The Alexandrian

My Session Notes

May 17th, 2026

Mothership - Behind Justin Alexander's GM Screen

First: I’m frequently asked what my session notes look like. People want an example of what my prep looks like.

Second: Last week at Green Dragon Fest, I was asked if I would be sharing the scenario I ran on the Alexandrian. I said I’d like to do that, but wasn’t certain if it would happen, because it would involve a lot of work.

“A lot of work? For an adventure you’ve already prepped? Why?”

These two things are related to each other.

WHAT MY PREP LOOKS LIKE

What my prep looks like actually varies quite a bit. At one end of things, the scenario notes for the Alexandrian Remix of Eternal Lies are what I used when actually running the campaign. Patrons of the Alexandrian can also grab my actual running files for the Dragon Heist Remix. These are expansive, detailed campaign notes with elaborate continuity, deep themes, and extensive, integrated player handouts.

But my adventure notes are generally written for an audience of one (me), and it’s not at all unusual for them to be essentially incomprehensible to anyone else. I was reminded of this while working on The Vladaam Affair, a campaign arc which I prepped in a significant amount of detail, but nevertheless discovered — when I started sharing it here — required extensive editing and additional writing to make useful to anyone else.

But more than just being tailored to my own idiosyncracies, it’s not at all unusual for me to be running adventures from notes that are essentially chicken scratch. The principle of Smart Prep boils down to not prepping stuff that you can improvise at the table, and I’ve been doing this long enough that there’s a lot of stuff that I can improvise at the table.

For example, here are the original scenario notes from Bloodwight Heist, the scenario I ran at Green Dragon Fest 2026.

BLOODWIGHT HEIST

Job: Steal a Namir-Radi G7 genesplicer from the Nanopore Genlabs facility located in Zoyechka, Katerineta. 30,000cr.

NANOPORE GENLABS (Zoyechka, Katerineta)

  • Laboratory A – Genetic Census (Katerineta)
  • Laboratory B – Aphrodite Crops
  • Laboratory C – PT Soil Seeds
  • Laboratory D – Yellow Goo Prep

Admin – File Servers

Offices – Cubicles and Offices on north/south side

Lower Level – The Blood

LEADS

  • Splicer going to Genma (Nirvana).
  • Admin: Missing Shipment @ Tranquility Station
  • Lower Lab: Source in Dark System (Ukweli-17)

Very rough drawings of two-storey scientific research facility, featuring four labs labeled Lab A through Lab D

AT THE TABLE

This scenario was originally prepped for my Mothership open table. These notes, plus the monster stat blocks (which I pulled from a different adventure), were everything that I had prepped, although the “Job” entry was actually player-facing and I dropped it into a template to create a small card that I added to the Jobs Board that hangs in my game room:

STEAL. Acquire a Nadir-Rami G7 genesplicer from the Nanapore Genlabs facility located in Zoyechka, Katerineta. 30,000cr.

In terms of play, I got four sessions of open table out of it:

  • Group 1 took the job, had the heist blow up in their faces when the monsters showed up, and fled. This led to local authorities placing Nanopore Genlabs under quarantine. A new job was then posted, offering payment for retrieving data from the file servers and tissue samples from the basement lab.
  • Group 2 attempted the new job, infiltrating a drone into the facility after an elaborate heist. They caught a fleeting glimpse of the monsters as their drone was destroyed, and they decided to high-tail it out of there. The contract remained open.
  • Group 3, including a member of Group 1, took the job. It took them two sessions to complete and they were forced to abandon the tissue samples, but they were able to retrieve the data.

For Group 2 I had kept some brief notes of what Group 1 had done (e.g., breaking stuff and blowing up rooms), then added an adversary roster for the monsters and another one for the security team enforcing the quarantine.

For Group 3, I beefed up the federal security forces.

For Green Dragon Fest I added a few additional layers to the overall experience, but the heist portion of the adventure was essentially unchanged except that I prepped fancier versions of the blueprints to use as player handouts. (At the table, the adventure followed a similar course, with each additional group getting a version of the job and site modified by the previous team’s efforts.)

Nanopore Genlabs Blueprints - 1st Floor (Laboratories A, B, and C located in separate wings)

Nanopore Genlabs Blueprints - 2nd Floor (Laboratory D, Production, Offices)

AFTER ACTION REPORT

If I were to make this adventure publishable — or, perhaps more importantly, to put it in a form where someone else could meaningfully run the same adventure I did — I would obviously need to download a lot more of my brain onto the page. For example, what are PT Soil Seeds? (Hint: PT stands for Pre-Terraforming and PT stations can be found in orbit around or on the surface of multiple planets in the Tempest Cluster.)

So what’s my point? Am I saying that you should prep your own adventures like this?

Not exactly. After all, I’ve already linked you to adventure notes where I prepped a lot more than this, and that was not, generally speaking, wasted effort.

But I’m also not NOT saying that. It’s definitely useful to be able to run a scenario from notes like this ­– or, at least, whatever your version of minimal looks like. Even if, like me, you’d generally prefer to have more notes when you’re running, occasionally running a scenario from minimal notes is a good way to test your limits and can also help you figure out what is and isn’t essential prep for you. (Which can improve the quality and usefulness of your more detailed prep notes.)

Heavy Gear Blueprint File - Dream Pod 9

Dream Pod 9 has established a reputation of visual excellence, and delivers it strongly with their line of poster-size blueprint files.

Review Originally Published February 5th, 2002

Dream Pod 9 has earned a reputation of high excellence across its three lines of games (Heavy Gear, Jovian Chronicles, and Tribe 8 — and if you didn’t already know that, shame on you). One of the more innovative forms of supplementary product they’ve tapped in these product lines are the “blueprint files”.

Each of these files – including the Heavy Gear Blueprint File which is being reviewed here – comes packaged in an 8.5” x 11” white envelope. On the front of the envelope is the title and a sort of “table of contents” – which tells you that there are eight 19” x 15” (poster size) blueprints folded inside the envelope, and that these blueprints are of: A Hunter gear; a Jager gear; a Mammoth strider; a Vortex landship; a Khan landship; a CEF hovertank; and a Fury-class assault shuttle. In addition, each of the blueprints is presented in miniature on the cover – so if you have any question regarding what these blueprints look like, you can just take a quick peek at the cover and you’ll know.

Each blueprint comes with some background text on the design, plus various specifications and explanatory passages. They are elegantly suitable for either framing or for actual reference to the crafts in question.

The biggest drawback of the product can be summed up in a simple question: What the heck do you do with it?

Well, like I said, these blueprints are great display pieces: Frame ‘em, tack ‘em up, whatever. If you’re a gearhead like me, your favorite might find a place in your office. Even if you’re not, then you may find displaying them on the walls of your game room will help add ambience and atmosphere to your Heavy Gear campaign.

Speaking of gaming, these blueprints can also come in handy as props and hand-outs. This is particularly true if your adventures are based off of a landship – in which case the landship blueprints can become primary reference points for the campaign.

Other than that, though, I’m not really sure. I, personally, find them cool. Of course, I own a Heavy Gear keychain… judge me if you must.

In short: Take a look at the cover in the store. If it looks like the type of product you’re going to get some use out of, pick it up. If not, don’t. You’re not going to be missing anything.

Style: 5
Substance: 4

Publisher: Dream Pod 9
Price: $9.95
Product Code: DP9-058
Page Count: n/a
ISBN: n/a

The Heavy Gear keychain was solid metal and really cool. I used it for years and years until it broke. Afterwards, I kept it in one drawer or another for several years, but it appears to have wandered away at some point. I’d forgotten all about it, until rereading this review unlocked a core memory.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Song of Discord - Brotherhood of the Songsingers

This volume appears to be a cult manual for the Brotherhood of Songsingers.

The Songsingers worship chaos in the form of the Discord – the “song of chaos”. They perceive the ways of order as the monotony of a single note beaten again and again. They see, in their acts of chaos and wanton destruction, a “changing of the tune” to include discordant notes. It this discord, they believe, which is the essence of freedom and life. Without discord, liberty would be a hollow and empty shell.

But there is also a deeper level on which the Discord exists. The book speaks of the Galchutt – “Dukes of Chaos” who “slumber in eternal aeons” in their “caverns ever-echoing”. The cult believes that, through their religious rituals, they can open their “inner ear” to the whispers of Galchutt – whispers which are, in fact, the Song of Discord and of Chaos.

In this way, the actions of the cult can be seen as variations played upon an eternal theme chanted into the world by the sleeping Galchutt.

DESIGN NOTES

This lorebook notably describes a cult which DOESN’T appear in my Ptolus campaign. It’s something of a meta-red herring. It’s like the old joke: If you want to prank someone, sneak three pigs into their house. If you want to drive someone insane, release three pigs in their house and label them One, Two, and Four.

If I gave my players a list of the chaos cults who appear in the campaign, then that list simply becomes a checklist. But if that list includes additional entries, then its sows uncertainty: Where are the Songsingers? Why haven’t we encountered them? Did we miss them? What are they plotting?

And even after the players become certain that the Songsingers are not, in fact, part of the conspiracy they’re investigating, the references continue to evoke a wider, deeper, and more mysterious world: The Songsingers were not here, but they are out there. These things that you have experienced are only one part of a larger world.

There is some risk with this technique that the players will take the bit between their teeth and go haring off looking for the thing which, technically, was not part of the current scenario. But this is hardly a bad thing. “Oh, no! The players are pursuing something they’re passionate about!” It’s easy enough to follow their lead and gin up a new scenario. Perhaps it’s only a side quest. Perhaps you (or they) can find some clever way to reflect it back into the primary scenario.

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Legions of Hell - Green Ronin

In a word: Excellent. Easily one of the Top 10 D20 supplements released to date.

Review Originally Published October 13th, 2001

Let’s face it: When we look at the shelf in our game shop and see yet another D20 monster manual variant, our eyes begin to glaze over. “For the love of God,” we think, “How many cheesy fantasy monsters can these people crank out? Oh, look! It’s a geezlehopper. It just like an orc, except it’s neon pink! Ooooo! Wow!”

We’ve so thoroughly “been there, done that” that it makes the endless Energizer Bunny commercials look fresh and innovative. (Do you realize that there are children in sixth grade who have never seen the original Energizer Bunny commercials? One is forced to wonder what, exactly, they think of this inexplicable pink bunny – who, as far as they can tell, has always starred in some of the worst commercials imaginable. But I digress.)

That’s why I’m writing this review: To send up a bright signal beacon to the gaming world at large, while jumping up and down and screaming:

HEY! OVER HERE! THERE’S AN INCREDIBLY AMAZING, HIGH QUALITY CREATURE CATALOG OVER HERE!

It’s called Legions of Hell, and it’s published by Green Ronin (famed in the D20 market for their Freeport modules).

THE LEGIONS OF HELL

As the title should suggest, Legions of Hell delves deeply into the nine circles of the Pit, exploring the servants of Asmodeus, the King of Hell. The core of the book consists of roughly forty-five monster entries, detailing a wide-range of hellish creatures.

At one end of the scale, Legions of Hell contains the foot soldiers of hell: The Akop (an entire race tricked into servitude and transformed into shadows); the Bonedreg (constructs created by the Leviathan from the remains of his victims he is unable to digest); the Chamagon (gaunt, quick-footed infiltrators and magical saboteurs); the Darksphinx (corrupted gynosphinxes); the Distender (foul devils with the appearance of a bloated stomach, capable of attacking using the four classic humors); the Faceless (assassins who signal their success by wearing the face of their latest victim as their own); the Hellwardens (living scarecrows who act as guardians); the Spinders (monstrous-sized creatures who travel in swarm – a bane even to the devils of hell); the Soulsniffer (creatures capable of tracking escaped souls across the planes); and many others.

At the other end of the scale, Legions of Hell also presents a variety of unique creatures – primarily various Princes and Dukes of Hell. These include such notables as Balan, Master of the Infernal Hunt; Furcas, Duke of Rhetoric; Hadriel, Duchess of Domination; Iblis, Duke of Pride (a Fallen Solar); the Lich Fiend; Krotep, Pharoh of Axor and Nekhet, Prophet of Set (who believe themselves to be the son and daughter of Set); and others.

In addition to this core of material, Legions of Hell presents a number of prestige classes designed for the servants of Hell; templates for Fallen Celestials; information regarding the Angelic Choirs; and an overview of Hell itself.

STRENGTHS

Legions of Hell distinguishes itself in a number of ways:

1. There is a lot of material crammed into it. Not only does it present a plethora of material which can be put to immediate use, every page seems to have some new idea or adventure seed waiting for exploration.

2. Chris Pramas, the chief author of Legions of Hell, was also the author of Guide to Hell, the definitive AD&D reference for the infernal plane. (He is also known for the Origins Award-winning Death in Freeport.) He puts this experience to good use, exploring the complete spectrum of Hell – rather than just focusing on one or two features. Legions of Hell is made notable because it isn’t the same old stuff we’ve seen before – a lot of creativity and research has gone into making this product distinct and valuable.

3. The artwork is simply stunning. It includes work by Brom, Sam Wood, Raven Mimura, and Toren Atkinson (those of you who keep an eye on artist credits in this industry should recognize all of those names). There is, literally, not a single weak piece of art in the entire book.

WEAKNESSES

So, moving onto an actual weakness of Legions of Hell

Oh, wait. That’s right. It doesn’t have any weaknesses.

CONCLUSION

Legions of Hell is just plain good. It’s subject matter is rich; the ideas it brings to the table are original and creative; the development of those ideas is solid and imminently useful; the lay-out and production values are exemplary.

There is, literally, nothing negative that I can say about this product. If you have even the slightest interest in having a demonic presence in your D20 campaign, this product is absolutely essential.

In short: You will never regret the money you spend on Legions of Hell. There can be no higher recommendation.

Style: 5
Substance: 5

Author: Chris Pramas (with Jim Bishop, Brian Kirby, and Erik Mona)
Publisher: Green Ronin Publishing
Line: D20
Price: $14.95
ISBN: 0-9701048-4-7
Product Code: GRR1005
Pages: 64

The Book of Fiends series was completed, then revised into a single hardback collection for D&D 3.5 and then again for D&D 5E. I’ve never stopped singing its praises. It greatly enhanced the Avernus Remix. I used it extensively for my In the Shadow of the Spire campaign, from whence its influence can be easily seen in the Chaos Lorebooks series. I’ve adapted its monsters to Mothership, Numenera, and other systems.

If you asked me what my favorite RPG bestiary of all time was, it would be a toss-up between The Book of Fiends and the AD&D 2nd Edition Monstrous Manual.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Mark of the Beast

According to this book, the thin veneer of civilization is a perversion of the natural order of humanity. We are born as beasts, and it is only by returning to the way of the beast that truth and purity can be found.

In short, the book is a cult manual for the Brotherhood of the Beast – which also refers to itself as the Brood of the Beast.

The core ethos of the cult is complicated in its worship of Ravvan – a chaos god they revere as the True Beast or the Beast Without Shadow. They believe that they can hear the words of Ravvan – the “whisper of the Beast” – in their souls. By surrendering to the guidance of the Beast, the members of the cult experience a religious ecstasy.

Chaotic Possession
Enchantment (Compulsion) [Chaotic, Mind-Affecting]
Level: Clr 6
Components: V, S, F
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: See text
Saving Throw: Will negates (see text)
Spell Resistance: Yes

You cause a chaotic spiritual entity (often a demon) to inhabit the target for a time. Left to its own devices, the entity usually takes control of the target immediately, causing him to commit chaotic (and usually) evil actions. The target falls under the complete control of the DM. When the entity causes the target to commit an act he would normally never do—attack a comrade, commit a crime, and so forth—the target gets to make a new saving throw to cast out the entity. He remains possessed until he manages to succeed at a save

to cast out the possessor. The caster can give the entity one suggestion that it automatically must obey. Sometimes this involves an action to take place much later; until that time, the entity lies quietly dormant within the target. In such a case, the target has no indication that he is possessed.

Banishment, dismissal, dispel evil, or any other exorcism-type effect immediately rids the target of the controlling entity. Protection from evil does not help, however, because the entity is within the subject. Dispel magic has no effect. The target suffers a –2 luck penalty to the saving throw if he currently (knowingly) has any chaositech in his possession.

MONSTER GOD’S MARK

You have been marked as one of the god of monster’s favored minions.

Prerequisites: Con 13, god of monsters as patron deity.

Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. The Monster God’s Mark identifies you as favored of this god, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks.

Once per day as a free action, you may invoke this god’s name as you strike a non-evil foe with any melee attack. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigal limbs like wings and tails are common deformities). The deformity imparts a penalty of 1d4 points to the target’s Charisma score for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades.

Any offspring you sire or give birth to gain the fiendish template.

Some material on this page is covered by the Open Gaming License.

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