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Friday, June 26, 2026

Notice: Captain's Log Temporary Intermission

 

Notice: Captain's Log Temporary Intermission

Greetings, Travelers and Adventurers!

Just a quick heads-up that the Shreveport Cabin is undergoing a mandatory inspection tomorrow, Friday, June 26, 2026. Because of this, I will be stepping away from the desk and will be offline for the day to oversee everything.

The creative gears will be taking a brief pause, but fear not—we will be right back to our regularly scheduled programming, world-building, and gaming updates over the weekend.

Thank you for your patience, grab a hot cup of black coffee, and I'll see you all back across the grid very soon!

— Captain Hedges



FRIDAY NOCTURNIS GM ADVENTURE POST
Title: Friday Nocturnis — The Echoes of Section 12
The morning hum of the Twelve Mile Bayou has completely changed today. The usual dawn chorus of swamp birds and rising insects has dropped to a dead silence, replaced by a rhythmic, cold static bleeding straight through your communication lines. Upriver in Section 12, an automated distress beacon from an unmapped research vessel began broadcasting at sunrise on an old, forgotten frequency.
The local authorities are refusing to investigate, leaving it to your team to head out into the heavy morning gray mist. Something is warping the local waters, turning the currents backward and shorting out navigation grids. It’s 6:12 AM, the black coffee is hot in the cabin, and the countdown to today's session has officially begun.
While we are away this Friday, the mystery is officially live. Will your morning scout crew trace the static to its source before the sun hits its peak, or will Section 12 claim another lost vessel by noon?

GAMEMASTER TOOLKIT: THE ECHOES OF SECTION 12
System: Monsters! Monsters! 2.7 / Open D6
The Mystery Clues
  • The Static Frequency: Radios and electronic gear pick up a repeating, low-frequency pulse. A successful Technical roll reveals it hides a fragmented coordinate string pointing to a deep swamp basin.
  • The Pitted Driftwood: Debris floating down from Section 12 is covered in a bright orange chemical residue that completely eats away leather and rubber on contact.
  • The Locked Console: Inside the abandoned research vessel, a primary data terminal is fused shut by a purple, bioluminescent compound. Forcing it open reveals a waterlogged flight log tracking "unusual structural movements beneath the silt."
Monster Stats: Silt-Stalker Scout
  • Monsters! Monsters! 2.7: MR 45 (Level 2) | Combat Dice: 5D6 + 23 | Special: Corrosive Touch (destroys 2 points of armor protection on a spite roll of 6).
  • Open D6: DEX 3D (Brawling 4D, Sneak 4D+2), PER 2D+2 (Hide 4D), STR 3D+1 (Brawling 4D+1). Damage: STR+1D.
1D6 Encounter Matrix
  1. Violet Mist: Morning visibility drops to 3 feet. Mechanical sensors glitch out completely.
  2. Reverse Current: The bayou rapidly flows backward, pulling watercraft toward the deep basin.
  3. Silt Sinkhole: The ground liquifies beneath a character's feet, requiring a Level 2 Strength roll to escape.
  4. Methane Flash: Swamp gas ignites near open engines, dealing 2D6 fire damage to the area.
  5. Stalker Ambush: Two Silt-Stalkers launch a surprise attack from the flanking reeds.
  6. The Resonance Stone: A massive, metallic structure discovered in the shallows, vibrating at the exact frequency of the distress beacon.
SECTION 12 UNMAPPED RESEARCH LOG ENTRIES
Log Entry 01 — Time: 05:14 AM
The automated sensors in Section 12 triggered early. The surface silt layer over the deep basin is liquifying at an accelerated rate. Standard geological testing equipment dropped offline within three minutes due to unexpected battery drain. There is a distinct, low-frequency electrical hum pulsing through the mud that matches no known industrial equipment in the Shreveport tracking network.
Log Entry 02 — Time: 05:38 AM
Visual confirmation obtained through the morning mist. The hull of the primary research skiff is suffering from rapid, acute surface damage. Bright orange rust lines are spreading along the cold-rolled steel plates, mimicking the structural patterns of local cypress bark. The water samples pulled from the starboard valve contain an incredibly high suspension of a reactive violet compound. It is changing the fluid density enough to alter local drag coefficients.
Log Entry 03 — Time: 06:01 AM
The navigation grid has completely locked up. The onboard systems are registering a massive, localized gravitic shift directly underneath our anchoring platform. The primary telemetry feed is now overridden by a rhythmic, cold static burst that repeats every twelve seconds. We are hearing structural warping sounds from the lower bulkheads. The crew reports a heavy copper taste in the air. We are preparing to evacuate to the backup shoreline coordinates before the main deck submerges.

DEEP BASIN BOSS CREATURE: THE MONSTROSITY OF SECTION 12
Ecology and Description:
This massive, primeval entity slumbered beneath the silt of Section 12 for over a century before being awoken by recent chemical runoff and energy shifts. Its form is a terrifying amalgamation of ancient swamp life and alien geometry, featuring a segmented, lizard-like torso covered in heavy, metallic scales that pulse with a cold violet glow. It does not possess eyes; instead, it tracks prey using large, sensitive acoustic vents along its crown that lock onto the low-frequency vibrations of boat engines and radio gear. It fights to protect the central resonance stone embedded in its nesting grounds.
Monsters! Monsters! 2.7 Rules
  • Type: The Section 12 Silt-Titan
  • Size: Colossal (30 feet long, covered in metallic muck)
  • Monster Rating (MR): 150 (Level 4)
  • Combat Dice: 16D6 + 75
  • Special Abilities:
    • Sonic Hum Desynchronization: Every second combat turn, the titan emits a high-volume mechanical pulse. All investigators must make a Level 3 Saving Roll on Willpower or suffer a -2D penalty to their next combat turn due to severe inner-ear disruption and memory confusion.
    • Caustic Violet Spray: On any spite damage roll showing three or more 6s, the monster expels a heavy jet of pressurized swamp fluid. This attack targets the entire front line, immediately melting physical shields and delivering 10 points of direct acid damage that bypasses non-magical armor.
Open D6 Rules
  • Type: Section 12 Silt-Titan
  • DEXTERITY 2D
    • Brawling 4D, Brawling Parry 3D+2
  • KNOWLEDGE 1D
  • PERCEPTION 3D
    • Search: Acoustic Tracking 6D, Hide 4D+1
  • STRENGTH 6D
    • Brawling: Tail Smash 8D, Swimming 7D
  • MECHANICAL 1D
  • TECHNICAL 1D
  • Move: 8 (Muddy Shore) / 15 (Deep Water)
  • Special Attacks:
    • Tail Smash: Damage is STR+2D (8D total). Targets up to two investigators standing in close proximity.
    • Bioluminescent Cloak: When submerged in the deep basin waters, the titan gains a +3D bonus to all Sneak and Hide tasks, appearing only as a shifting purple blur beneath the surface.

D66 RESEARCH VESSEL SALVAGE TABLE
Roll two separate six-sided dice. The first die represents the tens digit and the second die represents the ones digit.
11-16: Scientific Instrumentation
  • 11: Broken Mass Spectrometer. Highly delicate components. Salvaging it requires a Technical check; successful removal yields 200 credits worth of pure copper wiring and optical prisms.
  • 12: Waterproof Hydrology Kit. Contains sealed glass vials, digital PH strips, and chemical testing reagents. Gives a +1D bonus to any future checks made to analyze bayou water samples.
  • 13: Submerged Telemetry Console. The casing is cracked, but the primary logic board is intact. A character can salvage the encrypted memory core with a Technical check to uncover hidden map data.
  • 14: Portable Radiation Counter. A handheld device that clicks rapidly when brought near the purple slime tracks. It functions perfectly but has only 1D6 hours of battery life remaining.
  • 15: Broken Weather Balloon Pack. Heavy rubberized fabric and two small tanks of compressed helium. The valves are intact and could be used to patch a punctured boat hull.
  • 16: Sonic Depth Sounder. A bulky transducer unit used to map bottom silt layers. It can be rewired to emit a high-frequency pulse that repels small aquatic cryptids for 1D6 turns.
21-26: Specialized Tools & Equipment
  • 21: Heavy Industrial Bolt Cutters. Rusted but functional. Ignores 5 points of structural item toughness when used to force open padlocks or iron security chains.
  • 22: Waterproof LED Floodlight. Mounted to a heavy battery pack. It illuminates an 80-foot cone through the thickest gray mist, completely neutralizing visibility penalties within its beam.
  • 23: Marine Welding Torch. A portable oxy-acetylene setup with half a tank of fuel remaining. It deals 3D6 fire damage if used as an improvised weapon or cuts through thin bulkhead plating.
  • 24: Steel Hull Repair Kit. Contains structural adhesive patches, quick-set epoxy, and a pneumatic rivet gun. Instantly restores 10 lost structural integrity points to any damaged watercraft.
  • 25: Pneumatic Silt Pump. A heavy, gas-powered tool used to clear mud away from submerged objects. It requires two hands to operate and can blind an opponent with mud on a successful hit.
  • 26: Oiled Leather Tool Satchel. A complete set of heavy brass wrenches, drivers, and precision instruments. Grants a permanent +1 pip bonus to all mechanical repair tasks.
31-36: Rations & Survival Gear

  • 31: Emergency Flare Gun. Tucked inside a neon orange plastic case. Comes with three high-intensity red phosphorus flares that burn brightly even when fully submerged in water.

  • 32: Sealed Case of MREs. Contains twelve high-calorie survival meals wrapped in thick foil. The packages are completely dry and provide safe nourishment for a full week of field travel.

  • 33: Heavy-Duty Thermal Ponchos. Four olive-drab ponchos lined with heat-reflective material. Wearing one grants a +2 pip bonus to saving rolls against flash frost or sudden cold.

  • 34: First Aid Field Kit. Packed with sterile gauze, surgical tape, burn ointment, and broad-spectrum antibiotics. Can be used twice to instantly heal 1D6 points of physical damage.

  • 35: Emergency Water Purifier. A hand-pumped filtration tube that processes up to 50 gallons of stagnant swamp water, neutralizing all biological pathogens and silt residue.

  • 36: Sealed Tin of Chicory Coffee. A vacuum-packed tin from a local Shreveport market. Opening it provides a huge morale boost, granting a temporary +1 bonus to all Willpower checks for 1 hour.
41-46: Anomalous Findings

41: Corroded Brass Transponder Key. Marked with an unlisted department stamp. The metal is unnaturally warm to the touch and vibrates gently when held near electronic equipment.

42: Sealed Specimen Jar. A thick glass container holding a specimen of a mutated swamp snake featuring a third, functional eye. The fluid inside glows with a pale violet hue.

43: Fused Circuit Cluster. A clump of melted copper wires and melted plastic chips that forms a pattern resembling a roaring feline head. It gives off a strong scent of burnt ozone.

44: The Reverse Compass. A standard survival compass encased in a brass housing. The needle completely ignores magnetic north, locking onto the position of the deep basin monster instead.

45: Crystalline Slime Sample. A small vial filled with a highly concentrated purple residue scraped from the engine core. Touching it directly causes a sudden, vivid memory flash of an ancient sea.

46: Glowing Filament Rod. A 10-inch metallic rod salvaged from the auxiliary power grid. It emits no heat but glows with a bright orange light, illuminating a 15-foot radius.

51-56: Submerged Cargo & Valuables
51: Discarded Footlocker. A locked steel box containing formal security uniforms and a heavy steel revolver with six dry, unspent rounds of ammunition.

52: Heavy Iron Anchor Chain. Thirty feet of high-grade marine chain. Extremely heavy, requiring a Strength check to lift, but completely immune to the bayou's corrosive water effects.

53: Submerged Fuel Canister. A 5-gallon drum of high-octane fuel. Can be used to replenish a boat engine or detonated with a spark to deal 4D6 fire damage in a 10-foot radius.

54: Rusted Lockbox. Forcing it open reveals two pristine silver bullion bars stamped with an old colonial seal, valued at 400 credits total to local collectors.

55: Waterproof Document Pouch. Contains a stack of soggy blueprints mapping out the underwater structural pipelines of Section 12, revealing a hidden access tunnel.

56: Industrial Diving Mask. A heavy-duty full-face respirator equipped with a built-in radio comms link, allowing clear communication while underwater.
61-66: High-Tier Technology

61: Experimental Gravity Well Core. A spherical, humming device recovered from the engine room. It weighs 40 pounds and alters the weight of nearby objects when actively shaking.

62: Intact Encryption Matrix. A military-grade decoding module pulled from the communication rig. It can be integrated into party equipment to intercept encrypted local frequencies.
63: Reinforced Prototype Battery. A heavy, glowing power cell that shows a permanent full charge. It can indefinitely power any standard handheld electronic device or vehicle scanner.

64: Bioluminescent Hull Coating. A small container of experimental reactive gel. Brushing it onto a personal weapon grants it a temporary +1D bonus to Sneak tasks due to light-bending properties.

65: Automated Repair Drone Drone. A small, beetle-shaped mechanical unit. It is currently offline but can be reactivated with a Technical check to automatically fix minor gear damage.

66: Unmapped Sector Core. A high-density data drive containing the complete, unredacted topographical coordinates of Section 12's hidden sub-surface caverns.


OPEN D6 METRO SWAT MEMBER TEMPLATE
DEXTERITY 3D+2
Blaster: Tactical Rifle 5D+2
Dodge 4D+2
Brawling Parry 4D+1
Grenade 4D
KNOWLEDGE 2D+1
Law Enforcement 4D+1
Tactics: Urban 3D+2
Intimidation 3D+1
PERCEPTION 3D
Search 4D+2
Investigation 3D+2
Sneak 4D
Hide 3D+2
STRENGTH 3D+1
Brawling 4D+2
Stamina 4D+1
Climbing/Jumping 4D
MECHANICAL 2D+2
Ground Vehicle Operation 3D+2
Communications 3D+1
TECHNICAL 2D+2
Demolitions: Breaching Charges 4D
Security 3D+2
First Aid 3D+1
Move: 10
Force Sensitive? No
Character Points: 2
Equipment:
Tactical Assault Rifle (Damage: 5D)
Heavy Blaster Pistol (Damage: 4D)
Tactical Body Armor (+1D to Strength to resist physical damage, -2 pips to Dexterity checks)
Breaching Charges (Damage: 5D structural)
Encrypted Comlink
Tactical Helmet with Flash Protection

OPEN D6 METRO SWAT SERGEANT / TEAM LEADER
DEXTERITY 3D+2
Blaster: Tactical Rifle 6D
Dodge 5D
Brawling Parry 4D+2
KNOWLEDGE 3D
Law Enforcement 5D
Tactics: Urban 5D+1
Command 5D
Intimidation 4D
PERCEPTION 3D+1
Search 4D+2
Investigation 4D
Sneak 4D
STRENGTH 3D+1
Brawling 4D+2
Stamina 4D+2
MECHANICAL 2D+2
Communications 4D
TECHNICAL 2D+2
Security 4D
First Aid 3D+2
Move: 10
Force Sensitive? No
Character Points: 5
Equipment:
Tactical Assault Rifle (Damage: 5D)
Heavy Blaster Pistol (Damage: 4D)
Tactical Body Armor (+1D to Strength to resist damage, -2 pips to Dexterity)
Encrypted Command Radio
Tactical Helmet with HUD Scanner


Product Identity & Legal

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

  • Title: Friday Nocturnis — The Echoes of Section 12

  • Setting: Twelve Mile Bayou, Shreveport, LA (specifically focusing on Section 12, an unmapped deep swamp basin, and the Cypress Shadow B&B)

  • Key Entities & Adversaries: Silt-Stalker Scout, The Section 12 Silt-Titan (Deep Basin Boss Creature)

  • Core Artifacts & Tech: Automated Distress Beacon, Unmapped Research Vessel, The Resonance Stone, Crystalline Slime, Experimental Gravity Well Core

System & Trademark Notices:

  • Monsters! Monsters!™ is a trademark of Ken St. Andre and Trollgodfather Press and is used with permission. The game mechanics provided here are compatible fan content for Monsters! Monsters! 2.7.

  • This work utilizes the Open D6 System; mechanics referenced from the D6 System are Open Game Content used under the Open Game License (OGL v1.0a).

Copyright: © 2026 Arthur Earl C. Hedges Jr. All rights reserved.


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