05 November 2025

Solving interference when using Audio Hijack

A simple three block diagram from Audio Hijack - the first block ("Application, Discord") connects in parallel to ("Recorder, MP3 Stereo, 256kbs", with 'pause' and 'split' buttons) and also to ("Output Device, Jabra SPEAK 510 USB").

If you've been following my posts on the Jägermeister Adventure, you'll know that I've been recording the audio from the game sessions to process and capture the transcript. 

I'm using a MacBook Pro M1, with a Jabra Speak 510 USB conference speaker attached to it. I capture audio with Audio Hijack (by Rogue Amoeba).

I'm seeing an issue when recorded where the players are getting interference from my channel when we're recording. The diagram above shows how I have Audio Hijack's blocks set up. I think that the issue may be that Discord is repeating my audio input a fraction of a second after I talk and it's interfering with for the other players. However, I'm not sure how to solve it.

A simple three block diagram from Audio Hijack - the first block ("Application, Discord") connects in series to ("Recorder, MP3 Stereo, 256kbs", with 'pause' and 'split' buttons) and then to ("Output Device, Jabra SPEAK 510 USB").

I tried a serial connection instead, but the issue remains.

A simple three block diagram from Audio Hijack - the first block ("Application, Discord") connects in series to ("Recorder, MP3 Stereo, 256kbs", with 'pause' and 'split' buttons) and then to ("Output Device, Jabra SPEAK 510 USB") which is greyed out as it is disabled.

I then tried switching off the output block, which removed the interference  but that meant I couldn't hear the other players (but they could hear me).

Using Chrome (with Roll20's own AV) as the audio source also makes no difference.

I'm wondering if the answer may be a headset? Anyone got any ideas?

Thanks!

5 November 2025







Traveller - The Jägermeister Adventure - Ep 9 - Going backwards to go forwards

  The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

Neil couldn't join us for the session so we played with three players. We seemed to solve Andy's microphone issue part way through the session, which was great. Rest of the tech was as previous sessions (Roll20 on Chrome, Discord, Audio Hijack to intercept the feeds, and tabletoprecorder.com to process into a transcript and summarise. 

We did the introductions at the start of the session again, and they seemed to help the LLM in identifying who was talking again. Once again, the commentary was pretty meta, which comments on my running! Ideally, I'd like to switch that off if I could and I think I'll suggest that to the devs.

As Andy was a little delayed, we had a slightly shorter session than usual, but I think we broke the session at the right point.

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed (Paul) - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

Screenshot of the Roll20 VTT running in Chrome. The main window shows a set of maps and a handout with details about a pirate attack. The top left has the four attendees video feed, and the right of the screen shows the journal with the handouts, and then the chat window popped out to the right.

Session notes.

A bit of a bumpy start as Andy was delayed, but we handled it in game by having Paul and Graham's characters having a late night discussion on what to do! Overall, I'd left this completely open and knew what I'd do if they decided to stay at Minerva or if they jumped back to Valkos or Meriden. Ideally, they needed to carry out that return trip to find the plot again, and fortunately they did.

I decided to use fog of war on Roll20 for the boarding of the Hirondelle. I knew that there wasn't going to be much of a real threat (beyond a crude trap and the ship's cat), but I felt it would feel much more tense if I was revealing sections of the ship as they went through it. Roll20 seemed to have raised it's game in this space as it took me less than 15 minutes to create a new page from a composite of four images and then add a slightly complex shaped set of deckplans.

I was impressed that the characters weren't quite as mercenary as they could have been - they could easily have let the Captain of the Hirondelle expire in his low berth as the battery failed, but instead they recovered him back to the Jägermeister. They avoided a multi-million credit payout as a result on the salvage of the ship.

Summary of the Session (lightly edited LLM synthesis of the transcript).

In the latest session of the Jägermeister adventure, the players gathered for another thrilling chapter steered by the discerning hand of Dom, the game master. Aboard the docked ship at the Highport on Minerva, Saul Emsa, the capable bounty hunter portrayed by Graham, along with Arturo Lucky Jarvid, the jack of all trades masterfully enacted by Paul, debated their next move. They were joined a little later by Gil, played by Andy, the crew's meticulous checklist handler who was also not one to shirk away from preparedness.

The crew deliberated extensively on their plan to refuel and monitor for the arrival of the Hirondelle, a ship of significant interest tied to their mission. Their discussion revolved around whether to remain at Minerva or jump to Meriden, a choice complicated by timing and the enemies' potential moves. They weighed the risks of staying behind and potentially missing crucial activities of their targets against the possibility of reaching Meriden too late after their foes.

Saul reminded them of the low regard in which bounty hunters are held, emphasizing their precarious position and the skepticism faced when claiming the security threat posed by their targets. Arturo contributed to the strategic maneuvering, recommending they remain on Minerva to gather as much intelligence as possible about potential targets while refueling. 

After a moment's delay, Gil entered, proposing they prepare to jump while considering all possibilities. A robust discussion ensued, involving detailed scrutiny of possible repairs their adversaries might undertake and the strategic implications of various repair scenarios. They hypothesized the enemy's moves, repair durations, and speculated on the significance of Meriden as a quieter system potentially advantageous for covert activities. 

Towards the end, the rallying discussion reached a critical point where they had to decide whether to gamble on a proactive maneuver or play it safe and gather more intelligence. Considering the criticality of their mission and despite the apprehensions expressed by Saul about acting too hastily, the group inclined toward taking the risk of moving to pursue their adversaries directly in Meriden, hoping to intercept them during or post-repairs.

Thus, fortified with reasoning, assumptions about their foe's predicaments, and strategic outcomes of their possible movements, our adventurers decided to jump and chase the faint trail left by their targets, all in the hope of thwarting a greater danger that awaited in the shadows of space.

Engines primed and the decisions set, the crew of Jägermeister prepared to leap into the unknown, chasing ghosts and leads in a session marked by strategic debates, cautious plotting, and the ever-present shadow of peril that space bounty hunters perennially navigate. 

In the latest session of their ongoing RPG adventure set in the vastness of space, Dom guided the crew of the Jägermeister with his usual expertise. Amidst the debate on their next steps, Saul, with his bounty hunter's caution, reminded the team of Arturo and Gil about the lingering challenges they faced in their pursuit. Their target, the Hirondell, was the focus of their strategy discussions, leading them to consider every possibility from refueling to jumping to Meriden to catch their adversaries post-repair.

Arturo, the practical navigator, and Gil, who also revealed his piloting skills, debated the merits of education versus dexterity in piloting, leading to some confusion and adjustments in their character sheets. With the need for astrogation and engineering checks pressing, Dom clarified the roles and modifiers, leading the team through the technicalities of tabletop gameplay mechanics. 

As they prepared for a jump to Meriden, the crew discussed their activities during the travel, with Saul deciding to focus on polishing his guns, Gil studying engineering, and Arturo keeping spending time in his makeshift gym. Their banter filled the space between critical decisions, from choosing their destination to adjusting their plans based on new information gathered about the mysterious and potentially dangerous settlement of Harmony. 

Upon their successful arrival at Meriden, they received troubling news about the Hirondelle; it had reportedly suffered a drive explosion and had managed to control the situation without further assistance. Skeptical and curious, the crew decided to use their military-grade sensors to scan for the Hirondelle themselves. This initiative led them down a trail of data analysis, requiring both investigative work and technical expertise, and ultimately led to the discovery of the Hirondelle floating lifelessly in space, prompting them to prep for a cautious yet possibly hostile boarding mission.

Through careful planning, skilled maneuvering, and collaborative problem-solving, the crew of the Jägermeister faced the unknown dangers of space, demonstrating the rich, immersive nature of their role-playing game. Each decision carried weight, each role dice roll was critical, and as they prepared to board the derelict Hirondell, their adventure took a suspense-filled turn into the depths of space intrigue. In a thrilling chapter of their space adventure, the Jagermeister crew ventured into the eerie silence of a derelict spacecraft. Dom, orchestrating another vivid session, guided the crew through a meticulous examination of the ghost ship's nooks and crannies using complex maps overlaid with fog of war effects, which he skillfully managed through his tabletop tools. 

Saul, always cautious and pragmatic, led the discussions about their method of entry. They opted for docking rather than a precarious floating maneuver, given the load Saul was managing on his device. Opting to enter via the upper deck, the crew, including Arturo and Gil, strategized their infiltration, discussing entry points like airlocks and hatches painstakingly revealed by Dom in the ship’s map.

Once aboard the ship, the atmosphere was tense, with decommissioned systems and a lack of gravity. Saul and Arturo, with their fine mix of electronics and engineering expertise, swept for traps at the airlock entrance, despite their uneasy jokes about the situation. The airlock hissed open, revealing a ship cloaked in darkness and silence except for a peculiar grinding noise signaling their sealed entrance. 
Inside the ghost ship, the voyage turned more sinister. The crew navigated corridors sprinkled with debris and eerie signs of a sudden abandonment. Arturo's sharp eyes and keen instincts led them safely past a gruesomely rigged shotgun trap that nearly caught Saul off-guard. The trap's failure was met with both relief and a touch of mockery from the team, highlighting the peril they narrowly escaped.

As they delved deeper, the horror of their findings escalated. The discovery of multiple bodies with slit throats suggested a grim tale of betrayal or mutiny aboard the ship. Saul and Arturo’s investigation revealed the crew’s tragic fate, hinting at the brutality that Voss' team was willing to deploy and the darker undertones tied to their mission objective. Each room provided more clues but also deepened the mystery of the ship's dire circumstances.

Confronted with bloodstains and remnants of violence, the crew pieced together a possible narrative involving bioweapons — a terrifying prospect that aligned eerily with their mission’s criticality. They surmised the crew members were victims of a vicious takeover, likely related to the bioweapon dealings they were investigating. This discovery linked back to ominous activities on Minerva, which might be the next target for these devastating weapons.

Through diligent search and a cautious approach, the Jägermeister’s crew gathered crucial evidence and debated the moral implications of salvaging the ghost ship amidst a backdrop of unfolding galactic threats. The session ended with the crew poised on the brink of crucial decisions, balancing the temptations of potential riches against their duty to avert a dire crisis. Thus the brave adventurers aboard the Jagermeister navigated through layers of mystery and danger, their journey marked by both technological challenges and moral dilemmas, all masterfully woven into the narrative by Dom’s expert storytelling and the collective ingenuity of Saul, Arturo, and Gil. 

The boarding party located a low berth pod containing the severely injured captain of the Hirondelle. Through the glass, they observed his numerous injuries, which seemed to indicate torture. Saul and Arturo, showing their concern, decided to transport the captain to a medical facility for urgent care. As they strategized, the discussion veered into the ramifications of saving the captain versus the salvage rights, which would be significantly diminished if the captain survived. Despite the potential loss of salvage profit, the crew unanimously agreed to prioritize the captain's life over monetary gain.

During the rescue operations, they accidentally triggered a power loss in the berth pod, but managed to safely secure the captain in their ship. Pen took charge of creating an emergency beacon to mark the Hirondelle, leveraging his skills in communications to set up a transponder.

As they initiated their next move, another vessel, the Headhunter, approached, signaling new complications. The Headhunter's captain, Aoife Scarlock, revealed that they had also reached Valkos and urged the Jägermeister crew to collaborate, sharing any crucial information about potential atrocities planned using bioweapons related to their findings on Valkos.

After some deliberation, Saul, Arturo, and the crew agreed to share their data openly with the Headhunter, setting aside the competition for the sake of preventing a larger catastrophe. They discussed their next strategic moves, which included informing the authorities about the looming threat and investigating other potential targets specified in the stolen data, which indicated the terrorists' next moves toward Minerva. 

As the session wrapped up, the crew, now fully aligned with the Headhunter, decided to expedite their return to Minerva without refueling, aiming to thwart the impending crisis with the combined efforts of both ships. Their decision reflected a blend of cautious strategy and a necessary rush against time to prevent an imminent disaster, highlighting the tense and cooperative nature of their spacefaring endeavour.

My summary: We opened the session with the Jägermeister docked at Minerva Highport, with the crew despondent that their gamble hadn't paid off as the Hirondelle had not arrived in the realistic jump window from when it had departed. Arturo and Saul were chewing over options with a drink when Gil arrived in the crew lounge. They discussed through the best approach going forward and then, with some worries, decided to jump to Meriden as it was the logical location for the Hirondelle to jump to if it was damaged and had lost fuel.

They jumped to the system, arriving safely. Gil started a system scan with the sensors, but the shear number of objects in the system mean that it was likely to take over a week to catalogue the whole system with no guarantee that they'd succeed to locating their quarry. Instead, Arturo tried a legal argument with the Meriden starport for access to the comms & sensor records for the system to see if they could find the Hirondelle. Initially pushed back as their bounty warrant was for Edric Voss, not the Hirondelle, they managed to shift their argument and gain access to the data. 

Several hours of processing later, they had found MayDay/Signal GK transmissions from the Hirondelle and a mining vessel - the Heart of Glass - which had rendered assistance. The Hirondelle had reported a drive explosions and called for help, and soon after the Heart of Glass reached them, they reported that the situation was resolved and they would buy all the crews that responded a beer at the port. There were no further transmissions from either ship. The system authorities didn't follow up as the issue was resolved.

Some clever calculations that used the different system locations to triangulate the signals led to the discovery of the Hirondelle, around a day's travel out in the belt. Accelerating at 6G, the Jägermeister hurtled to rendezvous, finding their prey drifting, cold and powered down. There were very obvious signs of battle damage.

Arturo and Saul suited up and boarded.

The ship was cold, in zero-G. Very quickly, they found the ship's cat (who they rescued) and then bodies of three of the Hirondelle's crew (leaving only the Captain unaccounted for) and then one body of a Heart of Glass crew member. They'd been brutally murdered while tied up and gagged. There were signs of torture, and a room full of ship's tools used to carry this out. The bridge was booby-trapped with a shotgun, but Saul dodged that.

Two further significant finds were made - the missing paperwork from the Imperial Library at Kahn and the frozen body of the Hirondelle's captain in a low berth. The paperwork was all about a bioweapon, AX-7, which was stored at a lab at Naggeth on Valkos, plus there was evidence of information searches on how to weaponise it by forming an aerosol and about the significant events and locations of the northern Valkosi Government-in-Exile on Minerva. This was the information that meant that they could recover the bounty for Edric Voss.

The Captain had been tortured and was clearly very close to death, had he not been in the low berth. There was a a moment of moral wobble when the boarding party realised that the multi-million credit payout for salvage was gone if he survived, and that his low berth was on the last of its batteries, but they decided to do the right thing instead and rescue him.

Pen had prepared a transponder beacon for the Hirondelle, exerting rights over the vessel which they left behind.

As they prepared to jump out, the Headhunter, Aoife Scarlock's ship, jumped in. Scarlock asked for access to what they'd found - she'd visited the lab at Valkos and knew an atrocity was planned. She asked the Jägermeister to assist to stopping this and they agreed to work together. They didn't tell her that they had Voss and the paperwork for the bounty though.

We ended the session as they jumped for Minerva.

5 November 2025

02 November 2025

Books in October 2025

Infographic exported from TheStoryGraph.com showing a collage of the covers of the eleven books that I read in August 2025, arranged in a 4 wide and 2 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths October 2025 Reads" beside it. The books are described in the post below.


The start of October looked like it was going to be a very slow month for reading, which wasn't unexpected because I had two roleplaying conventions to prepare for in the time. However, that changed greatly when I started to read Martha Wells' Murderbot Diaries.

In the month I read 11 books (although two of those were very, very short) for a total of 2,253 pages. So a fair few novella length stories. This year, I've read 98 books so far, and a total of 25,314 pages. I will read more books this year than last (102), but the page may or may not be higher.

I read one roleplaying game book (Deepnight Legacy for Traveller) in preparation for TravCon, and half of another scenario book (unrecorded) and I've been dipping into Shadowlands Games' Raven, but that will be finished in November.

I didn't finish any non-fiction, but have read/listened to a large chunk of a book about the Czech Secret Service's links to Middle Eastern terrorism. Again, that will mostly likely be completed next month.

I read two novels by William Boyd - Gabriel's Moon and The Predicament - both of which ware about about the same character, Gabriel Dax, a travel writer who ends up working as an occasional MI6 agent and courier. He has a crush on his handler, and a very different outlook on life. I enjoyed these a lot and will keep my eye out if there is another as there certainly was the space to add another book!

I reread Solaris by Stanislaw Lem (probably three decades on from the last time that I read it) and found it underwhelming once again. There are some fascinating ideas but the way it's written doesn't work for me. Now, this was the classic translation from the Polish to French and then to English and I'm told that there's a better translation now, which I may well check out. This was the Elle Cordova SF book club selection, and it was kind of weird as it became apparent that everyone was reading different translations! 

I needed a palate-cleanse after Solaris so I decided to read the first of Martha Wells' Murderbot Diaries, All Systems Red. I'd picked most if these up in a bundle having watched the AppleTV series, and very quickly realised that the dry humour, sharp observation and energy of the stories was very much reflected in the TV show. I ended up reading 7 books in the series (although two of them were really short stories) back-to-back (and I've already finished the final two I have at the start of November). I found them hard to put down, and found myself ploughing through the whole series, something that very rarely happens for me(*). These are highly recommended. The title of the series originally put me off, but there's an awful lot to unpack alongside the action, as the stories do a good job of exploring sentient rights! They're mainly novella length, so quick reads.

For reference, after All Systems Red, I followed up with:

Artificial Condition,
Rogue Protocol,
Exit Strategy,
Rapport: Friendship, Solidarity, Communion, Empathy,
Home: Habit, Range, Niche, Territory,
Network Effect.

(*) Finding Iain M Banks' books when I was a university was the most notable example of this for me. I ended up spending a lot of my part-time job's salary burning my way through everything that he'd published in the early 1990s. 

2 November 2025

01 November 2025

WH40K Virtual Experience


On Friday, my friend Remi had his 50th birthday party over in Manchester. My fellow Garricon organiser, Graham, was also there. I had a pretty torrid drive over (it took me 40 minutes to go 5 miles due to someone breaking down in the roadworks on A1(M). 

We had a rendezvous at a carvery at the edge of the Trafford Centre, then headed over to Meetspace VR where were played two VR games. The first game was set in the Warhammer 40,000 universe, where we are playing space marines from the Ultramarine chapter.

We split into two squads of four marines, with the mission sometimes having us work together and other times having separate objectives. I was pleased to come second overall and first in our squad.

Screenshot of the table of results, showing 8 player IDs, enemy kills, elite skills, headshots, deaths, hive tyrant damage, revive count, venue rank, and total score.

The VR was very immersive; you completely lost any sense of the outside world. There were two odd things. In the game, you change levels by walking down or up a ramp, and the difference between what you're seeing and feeling gives a slightly disorientating feeling. The second weird element was the safety features! If you get too close to another player, they highlight with a red cylinder and alarms drown out the audio feed. Walls have a similar effect. Necessary, but strange. It was a bit frustrating at one point as I effectively got boxed by a wall by the other players. 

However, it was an incredible experience. I'd happy do it again, although I hope there are other scenario options. The thirty minutes felt both much longer and shorter than it was. It was very intense! 

The second game was a four-player one with a less sophisticated set up. We were trapped in a bandstand in an amusement park fighting off zombies. It was fun but not a patch on the space machine experience.

Overall, a fantastic evening out! Happy Birthday, Remi!

1 November 2025

26 October 2025

Impressions after a month with the reMarkable Paper Pro Move

Photo of a reMarkable Paper Pro Move lying open on the table, showing the handwritten version of the first paragraph of this blog. The title is highlighted in yellow and the text is in black.

When reMarkable released their third generation Paper Pro notebook last year, my initial reaction was that it was a lovely device but I had absolutely no reason to upgrade from my reMarkable 2. The colour screen was nice, but there was no compelling reason to upgrade, especially at the price point. One of my close colleagues at work got themselves one, and that just confirmed my decision. Lovely but no need to change- the rM2 was enough for me.

When reMarkable followed up the Paper Pro a year later with a new smaller device with the same colour screen technology, it caught my attention again. My existing device meets most of my needs really well, but it's never felt properly portable. It is thin, light, and - like all e-Ink screens - vulnerable to cracking if you don't look after it. It's beautiful, well made and very light and thin, but it doesn't feel robust. Bizarrely, my son's rM1 first generation device which is made of plastic always feels less susceptible to damage than its successor does. I've always treated my rM2 like it's a fragile device which cost nearly five hundred pounds, having it in a Book Folio, and then a laptop/tablet sleeve when I travel. That's not let me down in nearly five years of use. 

 Photo of the rM2 (left) vs rM Paper Pro Move (right), both showing the same menu level in the folders.

The rM2 always felt a bit too big to be truly portable. In fact, all of the previous devices are like large notebooks which you keep on a desk, or put in your bag, rather than putting it in a pocket. The new Paper Pro Move addresses some of those gaps. It is smaller (more like a reporter's note book than a Moleskine), feels more robust, and has the bonus of a colour screen.

In honesty, just being smaller and more robust would have peaked my interest and the colour is just a bonus.

I ordered one, and it took about 10 days to arrive.

Photo of a reMarkable Paper Pro Move with the basalt colour Book Folio and a pen on the right, clipped magnetically to it. The word "ReMarkable" is written in a dark colour on the top left.

Physically, it feels robust and very well made. There is nothing cheap or badly made about it. I got the "basalt" colour book folio (which is a recycled polyester colour weave that seems to be reasonably dirt resistant). The small form factor and thickness make it feel like something that you can put in a pocket.

The pen is the new active type, the same as the one used on the Paper Pro. It secures to the side of the device magnetically and charges by induction. Because of the different screen technology used on the colour devices, while the black ink setting is really responsive, the colour ink setting has a flicker as it is drawn and the screen refreshes around it. The initial line is always there just as fast as with the black, but it redraws as you move on, setting the colour. This is a bit quirky, but not really an issue for me as I mostly write in black. There are some good reviews on the technology online, especially on the My Deep Guide YouTube channel if you want to get a feel for it visually.

The feel of the pen remains good and there is a variance in the feel when you change pen types, but it does feel a bit more "clicky" when you are writing and lift the pen from the screen than the rM2. However, that soon became unnoticeable, especially as I adjusted how I wrote on the screen to minimise it naturally.

Battery life seems fine, but I'm using the same disciplines I do as on my reMarkable 2 (i.e. WiFi mostly off, and minimal use of the backlight). Speaking of which, the backlight is nice for exactly the same reason as I like it on my Kindle Paperwhite - you can put it on low and easily use the device without disturbing others, something that works just fine for a quick note if you remember or think of something in bed.

The colours on screen are what I expected - muted but distinctive. They do add something, but I'd have happily had this device with rM2 level screen technology.

Over the last month, I've been using the rM Move as a companion device. It doesn't replace the rM2, it supplements it. My original device has become like a desk notebook, larger and used for meetings and more extensive notes. The rM Move comes with me pretty much everywhere. Its form factor feels less formal, and I find myself using it to take notes when I'm reading books. I used it extensively across two gaming conventions for notes during sessions (although I did most of my prep for games I ran on the rM2).

One interesting change is that I use the unlimited paper scroll option on the rM Move but still detest it on my larger device, preferring to stick with full pages. Somehow, this reminds me of a spiral bound reporter-style note book when I use it and scroll up and down.

Access to larger pages is fine - you can turn the rM Move to switch to landscape mode if you're struggling to add details. I've not had any problems with file synchronisation but I don't tend to open the same notebook file on both devices at once.

Having used the rM Move for over a month now, I don't think that I will be returning it when the 100-day trial is up. I can't see it replacing my rM2, but it is a fantastic addition and I will definitely be using it as my 'always with me' notepad, just like my iPhone is my 'always with me' computer.

Recommended, but your use cases will vary. If you're intrigued, reMarkable offer a generous 100-day trial period if you aren't sure.

26 October 2025

25 October 2025

Traveller - The Jägermeister Adventure - Ep 8 - A dodgy dossier that doesn't mention Valkos (Spoilers, AI)

  The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

Full party again, and I'd decided to go with Discord from the start. However, we had a fair bit of trouble getting Andy's feed to a level that the rest of us could hear it (which involved lots of fiddling within Discord's settings). However we got there! 

Rest of the tech was as previous sessions (Roll20 on Chrome, Discord, Audio Hijack to intercept the feeds, and tabletoprecorder.com to process into a transcript and summarise. What was intriguing this time was that tabletoprecorder.com went meta and started to do a lot of commentary on what I was doing and how the players were working together. It also accurately called out when we had asides and side discussions. All very good, but not really what I wanted in the final summaries!

We did do introductions at the start of the recording (who you are and what character) which seems to help in the accuracy of the material that followed.

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed (Paul) - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

Screenshot of the Jägermeister Adventure for Traveller running on Roll20. A widescreen window is open in Chrome with maps of the war-ruined city of Naggeth and the planet Valkos, laying on a desktop with a star map and bounty warrant. The player video feeds are at the top. On the right, an x-card is visible along with the rules compendium for Traveller. Finally, the chat feed window is popped out to the far of the right hand of the screen.

Session notes.

This was another session where we lost track of the time and went beyond the usual cut off point. Oops.
It was also a session where the players decided that their characters would take a chance to get ahead of the curve, and completely threw the timeline in the campaign off kilter. However, I do have the overall plot timeline, and I can fill in around that, so I wasn't unduly worried except they jumped far ahead of the material I'd uploaded into the VTT. There was a quiet mad scramble in the background as I added Minerva's system world maps into Roll20 during the mid-game tea break.

The plot assumes Valkos > Another location > Minerva, but they're now probably two to three weeks ahead of where they're meant to be with some key information missing. 

Summary of the Session (lightly edited LLM synthesis of the transcript).

In a spirited session of their tabletop RPG campaign, our valiant players, convened by the keen Dom, delved deep into their spacefaring adventure. Dom began by swiftly summarizing the thrilling escapades from their last encounter, allowing for the group to sink back into the perilous universe they had left behind weeks ago. Their journey had taken them to the Valkos system, a war-tattered red zone that bristled with danger at every turn. After a challenging and evasive voyage, our adventurers, led by the crafty Graham playing Saul Emser, Paul embodying the sharp-minded Arturo 'Lucky' Javed, Neil controlling the nimble Pen Gata, and Andy as Gilbert Chang, the fugitive ex-scout, managed to land their damaged vessel on a discreet beach on Valkost. 

As Dom wove the tale of their intricate interactions and techno-savvy maneuvers round the Valkos system, he revealed the interactive exchanges and role-playing nuances that filled the game with vitality. The adventurers, having reconsidered their initial plan to refuel at the outer gas giant Tulip, decided to instead gather supplies from Valkos itself. The stakes were high as they navigated around interdiction satellites and missile threats, finally making their cautious descent to the surface and proceeding to a hidden bunker within a military underground monorail system. 

Inside, unexpected camaraderie was formed with locals, through trade and tactical restraint, involving Gilbert leveraging his hydroponic skills to garner goodwill. Dom detailed how the crew's ground operations involved digging into the lore of this bunker, gradually understanding its pivotal role as a makeshift harbor and its importance to the survivors—a sanctuary amidst the devastation, their new-found allies trusting them with secrets of navigating safely past automated defenses and hidden perils like minefields and stalker bots. 

Collectively, as the scenario unfolded, each player had their moment, unraveling the mysteries, sharing technological expertise, security tactics, and diplomatic gestures to gain trust and gather intelligence. External technicalities like audio issues and character discrepancies popped up, momentarily pulling them out of their immersive trance, only to dive back with vigour, clarifying role specifics, and ensuring each character’s actions and strategies were aligned, comprehensively impacting their shared narrative. Thus, this session carved yet another chapter in their ongoing cosmic saga, combining strategic planning with spontaneous decision-making, ensuring that every step forward was a measured one, amidst the ethereal backdrop of beleaguered Valkos. 

As Gilbert and Arturo settled to spend the night, contributing to the local defences and infrastructure, Saul, through social engagements, dug deeper into the collective psyche of the bunker's inhabitants, distilling courage and communal bravado in the face of adversity—a narrative thread rich with potential for future exploits. As the twilight descended on Valkos, Dom updated the group on the latest developments concerning the intelligent, moderately fearsome bots that Saul and his comrades might encounter. These bots, originally acquired from the Solomani Confederation, were a testament to the ongoing arms race, possessing formidable weaponry and defences akin to combat armour. Saul, portrayed by Graham, weighed the potential threat these bots represented, considering his impressive arsenal should conflict arise. 

Continuing their strategy session, the party faced an unexpected complication when Pen, controlled by Neil, failed to make an effective electronic sensors roll, leading to an unnoticed spacecraft flying overhead during the night. 

The next morning, with a blinking sensor alert about the past presence of a spacecraft, the crew speculated on the possibilities, considering whether it was a mere pass-through or a more serious engagement, such as a clandestine meeting. The conversation shifted toward preparing for potential confrontations and re-evaluating their goals on Valkos. 

As the crew checked their gear and contemplated future moves, they explored the idea of leaving the planet to pursue the newly-detected spacecraft. Saul, after equipping himself with an advanced combat rifle and debating between his vacc suit and a lightweight polycarapace armour, decided to stick with the vacc suit for radiation protection. Meanwhile, discussions about their ship's capacity and the strategic implications of chasing the suspicious spacecraft into orbit unfolded, reflecting a mix of caution and the need for decisive action. As the group prepared for a possible confrontation in space, the narrative revealed tensions and uncertainties about the best course of action. They debated the merits of chasing the spacecraft against staying and further investigating on Valkos. 

Dom, leading the story, reminded the players of potential threats from defence systems and the challenging decisions they faced in this unpredictable, war-torn environment. Together, Gilbert, Saul, Arturo, and Pen strategised their next moves, reflecting on their combat readiness, the intelligence gathered, and the broader implications of their decisions. The destiny of their mission on Valkos and the mysteries of the stealthy spacecraft loomed large, setting the stage for their next actions in this interstellar adventure. 

In the intricate universe of the RPG campaign overseen by Dom, the crew aboard their ship had a tactical discussion about their next move following an unexpected encounter with another spacecraft. Saul, portrayed by Graham, decided that disguising their ship as space debris was a clever way to move unnoticed. This idea quickly escalated into a plan to jump to the Minerva system, a suggestion welcomed by Gilbert and Archero. 

As the crew fine-tuned their jump strategy, emphasizing the unpredictability of jump durations, discussions ranged from technical calculations to ensure their precise arrival at Minerva to handling ship functions such as checking the ship's low berths for any issues. These checks were vital, considering one of the low berths housed the body of Edric Voss and hadn't been examined for days. 

While technical details and gear checks continued, Dom, ever attentive, guided them through the process. Pen Gata highlighted the engineers' and navigators' critical roles in initiating the jump, underscoring the collaborative efforts required, which didn't necessarily spotlight the pilot's skills in this particular operation. The crew's dialogue also veered into the logistics of publishing and technical standards, discussing upcoming electronic editions of their campaign materials, revealing the entwining of their game world with real-world publishing intricacies. 

Once decisions were finalized, and the ship prepped, they successfully made the jump to the Minerva system. Upon arrival, they swiftly checked their ship systems and strategised their next steps, considering potential confrontations and the strategic importance of arriving earlier or on time compared to their unidentified adversaries. 

This narrative stretch captures a blend of tactical decision-making, technical challenges, and light-hearted camaraderie, reflecting the depth and enjoyment of their ongoing spacefaring adventure. In this lively session, the characters and Dom, the referee, navigated a complex web of strategies as they grappled with the political and social intricacies of the Valkosi government in exile, and the repercussions of their actions on Valkos. Saul and Gilbert, having contacted Minerva Highport, managed to obtain crucial intelligence through monitoring channels and uncovered that the Valkosi government, while in exile, was not only seeking sympathy but also manipulating citizenship rights tied to sovereign wealth. This dynamic was further complicated by the division between the southern and northern Valkosi citizens, creating a subtle yet significant political divide discussed by Gilbert. 

As they debated their next steps, the adventurers contemplated whether to inform anyone about the interdiction zone where their quarry fled. They realized that their position was delicate, lacking concrete evidence and complicated by their presence in the restricted zone. They deliberated the nuances of imperial law, seeking flexibility within their license to pursue their quarry into interdicted areas, a risky but potentially necessary move. 

The group also wrestled with legal and moral consequences of their choices, weighing whether to fabricate evidence or to substantiate their claims with whatever little they had. Saul suggested they might have leeway due to following an Imperial Bounty Warrant, but the lack of hard evidence troubled them. Discussions also veered into potential responses from authorities; would they be thanked or arrested—or perhaps both? 

As they prepared to communicate with system defense authorities, the nuances of dueling cultures on different planets offered a curious diversion, revealing a society where your social standing could dictate your right to wear a sword, and disputes were settled with duels to first blood. Amid legal concerns and elaborate strategizing, the adventurers planned how to present their findings to the system defense, carefully navigating the risky waters of their recent actions and their implications. 

They decided to potentially withhold certain pieces of incriminating information to maintain their standing and avoid direct blame for the chaos left in their wake. Saul's ability to persuade was deemed crucial in their upcoming communications, intending to piece together a narrative that could pass scrutiny without exposing them to retaliation or disbelief. 

The session wrapped up with a cliffhanger, leaving the characters at a critical juncture in their mission, needing to refuel their ship and decide their next moves amidst the looming threat of aggressive space encounters and the heavy cost of their ship repairs. T

he RPG session was rich with tactical decision-making, legal quandaries, and interpersonal dynamics, crafted masterfully by Dom and enacted with keen engagement by the players. As the adventurers weighed their options amidst the complex backdrop of interstellar politics and looming financial burdens, the conversation took a practical turn, emphasising the harsh realities of space travel and conflict. Gilbert expressed relief and acknowledgment, capping off the strategic discourse. Saul firmly opposed any further engagement in starship combat, reflecting on the unanimous sentiment within the group about avoiding such high-risk entanglements. Neil, embodying Pen Gata, humorously remarked on their possibly ill-advised venture into an interdicted system, something they had already entangled themselves with and thus could only acknowledge wryly. 

Dom reiterated the substantial risks associated, including a staggering repair cost for their ship that escalated to Cr900,000, merely for parts, not counting the skilled labor in dockyards. He also laid bare the strategic calculations about Edric Voss, the need to maximize financial gain from the situation, and the complexities of their journey possibly being compounded by the Hirondelle's uncertain jump to the Minerva system, suggesting a misjump as a plausible scenario, which he whimsically dubbed "a known possible." 

This mix of financial prudence, strategic retreat, and the constant gamble with unknown variables in space navigation led to a consensus to avoid further risks at Valkos, consider scrapping the ship, and perhaps seeking employment elsewhere—an echo of realism in the unforgiving vastness of space they navigate.

My Summary: The party was landed on Valkos at the start of the session and in negotiations with a local survivor enclave. They traded skills and equipment for equipment and guidance, and spent the evening enjoying a meal and making new friends, especially with Nils and his daughter Hilaria, who would be guiding them. All of them managed to gather useful information that would definitely help them when crossing the ruined city of Naggeth to the facility they needed to access.

All of them except Pen stayed at the settlement overnight, but Pen preferred to get back to the ship and start the refuelling processes. Tired, after the food and then getting the hoses out and the fuelling underway, Pen missed the alarm when a ship was detected going overhead. The next morning brought the details that it was definitely a vessel in the same size range as the Hirondelle and that it seemed to have been hit by the system defences as it was heading into orbit. Intial investigations suggested that it was going for jump, but the only way to be certain would be to head to orbit. 

A quick decision was taken to take the Jägermeister into orbit and see what had happened with the ship, as this was a chance to get the rest of the money promised for their bounty with the missing information that was almost certainly on the vessel. They told the settlers that they may be back, in which case they would want support crossing the city, but may have to pursue their target. Between the team, they managed a safe orbital insertion and tracked the path of the missing ship. It had run for the 100 diameter limit and the evidence suggested that it had jumped. Some complicated maths later, and the astrogation suggested that the vessel had jumped to Meriden or Minerva. As they knew that Minerva was the likely the target for an attack with weapons of mass destruction likely recovered from the base in Valkos (they suspected nukes), they jumped for the capital of the cluster.

Arriving at Minerva, it soon became clear that the Hirondelle hadn't arrived. They opened comms with the highport and loitered in orbit watching their sensor traces for another thirty hours, pretty much the latest likely jump emergence for their target from when it departed. Hirondelle didn't show, so they had come to a likely dead end. 

They did spend their time constructively, gaining understanding that the Valkosi government-in-exile was established here, funding new lives for its people with its sovereign wealth fund. It was a government dominated by the Northers, who had won a pyrrhic victory in the war. The Souther refugees were mostly on other planets, unsupported and unwanted by the Northers. They identified where the refugees where located and discovered many were now Minervan citizens, and probably happy with the status quo. There was talk of terraforming and recovering Valkos, but nothing concrete. 

Having docked at the high port to refuel, they also got an estimate for repairs - the spare parts along would cost close to a million credits, and using the starport labour would raise that even higher. They could probably recover enough spare parts from the Valkos orbital debris belt for free, but that would put them at risk of being attacked again. They were facing a significant loss, even if they managed to get the information and additional bounties for Voss.

They declined to hand Voss over initially, and although they tried to warn the authorities of the plot, it wasn't treated credibly because they had to remove so much from their information (like, for example, entering an interdicted system) and because they had no details of what Voss' team was planning.

We broke then, with the team working out what to do next.

25 October 2025


24 October 2025

Traveller - Killing in the name of...

A photo of my game table at TravCon 2025 with character portraits, standees with character sheets and the scenario 'Mysteries on Arcturus Station', plus the Traveller Core rules and a dice tray with bullet and Traveller dice.

I was reflecting on the games of Traveller that I played and ran at TravCon and realised that across the four games, not a single shot was fired, and violence was never used, yet everyone had a really good time. I wonder if I'd have felt the same last century* when I first played the game. It's the difference between playing Star Wars vs Star Trek, conflict vs exploration. I'd like to think that I'd have enjoyed it as much, and some of the SF that I loved even back then was all about exploration ('Rendezvous with Rama', for example).

*(lol, in the early-mid eighties, just couldn't resist that) 

In Search of Angels initial scenario was all about finding a lost ship then salvaging it without getting in trouble with the authorities.

Deepnight Legacy was effectively survival horror, and combat was never going to help.

Second Sons was conspiracy and the running of a heist, but in the end the best way to complete the heist was not to do it.

The Hunt for Sabre IV was a classic investigation, with violence avoided and a short police action off-screen. Oh, and a realisation that perhaps the group had helped 'the man' against 'the people'. But they got paid for it.

In every game, the players went without using violence as a solution; they considered it in two of the scenarios, but never went for it.

Traveller is a dangerous game when it comes to combat (and also character generation, by reputation). Stats will average out a bit above 7, so usually a character or NPC will take maybe 15 points of damage to become badly hurt, and another 8 points to be killed. When pistols are doing 2d6 to 3d6 damage, and rifles 3d6-4d6 damage plus effect, there's a reasonable chance that you won't survive more than a two solid hits.

Armour helps, but the Calli's Heroes game at Furnace reminded me that smart team work will easily get past combat armour. Both sides of the fire fight we had were equipped with combat armour, ACRs and better, and combat lasted two rounds. We ambushed two Zhodani Marines and focused fire, and they went down hard. Auto-fire, burst fire and energy weapons change the lethality even with top end armour. It's brutal.

Long term Traveller players know the game is lethal, and tend to account for it. Calli's Heroes was an out-and-out military game, so violence was always on the table, but we were still careful, and completely avoided it in one part of the adventure with a combination of negotiation and intimidation. I guess that merchant and exploration based games have more reason to avoid conflict.

I think there's plenty of space to have a great game without the need for violence in it. But my thirteen year-old self who loved Star Wars may have been a bit disappointed if they didn't get to use their Gauss rifle or Laser sometimes. That same self who loved Foundation and Rendezvous with Rama may have felt a bit differently though.

Where are you on this? Do games need violence or are puzzles, social conflict and scheming enough? Is this just a reflection of the underlying vulnerability of Traveller characters due to the system design?

24 October 2025




20 October 2025

Traveller - The Jägermeister Adventure - Ep 7 - Into the Red Zone (Spoilers, AI)

  The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

We had a full party this session and it seemed to go well. Audio was on Discord, dropped to MP3 then through to tabletoprecorder.com which struggled a bit because Graham's audio was a bit low and overall it got a bit confused between real names and character names. Next session we can do the introductions again.

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed (Paul) - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

Session notes.

This was one of those sessions that just flew by and was our longest one of the campaign so far. There were some moments of indecision, then a focus into action. Lightweight starship combat was triggered and we ended up with the party landed on the surface of Valkos in a nuclear winter negotiating with survivors. No zombies (so far).

Summary of the Session (lightly edited AI synthesis of the transcript).

As the crew of the Jägermeister engaged their ship to jump into space, a pivotal discussion regarding the fate of Mr. Voss, a captured interloper posing a potential threat, unfolded. Concerns were voiced that Voss, akin to a Die Hard protagonist, might attempt a violent escapade on board. Thus, it was argued by the majority, including the cautious Gil, that securing Voss in a low berth—a type of suspended animation chamber—was prudent for safety during the jump.

The conversation shifted to the practical mechanics and risks associated with using the low berth. Initial worries were about the potential for killing Voss during the freezing or thawing process, which required precise handling lest they damage his body irrecoverably. The group debated the legalities and technicalities of their bounty—whether it was valid for delivery 'dead or alive,' with Saul pondering the interpretive leeway in the bounty warrant's language. With Mr. Voss safely stowed away as they decided, thoughts then turned to their travel plans. 

The team navigated through space toward Tulip, a gas giant planet discussed as a refuelling point, but with potential hazards from automated defence systems and environmental dangers like radiation, which were a major concern. The ship’s crew had to make several onboard decisions, such as repairing the air raft and checking the integrity of the ship’s fuel scoops and purifiers. 

As they approached the Valkos system, they had to handle immediate threats of system interdiction and restrictive alerts warning them of high risks. The crew had a detailed debate about whether to keep their transponder active or switch it off to avoid detection, weighing the pros and cons based on their past experiences and the potential risk of revealing their location in a dangerous zone. Navigating these challenges, the crew pulled together, each applying their skills—from engineering to stealthy operations—to ensure their mission remained on course despite the myriad dangers both from within their ship and from the uncharted terrains of space they aimed to traverse. 

As the crew of the Jägermeister navigates through the treacherous space near the Valkos system, they face a sudden and dire threat. A missile, seemingly launched from an Imperial Interdiction satellite, targets their ship. Quick to act, Gil activates the ship’s sensors to detect the incoming projectile, while Pen confirms a high-velocity object hurtling toward them from the vicinity of the moon Vicentia. In the tense moments that follow, the crew scrambles to respond.  

There was a mix up about who was doing what, and with the roles reassigned, Pen opts to use both electronic warfare to disrupt the missile's sensor lock (and asks Gil to take a lead in this) and the ship's point defence systems as backup. Meanwhile, Arturo takes control of the pilot seat, humorously promising not to crash into the sun despite his limited piloting skills. Their strategy unfolds in two phases: first, to disrupt the missile’s tracking ability via electronic warfare, and second, to prepare for potential physical interception of the missile. The crew successfully breaks the missile’s sensor lock and contemplates using the ship's full thrust to further evade the fast-approaching threat. As the missile continues its relentless pursuit, Gil and Pen, from their respective stations, coordinate their actions under high pressure. Gil's successful interference with the missile’s sensors and Pen's evasive manoeuvres help to mitigate the immediate danger, allowing them a brief respite to regroup and reassess their situation.

However, they quickly learn that their ordeal isn’t over; additional missiles are detected en route to their location. Determined to protect their ship and crew, Arturo and Pen work closely, tackling the incoming missiles with a combination of sharp shooting and agile flying, ultimately steering the Jägermeister out of harm's way. This collective effort displays the crew’s ability to effectively respond to unexpected challenges through teamwork and quick thinking, embodying the essence of their journey through the peril-filled cosmos. 

In the heart of space, aboard the Jägermeister, the crew contemplates their next move with the prudent consideration for their safety and mission. They discuss the levels of radiation protection offered by their various suits, comparing the merits of their personal equipment against the more advanced but less familiar suits aboard the ship. Ultimately, they agree on the necessity of wearing vacuum suits, given the unpredictable environment and potential debris strikes during their orbit. 

As the spacecraft maneuvers through the treacherous expanse, the topic shifts to finding a stable orbit that wouldn't expose them to excessive radiation or collision with space debris. Despite the risks of high radiation levels, the crew is informed that the likelihood of encountering lethal doses on their current path is minimal. Nevertheless, cautious of unforeseen threats, they proceed with an abundance of caution, monitoring radiation levels rigorously. The crew's focus then narrows on establishing a safe approach to their destination on the surface. They discuss various tactics like performing a flyby or diving directly towards potentially survivable zones. 

However, their plan quickly meets a snag. During the orbital insertion, unforeseen complications arise as dormant satellites activate, launching missiles that threaten the ship. Quick response and teamwork become essential. As Gill, the ship’s sensor operator, and other crew members coordinate to mitigate the attacks, utilizing their respective technical skills in a high-stakes effort to defend the spacecraft. Amidst electronic warfare and defensive maneuvers, the crew ponders upon the planet’s harsh environment below, recognizing the possible implications of nuclear winter and lingering radiation. Despite some nervy moments and damage sustained by their ship, they manage to navigate through the immediate dangers, though not without cost to the ship's hull integrity [9 Hull Points out of 40] and their nerves. 

Once stabilised in orbit, they carry out repairs and refuelling operations, while re-evaluating their mission strategy. Discussions about potential landing zones, environmental conditions, and the unknown location of their targets lead to a cautious consensus. They resolve to continue observation and reconnaissance before making any critical decisions about descending to the surface. As the Jägermeister steadies in orbit, battered but unbroken, the crew reflects on their journey and prepares for the next phase of their mission—penetrating the ominous veil of the planet below and uncovering the mysteries that await. 

Amidst adversity, the crew's resolve is tested, but their spirit of exploration and duty remains unshaken, propelling them forward into the unknown. In the war-ravaged lands of Valkos, the crew of the Jagermeister stands poised at a critical juncture, deliberating their next course of action. Their conversation is punctuated by strategic considerations as they try to outmanoeuvre potential threats in a land seemingly forsaken by time and war. Gil, sensing the urgency to delve deeper into the mysteries of the planet, pushes for an exploration of the underground facilities at Naggeth, suspecting them to be the repository of high-value relics or technology, potentially guarded by combat robots or, worse still, desperate survivors of the planet's nuclear desolation. Their objective is an underground monorail station, which Pen insists is the best starting point. There's mutual agreement, a decision ripe with the dangers of lingering war remnants and the potential hostility of the handful of survivors who might have secrets worth safeguarding. 

The crew debates the safety of approaching via the Jägermeister or on foot to avoid tripping air defenses—a remnant menace of the planet’s ghastly past. The decision is, painstakingly, to proceed cautiously with the air raft, skimming close to the ground, and to conceal their ship—a vital asset potentially vulnerable to hijacking. As they navigate their way, a secretive discussion unfolds around the use of the monorail, potential threats from automated defenses, and how best to conceal their ship from predatory forces. 

A plan is hatched, one that will see them lock down the Jägermeister and advance cautiously toward the monorail, armed heavily, aware of the lurking dangers, but resolved in their mission. Their journey is cloaked in the somber remnants of a once-boisterous planet, now a ghostly realm of frost and ruin. The landscape bears the scars of battles long concluded, yet the war for survival rages surreptitiously in its eerie silence. As they approach the monorail station, cloaked in low flight to avoid detection and stirring the spectral remains of conflict, their path forward remains fraught with uncertainty and formidable challenges lurking amidst the shadows of Valkos's lamentable history. 

In the desolate landscapes of Naggeth, the crew of the Jägermeister, led by Gil and Arturo, find themselves navigating the precarious politics of survival and cooperation. As they enter a fortified underground facility, they are carefully escorted by the inhabitants. The architectural design, featuring a tunnel that twists at sharp angles and defensive loopholes ideal for staving off attacks, suggests a community deeply entrenched in survival tactics against external threats. 

Inside, the crew encounters Dr. Talia Korenberg, a grizzled leader bearing the marks of hard-earned wisdom and authority, who oversees a community including children—a rare sign of fragile hope in this nuclear-wrecked world. The facility, repurposed from an old subway station, now houses a makeshift hydroponic farm, a testament to the settlers' determination to reclaim life from the ruins. 

Negotiations unfold with Dr. Korenberg. The crew discusses potential trades, acknowledging their lack of conventional resources like vaccines or anti-radiation meds. Instead, they offer what they can spare from their ship’s reserves—tools and parts, though limited in quantity. They also suggest their skills and the use of their air raft for transport, quickly realising the risk of attracting unwanted attention from lurking automated defences.

Gil finds a unique opportunity to bridge goodwill through his expertise in life support systems, reminiscent of the hydroponics he knew from the asteroid colony of his youth. His willingness to share knowledge and assist with the community's agricultural endeavors begins to warm Dr. Korenberg to their cause, fostering a nascent trust. 

Through earnest dialogue and the strategic barter of knowledge and minimal resources, the crew secures the guidance of Nils Sorensen and his daughter—who, though equipped for survival, express their intent to avoid direct conflict. This agreement marks a fragile but essential alliance, steering the crew closer to navigating the treacherous urban sprawl ahead. As negotiations conclude, the session wraps up, leaving the crew prepared to delve deeper with their new guides into the heart of Naggeth's ruins, aware of the potential dangers yet driven by the mission and the mutual respect formed with the settlers.

Summary: The Jägermeister jumped into the system, initially heading for the gas giant Tulip to refuel. A change of plan was made as the decided to use the cold seas near the city of Naggeth where they suspected the underground facility they were looking for was located. They broke off from the gas giant, only to attract the attention of an Imperial SMUD-4e Interdiction satellite which launched missiles. Thanks to good teamwork, they manage to destroy the fire upon them. 

After some time, they vector in on Valkos itself where they attempt a stealthy insertion into orbit. Unfortunately, they catch the attention of another kill sat, which launches at them, and the missile explodes in close proximity, battering the hull of the Jägermeister. They manage to disengage, then head down to the surface, flying slowly nap of the earth to approach Naggeth from the sea. They land on a frosty covered beach under the grey clouds of a deep winter, and snow likes around.

They spot that they're being watched as they approach the monorail station they'd identified as a potential target, flying low and slow. They manage to parley, and two of them are invited into a secure complex to negotiate. Gil barters his skills in hydroponics from his upbringing on Harmony, and some equipment seals the deal for the party to gain guides with the survivor enclaves' head, Dr Talia Korenberg. They wouldn't fight, but they'd help. Nils Sorensen and his daughter Hilaria were prepared to lead them deep into the ruins towards the bunker they were looking for. 

30th September 2025 

In Nomine - Cribsheet for Players

A screenshot of the first side of the cribsheet for In Nomine. There's loads of text on it and you can click through to the link to read it.
Link to the cribsheet here.

I also created a cribsheet for players in the In Nomine game I ran at Furnace XX. This is a double side A4 sheet, which you can access on Google Docs here

Note - it doesn't include all the Celestial Songs because I tailored the sheet to match the five starter characters.

20 October 2025