Specialized): Knowledge +1D (3D+2)
- Investigation (Intelligence Specialized): Perception +1D (4D+1)
- Survival (Field Ops Specialized): Knowledge +1D (3D+2)
Special Abilities:
- "Jury-Rig Specialist": Can make a Difficult (DC 18) Mechanical (Repair) roll to fix a broken piece of common equipment with improvised materials.
- "Unexpected Connection": Once per session, can reveal a surprising connection to obscure lore or a contact.
- "Loose Lips, Keen Ears": Gains +1D to Perception (Search) and Knowledge (Con) rolls in casual social settings.
- "Multi-Specialist": Gains +1 pip to any roll made using one of his three specialized Academy tracks (Intelligence, Field Operations, Stellar Cartography) when the task directly involves that specialty.
Move: 10, Body Points: 30, Character Points: 8
5. Tony the Tygerian (The Agile Protector)
A powerful and agile bipedal feline Tygerian, Tony combines natural predatory instincts and a deep connection to his heritage with fierce loyalty to his comrades. His unique senses, agility, and mastery of both natural and human weapons make him a formidable asset in any alien environment.
Tygerian Heritage: Tony's lineage traces back to Earth, where his ancestors were followers of Waghobo, the Leopard Tiger God, who guided them through mystic portals to Zimarala after the cataclysm of Atlantis. Like all Tygerians, he possesses the remarkable ability to switch between his bipedal feline form and a human form (though his human guise retains distinct feline facial features like eyes and ears). He likely speaks Old Bengali, Old Sanskrit (if he's from the elite), and the common tongue of Zimrala, Egyptos.
Attributes:
- Agility (AGI): 4D
- Knowledge (KNO): 2D+1
- Mechanical (MEC): 1D+1
- Perception (PER): 4D
- Strength (STR): 4D
- Technical (TEC): 1D
- Physique (PHY): 4D
Skills:
- Acrobatics: Agility +1D (5D)
- Brawling: Strength +2D (6D)
- Climbing/Jumping: Agility +2D (6D)
- Intimidation: Strength +1D (5D)
- Running: Agility +1D (5D)
- Survival: Knowledge +1D (3D+1)
Special Abilities (Updated):
- Keen Hearing: Gains a bonus d6 for tasks involving detecting faint sounds, listening in on conversations, distinguishing tones, recognizing voices, notice patterns or background noises in recordings, or other tasks that involve his sense of hearing.
- Cat-Like Reflexes: During the first round of any combat, if Tony has not acted, he can take a Minor Action on another character’s turn by spending one Momentum (Immediate).
- Coordinated Hunt: Whenever Tony assists another character making a Melee Attack, the character he assisted gains 2 Advantage (A) if that attack hits. This ability reflects his skill at felling large prey with a pack.
- Shapechanging (Tygerian/Human): Tony can switch between his full bipedal feline form and a human form at will. His human form retains noticeable feline facial features (eyes and ears) and a slight feline grace.
- Keen Catlike Senses (Enhanced Senses): Gains +1D to all Perception rolls involving sight (especially in low light conditions), hearing, or scent tracking. He has excellent low-light vision, can track by scent, and hears even faint noises.
- Natural Weapons (Mighty Claws): Tony's claws are considered natural weapons, dealing Strength +1D slashing damage in brawling attacks. He often prefers human weapons but will use his claws as a fierce last resort or for a coup de grace.
- Feline Grace: Can make a Moderate (DC 15) Agility roll to ignore falling damage from up to 5 meters.
- Loyal Companion: When a close ally (like Brother Robert) is in immediate danger, Tony can use a Character Point to gain a +2D bonus to his next Brawling or Running roll directed at aiding that ally.
Move: 12, Body Points: 40, Character Points: 10
The Forerunner Scout Ship (OpenD6 Starship Stats)
Here is the updated OpenD6 stat block for the Forerunner Scout Ship:
The Forerunner Scout Ship (Updated OpenD6 Starship Stats)
The Forerunner Scout Ship is a sleek, highly advanced vessel designed for deep-space reconnaissance, long-range patrols, and discrete first-contact missions. While not heavily armed, its strength lies in its cutting-edge sensor suite, advanced stealth capabilities, and robust endurance, making it the ideal craft for an away team venturing into the unknown. Now, with a full cloaking device, it can truly vanish into the void.
Type: Long-Range Scout / Reconnaissance Vessel
Scale: Capital
Crew: 4 (minimum operating crew) / 10 (standard operating complement)
Passengers: 6
Length: 150 meters
Mass: 250,000 metric tons
Attributes:
Maneuverability: 3D+1
Space Speed: 9
Atmosphere Speed: 4
Hull: 4D
Shields: 3D+2
Sensor Rating: 6D (Base effectiveness of all sensor operations)
Computer: 5D
Nav Computer: 5D+1
Standard Systems:
Life Support (Standard, 1 year consumables)
Standard Bridge, Engineering, Sickbay, Crew Quarters, Science Labs, Cargo Bay (small)
Transporters (Personnel & Cargo)
Tractor Beam (1D Strength)
Weapon Systems:
Beamer Arrays (2, dorsal/ventral): 4D damage
Torpedo Launchers (1, forward): 6D damage (limited payload: 4 torpedoes)
Special Ship Systems:
Cloaking Device: When activated (requires a Moderate (DC 15) Technical (Stealth Systems) roll), the Forerunner Scout Ship becomes undetectable by conventional sensors and visual observation. Detection attempts against a cloaked Forerunner Scout Ship are Heroic (DC 10 or higher. Firing weapons, sustaining significant damage (e.g., more than 5 Body Points in a single hit), or major system failures will de-cloak the vessel. Maintaining cloak requires constant power and attention from a skilled operator.
Lateral Sensor System (Passive / Focus): These short-range (up to 1 light-year active, high gain potential) sensors are located all over the hull, providing 360-degree detection and redundancy. Grants a +2D bonus to Perception (Sensors) rolls for short-range detection, pinpointing objects in combat, and monitoring enemy activities in close proximity. This also provides a +1D bonus to attempts to detect cloaked or stealthy objects within 1 AU.
Navigational Sensor System (Scan): Includes quasar telescope, subspace multibeacon receivers, graviton detectors, etc., feeding into flight control. Gains a +2D bonus to Pilot (Space) tests to detect objects in the vessel's flight path, avoid debris, or determine precise location. Also grants a +1D bonus to Knowledge (Stellar Cartography) when charting a course or mapping a localized area.
Long-Range Sensor System (Search): Located behind the deflector dish, these active scanners (parametric subspace field stress, gravimetric distortion, lifeform analysis, neutrino imaging, thermal imaging, gamma-ray telescope) are optimized for extended range. Grants a +2D bonus to Perception (Sensors) rolls for long-range searches (up to 17 light-years at low-res, 5 light-years at high-res within a 45-degree arc). Also provides a +1D bonus to Knowledge (Xenology) or Knowledge (Physics) when analyzing detected lifeforms or gravimetric/subspace distortions at range.
Redundant Systems: When a non-critical system (lights, internal comms, non-essential lab equipment) is damaged or drains, the ship can reroute auxiliary power to maintain it with a Moderate (DC 15) Technical (Starship Systems) roll, suffering no ill effects for 1D rounds.
Extended Endurance: Optimized for long, isolated missions. Consumables and life support systems are designed for missions up to 2 years without resupply.
Body Points: 100
Character Points: 10
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GM Role: Captain Hedges at Star Base Leo I
As the Game Master, you (Captain Hedges) will control the events at Star Base Leo I and act as the Away Team's mission commander. You will provide crucial information, receive their reports, and react to their decisions.
- Initial Briefing: Deliver the mission briefing (as outlined in the Adventure Hook).
- Monitoring & Support: Describe the sensor readings, the Star Base's efforts to analyze the Echoing Constellation, and any support you can provide (e.g., re-routing auxiliary power to their sensors if they request it, providing calculations).
- Comms Contact: Initiate comms checks, listen to their reports, ask probing questions, and give new directives based on their discoveries.
- Reactions: Portray your own reactions (fascination, concern, strategic thinking) as the situation unfolds.
The Anomaly: The Echoing Constellation (For the GM)
Nature: A vast, interconnected network of pure energy forms, appearing as immense, luminous 'vessels' or 'structures'. These are not built things, but coherent, self-sustaining manifestations of advanced, perhaps even sentient, cosmic energy. They do not contain matter as we understand it.
Appearance: Gigantic, sweeping forms of iridescent light – deep blues, greens, golds, and purples – constantly ripple and shift. They cast no shadows, only an ethereal glow.
Behavior: They move with incredible, synchronized precision, performing maneuvers that defy conventional propulsion. They are currently transiting through a moderately dense star cluster, seemingly unaffected by stellar radiation or gravitational pull. They do not respond to hails via traditional comms.
Threat Level: Unknown. They have not displayed overt hostility, but their presence significantly impacts conventional systems and sentient minds.
Connections to Lore (For GM Reference):
- Cosmic Apocalypse Link: The Echoing Constellation could be the aftermath of a previous cosmic implosion, the collective consciousness of a devoured galaxy given form. They might be rebuilding reality or acting as a cosmic warning beacon, preserving the essence of a devoured galaxy.
- Ether Dragons/Multiverse Portal Link: These beings could be a higher form of Ether Dragon, pure energy entities that shepherd entire stars or galaxies, emerging from a vast, ancient multiverse portal, trying to find their way home, or establishing a new kind of "Zimarala" on a galactic scale. Their passage could even briefly destabilize portals in their wake.
Key Locations & Scenes (For the GM to Run)
Scene 1: The Approach (PCs' Experience on Forerunner Scout Ship)
GM Description: "After receiving Captain Hedges' urgent transmission, you alter course for the Gamma-7 Sector. As you near the coordinates, your ship's external sensors begin to register odd readings. The stars ahead shimmer strangely, and the background radiation levels are fluctuating wildly. Then, they appear on your main viewer – vast, silent forms of pure light, performing a slow, incomprehensible ballet in the void."
Challenges:
- Sensor Ghosting: The Echoing Constellation's non-physical nature makes them incredibly difficult to track.
- Technical (Sensors) roll (Difficult, DC 20): For the PC assigned sensors (e.g., Uncle Jerry or Cousin Billy Boy) to get an accurate reading on their numbers, formation, and general trajectory. A failure might give misleading data (e.g., they appear to be fewer or more numerous than they are, or their movement seems erratic).
- Energy Drain & Psychic Haze: As the Forerunner Scout Ship draws closer, the Constellation's passive energy drain and psychic resonance begin to affect the ship and crew.
- Technical (Starship Systems) roll (Moderate, DC 15): For the PC assigned engineering/ops (e.g., Uncle Jerry or Cousin Billy Boy) to compensate for minor power fluctuations in non-critical systems (lights dim, minor equipment flickers). Failure might cause a non-essential system to temporarily shut down (e.g., internal comms crackle, galley synth fails).
- Willpower roll (Moderate, DC 16): Each PC makes this check every 10 minutes of close proximity. Failure means they suffer a -1D penalty to all social and Perception rolls, feeling a deep, inexplicable sense of melancholy or awe. This can be cumulative.
- Navigation Hazard: The sheer size and unpredictable movements of the Constellation create a navigation challenge.
- Pilot (Space) roll (Difficult, DC 20): For the PC piloting (e.g., Brother Robert or Cousin Billy Boy) to safely navigate the Forerunner Scout Ship through the outer "strands" of the Constellation without being caught in its subtle gravitational ripples or energy fields. A Critical Failure could result in the ship being gently (or violently) nudged off course, or even losing a minor system from a localized energy surge (GM's discretion).
Scene 2: Close Proximity & The Call (PCs' Experience)
GM Description: "You manage to bring the Forerunner Scout Ship to a relatively stable position amidst the outermost manifestations of the Echoing Constellation. It's breathtaking, horrifying, and utterly alien. You attempt to hail them via standard subspace, but receive no conventional response. Yet, the psychic resonance intensifies, morphing from generalized melancholy into something more focused, like a vast, wordless 'song' being sung directly into your minds."
Challenges:
- First Contact Protocol (Non-Standard): How do the PCs attempt to communicate with an entity that doesn't use known methods?
- Knowledge (Xenology/First Contact Protocol) or Technical (Comms) roll (Difficult, DC 20): For the PC assigned communications/science (e.g., Uncle Jerry, Cousin Billy Boy, or even Brother Robert leveraging his Intelligence training) to attempt a non-standard communication, perhaps broad-spectrum energy pulses or complex mathematical sequences. A successful roll might elicit a subtle, non-hostile response from the Constellation, perhaps a shift in its patterns or a surge in the psychic "song."
- Overwhelming Psychic Input: The "song" intensifies, threatening to overwhelm the PCs.
- Willpower roll (Very Difficult, DC 22): Each PC must make this check.
- Success: They can withstand the input, feeling immense awe and perhaps gaining a fleeting, almost subliminal understanding of its vastness or purpose. They might feel a faint direction or pull towards the apparent center of the Constellation.
- Failure: They become disoriented, suffering a -2D penalty to all actions for 1D rounds, potentially collapsing from the mental strain. They might hear fragmented whispers or feel intense, unbidden emotions (sadness, triumph, loss, creation).
- Critical Failure: The PC is temporarily incapacitated (1D minutes), overwhelmed by the sheer scale of cosmic data. They might gain a permanent (though perhaps cryptic) mental scar or insight (GM's discretion).
Scene 3: The Heart of the Echo (Optional / High Risk - PCs' Choice)
If the PCs follow the subtle "pull" or decide to investigate the core of the Constellation, they enter a truly alien environment.
GM Description: "You push the Forerunner Scout Ship deeper into the heart of the Echoing Constellation. The light grows blinding, the energy fields hum, and the very concept of space and time seems to warp around you. You are moving through what feels less like empty space and more like a vast, living cathedral of pure energy, built from the echoes of forgotten stars and the dreams of ancient beings."
Challenges:
- Navigating Abstract Space: Conventional controls may fail.
- Pilot (Space) or Willpower roll (Heroic, DC 25): For the PC piloting (e.g., Brother Robert or Cousin Billy Boy) to guide the ship through the shifting, non-Euclidean interior. Success means safe passage. Failure could mean temporary loss of control, a sudden energy spike (damaging a system, GM's choice), or even a brief, terrifying temporal distortion.
- The Overmind's Echoes: At the true core, the psychic resonance becomes absolute, a direct connection to the Constellation's collective consciousness.
- Willpower roll (Legendary, DC 30): Each PC must make this check.
- Success: They withstand the direct mental contact and gain a profound understanding. The Echoing Constellation isn't a fleet; it's the conscious aftermath of a cosmic apocalypse from a different reality. These are the last, luminous remnants of a civilization that transcended physical form, now acting as a vast, living memorial, or perhaps a cosmic warning beacon. They are preserving the essence of a devoured galaxy, trying to prevent a similar fate in other realities. They are the Ether Dragons' highest form, perhaps.
- Failure: The PC suffers severe mental strain, taking 2D Stun damage (representing mental fatigue/trauma). They gain only fragmented, terrifying insights into vast destruction, leading to a temporary (1D days) Willpower penalty of -1D.
- Critical Success: The PC not only withstands the input but gains a temporary (1D hours) +2D bonus to Knowledge (Xenology) and Willpower as their mind expands. They also receive a vision of what the Constellation is warning against – perhaps a shadowy entity that causes universal implosions, or a flaw in the multi-verse structure.
Resolution and Consequences (For the GM)
The PCs' interaction with the Echoing Constellation can have several outcomes, impacting the wider campaign:
- Understanding & Avoidance (Successful Outcome): The PCs understand the Constellation is not hostile and report back to Captain Hedges, advising future avoidance and respect for its passage. This is the most likely "good" outcome, leading to scientific study and new protocols.
- Intervention & Shared Knowledge (High-Risk Success): If the PCs manage to communicate effectively (e.g., Critical Success on Willpower in Scene 3 or repeated Difficult successes on communication attempts) and the Constellation is indeed a warning, they might be able to offer assistance or receive a critical piece of information that helps prevent a future disaster (tying directly into your Cosmic Apocalypse lore). This could even hint at a new path to Zimarala, perhaps for those fleeing a collapsing reality.
- Accidental Interference/Hostility (Failure/New Threat): A critical failure on navigation or a hostile action by the PCs (even accidental) could cause the Constellation to perceive them as a threat. While not "attacking" conventionally, it might emit overwhelming energy surges, warp space around them, or subtly shunt the Forerunner Scout Ship into a distant, uncharted sector of space, far from help (a soft "game over" or a new adventure hook for a rescue mission!).
Captain Hedges' Response (GM's Role): Upon receiving the Away Team's report, Captain Hedges will be awe-struck and deeply thoughtful. "Remarkable," he'd muse. "A civilization that became the very memory of itself. This changes everything we thought we knew about cosmic phenomena, and perhaps, about the true nature of the Ether Dragons and their role in the grand scheme of things." He would issue new galactic navigation advisories and potentially dedicate long-term Star Base Leo I resources to studying this unique entity.
Future Hooks:
- The Constellation's warnings become more specific, leading the PCs to a new Cosmic Apocalypse threat that must be averted.
- A fragment of the Constellation detaches and drifts towards inhabited space, requiring investigation and containment by the PCs.
- The Constellation's passage inadvertently points towards the ultimate origin or future of the Tiger Force Shadow Saga, connecting cosmic scale to personal destiny for the PCs.
- The Constellation's energy ripples have opened new, unstable multiverse portals, leading to new dangers or opportunities that require the PCs to explore.
This adventure should provide a truly memorable, non-combat-focused encounter that pushes the boundaries of perception and understanding in your OpenD6 universe, Captain Hedges! Enjoy running it.
Open Game License (OGL) for Captain Hedges' Cosmic Chronicles: Echoes from the Edge
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Captain Hedges' Cosmic Chronicles: Echoes from the Edge. Copyright [2025] [Adventures of Captain Hedges Across Time and Space].
PRODUCT IDENTITY: The following are designated as Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are not Open Game Content: "Captain Hedges Across Time and Space," "Captain Hedges," "Captain Hedges' Midweek Musings," "Captain Hedges' Cosmic Chronicles," "Adventures of Captain Hedges Weblog," "Bayou Earl," "Nocturnis Wrestling League (NWL)," "Saturday Showdown," "Wednesday Night Mayhem," "W=One," "Sunday Night Forge," "Zimarala," "Humans Himans," "Nocturnis," "The City's Unseen Itch," "Psychic Static" (as specifically tied to The City's Unseen Itch), "Shadow Phasing," "Nightmare Engine," "Whispers of Doubt," "Aura of Decay," "Dream Plague," "Psychic Scream," "Apex Nymph," "Hive Core," "Siphon City Heat," "Control Over City Rats/Pigeons," "Nocturnis Neo-Noir," "Nocturnis Noir," "Slodge," "Sludge Junk Monster," "Void-Leech," "Stellar Siphon," "Log cabin" (as descriptive of Captain Hedges' residence), "Cypress Swamp" (as descriptive of Captain Hedges' setting), "Red River" (as descriptive of Captain Hedges' setting), "Shreveport, Louisiana" (as descriptive of Captain Hedges' setting), "Uncle Bill," "Uncle Jerry," "Lieutenant Junior Grade Krumtarg Kad," "Brother Robert," "Cousin Billy Boy," "Tony the Tygerian," "Lovewell," "Tiger Force Shadow Saga," "Cosmic Apocalypse" (as a thematic element/concept within Captain Hedges' specific lore), "Ether Dragons," "Multiverse Portals" (as control points for Ether Dragons), "Echoes from the Edge" (adventure title), "The Echoing Constellation" (entity name), "Star Base Leo I," "Forerunner Scout Ship," "Leo Galaxy," "Gamma-7 Sector," "Klingon Daha Master of Weapons," "Galactic Choppers," "Washed Out Wisdom," "Dormant Tactical Insight," "Multi-Specialist," "Jury-Rig Specialist," "Cat-Like Reflexes" (as applied to Tygerian), "Coordinated Hunt" (as applied to Tygerian), "Keen Hearing" (as applied to Tygerian), and any specific narrative details, proper nouns, storylines, unique character names, artwork, and trade dress associated with these elements and the works of Captain Hedges.
OPEN GAME CONTENT: All game mechanics, statistics, special abilities, maneuvers, and general creature descriptions (unless specifically listed as Product Identity above), including the OpenD6 attribute and skill systems, are Open Game Content.