25 February 2026

Flowers of Algorab - Episode 2 - Into the Fissure

 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 second session of play saw us down a player (Andy) and Hattie was delayed by work. Our session ran just over two hours, and was the second session where we've drawn on the introductory scenario "The Sky Machine". I started with a flashback to the meal that the explorers attended the night before and then we headed off into the delve. This meant that we got into mechanics of Delve resolution, which is a procedural approach in a similar way to how The One Ring handles Journeys. 

Put simply, the Delve starts with a scan, and then the Bird is used to find Blight. The next stage is for the Delver to make a roll to make progress down into the ruin, followed by seeing what hazards are faced (these escalate the deeper you go). Finally, if the crew are in a Blight area, they have to resist taking damage from that. Paul had a nightmare set of rolls as the crew headed deeper into the ruin, and it really was a grind with a high burn rate through supplies. Mechanically, this is what this segment of the game is about; one of the players observed that it is almost like a board game, but it also reminded me of OSR style procedural grind through a dungeon. The crew's resources are diminished, which makes it feel stressful, and acts against procrastination and complacency. Delves are meant to be dangerous. I do think that we will probably be more narrative on how we address this once we get more used to the system.

Through the session, Role and Owlbear Rodeo worked well, and the integration with OBR was seamless. I'm liking it more and more.

I managed to resolve the issues that I had with audio recording to allow me to capture the session and generate a transcript and summaries using tabletoprecorder.com's LLM tools. My session summary below draws in these, but they needed some tweaking, especially on names.


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. Behind them is a hint of the Coriolis: The Great Dark cover.
The New Seekers (Corvus, Arda, Meristo, Fassour, Rashid and Lieto)


The Session

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

Our intrepid explorers found themselves delving into the peculiarities of the moon Moubarra-4, a celestial body with a size and gravity anomaly that perplexed many. The peculiarities of this moon were discussed including its surprisingly high gravity for its minuscule size of about 48 kilometres across. 

Upon their arrival at the Gillen's Point complex on Moubarra 4, the group engaged in local hospitality as the moon moved into eclipse from its gas giant parent. They enjoyed exquisite Cira Cira dumplings and grass wine while Chief Kalvanetes toasted to their success. Meristo subtly interacted with a Coriolite known as Ytreppo, who was caught whispering about the beautiful, inexplicable things, hinting at ancient Builder technologies hidden on the moon.

Conversations at dinner revealed layers of tension and mystery surrounding the purpose of the group's mission and the intentions of their hosts. Fassour navigated a nuanced conversation with Zera Vandao, a leader who might be operating under the Black Toad's banner, delicately probing for her reasons for being there. Meanwhile, Lieto listened sympathetically to Chief Kalvanetes as she lamented the difficulties of her position and hinted at the Navigators' Guild Tech Team's suspect reasons for their sudden appearance on the moon. It was implied that something much more valuable than a routine inspection was at stake, involving the mysterious fissure and potential riches hidden within. 

Meristo took an opportunity to lighten the mood with a little indulgence, offering the Chief a spice that mixed well with the feast, while Lieto and Fassour continued to gauge the underlying currents of their company. As alliances formed and motives were discreetly questioned, the adventurers had to weigh their loyalties and the potential risks of betraying professional contracts for the promise of lucrative secrets hidden beneath the surface of Moubarra-4. 

As morning approached, with every intention set and potential alliances pondered, the group prepared themselves, donned their suits, and set off to face whatever lay in the depths of the moon, each step further entangling them in the complex interplay of power, greed, and the insatiable hunger for the unknown. 

In the starlit quiet of the asteroid, our brave explorers prepared themselves for the uncertainties ahead. Leto Miesma, Fassour Farada, Meristo Koulas, and Arda Qamar gathered their courage and gear to delve into unknown depths. As they readied their rover for departure, Lieto and Fassour meticulously checked every component of their transport, beginning with their suits and extending to the beleaguered rover itself. The teamwork shone as Lieto took up the role of checking the mechanical integrity of their vehicle, scrutinising it with his expert eyes. Even under the scrutiny of Fassours’s questioning, his checks confirmed the rover, though aged, was capable. 

This precautionary pause was insightful, revealing that vital emergency transponders and a mechanics toolkit were conspicuously absent—an unsettling discovery suggesting their expedition might not be intended to return. Resolved to navigate this subtle sabotage, they procured substitute transponders, albeit outdated ones from the mining combine, ensuring a lifeline back to civilisation. Meristo, skilled in medical and esoteric arts, subtly leveraged contacts to nudge circumstances in their favour, ensuring they had working equipment for emergencies. 

Before they left, a group of miners gifted them lucky charms and wished them all the best.

With preparations complete, Arda, the group’s enthusiastic yet inexperienced pilot, took the helm of the rover. The mood was contemplative as they embarked through the stark, stony expanses bathed in overhead starlight. However, tranquility was abruptly cut by the alarming tremor of cracking ground beneath them. Quick-witted and spurred by impending danger, Arda deftly maneuvered the rover around emerging chasms, her actions guided by the whisper of intuition and the weight of the medallion gifted by grateful locals—a symbol of faith and protection. 

Their arrival at the fissure marked the last known whereabouts of the lost explorers. As they peered into the abyss, the deep, unfathomable darkness stared back, whispering secrets of the unknown. It was here that the real journey began, as they prepared to descend into the bowels of the moonlet, unbeknownst to them what awaited in the silent darkness. The communal spirit of the team, solidified by their shared ordeal and the tokens of hope carried closely, readied them for the challenges down below. Thus, surrounded by the vacuum of space and the solidarity of their fellowship, they readied themselves to delve deep, driven by the raw promise of discovery and the unyielding human spirit of exploration. 

Arda carried out a successful deep scan then commanded the Bird, named Corvus, to scan ahead for blight, a hazardous contamination. As they advance, Meristo notes the significance of using their resources sparingly, as their supplies are limited to what they carry. Leto offered a suggestion for the Bird's usage, considering saving energy for possibly higher levels of blight deeper within. 

Amid their strategic planning, the group faces the immediate threat of blight contamination; Meristo, maintaining a stern focus, decides to push forward. The rover, their crucial vehicle amidst the hostile terrain, becomes a topic of concern. The team deliberates securing it against potential sabotage by other mysterious teams likely scouring the same depths. Despite lacking sophisticated defense mechanisms, they decide on basic preventive measures. 

Meanwhile, the descent grows more harrowing. The ground beneath them cracks, hazard begets caution, and mysterious purple dust disrupts visibility and equipment functionality, leading Meristo to abseil blindly with a climbing kit. The group encounters strong magnetic fields causing their tools to behave unpredictably, adding to the already stifling challenges. Managing resources becomes critical as they proceed, each action sapping their supplies and energy. The GM throws in unexpected twists—equipment malfunctions, supply losses, and the unsettling accumulation of blight. 

As tensions rise, Meristo suggests utilising the Bird again to clear the path ahead of blight, debating the best use of their dwindling energy reserves. Each decision carries weight, their survival balancing precariously on the edge of each choice in the unforgiving underground of Moubarra-4. 

In this session, every roll of the dice spells critical consequences, pushing the adventurers to their limits as they navigate through the mysterious and perilous moon's belly, driven by the faint hope of uncovering its ancient secrets. Through strategic thinking, resource management, and a bit of interstellar luck, the group presses on, each step echoing through the corridors of the unknown. As the adventurers delved deeper into the mysterious and hazardous corridors of the delve's depths, the GM guided their tactical discussion concerning their equipment and capabilities. Lieto pondered the weight of his fusillade pistol, ensuring it did not jeopardise his mobility, while the group prepared for the dangers ahead, including the pervasive blight. 

With the ever-threatening blight weighing heavily upon them,  an uneasy conversation about conserving their precious resources surfaced; they deliberated when to deploy their scanning bird, Corvus, to mitigate the blight, balancing the need for safety against their dwindling energy supplies. As the terrain’s challenges intensified, agility and handling checks became critical. The group faced losses—Lieto, struggling with his supply count, dropped a shovel and several packs of supplies were also lost.

Amidst mechanical and enigmatic obstacles, the adventurers managed a brief win, successfully clearing the immediate blight using Corvus while discussing the best path forward through the treacherous environment. Tension escalated with an unexpected magnetic anomaly affecting their equipment, leading to more rolls for agility. As they secured their immediate area, a tactical discussion ensued about the best use of their resources to proceed with relatively reduced risk. Lieto and the team’s focus remained vigilant against the looming threat of blight, knowing well that one misstep could deepen their peril. 

Screenshot of the Role VTT showing an Owlbear Rodeo scene in a Safari Window on macOS. The screen has a column with a dice roller sheet on the left, then a column of video images, then the OBR window showing a deep scan of a delve with tokens for the crew, then a final column which has a dice roller visible.

During a critical phase, they unearthed a disturbing discovery—a body encased in rubble in a side tunnel chamber. The entrance was initially blocked by rubble, but Fassour cleared this and then noticed that there were cracks in the floor ahead that could cause further rockfalls. The rest of the team took great care passing them. As Meristo expertly examined the corpse, noting signs of blight infection on the wounds, the team also noticed mysterious patterns on the walls, dark and possibly significant, raising more questions than answers about their surroundings. The body was one of the prospectors, Rob Anker, the mining crew's driller. They secured the body near the entrance to the tunnel to side chamber ready for retrieval.

Decisions about how to navigate the chambers became discussions on survival strategy, as they pondered whether to clear paths or explore side chambers potentially filled with riches or doom. Every choice was a gamble of resources and safety, underscoring the harsh reality of their expedition’s stakes. 

As the session drew to a close, the explorers, continued their cautious journey into the further depths of Moubarra-4, each step a blend of risk, calculation, and hope against the creeping, ominous threat of the blight and the eerie mysteries embedded in the moon’s heart. The final stretch to the main chamber they saw was beset with higher levels of blight. As they approached the second blight marker, Meristo Koulas, managing to secure two sixes for the first time in the delve, easing their passage slightly. He pushed forward, causing Fassour Faradi to question the strategic manoeuvre through the grid on their map. Eventually, Fassour pinpointed a specific location, which the GM validated, triggering a new course of action for the group. They proceeded through another blight zone, with everyone bracing to roll for blight protection. 

Lieto Miyazma, keenly aware of their dwindling supplies, suggested increased caution. Yet, Meristo remained determined to push through, despite the risk of losing more hope points. The uncertainty increased when Arda Qamar spotted what she believed to be red lamps—indications of another presence in the depths, perhaps following them. Her alarmed observations were met with skepticism by Fassour, perhaps because Arda thought she heard voices on the radio earlier. Fassour focused on advancing towards a more strategic position within the main chamber to set up a defensive posture. Maristo decided to delve deeper into whether to utilize their bird companion, Corvus, to scout ahead or suppress the blight surrounding them. 

As they debated, the team cooperated to share the burden of risky decisions. Amidst these tactical exchanges, the group encountered a surreal, perhaps hallucinatory experience. Suddenly transported to an ethereal city among the clouds, they were bewildered by golden hazes and tower-like structures piercing through cloud banks—only to snap back to the grim reality of the asteroid’s depths. This vision spurred an insight roll directed by the GM, where failing members lost hope points, adding to the group's psychological strain, and those succeeding gained them, marvelling at the wonders they'd seen.

The adventurers continued, navigating through blight-infected areas with increasing trepidation. The consequences of their choices became palpable as they encountered physical manifestations of the blight—oozing blisters causing direct harm to Fassour. Meristo, determined to mitigate the damage, administered a decontamination dose to Faso, providing a temporary reprieve from the blight's effects. 

As the session neared its conclusion, the GM hinted at a pause until their next gathering, leaving the adventurers at the brink of entering the main chamber—anticipating what mysteries or horrors might lurk within, marking a suspense-filled pause in their harrowing journey through the unforgiving depths of Moubarra-4.

The Sky Machine awaits...

25 February 2026


22 February 2026

Flowers of Algorab - Episode 1 - The Funeral

 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.

The first session of play was delayed by a week because I had an unexpected work trip that would have seen me just about getting home at the right time for the session if the little gods of the A1, A17 and A47 were kind to me. Reflecting back, that was probably a good thing as I was somewhat rushed that week with Revelation being at the weekend.

I went in the session knowing that one player was feeling a bit ill, so I planned to end just after 10pm rather than 10.30pm. I think we ended up splitting the difference between the times. I spent Monday night, post convention, adding as much material into the VTT ready as possible.

Although we were kicking off the campaign, several of the players had asked if they could have a practice delve so they could understand how things work. It was a pretty split view in the group, and in the end Hattie proposed a solution; we’d start and then flashback to the previous delve. I had a look at two introductory scenarios and decided that The Sky Machine was probably a better fit than The Black Ziggurat. I have two players with Black Toad connections, and I think that the latter scenario would overly drive the spotlight at them in the first couple of sessions, whereas I wanted more of a balance as we started. I also felt that The Sky Machine was a more gentle delve to begin with. I played it at one of the Garricons and it was pretty straightforward.

The only issue that I encountered in the session was that for some reason the Audio Hijack feed was giving me echo of my own voice, and I was concerned that it would impact the session recording. So I chose not to record the session. However, reviewing the recording later on, I realised that the recording side had come through cleanly. I’ve made some tweaks and I hope that they’ll work okay next time.

Role and Owlbear Rodeo both performed flawlessly, and there was far less AV drop out than I’m used to in Roll20. However, the session was mainly using Role, as there was not much need for mappage.

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. Behind them is a hint of the Coriolis: The Great Dark cover.
The New Seekers (Corvus, Arda, Meristo, Fassour, Rashid and Lieto)


The Session

I opened the campaign with the funeral sequence from The Flowers of Algorab when the crew were invited to attend the funeral of a retired Explorer’s Guild member, Levon Najjar, by Master Moska, their Guildmaster. As quite a junior crew, they were both surprised and honoured to attend the ceremony in the City of the Dead in the depths of Ship City’s asteroid heart.

A screenshot of a session of the Flowers of Algorab running in the Role VTT in Safari on macOS. The browser window is in dark mode and the interface on Role is in the default darks and purples. To the left, there is a column headed “Dice Roller - Dom” which is a template to allow quick selection of dice. Further right, there is a column of video feeds from everyone in the game, and then a stark and somewhat abstracted image of a funeral with a yellow coloured body being carried by orange cloaked pallbearers towards a deep well.

The funeral was a symbolic and sombre affair, poorly attended and Master Moska gave the eulogy. After the body was committed to the deep, Moska invited the crew to take tea with her in the Hall of the Departed. They gathered around and as their Guildmaster started to explain that there was something about Najjar’s death - a suicide from falling from their balcony - that concerned her, the crew’s thoughts were drawn back to their previous mission and whether their actions there had led to this invite.

Cue the flashback…

The Grasshopper shuttle landed hard on the wings of a storm on the asteroid Moubarra-4, close enough the the Gilens Point mining complex to access it quickly, far enough that any accident during landing would minimise the risk of damage to the facility. Moubarra-4 was an enigma; the asteroid was only 48km across, yet it had a near-standard gravity and an atmosphere that - although thin and cold - was breathable with a compressor mask. The speculation was that it had been touched by the Builders in the past, but no evidence had been found despite the Navigator’s Guild having operated an observatory there for years. The moon was wracked with infrequent quakes, which had attracted the Mining Combine to take over the facility when the Navigators left, as there was easy access into rich seems of metals and minerals.

They’d discussed the mission on the way down; a team of miners had entered a newly opened fissure and only one had come back out, in a bad way, contaminated with Blight and deliriously rambling. Four of his team mates were still down in the fissure and potential ruins, their present status unknown. The Mining Combine had taken a few days to escalate this to the Explorer’s Guild, which probably didn’t bode well for it’s members.

The shear scale of the gas giant Moubarra over the small moon was enough leave the crew feeling very exposed and in awe of the scale of things; how small a human is in the face of the cosmos. Moubarra-4 was inhospitable, isolated and far from the warmth and comforts of Ship City. The journey, rushed and at speed in a shuttle usually used for shorter duration travel was uncomfortable and had left them fatigued.

They were met at the landing point with a rover, and the miner who was driving it soon warmed to the crew. He shared some of the news; the survivor was isolated in the hospital in isolation and he was genuinely worried about his colleague. The Mining Chief seemed to be agitated for some reason. 

As the rumbled across the surface, a sleek white vessel came into sight. Their driver identified it as a Coriolite Shuttle which had brought a new tech crew to the outpost on behalf of the Navigator’s Guild. He observed that it was a long time since they’d checked out the integrity of the Observatory; was it just coincidence that it happened just after a fissure opened with a potential Builder Ruin buried below?

They arrived and after disembarking decided that the best thing was to present their credentials to the Mining Chief, Lia Kalvenetes. They detected an undertone that she was holding back somewhat, but got a briefing of who was missing and how long they'd been gone (over three days now). They were told they'd get nothing from the survivor, Rez Autreb, the surveyor from the mining crew and that he was not expected to make it thanks to the level of blight contamination he had suffered. 

Of course, they didn't let that deter them, and most of the crew headed down to the medical facility bay to try and establish what had gone on, except for Fassour. Doctor Armaty, the overworked clinician whose care Autreb was under also discouraged them because of the risk of Blight, plus the patient's health. The bird, Corvus, used its powers to suppress the blight and - appropriately suited - they asked Rez about what had happened. He rambled somewhat:
Chamber down the fissure... beautiful patterns... I saw a city in the clouds of the gas giant(?) There were towers all around him. Something went wrong. City tilted. "We fell"(?)

When asked how he'd escaped, they got the following:

It was a deep shaft. At least one side chamber off it. And at the bottom was a place... enormous... almost like a cathedral covered in ice. But I left when I saw the vision because it didn't feel right, it felt like I was falling. I left the others and climbed. There were creatures there. I almost didn't make it out. It took me a day.

On his colleagues, when asked if they could have climbed up with him: 

No. I lost some of them. There was a rock fall. There were creatures. They could still be there. You're explorers, you could save them.

The strain of doing this was severe and he relapsed quickly back into unconsciousness.

Meanwhile Fassour was in the mess hall area, and discussions with the miners confirmed their concerns for their colleagues and that they were surprised about the presence of the Tech Team, especially arriving in a Coriolite Fast Picket. Fassour suggested that the Tech Team couldn't be trusted, and that he'd heard of false tech teams that jump claims. He suggested the miners keep an eye on them.

He already knew something was up as he'd talked to the 'tech team' on his arrival and recognised several of them as Black Toad members, especially their leader, Zera Vandao. He wasn't certain they'd recognised him but had took a drink with them, and got the story that they were there to check out the observatory shutters and systems, but they'd be delayed as the moon was about to go into darkness for the next few days.

The crew regrouped and were attended to the formal meal that the outpost held when the moon rotated fell into darkness as Moubarra's shadow falls across it. Held in the observatory, all the visitors were there. They met Ytreppo Ashur Mir-Mira, a very amiable and masked Coriolite he identified as a travelling scholar looking for things of beauty (aka Builder artefacts). He claims to be transporting the Navigator's Guild Team as a way of funding his lifestyle and fast picket. Lieto knew that this guy is really a rich dilettante who collects artefacts. Meritso figured Ytreppo had never actually done the masking ceremony. It's all for effect.

Later in the meal, the somewhat drunken supervisor talks to Arda. Offers to cut her in if she brings out whatever is down them. "Us mining girls should stick together." If it's a good artefact supervisor can sell it for 10,000 rukh. Arda is not interested, still believing the Explorer's Guild and Master Moskva, perhaps naively. Her rejection makes the supervisor annoyed and huffy and the conversation ends pretty quickly.

Once the Observatory is in darkness, and only the small lamps in the room prevail, Ytreppo starts a conversation with Meristo, recognising someone with a shared heritage. He offers generous compensation for artefacts, four times what the guild pays and a favour. There must be something unusual here because of the gravity effects. Ytreppo asks Meristo to think it over, but not to take too long as the offer is time limited.

The team retire for the night, planning to start the mission when they can. Meristo continues to offer his teammates access to narcotics that will help them rest and recuperate, but everyone is pretty skeptical of his motives, even though he's taking them himself and offering them for free.

To be continued...

22 February 2026

19 February 2026

Flowers of Algorab - Session Zero

 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.

We’re underway with The Flowers of Algorab. We held a Session Zero a fortnight ago, and followed it up with the first session last night. I’m using Role as the VTT and Owlbear Rodeo for the mapping as it integrates nicely into Role. By nicely, I mean fully - you have OBR showing in the Role interface as if it was running in a browser. I’m still on a learning curve with it, but I think that I have enough understanding now to do the basics.

Session Zero

Session Zero went well, with everyone available (although one player was dangling at the end of a very dodgy 4G connection in a chalet at a gaming convention). We all met in Role, and took the time to introduce the VTT interface as several people hadn’t used it (certainly in recent times). I’d built sheets (which I shared in a previous post) and also a simple tracker. The idea behind that was that the player could use a form-filled PDF character sheet and only have essential tracking on Role. I think Role’s current sheet interface is like Marmite; it’s one long and narrow column and people either love it or hate it. The development roadmap does show a wider, pop-out-able sheet, but there have been no updates in recent months so it may never appear. 

I’m using Role as it puts the AV of the players front and centre. The OBR integration adds many of the missing native tools. I want the AV prioritised as my experience of playing other games (for example Eternal Lies) made me value that face-to-face contact above the ‘table’ part of the VTT.

I’m blessed with five players in this campaign, several of them regulars and others who I’ve met through the various gaming circles and conventions. They’re all great players so I’m certain that this should be a good experience so long as I deliver my end of this. 

Prior to the session, I shared key background information on the setting via our Discord channel, mainly drawing from the QuickStart released at the time of the crowdfunding. In effect, it was a set of teasers.

We worked our way through character, crew and bird generation during the session. 

We have:

  • 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).
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. Behind them is a hint of the Coriolis: The Great Dark cover.
The New Seekers (Corvus, Arda, Meristo, Fassour, Rashid and Lieto)
Image by Hattie using a variety of LLM tools and more.

Together, they are The New Seekers crew. Yes, everyone liked the name when they were throwing ideas around, despite it being a late 1960s/1970s British pop group.

Their Bird is a specter called Corvus, cobalt blue, with a long beak, always observing.

The final thing covered in Session Zero was Owlbear Rodeo - I gave a quick tour of what it can do, but as I'm new to the tool, it was very superficial. I anticipate that my understanding will grow over the next few months!

19 February 2026

18 February 2026

City of Mist - The Black Butterfly Murders - flawed but enjoyable

A table with a stack of tracking cards with the numbers 1 to 6 on them and the word 'Tag' sit alongside a white and black dry wipe pen. Behind them is the base of a lamp. Below that, a book is open with the tops of two columns of text visible. One says "Depth 0: The Hooks" and the other "Depth 1 - Night Moves" and below that "The Scene of the Fourth Murder".

There shouldn’t be spoilers in this as I’m deliberately not covering the details and making this generic.

This past weekend, I ended up running ‘The Black Butterfly Murders’ from the City of Mist Local Legends book twice at Revelation. I’d only planned to do it once, but illness caused us to lose two of the GMs so I stepped in to make sure people had a game. I love City of Mist; it’s probably the game I’ve run most at conventions after Traveller. I have slowly worked my way through the various case files that are available and used them, and most of the time everything runs like clockwork.

I was a little nervous about running this scenario, because it risked being condensed down to ‘you find the murder victim’, ‘you do two chases and fights’, ‘you fight your way into a location’ and then ‘you fight the big bad’. It didn’t feel like your typical case, and there were elements about it that left me nervous about running it. However, it did have a much higher stake theme to it than a lot of the other cases that I’ve run, which made it quite attractive.

The case has a number of flaws: 

a) Two of the key non-player characters who could be aiding you or fighting against you don’t have danger stat blocks. A quick search of the internet and questions on the Son of Oak Discord didn’t find any that someone else had done. I winged it and fortunately, they didn’t get into conflict.

b) The main antagonist’s danger block assumes that everything has happened in the previous plot steps. This is significant as they are invulnerable to damage of certain types if this is the case. If you encounter the character before the plot steps, there’s nothing there to guide you. Again, I winged it.

c) The two introductory (Depth 0) steps in the case iceberg don’t really mesh well with scenes that follow deeper into the case. This was the point that the case’s logic broke in both the games that I ran.

d) The big bad is effectively immune to direct attack, and the Rifts (player characters) could foreseeably take significant damage statuses finding that out. If the crew is slanted for combat, it could go sideways for them. I had one character stop.holding.back. and fail the roll, which limited their options going forward. It would have been better if there had been some hint about how dangerous the confrontation would be. 

However, in both sessions, the players had a lot of fun!

The introductory scenes in a case will usually trigger Rifts  to start digging, even in the space between the initial call or voicemail, and the conversation with the client. In both runs through this, the players dug into news and contacts at this point so they were pulling clues from the depths below. This didn’t really matter and it was helpful that they were there. But I did have to improvise a fair few answers.

The introductory scenes would more naturally take place in day time. The key scene that follows - the first murder the characters interact with directly - happens at night. This means that in most realistic timescales there will be a gap between the characters initial steps and the murder, which will likely be used for investigation. In fact, if you don't do this, the scenario collapses down to a sequence of chase/chase/fight/fight/fight which loses the investigative flavour.

How did I approach it?

I had all the murders happening every two days apart, and effectively gave the Rifts just under 24 hours to find out what was happening. They did this with legwork and conversations with key characters. The first group pursued a Pokémon style approach and collected all the key non-player characters, and convinced them to work together. The second team carried out a more traditional investigation, but by the time that the fourth murder was due, they knew roughly where and when (as usual, Flicker showed her potential to derail scenarios), so they prevented it.

Preventing the murder took the scenario off-piste completely, as the danger stats for the antagonist assume that they are in the fullness of their power and the ritual completed. However, I improvised around the stats and that led to a confrontation in their lair in the City. 

Pretty much all the material needed for the investigation is there; you just have to be more flexible as the MC than usual. I did feel that the scenario could have done with more thought on how the various non-player characters may interact (perhaps with focus on what they want from each other and what they are ready to give in return) with guidance for the MC in playing out.

I've not going to suggest a rewrite of the iceberg for the case, but if you intend to run the scenario, I suggest you get really familiar with the available clues and relationships so you improvise how they work together.

Overall, I think this is an okay scenario; the scope is exciting with a significant threat level. However, I don't think that it is always clear to the Rifts that they are getting drawn into. We certainly had fun at the table.

Iceberg below the jump, minor spoilers.

08 February 2026

Books in January 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 January 2026 Reads" beside it. The books are described in the post below.

The new year got off to a good start with 12 books and 2,594 pages read. Unusually, it was quite roleplaying heavy, although I read some fantastic novels, along with perhaps the best non-fiction book that I've read in a long time. This year I've set a target of 52 books again. I hope to beat that, of course.

The roleplaying books were driven by Cairn. This is a game by Yochai Gal that I've often heard of in cross references but never read or played. One of my friends mentioned it as a possible alternative system for a return to Dolmenwood and my ears pricked enough to pick up the core second edition books (Cairn Player's Guide, Cairn Warden's Guide and Cairn Bestiary). The game is very light but, like Mausrítter with which it shares some ancestry, it's surprisingly deep. I think I'll be rereading this and considering using it at some point.

After Cairn, I read both Coriolis: The Great Dark and its campaign set, Flowers of Algorab, in preparation for a campaign that I'll start in February. The fact that I'm planning to run it should tell you everything about my opinion of the game.

As part of my Clarkesworld catch up, I read Issue 226 and Issue 229, both of which were very enjoyable.

The non-fiction book I loved was Duncan Mackay's Echolands: A Journey in Search of Boudica. MacKay is an archaeologist who lives in East Anglia, and the story of Boudica's revolt has long fascinated him. He tells the tale well, sharing what we know of the culture of the Iceni, their Roman overlords, the nature of the Colchester Colonia and the ongoing military operations on the island by the Legions as the rebellion erupted. There's a fascinating exploration of the likely location of the final battle and then discussion of its aftermath, likely mass starvation. I listened to the audiobook which is read by the author and highly recommend this. Of course, growing up near Chester, I've long had a fascination with the Romans in Britain, so this was like catnip for me. It also touched on places I know and have passed through with work.

The Elle Cordova Bookclub pick this month was The Power by Naomi Alderman, which I found hard to put down. The book's caused a lot of discussion in the club Discord and has had mixed responses, but I found it compelling and read it very quickly. It talks about the overturn of the patriarchal nature of society when women start to develop the power to manipulate electrical fields. It's written from the perspective of several thousand years. Challenging but interesting.

I wanted a bit of change of tone after that, so I finally started reading James Ellroy's LA Quartet, starting with The Black Dahlia, which follows the lives of two LAPD cops, both ex-boxers, and the woman they both love as they are at the heart of the investigation of the Black Dahlia murder. Really well done, sunshine, grime, corruption and a fascinating mystery alongside.

The final book of the month was Mayflies by Andrew O'Hagan, which tells the story of two friends from Scotland. The book is split into two parts, one in the 1980s around a mad trip to Manchester to see various bands over a weekend, and the second part set thirty years later when the protagonists are drawn together again by adversity. I found this sad and joyful and enjoyed it. Certainly made me feel reflective about the passing of time.

8 February 2026 

25 January 2026

Adding custom cards on Owlbear Rodeo

Image of Coriolis: The Great Dark initiative cards lying on a Charted Sphere backdrop. There is an orange stack of cards with initiative written on their backs, and four black cards dealt out and flipped with the numbers 1, 3, 4, and 10.

This post is more a reminder for myself on how to do this. The help guidance for the Decks extension is good, but I had some key learnings to remember when I built my first custom deck of cards on Owlbear Rodeo for Flowers of Algorab

A screenshot of the Decks extension with the Custom tab selected rather than Standard or the Link to the Patreon of the creator. The first section has a multi-coloured card back showing for the default Backs setting (abstract). The next line has Token Back and a button to confirm selected. The final entry is 'External Back: with a space to enter URL, and an OK button to load it. The Card front section is similar, but rather than Abstract, the setting shows Clubs 2 and shows a King of Clubs. There is an extra field for Card Value (number or value), then a button to add to deck. Below that is a list of the deck with options to create or remove each card. At the bottom are options to create the deck on the current scene, to clear the deck, to import the deck details or to export them.

  • Image type and size isn't too critical as long as OBR can read them. I used PNG and JPEG.
  • If you want custom cards, don't bother using the upload options because they are a faff (you need the image files on a web server and it doesn't play nice with Dropbox type URLs). I also had issues with web server versions not creating images on the deck.
  • Add the images to OBR as tokens (I put them in props).
  • Use the custom tab.
  • Drag to a scene and select the one you want, then use confirm selected for the back, then the front.
  • Don't forget to add a value if the card has one.
  • Click add to deck.
  • Rinse and repeat.
  • Use the 'create' option to drop the deck on the scene.
  • Don't forget you can select the cards and group to get them back in the deck.
  • Most importantly, export the deck file and save it somewhere. You'll need it if you want to add the deck in on another scene.
The chap who has written this extension is really helpful and responsive on the OBR Discord.

25 January 2026

24 January 2026

Coriolis: The Great Dark Character, Crew, Bird, Simple Tracker & Dice Roller Sheets for the Role VTT

A screenshot of the template for a Coriolis: The Great Dark Character Sheet for the Role VTT, created by Cybergoths, Published 24/01/2026 and edited the same day, and available publicly. The is a large stylised birdlike gold icon on black.

As part of my preparation for running Flowers of Algorab, I have created a character sheet for Coriolis: The Great Dark on the Role VTT.

Screenshot of the Role VTT template opened up - there are four columns. The first is an outline of the sheet, the second the sheet elements, the third the design level elements and the fourth the drag and drop elements.

You can find the Character Sheet here.

I will be adding a crew sheet and a bird sheet soon.

Why am I using Role? Mainly as I enjoy the AV first set up it has. I'm experimenting running with the Owlbear Rodeo plugin for maps etc. 

The other reason is that there's no sheet for the new edition on Roll20, of course. Fria Ligan have moved off to Foundry and Alchemy.

Edit: 

Crew Sheet

Bird Sheet

Edit 2:

Simple Tracker sheet designed for use alongside a traditional character sheet) 

Dice Roller sheet


 

24 January 2026

Traveller - A Package from a Dark, Cold Grave

A white background cover with the TAS logo on the top left, "An Adventure  for Traveller, written for Mongoose Traveller, suitable for use with all Traveller rule sets" in the middle top, and the blue BITS logo globe to the right. Under this, "Cold Dark Grave" is in silver grey on black, with an image of a wrecked cargo ship and a red Type J Seeker approaching it.

I had a really satisfied feeling this week as a project that I’ve been working on returned to print as a PDF on DriveThruRPG. It’s taken quite some work to get it there, and there may be more to come if it goes into a print version.

I originally wrote Cold, Dark Grave around May 2005, setting it around 1114. The aim was to use it at conventions with BITS, and it ultimately proved popular, even though it could generate the odd TPK if things went badly. Part of the story relies on a betrayal, so there was an edge of character-vs-character friction.

Although the final book has ended up being called ‘Cold Dark Grave’, its title went through several variations as I wrote it up. The first version was ‘Out from a Dark Cold Grave’, which heads the OmniOutliner file with the scenario structure in from May 2005. I later called it ‘A Package from a Dark, Cold Grave’ when I shared the scenario out, and Andy Lilly renamed the tournament print of the scenario ‘From a Cold, Dark Grave’. Finally, it was shortened to its present name when it was released as a book at Conception 2007. As this happened just before BITS started to fall into dormancy, it was one of the rarer books we produced. 

Andy’s introduction in the recent release mentions that the scenario was originally prepared for GenCon UK 2005, which was held in Bognor Regis. This would have meant we were running it for multiple tables across the convention. I’m glad he remembered that because I completely forgot.

I wanted a scenario grounded in canon, and I was drawn to the Battle of the Two Suns, which occurred during the Fourth Frontier War in the year 1084. This was a pivotal battle in that unintended conflict, and it was first mentioned in the Classic Traveller Adventure The Kinunir, where it was mentioned as in passing as being the place that two of the ships in the class, the Allamu and the Ninkur Sagga, were both lost in action. It was a battle I recreated at one of the Hebden Bridge TravCons, the largest fleet engagement we ever played out, and one of the more extreme playtests of Power Projection: Fleet.

I loved the library data reference that 
“The battlefield is still posted as a dangerous area, littered with debris, and avoided by interstellar transportation.”
I wanted to give the characters a real motivation for committing a crime (carrying out a salvage operation in a war grave), so I set them up as a failing small mining company, family owned and run, suffering in the post-Fifth Frontier War recession. I ended up starting the scenario at Yres/Regina (which was pretty lightly touched by canon at that point) although I had considered Uakye/Regina as well. The scenario proper takes place at the outskirts of the Menorb system.

Screenshot of a OmniOutliner window in dark mode with two 3D starship models visible, in block form. There is a sidebar with the breakout outline of the work to write the scenario. The file is called 'Dark Cold Grave'.
Work in progress in OmniOutliner (2005)

I sketched up some of the key locations - the wrecked starship, the dock at the start of the scenario, and Nick Bradbeer kindly 3D modelled them for me, both intact and battle damaged. The Tender’s design was inspired by one of Ground Zero Games’ miniatures that I’d used several times. Nick later did an incredible job with the cover too, capturing what I described to him perfectly.

Between Andy and Nick they came up with designs for the Seeker and the vessel being used by the criminal syndicate who try to muscle in. I absolutely admire what they did, as I find building deck plans hugely tedious. Nick 3D modelled the cargo ship as well.

Another aspect I was channelling as I wrote this was the boarding of the USS Discovery in the film (and book) 2010. I wanted the players to feel like they were operating in space and that there were unique challenges and dangers. I also wanted them to feel like ordinary people, trying to do their best in trying circumstances as they board a long abandoned wreck, out of their comfort zone and very much at risk.

The pregenerated characters (and everything else) was originally designed under Marc Miller’s Traveller (T4), although I have a suspicion I may have actually used the Classic Traveller High Guard rules to design the tender as T4 was pretty broken. I deliberately set the characters up so they had reason to zing off each other. This is a really useful trick for con games; give the players something to hang the character on in how they feel about other players and you’ll get some great engagement.

I’m not as certain that I would have made the scenario have such a character-vs-character moment at its core if I wrote it now, as experience has taught me that there are players out there who really dislike that happening. That’s one of the reasons that the conventions I’m involved in have a tag for scenarios that include inter-character conflict. That’s far too often called PvP - it should always be CvC. However, it did work well in play.

The print release at Conception 2007 was expanded from the original, and Andy and I kicked some ideas around, but he fleshed it out and added in some of the material about the star systems, plus how to use the scenario as a longer game. I wasn’t at the con, but a copy soon arrived in the post (around the same time that my first child was born)!

Updating the scenario for Mongoose Traveller 2e required me to convert the characters to the new edition, and then redefine all the skills. I used the Google Sheets spreadsheet to redesign the ships the players touch (and those worksheets are included in case starship combat occurs). 

Layout was a challenge; I’m long used to using Affinity Publisher (and before that InDesign) but the earlier BITS books were all in Microsoft Word. This created some interesting challenges on page breaks etc. Bizarrely, the file saved on my MacBook Pro in the current version of Word opens with different pagination in Andy’s Windows based current version of Word despite exactly the same fonts being used. Some of that is printer margins, but it was a frustration.

Discussions with Mongoose meant that we had to release as PDF only, which is a shame. It’s certainly something that we’d love to change in the future. However, for now I’m just pleased that this is back out and available and I hope folks enjoy it.

The scenario 'Delta 3 is Down' will be the next one we release.


24 January 2026

11 January 2026

That sound... mechanical keyboard delight

A photo of a Keychron K10 Max keyboard on a desk. The keyboard frame is black, and most of the keys are a dark grey blue. The ESC key is orange, and the function and modifier keys a lighter grey.

I previously did a short review on the Keychron K10 Max, which is the keyboard that I use when I'm not working in my home office*, but it continues to give me delight to use.

That delight comes from the sound of the keyboard as much as the feel, so I thought I'd share an audio file of the noise. There's something about it that just makes me want to type...

(*) When working, I use my Logi MX Keys S, as it's a lot quieter, which helps in Teams meetings when I'm doing two things at once!

11 January 2026