25 April 2026

Flowers of Algorab - Episode 8 - Delving into the Lost Vault

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

 

Our latest session saw the players commence the secret Delve into one of the most sacred places in Ship City in search of the Lost Vault that the artefacts from Dig 13 had revealed thanks to the work by Levon Najjar and Gar Boutaleb's previous investigation. This meant that the session was heavily in procedural mode, somewhat like progressing through an Old-School dungeon. We quickly slipped back into it.

Perhaps the only thing that gave me a challenge was that parts of route in question was in regular use, so I decided to rule that the common access areas would not need the full procedure, but the back routes and the deeper parts would work as normal.

We were a player down as Paul couldn't make it, so his character - Meristo - was shared between the team.

No technical issues this week.

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

Rashid Al-Masri, the group's vigilant guard, alongside Lieto Miesma, the keen archaeologist, Arda Qamar, the resourceful scout, and Fassour Faradi, the shrewd burrower, resolve to carry out the delve into the Well of Souls without informing Master Moska, opting for plausible deniability over permission following their decision to stow their equipment discreetly at a nearby mausoleum. 

The crew disguises their entry under the guise of a funeral procession, humorously ensuring their more incendiary items like the flamethrower aren’t too conspicuous. Once in the City of the Dead, they access their stashed gear at the mausoleum without incident and stealthily make their way to the entrance to the Well, which Arda had previously identified, evading the need for any unnecessary confrontations thanks to their planning, foresight and stealth.

The journey soon leads them to a lock that needs picking, a task which proves troublesome at first. Fassour and Arda make several attempts at picking the lock, requiring the support from both Rashid, with his mechanical skills, and Arda’s improvised application of brute force to ultimately break through, albeit with clear signs of tampering. The group cleverly decides to spend resources to patch up the damage discreetly, ensuring any residual evidence of their passage is well-concealed.

Descending into the depths, they explore several pathways and consult their bird, Corvus, who scouts ahead, revealing multiple routes through this treacherous underground maze. Continuing deeper into the mysterious subterranean complex, the team navigates with caution, coordinated by Arda and supported by the keen insights from Fassour and Lieto. They judiciously manage their resources, ensuring they maintain enough supplies to safely proceed in their search for the lost vault, avoiding areas with possible hazards like fire from the crematorium or the possibility of blight. Of course, there should be no blight present, because it is forbidden on Ship City.

Their resolve remains strong, utilising the staircase discovered by Rashid who deduces it to be the path frequently traversed by the wardens. As they tread further into the depths, they remain alert to the signs of ancient rituals and the covert operations of past visitors, driving forward in their quest for knowledge and ancient secrets hidden within the Well of Souls.

Amidst their journey, Rashid's agility proves vital as they navigate a shaky staircase laden with equipment, aided by climbing kits provided by Fassour and additional support improving their chances of smooth passage. Despite obstacles, the keen perception of Rashid unveils not only hidden pathways but an ancient, glittering necklace nestled in ash – a relic from the Old Horizon, sparking debates about whether they've veered into the realm of grave robbers or mere retrievers of forgotten treasures.

Confronted with urns bearing names and hinted histories, the presence of the urn inscribed "D. Moska" stirs a mix of reverence and speculation among the group, especially concerning the intricate ties to the Explorer’s Guild with the sigil engraved on the pot and the name of remains inside. This discovery, juxtaposed with the rich artefacts and undisturbed dust, suggests a story untold, peering into the legacy and losses of past explorers.

As the crew ventured deeper into the sacred grounds, the presence of a mysterious singing voice added an unsettling tone to their exploration, which particularly haunted Meristo.

The team carefully managed their resources, with discussions on supply usage indicating their careful advance into the treacherous corridors below. As they made their way through the blighted pathways, Dom prompted the group to make various agility and perception checks, layering their journey with mechanical and environmental hazards, including a dangerous encounter with blight vines.

The resourceful Rashid, determined to make safe passage for his companions, led the way with his additional skill at navigating rocky paths and cumbersome obstacles. The group relied on their bird, Corvus, manipulated via bird handling skills to scout ahead and negate some of the blight threat, allowing them to proceed with reduced risk.

Amidst the darkness and danger, the group encountered a chamber in the depths of the Well of Souls with half a dozen silver-masked wardens of the well, seemingly in a state of hibernation or trance, absorbing blighted vapours emitting from a sealed vault. This unexpected sight brought a mix of awe and dread. The wardens, including the previously encountered and unusually vigorous Sir Aren mil-Bilal, raised questions about the true nature of their condition and activities beneath the city. Here, the crew - quietly - pondered the implications of blight on health, a topic previously unexplored and possibly revolutionary if it could cause extended lifespans rather than just corrupt and kill.

They chose not to disturb the wardens, figuring that their intrusion would be unwelcome. Rashid covered them as the rest of the crew started to investigate the large doorway ahead.

Far below the City of the Dead, our adventurers faced a crux, surrounded by mystic Builder glyphs and the threat of blight. Their journey in this shadowy labyrinth deepened as they stood before a door veiled in blight-infested ice which captured their attention and compelled a series of risky actions. The doorway was flanked by  the Glyph of Life and the Glyph of Blight, but it appeared that there was a third Glyph on the door itself, obscured by the ice.

Arda, driven by combination of enthusiasm and instinct, sought to clear the ominous frost but was deterred by Fassour, who feared for the risk involved. Nonetheless, Arda's determination saw her touch the icy blight, which threatened her with its corrupting influence. Meanwhile, Fassour, preferring subtlety over the intense heat of Rashid's flamethrower, used a cutting torch to melt the frost in hopes of revealing the secrets it guarded.

As the ice melted and receded under the gentle warmth of Fassour's torch, another glyph was revealed, prompting a need for scholarly interpretation. Lieto, well-versed in the arcane symbols, stepped forth to decipher the glyphs which hinted at a vault, potentially laden with dangers or treasures unknown. It was the Glyph Gehpre, which translates alternatively as "Enter/Light/Open". The explored glyphs narrated a tale of a sealed vault, urging caution yet beckoning the curious minds of our explorers.

The moment of truth arrived as Fassour and Alda debated the method to engage the newly exposed glyph, opting for a delicate touch despite the evident risks. The pressing of the glyph activated a mechanism and opened the vault door with a hiss, releasing a swirl of mysterious, sparkling particles and shifting the air pressure – a classic harbinger of the unknown.

Braced for the consequences, the group faced a blight attack, challenging their resilience as they scrambled for protection. The opening of the vault seemed to stir from slumber the guarding wardens, previously immobilised, who awakened with cries of heresy, brandishing their shimmering mercurium swords – an escalation that shifted the evening’s narrative from exploration to confrontation.

The session drew to a close with the group braced for what lay beyond the vault, the awakened wardens at the ready, marking a perfect cliffhanger. Their journey through the enigmatic and perilous corridors of the Well of Souls thickens with intrigue, the promise of ancient secrets tantalisingly close yet guarded by dangers newly woken.

Source - initially Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

20 April 2026

Traveller - Delta 3 is very definitely Down again!

The cover of "Delta 3 is Down", a TAS release for Traveller from BITS. It shows an image of a spacecraft trailing fire and smoke falling down through clouds in an emerald sky over a forest.
I'm really pleased that Delta 3 is Down, an adventure for Traveller is finally back in print as a PDF. This was the first adventure I wrote that was published by BITS, and it has been out of print for quite some time. It's now converted to Mongoose Traveller.

It's set before the Fifth Frontier War, and has a Zhodani Admiral crashing onto the mainworld in the Emerald system on the border between the Consulate and the Imperium. The admiral understands all the Zhodani naval strengths along the border, along with the contingency plans. 

Written for convention play, the opening is perhaps a little bit of a railroad as it drives towards their ship crashing, but once the characters are down on the surface it becomes more of a sandbox as they try to escape the escalating Imperial response. 

Once again, Andy Lilly helped to expand this up with more detail. We released it as a TAS publication rather than Traveller Compatible as it's very much tied into canon (and skimming the new Fifth Frontier War line from Mongoose, I don't see anything that should cause a major issue in compatibility). 

The idea for the scenario came when I was in hospital after a minor operation and I was reading the first GURPS Traveller Alien Races book, Zhodani & Vargr. I decided that I really wanted to explore the Imperium from the perspective of the Zhodani; what would the feudalist, capitalist Third Imperium be like to someone who grew up in a culture of care and trust, where people know their place in society and that unhappiness is treated as a mental health issue and treated with psionic techniques. I liked the courier ship presented in the rules and the scenario grew from there.

It proved popular - and sometimes fatal to the characters - at conventions. Remembering that Traveller has a deadly combat mechanic is important. For example, if you're in a G/Truck, don't try and risk getting shot by a starship defence laser, because the outcome is messy.

There are several ship designs included in the book; a conversion of the Zhodani courier, an Extended-Duration Imperial Scout, and an interdiction satellite. 

The cover was a gorgeous collaboration between Andy Lilly and the late, great Jesse DeGraff. 

Overall, it's a scenario that I'm really happy is available again and I hope it brings fun to Travellers who get to run or play it.

You can get it here at DriveThruRPG: 

https://www.drivethrurpg.com/en/product/564861/delta-3-is-down


20 April 2026

19 April 2026

Flowers of Algorab - Episode 7 - Revelations of the Ramda Obelisk

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

 

Episode 7 found the crew swiftly approaching the end game of the investigation phase of the adventure, and we ended with them preparing for a delve to discover a lost vault. 

The tech all worked smoothly, again, except for a short period when one of the players lost audio from another and we had some over talking. However, that was swiftly fixed once we realised what was happening.

The session featured a significant spotlight for Hattie's character, Arda, who rushed into a risky scouting mission with quite some success. The subsequent work by the whole crew in preparing for the delve less so, and that may present some problems next session.

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

Returning from the Razad, the crew team decided to approach Master Moskva directly, despite the early hours. They are admitted to her quarters, where, amidst tea and considerations of what constitutes a suitable celebratory beverage, Arda eagerly shares the groundbreaking news of the builder's vault with the still groggy but increasingly intrigued Master Moska. 

Meristo Koulas  diligently  divulged his encounter with a menacing figure, clad in a Coriolite mask, accompanied by mechanically engineered spiders—ominous agents of blight and heirloom technology. He recounted an assassination attempt, believing the masked figure might have connections to the Navigator's Guild but possessing no solid proof.

Master Moska, deep in thought, recognised the implications of the glyphs inscribed on the ancient tablet, recalling that Levon Najjar had researched these symbols heavily. Speculations arose about the prudence of announcing their interest in the Ramda Obelisk openly or proceeding with stealth. The explorers weighed the options while reflecting on their previous findings; the unsettling presence of blight-infected mechanical spiders at Levon's crime scene cast a sinister shadow.

Arda, fuelled by a blend of caution and excitement, proposed an unsanctioned infiltration to prevent potential informants from alerting their adversaries, however, Fassour Faradi expressed reservations, emphasising the absence of evidence implicating the Navigator Guild in clandestine schemes.

Seeking a balanced approach, Master Moska decided to request official access to the obelisk, hoping to avoid unnecessary conflict while unearthing truths buried deep within the histories of their fractured cosmos. Rashid al-Masri, threading lines of loyalty and suspicion, aimed to deploy his Gardener's Guild contacts to glean further insights, hinting at layers of alliances and enmities that entangled their fates more tightly with the shadowy facets of Ship City and beyond.

Thus, amid theories and tensions, they concluded to proceed with both caution and courage. The explorers, guided by their diverse expertise, prepared to tread a path fraught with peril, their spirits tethered to the enigmatic promise of the obelisk. All the while, Master Moska looked on, mirroring the blend of excitement and apprehension that danced in their eyes, knowing well the weight of the discoveries that might soon unfold before them.

In the latest twist of their intrepid journey, our explorers reconvened at the mess area in their quarters after being briefed about their mission. Rashid, joining his comrades amidst the aroma of freshly made waffles, decided against sharing his secretive contact, opting instead to reveal only the information obtained from his Gardeners' Guild contacts. Despite the team's relaxed camaraderie, an underlying tension hinted at the strategic intricacies of their alliances.

Meristo and Arda discussed their affiliations and mistrust with other factions, particularly touching upon existing frictions with the mining faction, which were more personal for Arda than had been publicly admitted. The Explorer's Guild had confirmed it would equip those without an exosuit, preparing them for their next move towards the mysterious Obelisk.

Upon their visit to this ancient site, the team encountered the Navigator's Guild's Purple Guards, already wary of their purpose. The Ramda Obelisk stood majestically inscribed with enigmatic glyphs, and after some well-coordinated effort and use of Arda’s artefact scanner, they managed to discover multiple slots for the mysterious tablet they had been carrying. Aligning the tablet correctly, the obelisk awakened, projecting a holographic map pinpointing a secret vault’s location beneath the city's haunting Well of Souls.

Their findings spurred debates on methods of descent into the well, considered sacred and fiercely guarded by the Coriolite Wardens of the Well. While they contemplated whether it was possible to discover alternate entrances, the possibility of navigating such a sensitive location without offending local customs or arousing suspicion presented a formidable challenge. The group debates the logistics of accessing this sensitive site, intertwined with concerns about sacrilege and intricate plans to access a buried vault without desecration.

The tactical discourse shifts towards finding alternative entries. Meristo shares insights into potential equipment stashing spots, while Lieto Miesma is encouraged to deploy his scholarly prowess to aid their mission, potentially employing archaeology skills to discern more about the hidden pathways and entrances. A lucky find in old records pinpoints an accessible tunnel, raising hopes of a covert approach to their somber destination.

Arda Kamal, ever eager, is nominated to execute a solitary reconnaissance of the mausoleums surrounding the Well of Souls. Cloaked in the guise of a mourner among funeral-goers, she ventures towards the target. Her movements, aided by Meristo’s crash course on Coriolite customs, maintain the deception allowing her to survey the site with a practiced eye.

Finding a suitable mausoleum with an unlatched door, Arda contemplates the rash audacity of entering alone but proceeds—her actions marked by a loud creak of the ancient door, a nerve-wracking sound that starkly contrasts the silent respect of the site. Inside, she wrestles with reverence and duty, apologizing to the resting ashes as she activates her deep scanner, a bright beacon of modernity amidst the solemn dust.

This amalgamation of stealth, historical respect, and high-tech investigation underlines their night’s effort. Yet, as always, the path to ancient secrets is fraught with ethical quandaries and the shadows of potential blight. As our explorers tread carefully through the thicket of their moral and tactical decisions, the depths of the Well of Souls await, silent and inscrutable, holding within its dark embrace the keys to a past long submerged in the echoes of time and myth.

In the shadowed silence of the City of the Dead, Arda secured the mausoleum door, and managed to quietly close it, ensuring it appeared undisturbed and locked.

As Arda explored further, she approached a noticeably clean and well-kept mausoleum, which stood out with its newly painted gates. This structure was confirmed by referencing the deep scan as the entrance to the tunnel they had discovered. Knowing the entrance was unguarded but not wanting to take chances, Arda decided to take photographs and gather information rather than venture below just yet.

Electing discretion over immediate disclosure, Arda chose not to communicate with the rest of the crew over comms,  risking potential eavesdropping, wanting to safeguard the details of their mission.

Subsequently, Arda merged with the mourners at another funeral as a cover to exit the area without arousing suspicion. Engaging in a delicate conversation, she adeptly navigated an interaction with an inquisitive mourner, employing her cultural savviness (with a bit of luck) to convincingly portray her role. This interaction underscored her blend of empathy and strategic deceit, which eased her departure from the site without any complications.

Returning to the group, Arda relayed her findings and experiences amidst commendations from her teammates. The discussion turned strategic as they contemplated meticulous tactics to move supplies into the City of the Dead under the guise of routine mourning visits, suggesting a covert operation reminiscent of classic escape plots but fraught with the danger of detection.

As the team planned their deceptive maneuvers, they acknowledged the complexity of smuggling necessary gear without drawing attention, leading to a group stealth roll. Despite an uneasy success, with some hope spent and failed rolls, the atmosphere remained tense, filled with the undercurrents of potential peril.

The session ended as they successfully positioned their equipment in the mausoleum, setting the stage for their descent into the depths in the next meeting, with an anticipation of restored hope and the looming threat of the unknowns that awaited them beneath the eerily silent graves.

Source - Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

08 April 2026

Games to March 2026

Doughnut graph of the games I've played this year. The text below summarises the data shown.

A slow start to the year, reflecting the fact that I am not actively playing a game at the moment. However, two conventions and a near weekly session of Coriolis: The Great Dark has filled my time.

I've GMed thirteen sessions and played two.

The Flowers of Algorab for Coriolis: The Great Dark dominates the figures, with 8 session total. After that it's Traveller (2 sessions, both run at Airecon) and City of Mist (both run at Revelation). 

Revelation saw me running a session of Comrades, and then playing in the playtest for Nefas and experiencing Brindlewood Bay for the first time. 

The balance between online and face-to-face is better than last year, with just over half the sessions being played online. I'm really liking the combination of Role and Owlbear Rodeo. The VTT just fades into the background and the focus is on the people. It's reminded me what drew me to Role in the first place.

I'm hoping to get a one-shot of Delta Green set up soon, and perhaps complete a couple of the projects that have been bubbling under like Castle Xyntillan.

Overall happy in my gaming life at the moment.

8 April 2026

04 April 2026

Flowers of Algorab - Episode 6 - Secrets of Station 11

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

 

Episode 6 saw us digging deeper into The First and Last Man, as the party dug into the mystery of Levon Najjar, a Guild Explorer who had died in suspicious circumstances. Everyone was present again, which was fantastic. 

The tech all worked smoothly.

There was an amusing moment when one of the players rolled all the sixes that they'd ever need on a reasonably minor roll, only to have to burn through a pile of hope for a pushed re-roll on a much more significant stealth check.

One of the things that struck me about the campaign so far is how random chance has influenced the adventures so far. That's random chance in that two of the characters having been created with ties into The Black Toad organisation, something that they have leaned into and made accessing some key information simpler as they've been able to talk to Black Toad linked contacts with much less suspicion than they'd have otherwise garnered.

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

Having searched Gar Boutaleb's room at the Saadalian Rose hotel and finding no evidence of him expect a broken amulet and a ferry ticket with the destination 'Station 11' marked on it, the team returned to the haze and bustle of Aluminum Bay and The Golden Ape to reflect on what they had discovered and decide what they should do next. Meristo and Fassour recalled that Station 11 was a repurposed freighter out in Hull Town which was often used as a transit point to some of the Black Toad's drug operations. 

A quiet discussion with Maisi Midoun, the bar owner, confirmed that it was near the Razad, a ship that had made the great crossing of the diaspora and was now controlled by the Black Toad, and the word on the street was that it was a drug factory. The Zapti Constables tended to keep away from those areas, either paid off by the Toad or just deliberately avoiding trouble with the faction so long as it kept its operations subtle and out of the way.

Arda Qamar and Rashid Al-Masri joined into the conversation and the crew debated their next moves, weighing the dangers of infiltrating possibly hostile grounds with the need for discreet, effective action.

Throughout this gripping episode, our heroes displayed camaraderie, tactical ingenuity, and a relentless pursuit of the truth, navigating through the murky underbelly of Ship City's societal and criminal layers. Each choice brought them closer to unraveling the mystery surrounding Gar Boutaleb and his enigmatic actions.

Deciding that it would be sensible to collect their Delving Gear, and/or Exo-Suits as they would likely face the cold vacuum of space on the next stage of their investigation, they took the lift back up to the upper levels of the Chasm and their quarters.

Bags with their kit collected, they were stopped as they approached the lifts by a large group of Zapti lead by Captain Tamar Zarab. Zarab wanted to ask them questions about their involvement in the suicide of Levon Najjar. Immediately, the crew were alert, because if this had really been a suicide (and the authorities had ruled it as such), why would the Zapti be investigating it?

Lieto, a steadfast and sharp-witted member of the Guild, faced pointed questions from Captain Zarab regarding his whereabouts on the night of Najjar's demise and dutifully relayed his alibi, which included testimonies from familiar acquaintances. However, the interrogation broadened as each adventurer was challenged to account for their actions, revealing a blend of truth and deception among the team.

Fassour Farradi and Meristo Koulas, banding together with Rashid Al-Masri and Arda Qamar, navigated the probing inquiries with a mix of honesty and subterfuge. While Rashid and Arda presented themselves truthfully, Fassour and Meristo opted for disguises of truth, providing assumed names and obscuring their true identities from Captain Zarab's piercing gaze, a hangover from their connections to the Black Toad.

The discussion took an unexpected turn towards the academic, with Lieto showcasing his scholarly achievements through an exchange of digital business cards, hoping to impress upon Captain Zarab the depth of his intellectual pursuits. Yet, beneath the surface of these interactions lay a web of mistrust and strategy, as the adventurers speculated on the true implications of the investigation and prepared for the potential repercussions of Captain Zarab's continued scrutiny and veiled threats about 'impeding their investigation'.

With the conversation with Captain Zarab concluded, the adventurers turned their attentions back to the murky depths of their own quest. They ventured onward to the enigmatic and chaotic Wreck Alley, a district alive with the promises and perils. Here, in the shadows of decayed starship hulls and buzzing market stalls, they sought passage to the foreboding Station 11 on Pier 17, guided by a ticket linked to their elusive target, Gar Boutaleb.

Upon securing their transport aboard a rugged tugboat captained by a resourceful crew, the crew engaged with locals, gathering whispers and warnings about the dangers that lay ahead. Each clue, each hushed warning fed into the rich tapestry of mystery and danger enveloping their journey. As they disembarked at Station 11, they found themselves in a decrepit environment, greeted by the stench of ozone and machine oils; aa visual tableau of decrepitude and desperation.

Their arrival did not go unnoticed, and they ended up in a peculiar little workshop run by a former machinist named Vanda Samrani. Disheartened by her ostracism from previous high-status employment due to a falling out with her Machinist's Guild superior, Vanda now managed her own modest establishment, delivering mechanical repairs and fabrications to those in need around the less trodden paths of the station.

Lieto, always attentive to opportunities, played on their shared Machinist background and engaged Vanda in conversation, exploring potential ties and clues in their relentless pursuit of the elusive Toad Delver. As bread was broken, cakes and stories shared, details emerged of a suspicious individual associated with a distinctively blue bird, aligning with the person of interest in their quest. The mention of this blue companion piqued Vanda’s memory, recalling a visit from the individual just five days prior.

With strategic prompts from Arda, the group learned that the man they sought had indeed passed through, albeit briefly, engaged shortly by a discontented group from the 'Toads'—a detail that Vanda nonchalantly noted during her narration of local passersby.

As the conversation deepened, the machinist, overshadowed by her mechanical curiosities and remnants of a more illustrious past, provided valuable logistical support to the crew. Offering magnetic boots and essential gear for navigating the station’s precarious environments, Vanda facilitated their exploration with a blend of commercial acumen and discrete complicity, aware of the unspoken elements of their mission.

Thanks to Fassour's insights and Meristo's sharp negotiations, the team equipped themselves adequately, all under the watchful, albeit mechanical, eye of Arda's bird, Corvus, who displayed an almost mischievous interest in the scattered tools and components of Vanda’s workshop.

With new - well, second-hand - equipment and bits of wisdom in tow, our adventurers continued their journey through the echoing corridors of Station 11, their path illuminated by flickering lights and the promise of uncovering the shadows that enveloped their quarry, Garbuttaleb. Each member of the group, bound by a shared goal but driven by their unique motivations and backgrounds, stepped further into the depths of intrigue, their hearts resilient against the backdrop of mechanical buzzes and the distant hums of uncertain encounters ahead.

They exited from one of Station 11's creaking airlocks, and tethered together with a rope, the experienced zero-G operatives guided the crew over to the Razad safely, managing to avoid any additional interest from the small guard vessels surrounding it. Alighting on the hull of the drug factory without observation, they hacked the airlock and entered the ship. 

Fassour suggested the group to hug the walls and proceed stealthily to avoid detection. As they navigated their surroundings, Rashid Al-Masari, renowned for his stealth abilities, took the lead. Several times they thought that they had been observed, but somehow they pushed their luck enough to get through the cantina area. Meristo offered some stimulant help,  a nerve-calming spice, though concerns about its effects on their reactions and agility led them to decide against its use in favour of maintaining their alertness. Corvus, Arda Qamar's ever-inquisitive bird, was discussed for its potential help in spotting their target, though how conspicuous to make Corvus remained a topic of mild contention.

Eager to reach a room identified by Corvus as a point of interest, they prepared to confront the individuals inside, concerned about potential hostility. After a brief discussion on how to approach, they knocked, leading to a tense interaction with an inhabitant who grumpily acknowledged their presence only when trades of spices and brewing techniques were mentioned.

Inside, they met a grey-haired, scarred man dressed in a Coriolite djabala, surrounded by signs of a seasoned life. The man, revealed to be their target Gar Boutaleb, engaged in guarded conversation, expressing skepticism about the crew's intentions. The presence of his blue Bird, Zrit, complicated the dynamics, as both avian creatures exhibited signs of territorial discontent.

After managing to calm the tensions between the birds with snacks, the crew discussed the deeper implications of their quest with Boutaleb. They examined glyphs that he shared, speculating on the existence of a concealed vault - potentially in Ship City's asteroid - that might hold profound secrets or valuable contents. Boutaleb disclosed his fears of being hunted due to the sensitive nature of his discoveries, hinting at powerful entities that would kill to keep certain secrets hidden. 

He opened up about his past efforts, disclosing his connections with a group referred to as the Toad and his dealings at the bird market. His narrative revealed the harsh realities and rugged demands of his line of work, juxtaposing it against the more ruthless nature of groups like the Jade Scorpions.

Arda Qamar expressed understanding, noting a recent scuffle with the Jade Scorpions, suggesting that another group, the Coriolites, might have employed their services. This led to a further discussion about a mysterious tablet that our adventurers learned was discovered in the Great Library amidst neglected artefacts and cryptic glyphs. The conversation revealed that their new acquaintance and his late friend Levon had hoped to explore an area guarded by Coriolites, known as the Ramda Obelisk, believing it concealed significant historical importance and clues to the vault location.

Ultimately, the interaction concluded with the adventurers obtaining the crucial tablet and notes from Gar Boutaleb, who urged them to explore further and return with whatever truths they could unearth. As they exited, the weight of their discoveries pressing upon them, the team left the Razad more aware of the monumental stakes of their quest, guided by both the glyphs and the ominous warnings of their wary yet informative new ally.

The explorer offered to facilitate the crew's discreet departure from the station, shifting the scene to a tenser interaction with the Razad's boss. Despite a nerve-racking exchange, Fassour was able to defuse the situation using a Black Toad recognition hand sign, easing their passage out of the station.

Back on familiar turf, the team was left to contemplate their next steps, pondering over necessary preparations before attempting to explore the enigmatic obelisk mentioned by their late-night acquaintance. They learned that this obelisk, covered in glyphs, stood as a historically significant monument under the vigilant guard of the Purple Guard of the Navigator's Guild.

With the insights gained and the potential risks weighed, they debated the merits of seeking permission from the revered Master Moska, with Rashid considering acquiring a permit that might aid their endeavours within the city. The session closed on plans to engage with Master Moska in their next gathering, setting the stage for what promises to be a crucial juncture in their mission.

Source - Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

01 April 2026

Books in March 2026

Infographic exported from TheStoryGraph.com showing a collage of the covers of the books I read this month, arranged in a 4 wide and 4 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths March 2026 Reads" beside it. The books are described in the post below.

Seven books in March, with a total of 2,068 pages, which takes me to 26 books and 6,817 pages. A slower pace because of gaming reading and conventions.

A single non-fiction, Polar War by Kenneth R. Rosen. I bought this on the back of an interview with the author and was initially taken aback; I was expecting a technical analysis of the potential threats and conflicts in the Arctic, but the book is more a series of vignettes with different people and places across the arctic circle.  However, there was a thread through the vignettes that showed the threats and conflicts and drew it together. 

Fiction-wise I read Adrian Tchaikovsky's Days of Shattered Faith. It's the third of his Tyrant Philosophers series. This expanded the background and started to explain why particular polities in the series behave the way they do. I enjoyed meeting the characters and it was as intriguing as the other books, and again very different.

I had a bit of a palette cleanse after that with The Sun Down Motel by Simone St. James. This is the third of her books I read, and again it blends a murder mystery (in this case across two different timelines) with the supernatural. Quite a satisfying book; I enjoyed the way that the stories intermeshed. 

The final novel was a re-read of William Gibson's Neuromancer, which was as fantastic as ever. As it was a book club read, it was fascinating to hear from people who didn't encounter this when it first came out and who had later references such as The Matrix in their head when they thought about cyberpunk. An enjoyable chance to reflect on a book I love; I've moved onto the next in the Sprawl Trilogy as a result.

I also read three roleplaying game books; a re-read of Deepnight Legacy before I ran it, then the first volume of the Great Rift sourcebook. That was enjoyable, and a bit different. Finally, I read The Laundry Supervisor's Guide. This is a wryly written background lore book for Charles Stross' series. I am tempted to run something with this, but I'll wait until I've read some of the scenarios before I make a final decision.

1 April 2026



30 March 2026

Flowers of Algorab - Episode 5 - Trouble in the Stacks

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

Episode 5 saw us digging deeper into The First and Last Man, as the party dug into the mystery of Levon Najjar, a Guild Explorer who had died in suspicious circumstances.

We had a full house with all five players, and the changes to tech that I'd made (with wired headphones to monitor audio) meant that the technical side went smoothly. As a reminder, I capture the audio from Role (running in Safari) with Rogue Amoeba's Audio Hijack, then drop it through TabletopRecorder to get a transcript and summaries.

We did have an interesting discussion at the end of session on whether mystery stories are inherently railroads in terms of the plot. I think our tentative conclusion was that they could be seen in that way, but it depends on how open the routes are through the scenario. If it was a linear clue path, then it's more like a railroad. This scenario isn't a linear clue path... 

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

In the Ship City of Jumuah, our intrepid adventurers delve deeper into a web of intrigue and mechanical monstrosities. Last session's investigation had led them along a dangerous trail left by the suspicious death of Levon Najjar, their colleague from the Explorer's Guild. They found a note hinting at a store of knowledge hidden in the Great Archive, suggesting a deeper mystery. 

Faced by a heirloom technology based cybernetic spider, the adventurers narrowly escaped its venomous bite, which spurred them to further unravel the secrets sewn into the fabric of this dark affair. Rashid and Ada sought the secret meaning of a blue feather linked to the nefarious Black Toad organisation, which seems deeply entangled in this plot, in the Bird Market.

Meristo Koulas, returning to safely store valuable clues at the guild, ventured alone through Ship City. The underbelly of the city brought threats of its own as two more robotic spiders and a cloaked and masked figure followed him, echoing with metallic pitter-patters in the shadows. A sudden and fierce encounter ensued. At the brink of peril, Meristo's quick thinking and swift actions saw him narrowly escaping the jaws of his pursuers, utilising his surroundings in a daredevil display of parkour to vanish from his foes, changing levels to evade his pursuers. 

Meanwhile, Fassour and Lieto, oblivious to Meristo's distress, ventured into the Grand Archive of Jumuah. Their search steered towards the mysterious reference "122y," inadvertently stepping on the trail of previous inquiries by other parties, including Levon and the enigmatic Gar Boutaleb. The archivists, with a little pressure from our heroes, revealed subtle cues about these tied connections and visits relating to their query, unraveling names from the past and hints of collusion or perhaps conspiracy among the guildmembers.

In the shadowed aisles of the Great Archive, amid the scent of old paper and dark Kuan wood, our heroes delved further into the mystery at hand. Led by a buzzing firefly drone, Fassour navigated past bickering archivists, guided to a secluded section where evidence of recent tampering whispered of hidden secrets. Amid the crates labeled "Dig Site 12," Fassour's sharp eyes spotted signs of intrusion—a few splintered pieces scattered around an opened box. His suspicion piqued, he scrutinised the area, discovering evidence of the crucial missing artifact: the packaging that had stored stone tablet marked "122Y," a key they had hoped would unlock further secrets of the past expeditions chronicled in their quest.

As Fassour and his companion Lieto made their discoveries, an unforeseen danger lurched from the shadows. A shelf, heavy with history and dark intent, thundered down upon them. Quick reflexes barely saved them from being crushed, though both bore the harsh brunt of the assault. In the chaos that followed, Fassour's keen senses caught the fleeting glimpse of a nefarious figure, clad in a gray robe, fleeing the scene—the orchestrator of their near demise, leaving only whispers and the urgent need for pursuit.

Outside the Archive, Rashid and Arda arrived precisely as chaos spilled from its doors. With clever misdirection and quick thinking, Rashid intercepted the fleeing figure, and through a blend of intimidation and cunning, they extracted the truth. The attacker, now revealed as a pawn under the hire of a masked stranger, had attacked under orders, driven by desperation and the promise of rukh. The archivists called the Zapti Constables to arrest the trespasser.

The team, all gathered together once more as Meristo had returned, stopped at the bar the thug had been hired from, down the street in sight of the archive for refreshments and to plan their next move. They observed the Zapti constables in action, arresting the suspect involved in their tangled mystery. Among the constables was a notably distinct woman, clad not in usual uniform but in a practical ensemble with black boots and a blue cuirass, her keen gaze measuring the guild members. The adventurers speculated her identity, guessing she might be undercover or a significant figure disguised amidst the constables, perhaps the official that had order Najjar's apartment to be closed off.

The discussion pivoted to potential infiltrations by the elusive Black Toad organisation within the law enforcement ranks, underscoring a web of corruption possibly extending into the constabulary itself. Meristo hinted at his intricate knowledge of such covert operations, heightening the sense of looming threats and deeper conspiracies.

Turning their focus to the guild records, the team decided to probe into past expeditions and personnel which could shed light on their current dire straits. This probing revealed ties between mentioned individuals and the enigmatic Black Toad, confirming suspicions and threading more pieces into the puzzle of guild politics and clandestine affiliations.

Following up on "Dig Site 12", they established it was one of the first sites explored in the Jumuah system, and was on the same asteroid that Ship City was constructed out of to give a new home. This linked a significant archaeological finding—The Ramda Obelisk, part of a previous dig, to current events. This obelisk, guarded and secluded on the asteroid surface, held the echoes of past guild endeavours and possibly secreted knowledge critical to understanding the broader scope of machinations they faced. As they pieced together these fragments of history and deceit, their path seemed to point towards visiting the dig site to uncover what lay buried, shadowed by time and guarded by those with vested interests.

However, before that, they wanted to follow up a matchbox they found dropped at the scene in the library. This pointed to a bar, The Golden Ape, located in Aluminum Bay, a venue Meristo and Fassour recognised as being favoured by the Black Toad. Before they left, they visited the market and kitted themselves out with light protective armour, just in case there was trouble when they stepped cautiously into the underbelly of a society where knowledge was both a weapon and a shield in the silent wars waged between the Guilds. Rashid sought solace and guidance from his Horus eye amulet, hinting at a cursed luck that dogged their steps.

Arriving Aluminum Bay, the lifts opened into a busy area of docks, where they navigated to the neon-drenched locale known as the Golden Ape, a cantina under the clingy fingers of the Black Toad itself. Here, Fassour dealt nods with old contacts, flashing gang symbols to garner safer passage and maybe easier conversations. The cantina’s air was thick with the scent of spiced beer and tobacco, betraying layers of old allegiances and talking points leading them to Maisi Midoun, a former crane rat and ex-Toad member. Fassour and Meristo tugged at strings of information about others, including a mysterious Coriolite in a golden mask and illicit tech dealings, steering their course through murky narratives.

Each revelation—spied corners in the bar, conversations with Maisi, and maneuvers around the Zapti Constables—brought them closer to the underbellies of their city’s conflicts. As strands of their investigation crossed old gangland ties and dug up names like Gar Boutaleb, the adventurers started to connect dots between the clues they had, finding out that Boutaleb usually stayed at The Sadaalian Rose

Their night teetered on the cusp between indulgence and functionality, with Rashid ensuring they kept a relatively cool head, balanced between seeking information and avoiding undue intoxication. Yet, everywhere they traversed—from the thrumming energy of The Golden Ape to the dodgy recesses of The Sadaalian Rose—painted a grim tableau of the sticky adventures in which they had embroiled themselves.

The Sadaalian Rose revealed its thorns as they probed for more clues. Here, the oily charm of bribery and the sheer necessity of navigating through underworld personalities played out, with Rashid slickly managing hotel insiders to secure a guided path to their next clue. Every floor ascended and every door manipulated open with skilled intrigue brought them face-to-face with the dank reality of their quest—a melange of risk and necessary alliances dressed up in the thick smoke of drug dens and the occasional necessary bribe.

As their night drew to a close, gun in hand and allies at the ready, the adventurers positioned themselves before yet another door, another potential reveal. What lies behind it could thread more danger or answers, or like much of their journey so far, a complex weave of both. Their saga continued, embroiled in the grit and grind of the city's shadows, every step a dance with danger and discovery. As they inched closer to unveiling the mysteries that might lead them to the truth or deeper into peril, only the sharpness of their wits and the readiness of their arms would tell.

In a dimly lit room cluttered with the detritus of hurried research and abandoned personal effects, our adventurers, led by Fassour Ferrari, surveyed their surroundings. The room, though empty of its occupant, brimmed with clues: a messy bed, scattered papers, and books with esoteric contents suggesting frantic studies of Builder artifacts and other mysterious topics. Arda Qamar's eyes caught the subtle symbol of the Black Toad on a broken pendant, hinting at foul play or a hasty departure.

While the room offered no direct signs of their quarry, Gar Boutaleb, nor any paths leading to hidden chambers beyond a small toilet, the residue of his urgent exit lingered in the air. Notably absent among the chaos were any references to the much-discussed "Site 12," though an alluded “Station 11” marked on an abandoned ferry ticket drew their attention as a potential lead.

Arda probed for any traces of an unusual bird amid the room’s mess but found only an empty biomechanical nut package; its fleeting owner's whereabouts as inscrutable as the whispers of espionage that danced through their minds.

Meristo Koulas pondered the implications of their findings, the broken pendant suggesting violence or desperation. Fassour, his mind attuned to the missing gaps in the research sprawled before him, acknowledged the discouraging dearth of solid evidence with which to reconstruct a clearer picture.

Outside, on a vulnerable fire escape, Fassour carefully scrutinised the docks, piercing the veil of the mundane with his sharpened perceptions to spot a fleeting figure linked to the Jade Scorpions, the gang whose member had attacked them in the Archive, a minor yet curious detail in their woven tapestry of conspiracy.

As the session wound down, the adventurers' debate continued. Should they consider the theft of potentially valuable information from Boutaleb's room? The moral quandary was brief; their intentions were not aligned with betrayal. Locking the room behind, Rashid Al-Masri reaffirmed their noble purpose—to probe the mystery of a shared past, perhaps intertwined with the whereabouts and well-being of Mr. Boutaleb. An intriguing hint about his recent acquisition of Cira Cira, a healing agent, suggested preparations for either recovery or an expedition, thickening the plot with possibilities of his motivations or destinations.

As they concluded their search, the adventurers resolved to pursue the lead indicated by the ferry ticket pointing to Station 11, hoping the next session might unveil more about the winding paths that Gar Boutaleb and their own destiny might trace.

Source - Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

30 March 2026

29 March 2026

Flowers of Algorab - The Fractured Library and other Tales of the Lost Horizon

A screenshot of the beta version of "The Fractured Library & Other Tales of the Lost Horizon", an adventure compilation for "Coriolis: The Great Dark". It has an abstracted yellow and black cover with a masked Coriolite, a Navigator and an Explorer with a long gun set above images of planets and a starship. The word 'Beta' is written across the cover.

With Flowers of Algorab now being available outside the original kickstarter, Fria Ligan have opened a preorder for the next book in the Coriolis: The Great Dark line, The Fractured Library and Other Tales from the Horizon.

This is a compilation of five adventures, each of which can be standalone, but with notes on how to link them into the Flowers of Algorab.

Now, the campaign as released has six adventures - a kicker (which we are currently running), four other locations and a finale.

Skimming the new release shows me that the adventures could very easily be slotted into the campaign and some of them look very good. There's one I definitely want to run.

The campaign meta plot only needs a certain number of locations to be visited to find the end point, so it's unlikely that I will end up using many of these. I need to read this properly and soon.

I also need to consider that each of these may add two to four sessions to the campaign, so I need to discuss with the players whether they're up for that or not.

Excited to have the options.

29 March 2026


16 March 2026

Airecon 2026 - After Action Report

A black and white photograph of the illuminated AIRECON sigh at the front of one of the gaming halls.

This weekend saw me visiting Airecon to run two roleplaying game sessions. My friend Graham, who organises the roleplaying games at the event, gave me a gentle reminder that I was leaving it pretty late to offer to GM so I reached for two scenarios that I'd run previously at other conventions with a game system I can run without reference to the rulebook, my forever game Traveller. Although Airecon is predominantly a board game convention, the scale of the roleplaying is not to be sniffed at, with twenty-one tables mostly fully in use until the last slot which was a bit more sparse a people were starting to go home. The convention runs for three days, Friday through Sunday, but I only did part of the weekend because of family commitments.

I arrived late morning on Saturday, mainly as I had things to do (like making sure my sons got out of bed and went and got their mum a Mother's Day present). This gave me time to mooch around the main trade hall, which was a bit of a disappointment for a role-player. I found that the selection wasn't that big. There was a good selection on indie games on one stand, Arion Games' Fighting Fantasy and Maelstrom selection, and a couple of other stands with a small but decent variety. I'd gone looking for the recent Pendragon releases and possibly the recent D&D 5e Eberron release (I wanted to look before I purchased), but none of these were to be found. Paul from ARU explained that they'd brought a smaller roleplaying game selection because the RPGs were no longer located in the same hall, having been relocated to The Majestic Hotel (a Hilton) next door with the main food van selection between. He said they'd figured that there wasn't much of a reason for a roleplayer to want to go to the main halls with everything they needed close by at the Hilton. 

I eventually found myself a copy of the Pendragon books at the Chaosium stand were David Scott was doing a fantastic job at manning a stand and doing demos of games on demand. It made me wish that Mongoose did something similar (the kind of thing that BITS used to do); you could easily offer 3 or 4 different styles of Traveller demo (Exploration, Free Traders, Space shenanigans and more) and try and bring new blood into the hobby. He explained to me that they were looking at bringing new people in, so boardgames conventions are a better place to start than roleplaying ones.

I note that I couldn't find any Traveller on the trader's shelves, but my FLGS has mention they've ended up ordering books I've wanted from overseas distributors as they're hard to get hold of in the UK. 

Lunch was a simple sandwich from one of the venues' food stands.
 
The view from the GM's side of the screen; a copy of the Traveller Core rules and Mysteries on Arcturus Station rest before the Referee's screen. The table beyond has pictures, another Traveller book and six-side dice on an orange dice tray. The player's side of the table - portraits, screens, a copy of the Traveller Central Supply Catalogue, and standees with character sheets on a white cloth covered table with the number 18 on a standee. 

My first game was "The Hunt for Sabre IV", a mystery that involves a stolen multi-million credit ore-carrier, at least one murder and a struggle against an oppressive mining company. It's part of the Mysteries on Arcturus Station anthology, the prequel to the classic Murder on Arcturus Station. I thought I had three players, but ended up with five. One was a friend and Garricon regular, Jon, and the others were three people who hadn't played Traveller since the Classic edition, and a gentleman who'd only played D&D for the last forty years.

They were part of a corporate troublshooting audit team and between them ran a very slick investigation, rapidly finding the culprits but taking a bit more time to find the reasons. They successfully recovered the stolen vessel, outsmarted the corporate's small print in the contract and seemed to have a good time. I certainly enjoyed running for them.

I'd initially intended to play a game on Saturday evening, but that was before my eldest asked me for a lift for a field trip on his University course. I needed to drop him off at 7.30am, so I decided that the best thing for me to do was to go home and get a reasonably early night.

Gaming table ready for a game of Traveller, with the rulebook, a starship sheet, dice and dice tray, character standees, portraits and a hex-map of the Corridor sector.

Sunday saw me and the offspring getting up around 6am, and being quiet so his mum could have a lie-in. I dropped him off and then returned home for some breakfast and then a read through of the next scenario, Deepnight Legacy. This is the opener for the Deepnight Revelation campaign, a body horror tale which tends to leave players drawing on references to Alien and other films. Once I'd read it through, no-one else was up, so I headed into the convention.

I went to the trade-hall for another mooch (ever hopeful), and bumped into my friend Tom. We had a bit of a browse, a good natter, and then a brew, before heading over to the Chaosium stand for a chat. Tom was also talking about his forty plus year passion for Tunnels and Trolls and how he saw the new kickstarter as a good step forward to making it a better game to use at the table. He's played it a lot, so I respect his views. He's been trying it by using the old solo-game books and converting on the fly. We followed that with lunch, this time from the food vans. I went Greek with a Gyros with lamb and halloumi. Graham popped down, and we had a good catch up over lunch.

AireCon 2026 - view of the game table (number 7) set up with a GM screen at the back, Traveller rulebook, starship image, dice and dice tray, character standees and then portraits and maps.

I soon got the table set up, but was a little nervous because I'd only sold one ticket, and that was to Jon (again). I ended up having to improvise a sixth player (using a sheet from the earlier game), as one of the other games wasn't running so I got a more than full-house. The player mix was very much similar, several people who have never played Traveller, and others that last played it quite some time ago.

Initially, they were a bit more gung-ho in the scenario than the other groups that played it, but soon caution started to show itself. They realised that something serious was up and that it was better to be quiet and careful. They managed to rescue the survivors of the base and escape without any injuries except the ones that were self-inflicted from climbing upon a building in a vacuum suit and slipping! Overall, they did really well and seemed to enjoy the game.

We were the second to last game to finish (around 5.30pm) and I soon was heading home to cook dinner!

I like Airecon; my relationship with it is as a punter, and there are very few conventions that are like that for me. Although some five minutes away from the main hall, the roleplaying facilities were really good this year (although like all conventions, a little noisy when they were full). The trade hall and offerings for convention are great, even if I found it a bit sparse from the roleplaying sense. The folks were friendly (well, it's in the North!) and everyone seemed to be there for a good time. There were plenty of families and people of all ages enjoying themselves.

Recommended as a convention. Thanks to Graham and the various players in my games.

16 March 2026