๐ Bayou Tuesday: The Twelve Mile Vortex (2026 OpenD6 Playtest Guide)
๐ Introduction
The Hook
Have you ever looked out over the flooded cypress bottoms of North Louisiana after a massive summer storm and felt a sudden, freezing chill run straight down your spine?
The Problem
Summer 2026 has hit the Red River Delta with unrelenting severe weather. For tabletop Game Masters running real-time modern campaigns, keeping environmental conditions unpredictable yet deeply authentic to the region can be a challenge when players step off the beaten path. Wiping out all previous campaign baselines, we are establishing a brand-new, standalone universe built 100% on the classic West End Games (WEG) D6 rules system.
The Solution/Promise
In this post, you will receive a plug-and-play real-world environmental framework for Shreveport, Louisiana, paired with a brand-new 1D6 Random Weather Matrix. This setup perfectly bridges local meteorological realities with a high-stakes OpenD6 sci-fi/fantasy investigation scenario.
๐️ Prologue: The Real World of Shreveport Today
Before the cosmic portals tear open and the anomalies bleed into reality, an investigator has to deal with the mud, the rising water, and the atmospheric pressure of the deep south. Today in Shreveport, the skin between worlds is wearing incredibly thin.
๐ THE TRADITION OF BAYOU TUESDAY
In North Louisiana, Bayou Tuesday isn't found on any official calendar, but every local from the Red River down to the moss-draped bends of the Twelve Mile Bayou knows exactly when it arrives. It is that specific, heavy day following a massive, unrelenting summer storm system when the air turns thick as wool and the water levels swell past the safety markers. Traditionally, it’s the day when seasoned hunters, fishermen, and swamp-dwellers stay off the deep bottoms altogether. The old-timers say that when the barometric pressure drops this drastically over the delta, the swamp "turns over"—blurring the lines between the muddy earth, the stagnant water, and things that belong completely out of sight.
For the modern investigators of the Ark-La-Tex, a Bayou Tuesday is both a curse and a rare window of opportunity. While the severe weather rips out standard communication grids and floods the backroads, the rising, super-charged swamp water acts as a perfect natural conductor for dimensional anomalies. The mud might swallow footprints whole for a normal tracker, but for a Master Investigator who knows how to read the unique environmental pulse of a Shreveport summer, a Bayou Tuesday is the ultimate baseline for tracking what just crawled out of the storm.
๐ The Mundane Baseline Reporting
High Water Restrictions: Following heavy regional storm cells, active flash flood watches are officially blanketed across the parish. The National Weather Service monitors extreme backwater flooding where the roaring Red River pushes massive volume directly back into the mouth of Twelve Mile Bayou, speeding up currents and drifting heavy structural debris.
Submerged Secrets: The local waterways are famous for holding onto history. Earlier this year, professional dive teams successfully located and pulled decades-old submerged vehicles directly out of the deep silt of Twelve Mile Bayou, proving that what sinks into these waters stays hidden until someone brave goes looking.
The Launch Point: For teams heading out to investigate, a new public boat ramp and access road are fully open at the John Franks Wildlife Management Area right where I-49 crosses the bayou, giving tactical teams the perfect midpoint to slip their skiffs into the fast-moving water.
๐️ Today's Celestial Tracking
For GMs running real-time campaigns on the bayou, today's astronomical alignments dictate the environmental and dimensional stability of local Geo-Nodes:
Sunrise: 6:08 AM
Sunset: 8:25 PM
Moonrise: 3:07 PM
Moonset: 1:41 AM
☀️ The Solar Tracking Matrix
The position of the sun dictates the raw energy output of the local terrestrial grid line. When the sun is high, the cosmic boundaries are tightly bound by solar radiation, but as it dips below the horizon, real space begins to sag.
Daylight Operations (6:08 AM to 8:25 PM): Realspace remains grounded. Attempting to force open a gateway or channel raw dimensional energy is highly resistant, adding a +5 modifier to all Metaphysics or Force skill Difficulty Numbers.
The Twilight Margin (8:25 PM to Sunrise): As sunset settles over the cypress trees, the solar pressure drops. The barrier between dimensions thins dramatically. Characters using Sense to detect spatial anomalies or ley lines receive a +1D bonus to their dice pools.
๐ The Lunar Tracking Matrix
The moon controls the physical pull of the water and the gravitational stability of the vortex. Because the moon rises in the mid-afternoon today, the physical environment shifts violently before the sun even goes down.
Low Tide Alignment (1:41 AM to 3:07 PM): The moon is below the horizon. The water levels in the bayou ruins remain stagnant, and the gravitational suction of a malfunctioning Geo-Node remains at its baseline difficulty (DN 10 for the outer edge).
The Moonrise Surge (3:07 PM to 1:41 AM): The moment the moon rises, its gravitational pull synchronizes with the buried magnetic quartz of the Delta Fracture. The water begins to churn violently. All Physical Pull checks inside the vortex instantly increase by +5 DN, and swimming or piloting a boat through the bayou requires a DN 12 check due to the sudden high-water current.
Before the cosmic portals tear open and the anomalies bleed into reality, an investigator has to deal with the mud, the rising water, and the atmospheric pressure of the deep south. Today in Shreveport, the skin between worlds is wearing incredibly thin.
๐ช️ Emergency Severe Weather Reporting
Active Flash Flood Warnings: Torrential tropical downpours have triggered active Flash Flood Warnings across Shreveport and Bossier City. The National Weather Service warns that repeating cells of powerful, slow-moving thunderstorms are dumping historic amounts of rainfall over the parish, overwhelming municipal storm drains and causing immediate, life-threatening street flooding.
Dangerous Backwater Swell: With widespread regional rainfall totals reaching deep into the bullseye zone, the roaring Red River is swelling rapidly. The extreme volume is pushing water directly backward into the mouth of Twelve Mile Bayou, causing dramatic, rapid bank cave-ins and sweeping massive structural debris downstream through the flooded cypress channels.
Tactical Access Restricton: While the new public boat ramp and access road remain open at the John Franks Wildlife Management Area where I-49 crosses the bayou, local authorities are urging extreme caution. The water levels surrounding the launch point are churning violently, making the marshlands nearly impassable for standard watercraft and providing tactical teams with an incredibly treacherous midpoint to slip their skiffs into.
๐ NEW OPEN D6 MECANICS
๐ The 1D6 Bayou Atmospheric Weather Matrix
GMs can use this rolling table at the start of the session to determine the immediate real-world conditions. These conditions dictate both visibility for the investigators and the raw stability of local planetary Geo-Nodes.
| ๐ฒ Roll | ๐ฉ️ Local Weather Condition | ๐ ️ OpenD6 System Mechanical Effect |
| 1 | Heavy Sweltering Mist | Thick, boiling humidity rolls off the bayou. Visibility is cut to 10 meters. All long-range blaster, slugthrower, or tracking sensor rolls suffer a -1D penalty. |
| 2 | Flash Flood Surge | Backwater from the Red River rises rapidly. Any movement on foot through the marsh requires a DN 12 Strength (Swimming) or Agility check to avoid being swept into deep debris channels. |
| 3 | Pop-Up Severe Thunderstorm | Blinding lightning and crashing thunder shake the area. Due to massive electromagnetic interference, all high-tech communication gear and handheld sensors suffer a -2D penalty. |
| 4 | The Eye of the Summer Solstice | Clear skies but oppressive, stagnant heat. Caster characters trying to use Metaphysics or Force Skills gain a +2 pip bonus due to the unclouded alignment of solar energy. |
| 5 | Gale-Force Squall Lines | High winds tear through the canopy, dropping dead cypress limbs. Characters must pass a DN 12 Dodge or Perception check every 3 rounds or take 2D6 physical impact damage from falling debris. |
| 6 | The Total Atmospheric Void | The air goes completely dead, birds stop singing, and the barometric pressure bottoms out instantly. This indicates a nearby Geo-Node is actively warming up. |
This new universe relies entirely on classic WEG D6 mechanics—Attributes, Skill Dice, Pips, Wild Dice, and Difficulty Numbers (DN). Every roll utilizes one distinctly colored Wild Die where rolling a 6 lets you add and roll again, and rolling a 1 triggers a critical complication.
1. The Core Character Attribute Grid
AGILITY (DEXTERITY SKILLS): Physical coordination, dodging, stealth, and fine muscle control.
KNOWLEDGE: Scholarship, navigation, languages, and technical/ancient lore.
MECHANICAL: Vehicle operations, communications, sensors, and complex machinery.
PERCEPTION: Investigation, searching, insight, streetwise, and tracking.
STRENGTH: Lifting, brawling, stamina, and physical muscle power.
METAPHYSICS: The capability to channel, sense, and transform space-time through mental focus.
๐ 2. The Fantasy & Magical Vortex Matrix
When a planetary Geo-Node is activated or corrupted, a magical vortex acts as an unpredictable environmental hazard that physically twists the fabric of reality. It affects two distinct areas: Movement/Physical Pull and Magic Distortion.
A. The Physical Pull (The "Why" People Disappear)
The vortex exerts a powerful gravity-like vacuum pull. Characters near the edge must resist being sucked into the center.
The Check: Characters must make a Lift (or raw Strength attribute) check against a set Difficulty Number based on how close they are to the swirling epicenter.
Outer Edge: DN 10
Inner Ring: DN 15
The Vortex Core: DN 20+
The Failure: Failing the roll pulls the character closer to the center by 3 meters per round. Failing the DN by 10 or more means they are instantly sucked headfirst into the core.
B. The Magical Backlash (The "How" It Works)
Because the vortex is a swirling mass of raw, unshaped magical power, casting spells or channeling energy near it is incredibly dangerous.
The Modifier: Anyone attempting to cast a spell within or near the vortex zone adds a +5 to +15 modifier to their Spellcasting or Channeling Difficulty Number.
The Wild Die Anomaly: If a player rolls a 1 on the Wild Die while casting near the vortex, do not just subtract the highest die. Instead, roll a single D6 on this custom Vortex Backlash Table:
+------+-------------------------+------------------------------------------------------------------------------------------+
| ROLL | RESULT | OPEN D6 MECHANICAL EFFECT |
+------+-------------------------+------------------------------------------------------------------------------------------+
| 1 | Mana Burn | The vortex bleeds life force. The caster takes 2D6 to 4D6 damage (resisted by Physique or |
| | | Stamina) as raw magic fries their nervous system. |
+------+-------------------------+------------------------------------------------------------------------------------------+
| 2 | Spell Inversion | The spell targets the caster or does the exact opposite of its intent (e.g., a healing |
| | | or protective barrier spell inflicts immediate damage). |
+------+-------------------------+------------------------------------------------------------------------------------------+
| 3 | Spiritual Displacement | The character's mind and body disconnect. They are completely stunned and cannot take |
| | | any actions for 1D6 rounds. |
+------+-------------------------+------------------------------------------------------------------------------------------+
| 4 | Spatial Displacement | The character vanishes and instantly teleports to a random spot within sight, taking |
| | | 1D6 falling damage as they drop from the air into the terrain. |
+------+-------------------------+------------------------------------------------------------------------------------------+
| 5 | Dimensional Trapped | The character disappears entirely into a pocket realm inside the vortex. To escape, they |
| | | must pass a DN 20 Alteration or Willpower check on their turn. |
+------+-------------------------+------------------------------------------------------------------------------------------+
| 6 | The Vanishing | The character vanishes from the timeline completely, reappearing 1D6 hours, days, or |
| | | weeks later in a completely different geographic region with no memory of the event. |
+------+-------------------------+------------------------------------------------------------------------------------------+
๐️ OPEN D6 ADVENTURE MODULE: ACCIDENTAL ACTIVATION
GMs can drop this plug-and-play encounter directly into any ongoing campaign when characters track a missing expedition down into the flooded bayou ruins.
๐ค THE EXPEDITION PERSONAS & SYSTEM STATS
๐️ Dr. Thaddeus Vance (The Obsessed Archaeologist)
The Persona: Dr. Vance is an academic through and through, but he possesses a reckless streak that drives him into dangerous terrain. He isn't a sorcerer or a soldier—he is a regular human whose deep obsession with cosmic history led him to translate old journals mapping the local Shreveport Geo-Nodes. When he discovered The Eye of Ouroboros, his curiosity overrode his caution, causing him to accidentally trigger the Delta Fracture. Now, he is terrified, clinging to a basalt column in the ruins as reality tears apart around him.
The Look: Mud-stained tweed jacket, thick wire-rimmed glasses coated in bayou mist, and a leather satchel clutched tightly to his chest.
WEG OpenD6 System Statistics
AGILITY 2D: Dodge 3D, Melee Combat 2D+2
KNOWLEDGE 4D: Ancient Lore 6D, Languages 5D+1, Scholar (History) 6D, Search 5D
MECHANICAL 2D: Communications 3D
PERCEPTION 3D+1: Investigation 5D, Know-How 4D+2
STRENGTH 2D: Lifting 3D, Stamina 3D+2
METAPHYSICS 0D: (No supernatural capabilities; purely relying on ancient artifacts)
Character Points: 5, Fate Points: 1
Equipment: Heavy leather journal, waterproof archeologist's toolkit, brass compass, and The Eye of Ouroboros (the artifact key).
WEST END GAMES JEDI CHARACTER TEMPLATE
Character Name: Earl C. Hedges Jr.
Type: Jedi Investigator / Forensic Explorer / Sentinel of La Ligne
Gender/Species: Male / Human
Age: 55 (Veteran Sentinel / Master Investigator)
Height: 6'1"
Weight: 210 lbs.
Physical Description: A rugged, weather-worn investigator sporting a short beard and a dark tactical duster coat. His eyes are sharp, constantly tracking movement in the shadows.
Character Points: 0 (30 needed to advance to Level 6)
Force Points: 4
Move: 10
๐ฎ ATTRIBUTES, SKILLS & PASSIVE LEVELING ABILITIES
DEXTERITY: 3D
Blaster: 4D
Brawling Parry: 5D+1
Dodge: 5D+1
Lightsaber Combat (Defensive Focus): 5D+2
Level 4 Ability (Le Rempart de l'Esprit): Active. When taking a defensive stance in lightsaber combat, add your Control Force Skill (4D) directly to your Dodge or Lightsaber Combat parry total for that round. Gain an additional +1D to parry rolls by actively utilizing the environment.
KNOWLEDGE: 4D
Artifact Lore: 5D
Level 2 Ability (Le Chercheur): Active. Permanent +1D bonus to this skill when translating ancient runes, geometric monolith script, or forgotten stelae inscriptions along the grid lines.
Bureaucracy: 5D
Law Enforcement: 6D
Multiversal Navigation (La Ligne): 6D
Streetwise: 5D+1
MECHANICAL: 2D+1
Astrogation: 3D+1
Repulsorlift Operation: 3D+2
Sensors: 4D+1
PERCEPTION: 4D+1
Investigation (Crime Scene / Geo-Nodes): 6D+2
Search: 5D+2
Level 1 Ability (Le Guetteur): Active. Permanent +1D bonus to this skill when digging through mud or swamp water for hidden tracks or arcane clues.
Sense Force/Spatial Anomaly: 6D
STRENGTH: 3D
Brawling: 4D+2
Climbing/Jumping: 4D
Stamina: 5D+1
TECHNICAL: 1D+1
Computer Programming/Repair: 2D+1
First Aid: 2D+2
Lightsaber Repair: 2D+2
Security: 3D
๐ FORCE SKILLS & POWERS
Control: 5D
Powers: Control Pain, Remain Conscious, Resist Stun, Empty Mind, Absorb/Dissipate Energy
Investigator Power – Hibernation Trance: Allows Earl to plunge into a death-like state to preserve oxygen and survive if he gets trapped or buried alive while investigating hazardous subterranean Geo-Nodes.
Sense: 7D
Powers: Sense Force, Life Detection, Magnify Senses, Combat Sense, Danger Sense, Echoes in the Force
Level 5 Ability (Le Clairvoyant): Active. The Difficulty Number (DN) to view past psychometric events or trace an investigator's footsteps using Echoes in the Force is permanently lowered by -5 DN if you are holding The Wayfinder of La Ligne.
Investigator Power – Translation: Allows Earl to instantly decipher, read, and understand unknown alien languages, modern criminal cyphers, or ancient geometric scripts found at a crime scene.
Investigator Power – Shift Sense: Allows Earl to adjust his visual and auditory spectrums, letting him detect anomalies like infrared heat signatures, microscopic chemical tracks, or hidden laser tripwires without forensic gear.
Alter: 5D
Powers: Telekinesis, Injure/Kill, Telekinetic Deflection
๐ฅถ RECONSTRUCTED BIOLOGICAL TRAITS
Level 3 Ability (Le Traqueur de Frisson): Active. Your veteran nervous system is highly tuned to ambient temperature drops caused by dimensional fractures. You are completely immune to Tier 1 Frisson (Supernatural Shiver) conditions; your hands stay perfectly steady while others shake.
๐ SIGNATURE EQUIPMENT & GEAR
Topaz Lightsaber: Hand-assembled inside the forgotten mountain temple of Joralla. It houses a highly rare, unrefined Topaz Kyber crystal that acts as his birthstone, grounding his spiritual core. It emits a fiery, orange-gold plasma beam (Damage: 5D).
The Wayfinder of La Ligne: An ancient volcanic stone disc artifact covered in linear etchings that pulses with cyan energy when aligned with an active Geo-Node.
Forensic Investigation Tools: Field scanner, specimen vials, chemical truth-reagents, and high-frequency coordinate tracking datapad.
Dark, heavy tactical duster coat.
Heavy Tactical Investigator Duster: Reinforced duster providing (+1D to armor against physical impacts; completely waterproofed).
Undercover Lightsaber: A heavily customized, rugged hilt designed to look like a standard hydro-spanner or tool flashlight to avoid Imperial or corporate detection.
High-Gain Compass & Multi-Sensor Unit: Tracks both standard tracking telemetry and anomalous electromagnetic/Force spikes.
Waterproof Operations Journal: Analog notebook unaffected by electromagnetic pulse blowouts.
Heavy Blaster Pistol: (Damage: 4D, reliable backup for when the Force must stay hidden).
DOES NOT NEED A STAR SHIP CAN SIMPLY TRAVEL FROM PLAENT TO PLANET THROUGH A SPECILIZED GEONODE NETWORK THAT CONNECTS THE ENTIRE MULTIVERSE. NEED A FORCE FOCUS WAYFINDER TO DO THIS THROUGH MEDIITAIN RITUAL THIS IS UNIQUE TO HIM.
๐บ UNIQUE INVESTIGATOR ARTIFACT: THE WAYFINDER OF LA LIGNE
- Crafted from a dense, midnight-black volcanic obsidian and webbed with thin, silver-metallic crystalline veins, the Wayfinder of La Ligne is a pocket-sized, heavy disc. It does not possess mechanical gears or electronic screens. Instead, the silver veins pulse with a soft cyan luminescence only when it comes within proximity of an active planetary Geo-Node.
This relic acts as a spiritual lens, allowing Captain Hedges to channel his internal focal powers to decode, map, and open the hidden planetary tracks cutting through the multiverse grid.
๐ง THE MEDITATIVE RITUAL MECHANICS (WEG D6)
To utilize the Wayfinder to step through a Geo-Node and travel to another planet, Captain Hedges cannot simply flip a switch. He must enter a state of deep, uninterrupted focus, initiating a three-stage Ritual of La Ligne using his custom Force skills
๐ Step 1: Harmonic Resonance (CONTROL Check)
Captain Hedges places both hands on the Wayfinder, closing his eyes to completely shut out the physical distractions of the bayou storms. He must synchronize his own internal biological frequency with the vibrations of the artifact.
The Roll: Control skill check.
Difficulty: Baseline DN 12. If the local atmosphere is under a Flash Flood Surge or Severe Thunderstorm from the weather matrix, the DN increases by +3 due to environmental static.
Success: The Wayfinder locks onto his life force, and the silver veins glow bright enough to illuminate the room, stabilizing his mind against external reality-warping pressures.
๐บ️ Step 2: Ley Line Deciphering (SENSE Check)
With his mind centered, Captain Hedges projects his consciousness through the Wayfinder and into the planet’s crust, tracing the invisible magnetic tracks of La Ligne to "dial" the specific multiversal destination.
The Roll: Sense skill check (Sense Force/Spatial Anomaly or Echoes in the Force).
Difficulty: Scales based on the distance of the destination:
Core Sector Systems (Known/Charted): DN 15
The Outer Rim Borderlands: DN 20
Deep Multiversal/Uncharted Realities: DN 30
Success: The exact coordinate sequence reveals itself to his mind's eye like a glowing geometric constellation floating over the basalt pedestal.
๐ช Step 3: Gateway Fracture (ALTER Check)
In the final phase of the ritual, Captain Hedges releases the gathered energy outward. He channels his focus through the Wayfinder to physically grip the localized space-time fabric and rip open a stable, vertical doorway in the center of the vortex.
The Roll: Alter skill check (Telekinesis variation).
Difficulty: DN 20. (This DN drops by -5 if executed during The Twilight Margin when solar pressure is absent).
Success: The surrounding river water or dense mist forms a perfect, pressurized vertical mirror. Captain Hedges and his immediate team can step cleanly through the threshold, instantly arriving at the corresponding Geo-Node on the target planet.
๐ฒ THE RISK OF FAILURE: BACKLASH MODIFIERS
Because this ritual directly manipulates cosmic gravity without heavy mechanical dampeners, failing any stage of the check carries a steep cost:
Failing by 1–5: The alignment slips. The character takes a tier-two Tracas condition as their focus is severely shaken by a wave of mental feedback.
Failing by 6+ or rolling a 1 on the Wild Die: The Wayfinder triggers a localized Capon effect, freezing Captain Hedges in place for 1D3 rounds as a violent gravity pulse threatens to throw the portal completely unstable.
Perfect layout update, Captain! Expanding the Sunken Obelisk from a three-room dive into a full six-room subterranean crawl adds massive mechanical depth to this layout. We are completely integrating the T-shaped foyer, the Force Meditation Cave, the hidden Holocron Library, and updating the main gateway chamber to feature the newly established rules of La Ligne.
๐ BACKGROUND & CHARACTER HISTORY WEAVE
The Blessing of the Grand Master: Long before navigating the dense, shifting waters of the Twelve Mile Bayou, a young Earl Hedges Jr. was brought before Grand Master Yoda on Coruscant. The temple instructors were deeply unsettled by the boy's unusual internal frequencies, which vibrated with the heavy, deep pull of untamed wilderness rather than the pristine rhythm of the core worlds. Yoda, sensing that the child would use his powers to hunt unseen truths hidden in the mud and shadows of the outer rims, explicitly encouraged him to walk the pragmatic, relentless Sentinel Path.
The Trials of Joralla & The Halcron Archives: Earl tracked his Sentinel trial to the tropical paradise planet of Joralla, climbing high into the imposing mountain chains. Inside the octagonal stone architecture of an ancient Jedi Temple misidentified by historians as primitive Wasilsi ruins, Earl faced down predatory, six-limbed Wulkarsk beasts to unearth his Topaz Kyber crystal. Instead of fleeing the planet, Earl remained for months inside the subterranean vaults, studying the forgotten Halcron Library archives. From its ancient holographic Guardian, he mastered a highly practical, defensive lightsaber philosophy—refusing flashy acrobatics in favor of short, calculated environmental parries. It was here that he mapped out the coordinates of La Ligne, learning to use local Geo-Nodes to traverse the swamp worlds of the multiverse without ever needing a starship.
The 55-Year Veteran Cycle: Over the course of five decades, Earl's path evolved into that of a premier Master Investigator. Merging his deep Jedi Sentinel training with the grit of a streetwise forensic detective, he now walks La Ligne as a lone vanguard, tracking spatial fractures, investigating multiversal crime scenes, and standing as a bulwark against the supernatural horrors lurking where realspace wears thin.
Qoute:"A standard Jedi trusts his blade to cut through the dark. A Sentinel looks at the mud under his boots, because the mud never lies. Space can fold, reality can fray along the grid lines, and the law can look the other way—but if you leave a footprint in the swamp water of La Ligne, I will track it to the end of the multiverse."
— Captain Earl C. Hedges Jr., Jedi Sentinel / Forensic Master Investigator.
๐ SYSTEM MECHANICS: CHARACTER ADVANCEMENT (WEG 2E REVISED & EXPANDED)
In this universe, advancement follows the strict, official rules laid out in the Star Wars Second Edition Revised and Expanded rulebook. Characters do not accumulate abstract experience points to reach a "level." Instead, the Game Master awards Character Points at the end of an adventure.
Players can save these points to advance their character sheet's die codes or spend them during play to add extra dice to critical rolls. A character can only improve a skill or attribute by one pip between adventures (+1 to +2, or +2 to the next full Die).
๐ ️ 1. Improving Normal Skills
To raise a standard skill (like Search, Dodge, or Stamina), you must spend Character Points based on your current dice code.
The Point Cost: The cost to advance a skill by one pip is equal to the number before the "D" in your current skill code.
Example: If Captain Hedges wants to raise his Search skill from 5D to 5D+1, it costs exactly 5 Character Points.
Training Time:
None if the character actively used that skill during the last adventure (learning through experience).
If the skill was not used, training takes 1 day per Character Point spent with a teacher, or 2 days per point training alone.
๐ 2. Improving Jedi / Force Skills
Unlocking and advancing your path through La Ligne utilizes the official WEG 2E Revised and Expanded Force advancement parameters.
Advancing Existing Force Skills: Raising Control, Sense, or Alter by one pip follows the exact same formula as normal skills: it costs the number before the "D".
Example: To advance his Sense from 2D to 2D+1, it costs Captain Hedges exactly 2 Character Points.
Learning a New Force Power: To add a completely new power under a Force skill you already possess, you must spend 1 Character Point between adventures.
Training Time: It takes 1 week of dedicated meditation to learn a new power if you are training alone, or 4 days if training under a master or within a localized nexus like the Aerial Meditation Cave (Room 4).
๐ง 3. Improving Attributes (The Ultimate Breakthrough)
Permanently raising a core attribute (like Strength or Perception) represents a massive evolutionary breakthrough.
The Point Cost: It costs 10 times the number before the "D" to raise an attribute by a single pip.
Example: To raise his Perception from 3D+2 to 4D, it costs exactly 30 Character Points.
The Roll Requirement: Unlike skills, attribute advancement isn't automatic. After finishing the training time (1 week with a teacher, 2 weeks alone), the player must roll their current attribute dice pool, and the GM rolls the same number of dice. If the player's roll is equal to or less than the GM's roll, the attribute increases. If the player rolls higher, it fails, but they receive half their Character Points back.
This grounds the progression 100% in the exact math of the Second Edition Revised and Expanded rulebook, Captain!
๐ SYSTEM MECHANICS: CHARACTER LEVELING (OPEND6 SYSTEM RULES)
Wiping away the old pip-by-pip advancement, this module fully utilizes the official OpenD6 Leveling Variant. Characters earn Character Points at the end of each adventure. To advance to the next character level, a player must spend a cumulative pool of points during downtime.
๐ 1. Cost to Level Up
To advance your character from your current level to the next, you must spend a flat amount of Character Points based on the target level:
Level 1 to 2: 15 Character Points
Level 2 to 3: 20 Character Points
Level 3 to 4: 25 Character Points
Level 4+: 30 Character Points per level thereafter.
๐ 2. Level Up Rewards
The moment you spend the required points and complete your training downtime, your character instantly receives the following mechanical rewards to upgrade their sheet:
Skill Point Pool: You receive 10 Skill Points. You can spend these immediately to buy new skills or raise existing ones. Raising a skill by 1 full Die costs 1 Skill Point (or 1 point per 3 pips). You can spend a maximum of 3 Skill Points on any single skill per level.
Attribute Pips: Every time you gain a level, you receive 1 Attribute Pip (+1). You can save this or add it to any core attribute (like Perception or Metaphysics). Once you accumulate 3 pips in an attribute, they automatically convert into +1D.
Body Points / Wounds: Your physical resilience grows. You add 1D6 to your maximum Body Points (or increase your resistance threshold if using the Wound system).
๐ ARCHETYPE PROGRESSION UNLOCKS: THE SENTINEL OF LA LIGNE
By utilizing the OpenD6 Leveling System, reaching these specific numerical character levels automatically triggers your specialized Cajun Sentinel path features for Captain Hedges:
๐ฅ LEVEL 1: Le Guetteur (The Watcher / Scout)
The Feature: You recognize the subtle atmospheric shifts when realspace wears thin. You gain the Sense Force/Spatial Anomaly power automatically.
La Ligne Bonus: You receive a permanent +1D bonus to all Perception (Search or Evidence Gathering) checks when digging through mud or swamp water for hidden tracks or arcane clues.
๐ฅ LEVEL 3: Le Traqueur de Frisson (The Shiver Tracker)
The Feature: Your nervous system becomes highly tuned to the ambient temperature drops caused by nearby Geo-Nodes.
La Ligne Bonus: You are completely immune to the Tier 1 Frisson (Supernatural Shiver) condition; your hands stay perfectly steady while others are shaking.
๐ฅ LEVEL 5: Le Clairvoyant (The Forensic Specialist)
The Feature: You master the postcognitive art of reading psychometric residues left behind along the planetary grid.
La Ligne Bonus: You unlock the Echoes in the Force power. The Difficulty Number (DN) to view past events is lowered by -5 DN if you are holding the Wayfinder of La Ligne.
๐ LEVEL 7: Le Maรฎtre de la Ligne (Master of the Track)
The Feature: You are capable of anchoring yourself completely to the structural physics of the multiverse.
La Ligne Bonus: You gain a permanent +2D bonus to all Strength (Stamina) checks to resist falling into madness tiers (Tracas, Capon, or Courri-Loup).
This aligns the leveling rules 100% with the official OpenD6 book parameters while preserving your custom Sentinel milestones, Captain!
Here is the newly revised location section, polished and expanded one room at a time:
๐️ THE LOCATION: THE SUNKEN OBELISK OF THE DELTA FRACTURE
For centuries, the swamp has swallowed anything that came near these coordinates.
๐ MODULE TRIPPERS: THE CAJUN OUTRE-LA LINGE HORROR MATRIX
As characters explore the Sunken Obelisk, the thinning reality forces them to roll a Strength (Stamina) or Metaphysics (Sense) check against the specified Scene Difficulty Numbers (DN). Failing a check inflicts one of the following conditional states:
๐ฆ Tier 1: Frisson (The Supernatural Shiver) — Triggered entering Room 1 (DN 10)
The Experience: Sudden goosebumps, a physical chill, or a shiver of pure dread running down your spine when something supernatural is close.
Mechanical Effect: For the next 1D6 rounds, characters suffer a minor -1 pip penalty to all fine physical actions (like lockpicking or precise shooting) due to uncontrollable muscle shivering.
๐ฅฉ Tier 2: Tracas (The Grotesque Distress) — Triggered examining the ruined camp (DN 12)
The Experience: A deep, gnawing anxiety, trouble, or an internal mental distress that completely breaks a character's focus after witnessing warped matter or unearthly stone.
Mechanical Effect: The character is hyper-fixated on the horror, suffering a -1D penalty to all Knowledge, Mechanical, and Perception checks. This condition persists until they spend a full turn doing nothing but catching their breath and passing a DN 12 Stamina check.
๐ฅถ Tier 3: Capon (Minor Madness / The Freeze) — Triggered entering Room 3 (DN 15)
The Experience: Losing your nerve, backing down, or letting panic freeze you up right on the spot from a sudden, terrifying jump-scare anomaly or collapsing gravity.
Mechanical Effect: Inspired by classic fright rules (
image_0c7043.png), the character is completely Stunned. They cannot take actions, move, or defend themselves for 1D3 rounds. Any physical attacks made against a frozen Capon character receive a +2D bonus because the target is totally paralyzed by raw panic.
๐บ Tier 4: Courri-Loup (Intermediate Madness / Shadow Entity Shift) — Triggered if failing to close the rift by Round 5 (DN 20)
The Experience: Named after the local lore of the shifting swamp beast, Courri-Loup describes an intermediate madness where a character's identity breaks. The victim believes they are turning into a monstrous cryptid, or their mind is temporarily hijacked by an evil entity floating within the spatial slipstream.
Mechanical Effect: The character loses control of their actions for 1D6 hours. They drop all high-tech gear, speak in unrecognizable ancient dialects, and will physically attack anyone who tries to restrain them using raw, animalistic Brawling attacks. They gain a temporary +1D bonus to Strength but completely lose the ability to use Knowledge or Mechanical skills.
๐ฉธ Tier 5: Grand Saccage (Major Madness / Full-Blown Criminal Mania) — Triggered if pulled headfirst into the Vortex Core
The Experience: Grand Saccage is a permanent, full-blown madness where the character’s moral compass is completely dissolved by the cosmic void, turning them into an unhinged predator dedicated to executing major maddening crimes.
Mechanical Effect: The character is permanently warped into an NPC antagonist. Their Metaphysics attribute permanently increases by +2D as they fully embrace the dark energies of the vortex, but they will actively plot the destruction of Captain Hedges and the remaining exploration order from the shadows.
๐ฒ 1D6 MULTIVERSAL ANOMALY ENCOUNTER TABLE
When characters linger too long in an area or fail a horror matrix save, roll 1D6 on the table below. The entities listed use standard D6 stat attributes and are mapped to Ken St. Andre's official Deadliness Ratings.
| ๐ฒ Roll | ๐พ Manifested Threat | ๐ OpenD6 Stats & Attributes (All D6) | ๐ Deadliness Rating |
| 1 | Silt-Grown Void Spores | Slips through during Tier 1 (Frisson). Small, glowing blue fungi that drift off the rotted logs. • Agility 1D, Knowledge 1D, Mechanical 1D, Perception 2D, Strength 1D • Special: Explodes on physical contact, delivering a localized Poison cloud that inflicts a temporary -2 pip penalty to Agility skills for 1D6 rounds. | Rating 1 (Monster Rating: 15) |
| 2 | Warped Bayou Constrictor | Manifests during Tier 2 (Tracas). A native swamp snake physically elongated and heavily mutated by the Geo-Node's radiation. • Agility 3D (Bite 4D), Knowledge 1D, Mechanical 1D, Perception 3D, Strength 3D (Constrict 4D+2) • Special: Striking from the dark floodwaters provides a +1D sneak attack bonus. | Rating 2 (Monster Rating: 42) |
| 3 | Echoing Drift-Phantom | Awakened during Tier 3 (Capon). A semi-translucent, spectral silhouette of an ancient explorer lost in La Ligne's grid lines centuries ago. • Agility 2D, Knowledge 2D, Mechanical 1D, Perception 4D, Strength 1D, Metaphysics 3D (Sense 4D) • Special: Emits a targeted infrasound wail. Anyone who hears it must immediately roll a DN 15 Stamina check or drop straight into a frozen Capon state. | Rating 3 (Monster Rating: 85) |
| 4 | Basalt Golem Fragment | Breaks loose during Tier 4 (Courri-Loup). An animated block of interstellar basalt structural masonry carved with glowing glyphs. • Agility 1D, Knowledge 1D, Mechanical 1D, Perception 2D, Strength 6D (Slam 7D) • Special: Completely immune to standard blaster fire and mind-altering Force skills; must be dismantled via heavy physical impact or telekinetic tearing. | Rating 4 (Monster Rating: 210) |
| 5 | The Slipstream Lurker | Emerges when the gateway enters Total Gravitational Collapse. A multi-limbed, apex predator native to the void spaces between planetary nodes. • Agility 4D (Claws 5D+2), Knowledge 2D, Mechanical 1D, Perception 4D, Strength 5D • Special: Can phase out of phase alignment momentarily. Attacks against the Lurker suffer a -2D penalty unless the attacker is using a Prism Monocle or channeling Sense Force. | Rating 5 (Monster Rating: 550) |
| 6 | Avatar of the Great Wreckage | Triggers only under Tier 5 (Grand Saccage). A colossal, unkillable spiritual entity taking a temporary physical shape composed of crushing gravity waves and black swamp mud. • Agility 3D, Knowledge 4D, Mechanical 1D, Perception 5D, Strength 12D, Metaphysics 6D • Special: Spirit form cannot be destroyed by weapons [cite: Gods are by definition unkillable. They may take a physical avatar form that could be destroyed, but they are essentially spirits, and spirit cannot be destroyed. It can be changed, defiled, purified, absorbed into a greater spirit, but gods are unkillable.]; destroying its physical avatar requires fully executing the three-step ritual puzzle to snap the localized Geo-Node completely shut. | Rating 7 (Avatar Monster Rating: 1,800) |
Now that the complete Cajun Horror Matrix and its encounter table are tied to the official D6 deadliness ratings, what section are we tackling next, Captain?
Following heavy summer storms, backwater flooding from the Red River caused a massive bank cave-in north of Cross Lake, exposing the stone roof of a buried structure built from a dark, metallic basalt native to another sector of the cosmos.
๐ Room 1: The Silt-Choked Ante-Chamber
The entry point is a jagged fissure in the muddy earth where a massive, ancient oak tree collapsed inward. Players must rappel down into a pitch-black, vaulted stone room covered in waist-deep, freezing bayou backwater. Running or dodging here requires a DN 12 Agility check to avoid slipping. Dr. Vance’s abandoned basecamp equipment is scattered here, containing waterlogged notebooks mapping the area's geographic nodes.
๐ Room 2: The Hall of Whispering Pillars
A long, narrow corridor lined with six massive, hexagonal basalt columns that hum with a faint, low-frequency vibration (infrasound). Floating cypress logs choke the pathway; clearing them requires a collective DN 14 Strength (or Lift) check, or a DN 12 Mechanical check to construct a tactical rope pulley. Standing in this hall forces a -1D penalty to all Perception-based checks as the human brain misjudges the heavily tilted geometry of the room.
๐งฑ Room 3: The T-Shaped Entry Foyer
Navigating past the whispering pillars, the party emerges into a wide, heavily reinforced entry foyer shaped like a massive capital letter T. The stagnant bayou water sloshes against ancient engravings along the baseboards. At the far end of the top bar of the T, three monumental basalt doors loom out of the dark. Each door is ancient, seamless, and uniquely keyed to a specific frequency of La Ligne:
The Far Left Door: Inscribed with swirling cloud glyphs, leading to Room 4.
The Center Door: Marked with structural geometric grids, leading to Room 5.
The Far Right Door: Etched with a violent, counter-clockwise spiral, leading to Room 6.
๐ง Room 4: The Aerial Force Meditation Cave (Far Left Door)
A jagged, natural cavern that juts off from the basalt architecture. The air here is completely devoid of the swamp's humidity, feeling crisp and elevated. This is a focal point of pure environmental energy.
System Mechanic: Any character with Force skills or Metaphysics can enter a meditative state here. Spending 10 minutes in quiet contemplation allows a character to make a DN 12 Control or Sense check. Success grants a +1D bonus to their next Force or Metaphysics roll within the obelisk as they commune directly with the echo of the Aerial Architects.
๐ Room 5: The La Ligne Holocron Hidden Library (Center Door)
A concealed archive room lined with deep, recessed wall niches. Instead of paper books, these shelves hold ancient crystalline shards and glowing data matrices that survived the ages.
System Mechanic: This library functions as the ultimate forensic asset for an investigator. By spending time searching the archives, Captain Hedges can make an Investigation / Evidence Gathering check (DN 15). Success uncovers a functioning Holocron of La Ligne, providing the exact planetary coordinates and alignment modifiers for three nearby worlds in the network, lowering future Sense travel difficulties by -5 DN.
๐ Room 6: The La Ligne Sanctum (The Vortex Chamber — Far Right Door)
The heart of the Delta Fracture. A vast, circular amphitheater where the ancient floorboards have long since rotted away to reveal a deep subterranean pool fed by the bayou's high water. In the center sits an ancient stone pedestal surrounded by carved channels winding through the rock face.
System Mechanic: The stone channels glow with a faint cyan light, and the flooded water is violently swirling in a pressurized, counter-clockwise vortex around the floating artifact key. This room triggers the immediate physical pull tracking rules and serves as the epicenter for the three-step ritual puzzle to close or secure the gateway.
We are diving straight into the three-step ritual puzzle, formatting it section by section to line up perfectly with the rest of our module rules. This puzzle maps how Captain Hedges utilizes the Wayfinder of La Ligne right in the middle of the roaring vortex in Room 6.
๐งฉ THE ENCOUNTER PUZZLE: RESOLVING THE GATEWAY OF LA LIGNE
To save Dr. Vance and permanently stabilize or close the destabilized vortex within the Sanctum, Captain Hedges and his team cannot rely on raw fire or muscle power. They must execute a precise, coordinated three-stage mechanical ritual under intense gravitational and atmospheric pressure.
Each stage requires a specific player to step forward and succeed on an open-source West End Games D6 skill check.
⚓ Step 1: Bracing the Threshold (Physical/Tactical Phase)
Before anyone can approach the floating artifact at the core, the extreme vacuum pull of the vortex must be physically managed. Debris, rotted wood, and flooding bayou water are violently swirling through the room.
The Action: A character must use their physical strength or mechanical ingenuity to anchor heavy safety lines, brace structural support pillars, or physically hold down an ally.
The System Roll: A character must make a Might, Lifting, or Mechanical check against a DN 12.
The Result:
Success: The party is safely secured. For the next 3 rounds, all characters gain a +2D bonus to resist the physical pull of the vortex and avoid being dragged into the core.
Failure: The physical anchors fail to hold, and everyone in the room is instantly dragged 3 meters closer to the swirling center.
๐บ️ Step 2: Harmonizing the Wayfinder (The Sense Phase)
Once a physical baseline is secured, someone must brave the howling wind, step up to the lip of the submerged stone pedestal, and use the Wayfinder of La Ligne to tune into the screaming frequencies of the fracture.
The Action: Captain Hedges (or a character with Metaphysics) must hold the volcanic disc high, closing their eyes to shut out the chaos and projecting their consciousness directly into the silver veins of the relic to match the alignment of the planetary quartz.
The System Roll: A character must make a Sense Force skill check or a Metaphysics (Sense) check against a DN 15. (This check suffers a -1D penalty due to the Hall of Whispering Pillars' lingering infrasound resonance if Room 2 wasn't properly bypassed).
The Result:
Success: The Wayfinder locks onto the coordinate trail. The violent cyan light shifts into a steady, solid beam pointing directly at the floating artifact key's internal gears, exposing its spiritual vulnerability.
Failure: The character takes a tier-two Tracas condition as a wave of intense mental static and anxiety floods their mind, breaking their concentration.
๐ช Step 3: Severing the Fracture (The Alter/Channel Phase)
With the line fully mapped and the artifact's frequency locked in, the final surge of energy must be unleashed to snap the spatial rift shut.
The Action: The caster must channel their raw internal energy through the Wayfinder to physically grip the localized space-time fabric and force the bleeding rift to collapse back into itself.
The System Roll: A character must make an Alter (Telekinesis) check, a Channeling check, or a raw Intellect (Artifact Lore) check against a high DN 18. (If this step is executed during The Twilight Margin after 8:25 PM, the lack of solar interference drops this difficulty down to a DN 13).
The Result:
Success: With a massive thunderclap, the vertical mirror-gate shatters, the swirling vortex turns into flat, calm bayou water, and the floating artifact drops harmlessly into the palm of the investigator. The fracture is fully secured.
Failure: A catastrophic Hyperdrive Flameout triggers. The gate snaps shut violently, inflicting 3D6 physical impact damage to the caster from the sudden atmospheric decompression, and the artifact is lost to the bottom of the silt-choked pool.
This locks down the three-step ritual puzzle beautifully, Captain! How does this match up with the mechanical flow you wanted for closing the gate? What section of the notes are we polishing next?
๐ฒ THE ENCOUNTER: THE TWELVE MILE VORTEX GATEWAY
Once the artifact locks open inside the Meridian Sanctum, the room undergoes a terrifying structural collapse:
Phase 1: The Event Horizon (Rounds 1–3): The vortex is stabilizing. Loose papers, books, and small items are sucked into the portal. At the end of every round, all characters must make a DN 10 Might (or Lift) check or be pulled 3 meters closer to the core.
Phase 2: Total Gravitational Collapse (Round 4+): The vortex expands, filling the room. Dr. Vance is trapped at the edge, desperately holding onto a crumbling stone pillar. The gravity intensifies to a DN 15 Might (or Lift) check. Howling winds make communication impossible; all sound-based Perception checks automatically fail, and Agility-based skills suffer a -2D penalty due to swirling debris.
Phase 3: The Disappearance (The Core): If a character or NPC touches or is pulled into the exact center of the vortex, they must pass a DN 15 Physique (Stamina) check. Success means they vanish into the portal completely unharmed, arriving on the other side. Failure means they take 2D6 damage from the sheer dimensional pressure before vanishing through the gateway.
๐ฒ HOW THE PLAYERS CAN CLOSE IT (THE ENCOUNTER PUZZLE)
To save Dr. Vance and stop the vortex from consuming the entire quadrant, the players must execute a coordinated three-step mechanical puzzle using their skills:
Anchor the Party (Physical Phase): One player must use a Might or Mechanics check (DN 12) to secure safety ropes or brace heavy structural furniture so the team can move without being sucked in.
Reach the Artifact (Agility Phase): A player must brave the flying debris and make a DN 14 Acrobatics (or raw Agility) check to physically reach the pedestal where the Eye of Ouroboros is floating at the eye of the storm.
Reverse the Alignment (Intellect Phase): Once at the core, a character must make a DN 18 Intellect (Artifact Lore or Scholar) check to force the artifact's dial backward against the gravitational spin. Alternative: A character with magic can use Alteration or Channeling (DN 15) to flood the artifact with raw mana, short-circuiting the gateway.
๐ฒ WEG D6 ADVENTURE HOOKS FOR THE GM
The Lost Signal: Tactical scanners pick up a bizarre, repeating electromagnetic spike originating from a spot in the swamp completely hidden from satellite view. The frequency matches a radio signal from one of the vehicles pulled from the bayou back in February.
The Warden's Report: A local wildlife agent monitoring the high-water flood gates near I-49 reports seeing "glowing blue mist" rising directly out of the water near the John Franks Management Area, accompanied by a sudden localized compass failure that sent his boat spinning.
๐ THE FICTITIOUS OVERLAY: THE AERIAL ARCHITECTS & THE LA LINGE NODE
While the morning news reports simple flash flooding along Twelve Mile Bayou, the reality is far more dangerous. The rising backwaters of the Red River have physically submerged the coordinates of an ancient, dormant terrestrial energy nexus.
๐ The Order: The Aerial Architects
Wiping out all previous factions, we introduce The Aerial Architects. They are a rare order of planetary wanderers who do not rely on starships to travel the galaxy. Instead, they use their high-tier Metaphysics attributes to treat planets like massive cosmic stepping stones. By locating specific geological disruptions, they can tap into the planet's core magnetic energy to open localized gateways.
๐ The Core Node: The Delta Fracture
Hidden deep in the flooded cypress bottoms north of the city, where the mud and high water cover the access roads, lies The Delta Fracture. This is an active Geo-Node rooted in a massive deposit of underground magnetic quartz. When an Aerial Architect activates the node, the surrounding river water begins to spin in a perfect counter-clockwise physical vortex, creating a pressurized wall of howling wind and dense, glowing mist.
๐ฒ WEG D6 ENCOUNTER MECHANICS: THE DIAL OF LA LIGNE
To use the Delta Fracture to journey to a far-off planet, an Aerial Architect must stand at the eye of the swirling water and successfully complete a three-part Metaphysics or Force skill check using the classic West End Games system.
Step 1: Celestial Alignment (Sense Roll)
The user must open their senses to the planet's magnetic field and trace the invisible tracks of La Ligne to "dial" the multiversal destination. The Difficulty Number (DN) depends on how deep the route cuts into the multiversal grid and how well it is charted:
Core Systems (Frequently Journeyed Paths): DN 15
The Outer Rim Borderlands: DN 20
Wild Space / Deep Uncharted Sectors: DN 30
Step 2: Ripping the Gateway (Transform/Alter Roll)
Once the coordinates along La Ligne are locked, the Architect channels their inner focus to physically tear open a vertical doorway in the exact center of the water vortex. The gravity increases dramatically, scaling by the total mass being pulled through the threshold:
Architect Only: DN 20
Architect + Small Exploration Team: DN 25
Heavy Tactical Cargo or Recon Vehicles: DN 35+
Step 3: Stabilization (Channel/Control Roll)
The Architect must hold the spatial rift open against the raw vacuum pressure and intense gravitational backwater of the cosmic slipstream.
Standard Doorway Maintenance: DN 20
The Cost of Failure (Hyperdrive Flameout): If the stabilization roll fails, La Ligne snaps back like a broken rubber band. The doorway collapses instantly, triggering a catastrophic Hyperdrive Flameout. The caster takes immediate physical damage to their Physique or Strength attribute equal to the exact number of pips by which they missed the target DN.
⚖️ Product Identity & Legal Declaration
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Spatial Meridian Fold" rules, the "Geo-Node" campaign mechanics, the "Delta Fracture" location, the "Sunken Obelisk" ruins, the "Aetherios Vortex" matrix, the "Cajun Outre-Meridian Horror Matrix" rules, the character persona and statistics of "Captain Hedges", the character persona and statistics of "Dr. Thaddeus Vance", and "The Aerial Architects" order.
The core game mechanics, attribute structures (Agility, Knowledge, Mechanical, Perception, Strength, Metaphysics), skill descriptions, Difficulty Numbers (DN), and the custom rolling mechanics utilizing the 1D6 Wild Die are based upon the OpenD6 core rules text. The D6 System was originally created by West End Games (WEG), with game designers Greg Costikyan, Curtis Smith, and Bill Slavicsek playing massive roles in its early development through the Ghostbusters RPG (1986) and the legendary Star Wars: The Roleplaying Game (1987). The foundational text of OpenD6 (comprising D6 Space, D6 Adventure, and D6 Fantasy) was officially released to the public under the Open Game License (OGL v1.0a) in 2009 by Eric J. Gibson and Purgatory Publishing. The official trademarks, brand names, and original catalog rights to the historical West End Games library are the property of Nocturnal Media. Open D6 System mechanics referenced from the D6 System are used under the Open Game License (OGL). All Star Wars terms (Jedi, Lightsaber, the Force, etc.) remain the property of Lucasfilm Ltd. and The Walt Disney Company.
This report is a non-commercial fan playtest work. © 2026 Arthur Earl C. Hedges Jr. All rights reserved. The Adventures of Captain Hedges is not affiliated with any of the corporations, companies, or entities listed herein.
ere is the brand-new, standalone section mapping out the cross-genre multiversal network. It organizes iconic sci-fi, fantasy, and cinematic swamp realms that Captain Hedges can step into using the Wayfinder of La Ligne, placed perfectly right before your legal declaration.
๐ THE MULTIVERSAL SLIPSTREAM: SWAMP WORLD MATRIXES
When Captain Hedges stands at the epicenter of the Delta Fracture in Shreveport and initiates the Ritual of La Ligne, the Wayfinder can align with identical, water-logged planetary nodes scattered across the multiverse.
For GMs looking to cross genres, here is the official matrix of destinations connected to the network, complete with their OpenD6 destination classifications and Sense alignment difficulties.
๐ช 1. Cinematic Sci-Fi & Space Fantasy Sectors
Dagobah (The Outer Rim / Slashed Sector): A world of dense, primal swamps completely choked with raw, unshaped environmental energy. This is a primary anchor node for the cosmic slipstream.
System Difficulty: DN 20 (Outer Rim Alignment)
World Trait: The overwhelming natural presence of the cosmic Force grants a permanent +1D+2 pip bonus to all Control and Sense checks, but characters must pass a DN 15 Stamina check every hour or fall into a Tier 3 Capon state due to the heavy psychological weight of the dark side cave networks.
Nal Hutta (The Mid Rim / Hutt Space): A polluted, swampy wasteland filled with stagnant, greasy bogs and toxic rain cells.
System Difficulty: DN 20 (Borderlands Alignment)
World Trait: Industrial pollution disrupts the natural grid. All Metaphysics rolls suffer a -5 modifier unless the caster uses a tech-dampened focus.
Mimban (Circumtore Sector): A perpetually cloud-covered, muddy world locked in endless rainy deluges and bog-warfare conditions.
System Difficulty: DN 15 (Charted Path)
World Trait: Constant mud and torrential storms replicate the Flash Flood Surge weather matrix rule permanently. All Agility-based movement rolls automatically face a +5 DN penalty.
๐ง 2. Classical Fantasy & Eldritch Domains
The Mere of Dead Men (The Sword Coast): A vast, cold, saltwater marsh choked with sunken stone ruins, lizardfolk tribes, and black dragon hatchlings.
System Difficulty: DN 30 (Deep Multiversal Reality)
World Trait: Ancient magical wards layer the bog. Reversing an artifact alignment here requires an additional Intellect (Artifact Lore) check against a DN 20.
The Black Marshes / Blackwood (Tamriel / Argonia): A deadly, trackless wetland of moss-draped cypress trees, ancient hist-trees, and subterranean ziggurats.
System Difficulty: DN 30 (Deep Uncharted Sector)
World Trait: The alien atmosphere shifts local madness parameters. Failing a horror check here automatically escalates the victim directly into a Tier 4 Courri-Loup state.
The Sunken Swamps of Sadness (The Underworld Slipstream): A localized dimensional pocket where the bog water itself consumes the emotional will of those who step into it.
System Difficulty: DN 25 (Anomalous Pocket Realm)
World Trait: Survival requires a DN 15 Willpower or Stamina check every 30 minutes. Failure inflicts a permanent Tier 2 Tracas condition that cannot be cleared until the character leaves the planet.
⚖️ Product Identity & Legal Declaration
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Spatial La Ligne Fold" rules, the "Geo-Node" campaign mechanics, the "Delta Fracture" location, the "Sunken Obelisk" ruins, the "Cajun Outre-La Ligne Horror Matrix" rules and encounter tables, the character persona and system statistics of "Captain Hedges" (Jedi Investigator/Sentinel of La Ligne), the character persona and system statistics of "Dr. Thaddeus Vance", "The Wayfinder of La Ligne" unique artifact, and "The Aerial Architects" multiversal faction.
The core game mechanics, attribute structures (Agility, Knowledge, Mechanical, Perception, Strength, Metaphysics), skill descriptions, Difficulty Numbers (DN), and the custom rolling mechanics utilizing the 1D6 Wild Die are based upon the OpenD6 core rules text. The D6 System was originally created by West End Games (WEG), with game designers Greg Costikyan, Curtis Smith, and Bill Slavicsek playing massive roles in its early development through the Ghostbusters RPG (1986) and the legendary Star Wars: The Roleplaying Game (1987). The foundational text of OpenD6 (comprising D6 Space, D6 Adventure, and D6 Fantasy) was officially released to the public under the Open Game License (OGL v1.0a) in 2009 by Eric J. Gibson and Purgatory Publishing. The official trademarks, brand names, and original catalog rights to the historical West End Games library are the property of Nocturnal Media. Open D6 System mechanics referenced from the D6 System are used under the Open Game License (OGL v1.0a).
All Star Wars terms (Jedi, Lightsaber, the Force, Dagobah, Nal Hutta, Mimban, etc.) remain the property of Lucasfilm Ltd. and The Walt Disney Company. Dungeons & Dragons terms (Mere of Dead Men) remain the property of Wizards of the Coast. The Elder Scrolls terms (Blackwood) remain the property of Bethesda Softworks.
This report is a non-commercial fan playtest work. © 2026 Arthur Earl C. Hedges Jr. All rights reserved. The Adventures of Captain Hedges is not affiliated with any of the corporations, companies, or entities listed herein.



No comments:
Post a Comment