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Monday, February 9, 2026

3 AM Whispers: Coffee, Cartoons, and the Cold Front

 

3 AM Whispers: Frost on the Bayou and the 1:00 AM Brew



Hello all, my fellow monsters, world-builders, and swamp-dwellers! Welcome back to the cabin. While most of Shreveport is tucked under blankets, the "Hedge Wizard" is fueled and ready for another day of chronicling the shadows. A bone-chilling 10°F cold front has turned the Red River sluggish and brought the "Swamp Dread" right to our doorstep. Grab a hot cup of coffee and settle in as we look at the moon, the magic, and why the fish are retreating deep today.

๐ŸŒ… The Monday Morning Vigil (Feb 9, 2026)

The air outside the cabin is a bone-chilling 10°F, a sharp reminder of the cold front that has settled over the Red River. High above, the Third Quarter moon hangs like a silver blade, 50% illuminated and refusing to leave the sky. It watches over us through the early morning, lingering until it finally sets just before noon.

In our saga, this frozen stillness is a time of high magic—it's when the portals of the Ether Dragons shimmer with their greatest clarity against the bite of the frost. When the bayou air gets this cold and the world falls this silent, the "Swamp Dread" begins to itch at the back of your mind, letting you know that something ancient is watching from the mists.






The 1:00 AM Alchemist

Long before the sun even thinks about touching the Shreveport skyline, the ritual begins. At 1:00 AM, while the bayou frost is still hardening, the new coffee pot starts its low, rhythmic hum. It’s the first sign of life in the cabin—a steady gurgle that sounds like an old machine waking up to guard the night. As that dark, high-octane brew fills the carafe, the scent drifts through the halls like a summons—fuel for the morning's magic.





.The Morning Ambush

But by 3:30 AM, the "Hedge Wizard" peace was officially over. I was woken up by the best kind of alarm clock: a pile-on from the monster kids and Uncle Bill’s morning "motivation" to get my sleepy head moving. There’s no retreating back into the quiet once the crew decides it's time to face the day. While the kids are locked into cartoons and Angela is busy at the easel capturing the misty atmosphere of our latest campaign, I’m looking out at a Shreveport morning that feels frozen in time.




Gathering Now in the Living Room

We are all gathering now in the living room as I am working on this blog post this morning. The kids are busy playing with their toys and Angela is focused on her painting, while Uncle Bill enjoys his coffee. Even with the cold pressing against the windows, the cabin is full of life and the steady energy of the morning ritual.






GM Campaign Primer: Cypress Shadows – The 10°F Flashpoint

This primer is designed for immediate use in the Cypress Shadows saga campaign. The extreme cold front hitting Shreveport is a supernatural catalyst, thinning the veil between our world and the ancient terrors of the bayou.




❄️ The Campaign Atmosphere: High Magic & Swamp Dread

In our Cypress Shadows saga campaign, this frozen stillness is a time of high magic—it's when Lucy shimmers with her greatest clarity against the bite of the frost. When the bayou air gets this cold and the world falls this silent, the "Swamp Dread" begins to itch at the back of your mind.

Out in the freezing mist, she stands vigil at the shoreline, her eyes locked on the dark water where the Zimralan Sea Serpent stirs beneath the ice. The ripple of its massive coils is the only thing moving in the dead of the morning, and the discovery of one of its crystalline scales—still humming with the song of the Sentinel Willow—is a silent reminder that something ancient is watching from the mists.

Lucille (Lucy), Guardian of the Serpent

  • Role: The Keeper of the Deep & The Weeping Woman

  • Attributes:

    • WIZ: 30 (Needed to sing to the Riverine colony)

    • LK: 25 (Required for survival against the Swamp Dread)

  • Special Ability: Song of the Sentinel. Lucille is the only one who can "sing" to the serpent and the Riverine colony, calming the tremors in the oxbows when the Ether magic peaks.

  • Beast Mode: If she shapeshifts to defend the bayou, her CON becomes equal to her MR.

The Zimralan Sea Serpent (Cindy's Shadow)

  • Monster Rating (MR): 1,500

  • Dice + Adds: 151D6 + 750

  • Deadliness Rating: 7

  • Special Note: Its scales are designated Product Identity. Finding a scale allows a character to resist the "Swamp Dread" for 1D6 hours, as the scale vibrates with Lucy’s protection.


๐ŸŒค️ Weather, Conditions, and Bayou Intel

Forecast: Expect a cloudy day with a high of 79°F and a low of 54°F.

Wind: Light breezes from the south at about 8 mph.

Visibility: Generally clear at 10 miles, though it may dip slightly in the early morning.

Bayou Intel: If you’re brave enough to leave the cabin today, the fish are playing it smart.

  • Water Status: Cold and sluggish, with fish holding in deeper holes and structure.

  • Where to Look: Bass and Crappie are retreating to 10–15 ft holes in the Red River or local spots like Black Bayou.

Morning Outlook: Expect north-northwest winds (7-14 mph) to bite through any coat you own. It’s a short, sunny daylight window today, so keep the coffee hot and the fire going.

The Warning: High pressure is settling in. In Cypress Shadows, high pressure means the mist doesn't move—and neither do the things hiding in it.

๐ŸŽฒ 1D6 Weather & Conditions Table

Roll at the start of each game session or in-game day:

๐ŸŽฒ RollWeather & ConditionsDescription & GM Notes
1Classic Bayou FogA heavy, almost supernatural fog settles in early and lingers until nearly noon. Visibility < 50 feet. All Perception checks related to sight are heavily penalized. Perfect for water-side ambushes.
2Overcast & Oppressive90% humidity makes 79°F feel much hotter. The air is heavy and still. NPCs are lethargic or irritable. Ideal for tracking by scent or sound.
3Light Drizzle & South WindPersistent, light mist. The ground is muddy and slippery. Ideal for stealth rolls near the riverbanks, as the rain dampens sound and washes away tracks quickly.
4Afternoon ThunderstormMassive, noisy thunderstorm rolls in by 2 PM. Heavy rain reduces visibility to zero. All electronics might be temporarily affected by electrical surges.
5Clear Skies & BrightRare break in the clouds. High sun creates excellent visibility (10+ miles) and high contrast, making it difficult to sneak around in open areas.
6Windy & Choppy WatersSouth wind picks up significantly (20+ mph gusts). This makes the main channel of the Red River and Caddo Lake difficult to navigate in smaller craft.

๐ŸŽฃ Fishing Outlook & GM Bonus (Monsters! Monsters! 2.7 Stats)

Activity Rating: Fair. The Third Quarter moon often sees a pick-up in activity during these early morning hours.

Recent Reports:

  • Bass: Moving toward oxbows and keying on shad.

  • Crappie: Slabs are biting slow but steady; tournament activity is expected later this month at Grand Bayou Resort.

  • Catfish: Stacking in deeper bends; blue cats are responding well to cut bait.

  • Hot Spots: Stoner Boat Launch for easy oxbow access and Bishop Point for deeper water.

๐ŸŽฒ 1D6 Cypress Swamp Fishing Hole Encounter Table


All dice for Monsters! Monsters! 2.7 is always D6s.

1D6 RollEncounterMRDice + AddsDeadliness
1Shadow-Scale Bass152D6+81
2Slab-Ghost Crappie102D6+51
3Deadlypike NPC20–1003D6+10 to 11D6+501–2
4Deathfrog NPC20–753D6+11 to 8D6+371–2
5Blue River Glutton657D6+333
6The Riverine NPC50051D6+2505


๐Ÿช Gamemaster Plot Hooks

1. The Hounds of Keithville (Horror/Mystery)



The Hook: A series of gruesome, ritualistic animal mutilations and disappearances have local law enforcement stumped. The victims aren't just livestock; they are also pets and wild animals found near the rumored site of the "Dog Boy" legend. One of the player characters (PCs) has a friend who went missing after trying to investigate the old house where the "Dog Boy" supposedly lived.

GM Options: Is the "Dog Boy" real, a cryptid, or a cover for a cult? Perhaps a powerful loup-garou (Cajun werewolf) is using the legend to hide its own activity. The disappearances are actually sacrifices for an entity that grants illicit power to a wealthy Shreveport citizen.



2. The Moaning Bride of Taylortown (Mystery/Urban Exploration)



The Hook: A historical society hires the PCs to investigate the ruins of an old church near Taylortown. The legend claims the ghost of a bride, left at the altar, moans near the tower, especially when the Red River is high. A local crime syndicate, tied to a new casino project, is actively discouraging all visitors.

GM Options: The "ghost" is a complex illusion created by an old family trying to protect a secret (lost will or magical artifact). Alternatively, the moaning is a warning signal for smugglers using the ruins as a drop-off point.



3. The Barksdale Anomaly (Sci-Fi/Conspiracy)



The Hook: A PC is contacted by a worried airman stationed at Barksdale AFB who stumbled upon something "not of this earth" in a secure hangar. The airman suddenly goes silent, and the PCs must navigate military security to uncover the truth.

GM Options: The "anomaly" is a Stargate-style portal controlled by a secret government branch, or a classic UFO crash recovery scenario.



4. Caddo Lake's Ancient Secrets (Swamp/Exploration)



The Hook: Strange seismic readings disrupt oil and gas operations on Caddo Lake. The cause is not geological; an ancient, Lovecraftian entity or structure is awakening beneath the murky waters, disturbed by decades of drilling.

GM Options: The structure is a sunken city belonging to an ancient bayou civilization. A rival voodoo practitioner may be intentionally waking the entity to force corporations out of the area.



5. The Voodoo Queen's Gambit (Supernatural/Intrigue)



The Hook: A revered Mambo has passed away, leaving a scavenger hunt across Shreveport for her magical grimoire. The race is on, as several unsavory characters, including a corporate spy from a pharmaceutical giant, are also following the clues.

GM Options: The grimoire contains the key to stopping the Caddo Lake entity. The final item isn't treasure, but the Queen's soul trapped in a talisman.



6. The Red River Smugglers' Run (Action/Crime)



The Hook: A sophisticated smuggling ring is using the bayous to move something valuable and illegal across state lines. PCs must go undercover to intercept the shipment.

GM Options: They are moving black market magical artifacts or high-tech military prototypes. The smugglers have supernatural help—perhaps a "gator-man" or a river spirit they pay off with sacrifices.



7. The Eclipse of the Pale Lady (Timed Event/Ritual)


Location Focus: Cross Lake or a secluded oxbow off the Red River.
The Hook: In Shreveport today, the Moon stays up until 11:07 AM, well after the 7:03 AM Sunrise. Local legends speak of the "Pale Lady," a spirit that can only manifest when the Sun and the Third Quarter Moon share the sky. A frantic local historian approaches the PCs, claiming that a group of "relic hunters" (or cultists) plans to use this window of celestial overlap to pull a cursed steamboat—the SS Vermilion—out of the spectral plane and back into the physical mud of the bayou.
The Encounter: The PCs must navigate the bayou during that specific morning window. The atmosphere is eerie: the sun is bright, but the visible half-moon feels "wrong" and heavy. As they approach the site, the water begins to churn, and the rusted smokestacks of a 19th-century ship begin to rise from the water like a ghost.
GM Options:
  • The Combat: The relic hunters are already there, using a specialized crane and occult chants. The PCs must stop the ritual before the moon sets at 11:07 AM, or the ship (and whatever is trapped inside it) becomes permanent.
  • The Twist: The ship isn't empty. It was a "mercy ship" during the Yellow Fever epidemic of 1873, and it's carrying a biological or supernatural contagion that could devastate modern-day Shreveport.
  • The Loot: If the PCs board the ship before it vanishes, they might find "Ghost Gold"—coins that are physical during the day but become intangible at night.


SWAMP OF DREAD



๐ŸŽฒ Save vs. Madness: The Swamp Dread Table

When characters witness the Serpent or the thinning of the veil at 10°F, they must make a Saving Throw (Lvl 1-3 depending on proximity) using LK or WIZ.

๐ŸŽฒ Roll (1d6)Effect of the DreadGame Mechanic
1The Serpent's HumCharacter becomes obsessed with the water. Must move toward the shoreline.
2Frost-Locked TerrorCharacter is paralyzed for 1D6 combat rounds as their blood feels like it's turning to ice.
3Echoes of the SentinelCharacter begins to hear Lucy’s song. -5 to all Perception checks as they tune out the world.
4Visions of ZimralaThe veil breaks. Character sees the "other side" and gains +10 WIZ but loses -10 LK temporarily.
5The Weight of the MistSuffocating pressure. Character's combat adds are halved until they reach a heat source.
6Clarity of the ScaleIf holding a Serpent Scale, the Dread is banished and the character gains a +10 Luck surge.

TO BE CONTIUED  LATER TODAY



๐ŸŒค️ Personal Note & Outlook

This may be my only post today as we have some personal business to take care of. Aunt Peggy is picking us up to go shopping, get groceries, and handle the bills. See you all on the flip side of the errands!

Signed,

Bayou Earl (aka Captain Hedges)




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 Tiger Force Shadow Saga, the specific "Hedge Wizard of the Shreveport Cabin" persona, the "Cypress Shadow B&B" location, and the "Swamp Dread" mechanics.  ALL PERSONALITES AND CHARERTERS LISTED IN THIS BLOG POST INCLUDING ALL GM PLOT HOOKS


Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and 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.

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