Saturday, January 3, 2026

The Obsidian Nightmare: Ken St. Andre’s Slish and the Shadows of the Leo Galaxy

The Obsidian Nightmare: Ken St. Andre’s Slish and the Shadows of the Leo Galaxy



Welcome back to the Captain’s Log. Today, we peel back the curtain on one of the most chilling legacies in the history of Starfaring and Monsters! Monsters!.

When we talk about the 90th-century Tiger Force Shadow Saga, we often focus on the gleaming steel of the Z.S.F.T.F. and the grit of the Tygerian Marines. But every hero needs a shadow, and every predator needs a rival. That rival is the Slish.



The Creator’s Vision: Who are the Slish?

According to Ken St. Andre, the legendary "Troll Godfather" himself, the Slish were never meant to be your typical "rubber forehead" aliens. In Ken’s vision, the Slish are the ultimate outsiders. They are a race of cold, calculating, semi-aquatic reptilian-insectoids that represent the antithesis of human warmth and Zimralan magic.

Ken envisioned them as a Hive-Intelligence that doesn't just want to conquer territory—they want to harvest reality. To the Slish, other life forms are merely biological "data" to be processed. They don't use the standard combustion engines or warp drives found in most sci-fi; they utilize a terrifying Resonance-Based technology. Imagine ships made of "Living Obsidian" that don't fly through space so much as they "de-sync" from one location and "re-sync" in another.



Ken’s Interpretation: The Cold Ringing

In the early notes and playtests of the Starfaring era, Ken’s interpretation of the Slish focused on their alien detachment. They don't scream, they don't taunt, and they don't bargain. When they board a ship like the Z.S.F. Aegis, the only warning you get is a drop in temperature and a high-pitched, metallic ringing that vibrates in your teeth.

They are the "Glass-Killers"—entities that can slip through solid steel bulkheads using their Void-Slip abilities, turning your own fortress into a sieve. For the descendants of the Tiger Force, the Slish are more than an enemy; they are the "Great Silence" that threatens to extinguish the roar of the Tygerian spirit.


Building the Slish Encounter I encourage GMs to take what i have here and expand on it for thier games but I did right an entire Adventure for this below!




THE SHADOW OVER GALICIA: AN UNABRIDGED ADVENTURE

A Tiger Force Shadow Saga Campaign Module (2026 Edition) 

the Ophidian Empire, and the Arial into a high-octane Monsters! Monsters! / Starfaring hybrid module.

I. THE OVERVIEW

The 90th Century is in peril. The Ophidian Empire, commanded by the dark Emperor Ophidous, has successfully tracked the Zimrala rebels to the frozen moon of Galicia. This is a tale of survival, spiritual awakening through the Arial, and the shattering realization that the darkness has a familiar face.


The Systom Survey Planetary Plat System Survey: Galicia

Astrographical Sector: Azure Core / Frontier Reaches
Affiliation: Disputed (Occupied by the Ophidian Empire)
Survey Date: Standard Imperial Calendar, 2026
1. General Characteristics
  • Classification: Terrestrial Cold-World (Ice Planet).
  • Diameter: 10,840 kilometers.
  • Atmosphere: Type I (Breathable); high oxygen saturation but prone to blinding blizzard conditions.
  • Climate: Arctic; surface temperatures rarely exceed -30°C.
  • Gravity: 0.85 Standard.
  • Primary Terrain: Frozen tundras, jagged mountain ranges (the Carpathian Ridges), and vast ice fields.
2. Strategic Value & Points of Interest
  • The 
    Galicia Stronghold
    :
     A deep-cavern fortification formerly used by the Monster Monster RPG Races (Zim, Gristlegrim, and Serpentmen) as a staging ground against the Shadow of the Sith.
  • The Carpathian Mountains: High-altitude ridges used by the resistance to stall the Ophidian Empire’s heavy war-walkers.
  • Magnetic Irregularities: The planet’s metallic core creates localized sensor interference, making it an ideal hiding spot for freedom fighters until discovery by the Ophidian Shadow.
3. Biological & Survey Data
  • Indigenous Flora: Minimal; primarily hardy mosses and subterranean nysillin strains capable of growing in permafrost.
  • Indigenous Fauna: Skree-skaters and local ice-predators adapted to the thin, cold air.
  • Arial Presence: The planet is considered "cold" in the Arial (force equivalent), though the recent massive conflict has left a psychic stain felt by those sensitive to its flow.
4. Plat & Zoning Status (2026)
  • Current Status: All previous land-titles held by Zimralan refugee groups are considered Void under the new Imperial decree.
  • Zoning: The entirety of the Galicia surface is currently zoned as a Military Restricted Zone for Ophidian Shadow operations.
  • Subdivision: The former rebel base is being surveyed for conversion into a permanent Ophidian listening post. All survey maps must be verified by a registered Imperial land surveyor and signed by the Sector Overseer.

II. PART ONE: THE FALL OF GALICIA

The Scene

The rebels—including 4-armed Zim, Gristlegrim Dwarves, and Serpentmen—are in a panic. Massive Ophidian War-Walkers stomp across the blue-white ice, their lasers melting the permafrost into steam.

The Objectives

  1. Hold the Hangar: Players must defend Hangar 7-B while the Millennium Falcon warms up.

  2. The Evacuation: Ensure the Gristlegrim engineers retrieve the Ink of Anticipation from the base vault before the roof collapses.

The Stats (D6 System)

  • Ophidian War-Walker (Large Construct):

    • MR: 180 (Rolls 19D6 + 90 adds).

    • Armor: 20 points of "Obsidian Plate."

    • Special: Thermal Beams. Every turn, it fires a beam. If a character fails a LUCK ST (Level 1), they take 2D6 heat damage.

  • Serpentmen Commandos (Infiltrators):

    • MR: 65 (Rolls 7D6 + 32 adds).

    • Special: Camouflage. They are invisible in the snow until they strike. First attack is always a Surprise Roll.


III. PART TWO: TRAINING IN THE SWAMPS OF ZIMRALA

The Scene

Kor escapes Galicia in his starfighter, guided by a psychic hum in the Arial. He lands in the Swamps of Zimrala, a fog-shrouded wetland where the very air feels heavy with history.

The Training

Under the guidance of the Legendary Master (a survivor of the Shreveport Cabin), Kor learns the "Ways of the Arial."

  • Telekinesis (WIZ Check): Kor must move a submerged X-Wing-style fighter. Level 3 ST vs. WIZ. Success grants the player the ability to move objects up to 500 lbs.

  • The Vision: While meditating, Kor sees Tiger Booze (Captain Hedges) and Angel Booze in a city of clouds, surrounded by shadows.


IV. PART THREE: THE TRAP AT CLOUD CITY

The Scene

Tiger Booze, Angel Booze, and Wookgnarf seek refuge in a floating sanctuary. They are met by an old associate, but the air is cold with betrayal. The Empire arrived first.

The Duel: Kor vs. The Imperial Inquisitor

Kor arrives to save them, but he is intercepted by the Emperor's Primary Enforcer—an Inquisitor of the Shadow.

  • The Inquisitor:

    • MR: 210 (Rolls 22D6 + 105 adds).

    • Special: Shadow De-sync. Forces a Level 2 ST vs. INT. If failed, the player is "stuck in the past" for 1 turn (cannot act).

  • The Reveal: High above the city's depths, the Inquisitor speaks with the Emperor’s voice: "I am your father."


V. PART FOUR: THE FROZEN CAPTAIN

The Scene

While Kor is defeated, Tiger Booze is forced into the carbon-freezing chamber. He is turned into a block of frozen carbonite—a trophy for the desert crime lords.

Current Status of the Galaxy

  • Tiger Booze: Frozen and being transported to a desert moon (likely Quarsto or Choartor).

  • Kor: Wounded, recovering, and reeling from his Imperial heritage.

  • Angel & Wookgnarf: Escaping in the Falcon, plotting a rescue.


VI. THE SEVEN MOONS TACTICAL DATA (For GM Reference)

MoonAtmosphereSignificance
ZoarorAirlessFast-orbiting, used for gravity slingshots.
TaslianThin (Surface)Mothmen live in the deep, breathable canyons.
Dantza-HoatzaToxicCrystal-dusted; dangerous for non-sensitive Arial users.
ChoartorBreathable (Caves)Dwon Prison Colony; current destination for the Carbonite.
QuarstoAirless"The Dark Eye"; home to steampunk ruins and bad luck.
HarshavarMoist/TropicalWar zone between Moon Elves and Dwon.
ShannarVaried (Spheres)The Curators' base; no natural portals.

VII. HYBRID MECHANICS FOR THE WEBSITE

  • Arial Sensitivity: Characters with 15+ WIZ can "Feel the Arial." They gain +2 to all Combat Adds when fighting Ophidian forces.



  • Carbonite Freezing: If a character is reduced to 0 CON in an Imperial facility, they are not killed but "Frozen." A rescue mission must be initiated.



  • The Crew of the Arial Falcon: Guardians of the Zosma System 

    The Arial Falcon—a hybrid of a rugged YT-freighter and an ancient Old Republic vessel—requires a unique crew to master its dual nature of high-tech grit and spiritual resonance. Together, these four heroes represent the last hope against the Ophidian Empire.

    The Command Team & Stats (Monsters! Monsters! 2.7 Hybrid)

    CharacterRolePrimary Stats (D6)Special Ability
    HawkThe Avian AceDEX: 24 / LK: 18Avian Reflexes: Rolls 3D6 for flight maneuvers, keeping the best two results.
    Angel BoozeThe Intuitive HeartINT: 18 / LK: 20Arial Coordination: Grants a +10 Sync bonus to all allies' combat rolls once per battle.
    WookgnarfPrimal EngineerSTR: 35 / CON: 25Berserker Maintenance: Ignores fatigue to repair critical systems in half the time.
    Young KorArial ApprenticeWIZ: 22 / LK: 18Telekinesis: Spend WIZ to manipulate objects or sense the presence of the Shadow.

    Narrative: Unity in the Face of the Shadow

    The bridge of the Arial Falcon was a symphony of clashing cultures. At the helm, Hawk adjusted his wings, his golden eyes scanning the volcanic rifts of Choartor. He didn't just fly; he wore the ship, his talons feeling every vibration of the kyber-resonant hull.

    In the engineering core, Wookgnarf’s deep, rhythmic growls echoed through the vents. He was more than a mechanic; he was the ship’s muscle, his massive hands keeping the hybrid engines from shaking apart during Hawk’s high-G "Talon-Rolls."

    Maintaining the peace was Angel Booze. She sat at the comms station, her hand resting on the ancient Egyptos resonance dampers. She was the anchor, her intuition bridging the gap between Wookgnarf’s brute technology and the spiritual needs of the crew.

    In the center of it all stood young Kor, dressed in the white-and-gold linen of an Egyptian seeker. He was silent, his eyes closed as he reached out through the Arial. He wasn't looking for the Imperial fleet; he was looking for the cold, faint heartbeat of Captain Hedges—the man they called Tiger Booze—frozen in a block of carbonite somewhere in the darkness below.

    "We’re here," Kor whispered, the air in the bridge shimmering with telekinetic energy. "The Captain is close. But the Ophidian Shadow is already waiting for us."


    GM Mechanics: Running the Crew

    When running this crew in your Monsters! Monsters! campaign, remember that they are stronger together:

    • The Full Sync: If Angel uses her coordination while Hawk is piloting and Kor is using his Arial sense, the ship gains an automatic "Dodge" against any one Imperial attack.

    • Wookgnarf’s Heavy Lift: While Wookgnarf carries the 500lb carbonite block, he provides mobile cover for Angel and Kor, using his massive bulk to shield them from blaster fire.




    Product Identity & Legal

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

    • The World & Lore: The world of Zimrala, the Zosma System, the Arial, the Z.S.F.T.F., and the Tiger Force Shadow Saga.

    • The Crew & Characters: Tiger Booze, Angel Booze, Wookgnarf, Kor, Hawk the Hawkman, Emperor Ophidous, and the Ophidian Inquisitor.

    • Technology & Design: The Arial Falcon (Resonant Talon-Class) ship design, the Slish (Tygerian Isles interpretation), and the Sonic Roar Cannon.

    • Artistic Credits: Artistry by Angela Head.

    Monsters! Monsters!, Humans, Humans (1st Edition), and Starfaring are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The MoZ (Monsterary of Zimrala) and all statistics/game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. All dice used are D6s. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

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