This week, our session of Flowers of Algorab we started to play the Fractured Library from the new collection of scenarios that Free League recently released. This hooks nicely into the campaign, and I felt that it would add something more. We were without Hattie (Arda) and Andy (Rashid) this week; when necessary, myself or one of the other players would run with the character. Myself and Simon both managed to forget about the ruin diver that he'd hired so she will only re-emerge into the narrative when the crew finally get to the Library Station.
This session was home based, and I had no real technical issues. I have, however, picked up a more portable microphone in the style for travel, but more on that when it comes into play.
Some comments on numbers; as a group, we have agreed that I will run if we have three players present (so two can be away) to try and ensure that we have ongoing forward momentum in the campaign. As I record the sessions and post the transcript (and later on the summaries on this blog), the hope is that the players find the time to catch up before the next session. I do still award XP for the characters, but obviously this is reduced as they can't answer the 'was present in the session' question, and some of the more roleplaying opportunities to gain improvement aren't present either.
I have wondered about XP and whether I am awarding it too often. The game says to do it each session, but our sessions are typically around the two to two and a half hour length, so I suspect that I'm probably doing it twice as often as intended. However, I do think that the nature of the game engine means that threat is still very much present, so for now I'm not intending to change how things are working out.
- 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.
The Session (Spoilers for The Flowers of Algorab).
In the twelfth episode of the "Flowers of Algorab" campaign, Dom, the Games Master, set the stage for the adventurers aboard a dilapidated but well-loved slipstream cruiser named the Kumaranti, a rebuilt relic of the diaspora crossing from the Old Horizon. The ship, prepared for a journey to the library station at the edge of the Jumuah systems, is peculiarly undercrewed, raising the New Seeker's curiosity and suspicion.
Lieto Miasma finds himself intrigued by the ship's somewhat curt Second Mate, Leah, who briskly welcomes the heroes them aboard despite their notable reputations. The characters, each with specialization ranging from mechanics to seasoned explorers, are assigned a bunk room to themselves much to their surprise due to the apparent low head-count of the crew, giving an eerie and deserted feel to the ship. The Kumaranti is very leanly staffed, and they recall the story that the captain has not been seen in Ship City for a long time.
As they settle into their new quarters, the crew members are given various duties. Lieto, a mechanic by guild training, is tasked with repair duties. Fassour Faradi, familiar with laborious tasks, takes on hull guard duty. Meristo Koulas, showcasing a knack for cooking, commits to assisting in the kitchen, alongside a potential role in medical aid if necessary due to his background.
The group is introduced to other significant ship personnel, including Desmand Merides, the ship’s cook and surgeon, and the First mate, Josiha Melkanter. They encounter the reserved First Navigator, Aliha Coeur-Wannah, and her distinct bird, Histopheles, who pointedly avoids interaction with the crew’s bird, Corvus.
During their induction on the bridge, Meristo spots a grey cat with a cybernetic eye ominously eyeing Corvus, adding a layer of mystique and potential trouble aboard. Duty assignments are discussed with Josiha urging the adventurers to partake actively in maintaining the ship. From sensor patrols to deckhand duties, each member of the crew begins to find their place within the Kumaranti's everyday functioning. They do not meet the Captain, Yeviga Garou, who is said to be too busy to see them.
Amidst getting acquainted with their responsibilities and shipmates, conversations with Josiah reveal the challenge of the journey ahead, not just in logistics but also the potential perils that lie in the unexplored paths of space. They may not be entering the slipstream, and just travelling to the edge of the Jumuah system, but there are still the navigational perils of the White Fields of Albary and the Outer Fields, the latter of which has a reputation for being a haven for Wreckers. The team prepares for a communal meal before departure, signifying a temporary grounding before venturing into the uncertain void of their mission.
In the ever-twisting saga of Kumaranti's voyage, a telling development unfolds as Meristo Kulas decides to explore the vessel, his curiosity piqued by the mystique of unvisited chambers. As he investigates, he discovers a command crew salon and the elusive captain's quarters, marked by Captain Yeviga Garou's name. He notes the added air of mystery caused by the Captain's ongoing lack of a visible presence.
Meanwhile, the presence of the peculiar cat with a cybernetic eye shadowing Meristo's movements brings a whimsical yet eerie twist. This feline, named Vesper, is later revealed to belong to the reclusive Captain Garou, further thickening the plot with its veiled surveillance.
From the cargo hold to the reactor chamber, Meristo and Lieto Miesma delve deeper into the ship's bowels. Lieto, an archaeologist with mechanical prowess, is recognised by the master engineer, Hermouz Saland, and is quickly roped into more technical endeavours, a nod to his diverse capabilities.
The crew's intermingling unveils personal dramas, such as a past relationship gone awry between two crew members, adding a layer of human reality to the high-tech voyage. As tensions and peculiarities unravel, the communal meal gathers the crew and passengers, stitching bonds amidst the sterile environment of space travel.
However, it's not just social dynamics that occupy the Kumaranti. The tour through the ship reveals a rigorous setup of foreboding technology and disrepair, like the out-of-service port rear airlock, which could potentially herald complications. The ship could definitely benefit from an extended period in dock, but is obviously cared for, if under-crewed.
Through mechanical explorations and shared meals, secrets slowly surface—like Captain Garou's seclusion due to past traumas, hinted at by Desmand, the ship's font of knowledge. This revelation paints a portrait of a ship veering on the edge of operational normalcy, steered by a crew neck-deep in their personal sagas yet tethered together by their collective journey into the unknown expanses.
Over the next two weeks, the crew integrated into the day-to-day activities of the Kumaranti, adapting to the rhythms of shipborne life.
Fassour Faradi's injuries from the previous missions received further treatment, ensuring that he is in the best health that he could be. He undertakes the meditative art of blade practice in zero gravity—enhancing both his physical and mental discipline while not standing guard on the hull.
Lieto, ever the astute mechanic, embarks on his duties with a keen eye, averting potential catastrophes such as fires from faulty equipment due to overheating components. His meticulous nature allows him to uncover underlying issues within the ship's ageing architecture, with commendation from the master engineer enhancing his reputation among the crew.
Meristo Kulas, too, engages deeply in his responsibilities, managing to avoid a food poisoning incident in the kitchen, leaving Desmand grateful to his assistant.
Amidst technical and mundane routines, the crew encounters a spectral mystery as a potential trailing ship sets the nerves of the Kumaranti's crew on edge. Intelligence about Wreckers possibly trailing them could spell disaster. Meristo attempts to soothe the creeping anxiety among the crew members.
As the ship nears perilous zones known for previous ambushes, tensions escalate, and the crew must stay vigilant. Legends of past hauntings on the Kumaranti add a layer of eerie intrigue, suggesting the presence of possible otherworldly inhabitants or mere myths among the steel corridors.
Lieto Niesma is tapped for an essential mission to service the crucial sensor arrays, a task critical to the safety and navigational efficacy of the Kumaranti as it threads through the perilous sectors of space. With the robust support of fellow crew members, the group ventures out into the cosmic void, securing not just their immediate surroundings but possibly the future of their entire voyage. There is a moment of tension and high stakes atop the ship where Graham, embodying the skilled mechanic Lieto Miesma, springs into action. With vital repairs pending on the Kumaranti's AE-135 antenna, Lieto, alongside his comrades Arda and Sani, prepares for a crucial undertaking amid the starry void. Lieto, ever the prepared mechanic, dedicates time to perusing manuals, ensuring his approach to the repairs is not only informed but meticulously strategised. With tools in hand and a keen eye, he leads the repair efforts, bolstered by assistance from his capable allies.
However, as success seems within reach, a sudden misfortune strikes. The antenna, after being finely adjusted by Sani, unexpectedly rotates, causing her tether to snap, sending her drifting perilously into the expanse of space. Paul, portraying the swift-reacting Meristo Koulas, wastes no time. His character's fast reflexes shine as he lunges to grab the endangered Sani, securing her firmly back to the ship's safety, much to her oblivious relief.
The ordeal concludes with the antenna duly repaired, the immediate danger averted, and Sani expressing her gratitude, aware of the gravity of her near-catastrophic fate. The crew, now more tightly knit by the shared brush with disaster, returns to the Kumaranti’s inviting hold, their camaraderie deepened, setting a tone of tentative trust and mutual reliance as they continue their voyage into the cryptic reaches of space. Sani and her former lover, with whom there had been tension at the start of the voyage, fall back into a relationship as a response.
Deep within the hull of the Kumaranti, a series of unsettling discoveries unfolds, painting a canvas of deceit and danger against the cosmic twilight. As our vigilant crew members, Lieto Miesma and Meristo Koulas, rummage through the cargo bay, aided in their inspection by Arda and Sani, a curious activity catches their eye—a rogue crate being mechanically shifted by an unmanned crane manifesting the ship's automated mysteries. Amidst the mechanical hum, Lieto, keen to address the incongruities, enlists his impressive Logic and Data Djinn skills to halt the process. They unravel that the command for this unusual cargo movement originated from the galley area, a clandestine operation executed in the cloak of last night's shadow. The crate, of course, contains the precious cargo that they have been entrusted to deliver to the Library Station.
As the tension stirs in the sterile air, a plan takes shape between our heroes, betting on either sabotaging the moving crate to spring a nasty surprise on potential stealers or using subterfuge to let the crate be stolen, but the contents secured elsewhere – all masterminded by Fassour Faradi's mining skills and intuition in setting charges.
Meanwhile, unsuspecting ramifications arise as the Kumaranti's second mate accuses our adventurers of introducing a blighted artifact aboard. With the unity of their comrades and a reluctant yet critical examination spearheaded by the steadfast engineers and crew alike, innocence peeks through the veil of deceit—a mere concoction of misplaced trust and chicanery, potentially orchestrated by shipmate Janid's misleading tip-off about the artifacts. There is a blighted item present, but it isn't one that the New Seekers have brought onboard.
It is soon revealed that another passenger, Gemez Paraoglu, an algebraist heading to the library station, has planted to the items. The New Seekers assist the crew in an interrogation that reveals that Paraoglu is a member of the Children of the White, a cult that venerates the Sleeper who was recovered from the White Fields of Albary, and who believe that the woman in the sarcophagus is a potentially one of the icons from the Old Horizon. The cult have taken desperate steps to seize the Sleeper, as they feel that the experimentation that she would be subjected to at the Library Station would be both sacrilegious and harm the Sleeper. Hence, a plan had been set up to steal the Sleeper during the crossing of the Memosan Gulf between Amalum and the Outer Fields with the aid of Wreckers who support the Cult.
Fassour, both intimidating and careful in his interrogation, reveals to Paraoglu that the sarcophagus that they are carrying is not the Sleeper. Confronted with the evidence, the chastened algebraist reveals that she had agreed to blow out the cargo hold airlock to allow access to the ship and the precious cargo. There is a debate amongst the Kumaranti's command staff whether to space her, or hand her over to the authorities, but fortunately for the young cultist, cooler heads prevail so she is not cast into the vacuum of space. Fassour and Meristo convince the cultist to work with them in thwarting the attack.
Upon questioning, they uncover a bomb designed to destroy both sides of an airlock and a Fusillard Defender pistol. Additionally, a diary and a secured exosuit with an encrypted commlink add to the complexity of their discovery, prompting stern reflections on the crew’s security protocols.
By the end, though conflicted with her actions, the crew grasps the gravity of the situation, envisaging an immediate threat as they approach the perilous Memosan Gulf. Just as hostile vessels begin to close in on the Kumaranti, the tension peaks, leaving the room tinged with anticipation of what the next session might unfold.
Source - initially Tabletoprecorder.com, heavily edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising.















