Sunday, December 7, 2025

3 AM Whispers: The Sediment of Creation, Bioluminescent Visitor & The Drifting Tower Free Adventure

Welcome to the swamp. Today, for National Letter Writing Day, I’m penning a "Letter to the Void"—a collection of 3 AM whispers and notes from a cluttered desk. We're exploring the "sediment of creation," meeting a strange bioluminescent visitor that flew through a portal, and uncovering exactly why a Hedge Wizard's workspace is never clean. Plus, for those brave enough to step through the mist, I’ve included a content-heavy bonus: a Free Adventure, "The Drifting Tower of Frifon," featuring 6 new monsters from the void. Whether you're here for the mood or the stats, pull up a chair by the fire and let's embrace the chaos.





Title: 3 AM Whispers: The Sediment of Creation Date: Sunday, December 7, 2025 Time: 3:00 AM Location: The Cabin, Shreveport, LA

They say today is National Letter Writing Day. Usually, that means sending a missive to a friend or drafting a formal scroll to the Council, but sometimes the most important letters are the ones we write to ourselves—and then lose under a pile of books.

I found this entry scribbled in my journal from a week ago, written while the fire was dying down to embers. It feels just as true tonight as it did then.

Outside the grimy window, the cypress swamp is thick with mist, silent except for the occasional, unsettling splash of something large moving in the dark water. The crick in my neck tells me I dozed off face-first into a volume on ancient draconian linguistics.

But the mind of a hedge wizard—or any creator, really—doesn’t possess an "off" switch. It barely even has a "dimmer."

I look around this desk and I don’t just see a mess. I see an externalized map of my own brain at three in the morning. It is a glorious, catastrophic clutter of half-baked intentions and potent possibilities.

Over there, hanging from the rafters, are bundles of dried mugwort and lavender waiting for a potion I haven't had time to brew. Next to my cold hand is a quill and a sprawling, incomplete map of the western coast of Zimrala, where I’m still trying to figure out the political ramifications of the Trade Houses.

And perched atop a stack of histories is that impossible, bioluminescent moth from the portal. It’s just sitting there, pulsing with soft blue light, watching me sleep. A living, breathing reminder that the boundaries of reality are thinner than paper out here.

Sometimes, people think "magic" means having all the answers, snapping your fingers to tidy a room. The reality is that magic—whether it’s casting spells or building imaginary empires—is messy. It’s loud. It takes up space. It demands you hold a thousand contradictory threads in your hands at once, terrified you’ll drop the one that unravels the whole tapestry.

This clutter isn't just a failure to organize. It’s the sediment of creation. It’s the physical manifestation of wrestling with gods, monsters, and the grocery list all at the same time.

Tonight, I’m too tired to fight the chaos. I think I’ll just rest my head back on this book, listen to the fire pop, and let the clutter be. The ideas will still be waiting when the sun comes up.


Bonus Content: The Sediment of the Swamp

Since the Ether Dragons have been active moving refugees from Troll World to Zimrala, the portals have left some... residue. The swamp outside my cabin is teeming with things that shouldn't be here.



Part 1: Random Encounters

Roll a D6 to see what wanders out of the mist in your next session:

1. Aether Moth (The Blue Whisper) A large moth with wings made of condensed starlight. It glows with a calming, rhythmic blue pulse.

  • Monster Rating (MR): 15 (Deadliness: 1)

  • Combat Dice: 1D6 + 2 (Magical Contact)

  • Special Ability: Phase Shift. Non-magical weapons pass right through it on a roll of 1 or 2 on a D6.

  • Danger: Hypnotic Pulse. If it lands on you, make a Level 1 Saving Roll on IQ or fall into a deep sleep for 1D6 hours. They feed on your exhaustion.

2. Blurring Blearrrggh An oddly shaped gelatinous sphere of slimy, yellow-green substance. It adheres to walls, ceilings, and foolish delvers.

  • Monster Rating (MR): 32 (Deadliness: 2)

  • Combat Dice: 4D6 + 16

  • Special Ability: Blobby Consistency. Immune to ordinary weapons (they pass right through). Can only be harmed by spells or fire.

  • Danger: Glue You. If at least half of the monster's combat dice roll 6s, the slime impedes the victim's movement.

3. Hollow Man Vaguely humanoid beings made of colorless goo. These are wizards who misused their teleportation spells (Yerafrawg) once too often.

  • Monster Rating (MR): ~100 (Deadliness: 3)

  • Combat Dice: 10D6 + 50

  • Special Ability: Liquid Form. Unharmed by weapons. Harmed normally by fire or electricity.

  • Danger: Mana Hunger. On a successful hit, the slime causes 1D3 CON damage AND drains 1D3 WIZ points permanently from the victim.

4. Smudgebrow Orcs Pale, broad-shouldered, hairless orcs with dark markings on their foreheads. They often act as guards for older dungeon complexes.

  • Monster Rating (MR): 64 (Deadliness: 3)

  • Combat Dice: 7D6 + 32

  • Armor: 22 hits (Cuirboille armor and heavy shields)

  • Danger: Tactical Cowardice. If one runs away, expect a dozen more to return.

5. Muckra (Slime-Kin) Semi-humanoids composed entirely of algae and vegetation. They share a hive mind and are often sought out as sages.

  • Monster Rating (MR): ~120 (Deadliness: 3)

  • Traits: They regenerate 1 CON per turn in water/sunlight. Immune to Sleep and Charm. Generally peaceful sages.

6. Helric A predator created by a long-dead necromancer to fight gnomes. They look like twisted, hairless beasts.

  • Monster Rating (MR): 200 (Deadliness: 4)

  • Combat Dice: 21D6 + 100

  • Danger: Mimicry. The Helric can perfectly mimic the cry of a distressed person or animal to lure "heroes" into ambushes.


Part 2: Mini-Adventure: The Drifting Tower of Frifon

Hook: From My Game To Yours.

[Insert the "Artistry by Angela Head" Tower Map Image Here]

Location: Any wilderness in Zimrala or near a Portal Zone. The Setup: The players see a soft, rhythmic blue light (Aether Moths) pulsing through the fog. They hear a faint, pitiful crying sound coming from a tilted, moss-covered stone tower that looks like it crashed into the earth from the sky.

Room 1: The Muddy Antechamber

  • Encounter: 3 Smudgebrow Orcs (MR 64 each). They are hiding from the horrors upstairs. They will try to push the players into Room 2 as a distraction so they can escape.

Room 2: The Hall of Glues

  • Trap: 1 Blurring Blearrrggh (MR 32) clinging to the ceiling.

  • Hazard: The floor is slick. Any combat requires a Level 1 Save on DEX or the character slips, losing their next attack.

Room 3: The Library of Damp Books

  • Encounter: 1 Muckra Sage (MR 120). It is peacefully studying the Aether Moths fluttering around the room.

  • Interaction: If players are peaceful, the Muckra can heal them or identify an item. If players attack or make loud noises, 1D6 Aether Moths swarm (Save vs Sleep).

Room 4: The Source of the Cry

  • Encounter: 4 Helrics (MR ~50 each).

  • The Trap: There is no crying child. The Helrics are using Mimicry to lure players into the center of the room before dropping from the rafters.

  • Loot: 500 Gold Pieces and a Ring of Water Breathing found on previous victims.

Room 5: The Sanctum (Boss)

  • Encounter: The Hollow Man (MR 80 - The remnant of Frifon the Necromancer).

  • Combat: He is immune to physical weapons! Players must use fire, magic, or the environment to defeat him.

  • Reward: Frifon's Spellbook (contains Yerafrawg and Dumple), a jar of Dragon Glass dust, and the journal entry from this blog post tucked inside.

End Game: Once the Hollow Man is defeated, the blue light fades. The tower begins to vibrate. The players have 1D6 minutes to escape before the tower "Phase Shifts" to a different location in Zimrala (or back to the Void)!


Social Media Promo

"Happy National Letter Writing Day. I don't have a letter for you, but I found a journal entry I wrote to myself at 3 AM last week. My desk isn't a mess; it's the sediment of creation. It's the physical manifestation of wrestling with gods, monsters, and the grocery list all at the same time.

PLUS: I’ve included a free Mini-Adventure: 'The Drifting Tower of Frifon' featuring 6 new monsters for your game. Link in bio. #NationalLetterWritingDay #HedgeWizard #Zimrala #MonstersMonsters #TTRPG #CreativeChaos #FreeAdventure"


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System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

West End Games, WEG, and D6 System are trademarks of Purgatory Publishing Inc.

D6 Fantasy, Copyright 2010, Purgatory Publishing Inc.; Author Fred Jandt.

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DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a. This designation includes all proper names, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes, places, locations, environments, creatures, and equipment associated with the following properties:

  • The Author Persona: Arthur Earl C. Hedges Jr., Captain Hedges, "The Hedge Wizard of the Shreveport Cabin," and the blog title "The Adventures of Captain Hedges."

  • The World of Zimrala: The name "Zimrala," the Western Coast of Zimrala, the Trade Houses of Zimrala, the concept of the evacuation of Troll World to Zimrala, and the Multiverse Portal System mechanics.

  • The Tygerian Isles: The name "Tygerian Isles," and all islands, cities, ruins, geography, cultures, and political structures contained within that region.

  • The Ether Dragons: The name "Ether Dragons," their origin, their biology, their connection to the portals, and "Dragon Glass."

  • The Tiger Force Shadow Saga: The name "Tiger Force Shadow Saga," the specific military units, the timeline involving the Vietnam War, Desert Shield, Desert Storm, and the future/descendant storylines.

  • The Gridiron League: The name "Gridiron League," all team names, logos, league structures, histories, and rulesets specific to that setting.

  • Adventure Specifics ("The Drifting Tower of Frifon"): The name "The Drifting Tower of Frifon," the character "Frifon the Necromancer," the specific dungeon layout (Muddy Antechamber, Hall of Glues, Library of Damp Books, Source of the Cry, The Wizard's Sanctum), and the "Phasing/Drifting" tower mechanic.

  • Monster Identities: The following monster names, descriptions, biological functions, and lore are designated Product Identity:

    • Aether Moth (also known as "The Blue Whisper") and its connection to condensed starlight.

    • Blurring Blearrrggh

    • Hollow Man (specifically the lore regarding wizards cursed by Yerafrawg misuse).

    • Smudgebrow Orcs (specifically the lore regarding the forehead markings and tactical cowardice).

    • Muckra (also known as "Slime-Kin") and the Hive Mind/Sage lore.

    • Helric (specifically the lore regarding their creation by Frifon to fight gnomes).

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