Saturday 2 October 2021

The Perfect Gamer Notebook?

I have recently taken up the mantle as session reporter in the Savage Worlds Hellfrost game which is run every Friday night at my game group Dragons Keep Roleplay Club, in Chislehurst, South East London.

I've been using a less than practical A6 sized filofax style notebook that I bought as part of my Random Wish Roleplay Stuff challenge.  This got me thinking about...

What Should the Perfect Gamer Notebook Look Like?

The criteria are simple.  It needs to be:

  • Sturdy and Secure - Your notebook will get tossed into a bag and rattle around with all of your other Roleplay gear so a sturdy cover is essential.  An elastic ribbon or similar to keep it all closed up would be double handy too.

  • Good for Mapping - Having squared paper is essential when you get tasked with being the map scribe for the night.

  • Lined for Legibility - My penmanship is not great at the best of times so having lined paper is an essential to keep your notes in check

  • Good for Sketches - Sometimes you just need a space to sketch.  Maybe it's a character portrait, maybe an object or a symbol.  Having an unlined plain white background is useful if you want to digitise the image

  • Session Info - A space where you can write that all important session info like date or session number.  Very helpful when you are playing multiple different games.

  • Loose Pages - Having ring bound pages is a great way to keep your campaign notes organised.

  • Compact and Bijoux - Let's face it by the time you have your rulebooks, character sheet, pencils, dice and tray, snacks and a drink on the table there's not much room left.  Having a large A4 sized notebook is probably a step too far, A5 is about the maximum size for the cramped playspace and still be a useable size.

Have you seen a great notebook.  If so pop a comment in the box below.

Roleplay Notebook


Out of The Abyss - Janek Boone's Story - Part 1

Out of the Abyss is a Dungeons and Dragons (DnD 5e) game set in the Underdark.  Play takes place  every Friday night at Dragons Keep Roleplay Club in Chislehurst South East London.  The Dungeon Master is Joshua.

Cast of Characters

  • Janek Boone - Human Champion (Tony)
  • Targonis - Wood Elf Ranger (Nero)
  • Aur - Aarakocra Rogue (Suresh)
  • Selya Skag - Vedalken Alchemist Artificer (Daniel)
  • Sunna Mortas - Tiefling Sorceror (Jo)

Captured by Drow

All that Janek remembers is that he was in the employ of the wizard Marek Mardoolin on an expedition to find rare fungi, plants and herbs for his laboratory.  They were surrounded by Drow who used their poison crossbows to subdue him.  When he woke he was in a slave pen in their underground stronghold.

Over the next couple of days more slaves were added to pen, in fact it was becoming a veritable menagerie of species.  Accompanying Janek and the others were:  

  • Bupido - A relentlessly optimistic Derro (Deep Dwarf)
  • Derendel - A Quaggoth who claimed he was an elven prince under an enchantment
  • Ront - An Orc who had run away from a battle between his clan and some Dwarves
  • Eldreth Faldren - A female Dwarf who was the focus of Ront's anger.
  • Shuu-Shar The Awakened - A Kuotoa mystic who spent most of his time in meditation
  • Stool - A Myconid child who exuded spores which enabled telepathic communication
  • Topsy & Turvy - Twin Deep Gnomes
  • Jim Jar - A Deep Gnome with a penchant for gambling
  • Sarith Kzekarit - A Drow garment merchant slung in gaol for murdering his brother

Night after night the slaves would gather in Stool's spore cloud to silently discuss their escape plans.  The following day they would try them out.  All their attempts ended in failure no matter how they tested the Gaol and the Drow's defences.  They always seemed to be out numbered or outwitted by the vicious commander of the Drow outpost and her guards and Quaggoth labourers.  

The outpost, which they learned was called Velkynvelve, consisted of a series of hollowed out stalactites hanging from the roof of a chasm.  The stalactites and caves which dotted the chasm walls were connected to each other by a series of wooden walkways.  The floor of the chasm could be accessed by a rope elevator which was always attended by two Quaggoth at the top and two at the bottom.  A fast flowing waterfall cascaded down the chasm wall into a murky pool below and three tunnels exited the chasm.  The entire chasm was filled with fine tracery of spiderwebs and their incessant chittering echoed throughout.   

After Ront was cruelly beaten and tossed over the chasm edge to become food for the giant spiders, the slaves were beginning to lose hope.  However, during the night the outpost was attacled by dark shadows.  The deposed Drow commander came to them during the attack and released them.  He told them that the outpost was being attacked by Demons and that he had unfinished business to attend to.  Their only chance of escape was to jump into the pool below.

Amid the sounds of ferocious battle from the chasm floor, they shuffled in their manacles towards the barracks where their equipment was stored.  Crossing the wooden bridge into the first stalactite they surprised three Drow donning their armour and quickly sent them to the afterlife.  Grabbing their weapons they made the short journey to the barracks.  The Drow must have all been engaged in the fight against the demons because their path was unimpeded.  

Aur used his lockpicks to release the slaves manacles and the to unlock Skag's pet ooze Nug from his tiny cage.  They donned their armour and followed the Drow's instructions jumping into the pool below.  As they emerged from the water a giant grey ooze rose out of the pool attacking them.  They valiantly battled the ooze gradually reducing it to a pool of scum floating on the water.    

With no time to spare they dashed for the first exit past a dying demon.  The tiefling engaged in a brief infernal conversation with the demon who intimated that they had picked up "the scent" and followed it to this outpost.  He died shortly after.

Shu-Shar excitedly told them that this tunnel would lead them to his home on the shores of the Dark Lake some eight days journey.  The slaves quickened their pace and it was only then that they realised that Jim Jar was missing...


Friday 3 September 2021

Sector 55 Blues - Prog 15 - What the flute?

Sector 55 Blues is a Judge Dredd Campaign using the Savage Dredd unnofficial Savage Worlds Expansion.  This is an online only game with members from Dragons Keep Roleplay Club.

The Mesa

The Judges ride the construction elevator to an entrance cave carved out by natural forces millenia ago.  Judging by the attempted oppulance of marble floors and abundant synthetic plants, this is clearly the lair of Muldoon.  The unmistakeable "salon aesthetic" harkens back to his previous life and is a way of distancing himself from the unclean realities of live in the Cursed Earth.

4 corridors lead off this grand reception chamber.  To the left a communications centre, to the right a guardroom and kitchen.  The corridor dead ahead ends in a pair of oppulent wooden doors.

The Judges deal swiftly with the mulgoons who defend the comms centre and a platoon of guards.

The Throne Room

Entering through the double doors the Judges come face to face with the two men, Nesbitt, who sits at the foot of a small dais and the other, Muldoon, sitting on an ornate gold painted throne.

Hammer tells them they are under arrest and that they are to be taken back to Mega City One.Muldoon cries "At last.  You don't know how long I've waited to hear those words".

Puzzled the Judges listen to the harrowing tale of how Vidal Muldoon, celebrity hairdresser to the stars, through no fault of his own became tragically marooned in the Cursed Earth and presumed dead.  He spares no details including how Dapper John, one of his more talented stylists rose up in the wake of his dissapearance and assumed control of all his business assets.  He goes on to explain how he discovered and learned to tame the Cursed Earth Hair Beasts with the help of a local named Cross-eyed Jethro and assumed the mantle of Lord Muldoon bringing law and order to the desperate citizens of the cursed Earth. 

Hammer explains that Nesbitt is wanted for heinous crimes that have endangered the lives of millions of citizens and resulted in many deaths.  Muldoon is an accessory to that manslaughter and will face trial.  Muldoon seems unphased and profers his hands awaiting arrest.  

"Perhaps the Chief Justice will be lenient with me once I have dealt with your infestation?" says muldoon brandishing a silver flute.

"Above my paygrade!" says Hammer and slaps him in cuffs.

Nesbitt pulls a stub gun and grabs Muldoon shouting "You aint gonna take me in Mr Polis".  Cully drops to her knees and fires a well aimed GP round through Nesbitt's arm knocking the gun from his hand.

"One more word out of you and it will be your last" she orders.

Escape from the Cursed Earth

Escorting the pair back to the elevator they survey the scenes of chaos below.  Hair beasts of all sizes run amok slaughtering mulgoons and oil rig workers with impunity.  

"That ways a nogo" says Uthred we'll have to go up.

The elevator clunks to a stop and the gate swings open onto the top of the mesa.  A barren windswept plateau from which they can see for at least a hundred miles.

The familiar shape of an enormous flapping black cloud of Rad Birds approaches from the south.  

"Drokk, I hate Rad Birds!" exclaims Teal as the swarm approaches.

Suddenly a pair of piercing lights emerges from the centre of the cloud bursting through like an angelic messenger.  An H-Wagon thunders towards the cliff edge and slews itself in a neat 180 as the cargo ramp descends.

"Judge Ezquerra sent us, Get in!!" shouts the H-Wagon crew member over the howling scream of the turbolifters.

They bundle safely inside and strap themselves into the flight chairs.  The pilot guns the throttles and the ship tears into the sky to safety.

The Aftermath

Muldoon is warmly received by Chief Judge and ably assists the Justice department in rounding up all the hair beasts with recordings from his flute.  Never one to let an opportunity of boutiful protein go to waste the beasts are hurded into Resyk facilities in every sector.  After a week the menace is dealt with and a city wide day of celebration is held.

Chief Judge

The centrepiece of that celebration is an elaborate citizenship ceremony in which Vidal Muldoon is formally reintroduced as a full citizen of Mega City One conveying all rights and responsibilities upon him.

Before the synthi-ink is dry on his paperwork, the Chief Judge arrests Muldoon and charges him with willfull endangerment of the city and the mass slaughter of thousands of innocent civilians in the Cursed Earth.  He is summarily stripped of his citizenship and marched off to the East Wall to be evicted back into the Cursed Earth.

"Let that be a lesson to anyone who thinks that The Law doesn't reach beyond the Great East Wall!!"   

Sector 55 Blues - Prog 14 - Black Gold Mesa

Sector 55 Blues is a Judge Dredd Campaign using the Savage Dredd unnofficial Savage Worlds Expansion.  This is an online only game with members from Dragons Keep Roleplay Club.

The tunnel north is wide enough to comfortably ride in pairs and the judges have a relatively uneventful journey for a bout 50 miles until they reach a tick steel bulkead with a large synthisteel barred gate which is locked.  The tunnel beyond seems roughly hewn from the rock and after a short break whilst they unbar the gates they are once again travelling north but now in single file.  

The powerful lights of the Lawmasters illuminate the tunnel giving them just enough warning when a giant hairbeast rears up and blocks the tunnel.  Hammer blasts a hole through the giant hairy mound and they ride through the gaping wound unimpeded.

Several hours later they near the mouth of the tunnel and look out onto a blasted hellscape.

The Mesa dominates the skyline in the distance surrounded by hundreds of oil pumps and derricks which nod up and down in unison as though they are praying to a giant God.

Black Gold Mesa

To the east of the mesa lies some kind of refinery installation nestled up to the side of the huge mound of rock like a suckling child.  The Judges stay hidden in the tunnel and recce the scene as the night starts to draw in.

Their patience pays off and they establish that there are three groups of mulgoons which appear to be patrolling in a pattern.  A small window of opportunity exists where the eastern most one group is far enough away that they could isolate them and take them out without raising the alarm.  They successfully subdue the guards and strip them of their overalls, tying them up in one of the shacks that sits beside an oil well.  Suitably attired they plan their attack.

Running up the South wall of the Mesa appears to be a construction elevator.  This is their way in, but they need a diversion which will allow them to get across to the elvator.  After much discussion the team finally agree that they will sacrifice one of the lawmasters and send it on a suicide mission to attack the refinery.  A few well placed cyclops blasts should blow the place sky high.  Whilst the mulgoons deal with the inferno the Judges will cross the oil field and ascend the elevator.

The team approach the edge of the oil field and remote pilot the bike in a wide sweeping curve towards the refinery.  The plan goes off without a hitch and the brave little lawmaster dutifuly attacks the refinery blasting left and right until it's batteries are almost drained.  With an almighty roar the refinery explodes into an inferno, a mushroom cloud rising up in the desert like an atomic bomb test.  The lawmaster continues to wheel around like a rodeo horse shooting its cannon at the whitless mulgoons as they rush to put out the refinery fire. Eventually with it's ammo spent it initiates its self destruct sequence making a large crater in the dirt.

The diversion enables the Judges to cross the desert floor dodging one group of panicked mulgoons after another.  As they ascend the elevator they marvel at the destructive capabilities of just one little lawmaster. 

Next Prog ->

Back Issues

Prog 1 - Suits You Sir - Mosh 55 rob Zlooty Slute's Suits You and a body is discovered.

Prog 2 - Hair Today Gone Tomorrow - Rock Dwayneson's apartment and carnage at the Yes-A-Bout

Prog 3 - It's Ugly Out There - Fun and Games at the Ugly Pageant 

Prog 4 - Down, Down, Deeper and Down - Entering the sewers under RESYK

Prog 5 - The Big Wig - Confronting the beast below the city

Prog 6 - Last Orders at The Two Ways Pub - A shootout in Sector 163

Prog 7 - Into the Cursed Earth - Judge Ezquerra orders a manhunt 

Prog 8 - Avast Me Hearties It's the Easter Pirate Kangaroo - Black Ice Kanga 

Prog 9 - Scav City and the Pirate King - A Deal is Made

Prog 10 - On a Road to Nowhere - A mutie farmstead is attacked by Mulgoons.

Prog 11 - Just Some Good Ole Boys - A Gas Station called Nowhere 

Prog 12 - Rad Birds, I Hate Rad Birds! - Absolutely not Stirges, honestly.

Prog 13 - The Lawman Outpost - What secrets await in Outpost 12? 

Thursday 2 September 2021

Sector 55 Blues - Prog 13 - The Lawman Outpost

Sector 55 Blues is a Judge Dredd Campaign using the Savage Dredd unnofficial Savage Worlds Expansion.  This is an online only game with members from Dragons Keep Roleplay Club.

No Plan Survives Contact With The Enemy

The Judges spend some time observing the mulgoons in the valley below and decide that the best plan of attack is to divide and conquer in a pincer movement.  

Sweeping down from the valley walls they thunder towards the two in two formations catching the mulgoons by surprise.  Judge Teal with Uthred riding pillion fires his cyclops laser at the front of a saloon.  The white hot beam carves the vehicle neatly in two halves like a hot knife through butter.  As the two halves peel away from each other Teal expertly guides his bike through the middle and the Judges pick off the passengers with their lawgivers.  Cully approaches the East side and deals summary justice to a van as it is accelerates towards them.  The Mulgoons are no match for well trained judges and the remaining vehicles are taken out of commission swiftly.

Rounding the 30ft high structure reveals a large 20 foot high blast door in the north wall with a sand scoured and faded number 12 painted in a familiar justice department font.  On the right hand door a small metal panel is etched with an outstretched palm print.  Placing her hand on the panel Judge Cully notices a thin green laser beam shoot out and read the barcode on the underside of her wrist.

A confirmatory bleep and then a few moments later the sounds of whirring and clanking machinery issue from the structure.  Large Synthisteel bolts are withdrawn and the doors begin to crack open.

The interior of the structure is bare with the exception of the large square cargo elevator and numerous gantry cranes and walkways which crisscross the ceiling.  A control podium stands in one corner of the elevator.  Wiping its dusty fascia clean reveals a small cross section map and three subterranean levels:

  • S1: Administration, Medical and Communications
  • S2: Armory, Barracks and Motor Pool
  • S3: Power Room    

Sub Level 1 - The Judges search the floor and find a well stocked medical center but without the customary autodocs and sleeppods that would be a staple feature of a sector house med centre.  In fact this facility looks like it has been abandoned for decades.  They patch themselves up as best they can after their recent encounter with the Rad Birds.

Sub Level 2 - It is clear that this floor has been stripped clean of the most useful pieces of Equipment.  The judges hopes are lifted when in one corner of the motor pool they discover the familiar silhouette of an H-Wagon.  On closer ispection this is but a shell of its former glory having been stripped of all its engines avionics and comms gear.  The Judges find an array of old stub guns and ammunition several bazookas and two flight cases containing mint condition MK1 Lawmasters. Cully takes a shine to one of the bazookas and packs 10 rounds just in case.

Searching the Barracks they discover a series of lockers each assigned to a previous owner going by the array of names etched into their magnetic ID plates.  Inside are vacuum packed bags containing vintage  Judge uniforms.  Noone has been seen wearing the "Ol' bubble dome" helmets in years but their current outfits have seen better days.


Sub Level 3 - The Power Room is filled with a mass of machinery, boilers, generators and water treatment tanks.  A dark service tunnel dominates the north wall and is filled with many pipes and conduits.  It clearly leads somewhere.

Cully and Hammer return to Level 1 to see if they can't ressurect the ancient communications array and get a signal out to someone back home.  The outpost seems to be running on back up power and all non essential systems are off.  

Teal and Uthred descend to Level 3 to see if they can get the power back on.  Uthred's affinity with machines pays off and he determines that the outpost has run low on fuel, in fact the tanks are almost empty.  Despite several attempts to fill the tanks using the control panel, it appears there is a malfunction in a valve.  They trace the pipes that feed the fuel tanks back into the mouth of the tunnel.  proceeding about a hundred metres into the tunnel they discover the valve whose servo appears to have burnt out.  Manually turning the valve gets the gas flowing.  Flush with success they don't notice the three hair beasts creep up on them and attack.

Meanwhile on Level 1, Cully and Hammer have realised that the transmitter power is weak.  The outposts antenna must have been damaged and they resolve to climb up the service shaft onto the roof and see if it can be fixed. Grabbing some basic electrical repair tools they begin the climb.

On the roof is a storm battered antenna mast and a broken satellite dish.  The cables from the comms room enter a junction box at the base of the mast.  The cover is loose and it looks like some small rodent got in here and chewed the cables.  An easy repair for Judge Hammer, but Judge Cully spies a dark cloud approaching from the south.  A flock of angry rad birds, approaching fast.

Teal and Uthred deal with the hairbeasts in short order and return to the relative safety of the power room.  The fuel tank fills to above its minimum mark quickly and they restore the outpost to operational power levels.

On the roof Judge Hammer frantically splices cables as the rad birds approach.  Cully fires a bazooka round into their midst and a firey ball erupts diminishing their number but not enough to deter them and they begin to swoop down.  As Cully begins firing grenade rounds at the swarm, Hammer finishes his repairs and reaches round with an incendiary round.  A white hot ball of phosphor flame catches the leading edge of the swarm and the birds wheel away giving the pair of Judges just enough time to ext the roof and slam the iron access door down as the birds slam into it.  A close call. 

Contact

Reassembling in the comms room the Judges finally manage to get a strong enough signal out to Mega City One using an old morse code unit that probably hasn't seen action in 100 years.  They punch in a request for an H-Wagon and that they have located the suspect at Black Gold Mesa.

A message comes back

 +++ ALERT CODE BLACK ALPHA CITY IN QUARANTINE NO REINFORCEMENTS COMPLETE YOUR MISSION GOOD LUCK +++

The team know that Black Alpha is a city wide threat event and that they are on their own from here.

The only thing they can do is see where that tunnel leads and maybe, just maybe they can get to Black Gold Mesa and find Nesbitt.

Next Prog ->

Back Issues

Prog 1 - Suits You Sir - Mosh 55 rob Zlooty Slute's Suits You and a body is discovered.

Prog 2 - Hair Today Gone Tomorrow - Rock Dwayneson's apartment and carnage at the Yes-A-Bout

Prog 3 - It's Ugly Out There - Fun and Games at the Ugly Pageant 

Prog 4 - Down, Down, Deeper and Down - Entering the sewers under RESYK

Prog 5 - The Big Wig - Confronting the beast below the city

Prog 6 - Last Orders at The Two Ways Pub - A shootout in Sector 163

Prog 7 - Into the Cursed Earth - Judge Ezquerra orders a manhunt 

Prog 8 - Avast Me Hearties It's the Easter Pirate Kangaroo - Black Ice Kanga 

Prog 9 - Scav City and the Pirate King - A Deal is Made

Prog 10 - On a Road to Nowhere - A mutie farmstead is attacked by Mulgoons.

Prog 11 - Just Some Good Ole Boys - A Gas Station called Nowhere 

Prog 12 - Rad Birds, I Hate Rad Birds! - Absolutely not Stirges, honestly.