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16 March 2026
Airecon 2026 - After Action Report
11 March 2026
Flowers of Algorab - Episode 4 - The Spider and the Bird
Our fourth session saw us returning to the first scenario in Flowers of Algorab, The First and Last Man, after a diversion into The Sky Machine from the Quickstart rules. I was away with work during the day but managed to get back in time to run, despite the A1 throwing me a few curve balls with congestion and accidents on the way home. Everyone was available to play except Paul (Meristo), and we started the session with resolution of experience and development of characters.
It was at that point that I encountered my first technical issue of the night. My mesh network decided that it didn't want to talk to my MacBook (which had been switched off for the last 48 hours) and needed a reboot, but my better half was in a Zoom meeting. I struggled on with a backup connection (which is why I know it wasn't the computer) for the next twenty minutes or so, and then rebooted the router, mesh and all. Twice, as it didn't want to play.
I connected back in as the players finished their experience builds and then we began. Everything was going nicely for the first four minutes when my back up set of bluetooth earbuds disconnected. I restarted them and reset the audio recording, only for it to happen again. So I switched to a more robust bluetooth headphone set which managed to work right until a strange noise happened, and needed another restart. I reset everything but from that point lost the audio recording for tabletoprecorder.com, which I only realised at the end. As I write this, a day later, I'm listening to the audio over a wired set of headphone monitors. 3.5mm analogue, it's the way forward.
The scenario is a mystery investigation, with the characters commissioned by Master Moska of the Explorer's Guild to investigate a suspicious death of a retired Guild member. Of course, I managed to call Master Moska "Madame Moska" and it hooked into my brain throughout the session, not matter how many times I tried to avoid it!
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.
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| The New Seekers (Corvus, Arda, Meristo, Fassour, Rashid and Lieto) |
The Session (Spoilers for The Flowers of Algorab).
Source - Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising, plus manual write up for the Bird Market section.
In the heart of Ship City, within the City of the Dead, our intrepid explorers—Rashid al-Masri, Fassour Faradi, Arda Qamar, and Lieto Miesma—gather under somber circumstances. The guild's venerable Master Moska, cloaked in authority and mystery, invited them to the funeral of the famed explorer Levon Najjar. Here, amidst pillars, mosaics, and lantern-lit gloom, they learn of a dark undercurrent surrounding the death of Levon. The beloved explorer had disconnected from friends and had supposedly succumbed to a spiritual malaise before his untimely demise.
Najjar’s passing, ruled a suicide after a fatal fall from his balcony, carried hints of foul play. A message left for Master Moska three days before his death spoke of a discovery that could "change everything," stirring interest and concern. Levon had accessed a mysterious ancient tablet shortly before his death, which promptly disappeared.
Before they left the Hall of the Departed, the Warden of the Well, Ser Aren Mir-Bilal, came to pay his respects, The Coriolite priest was swathed in grey robes, but had doffed his silver mask to take take tea. His white-painted face was gaunt and he seemed to show very little interest in the crew, just trying to understand their connection with Najjar. As their Guild Master made her excuses, the Warden lost interest in the crew and was soon away.
It was only after he left that Arda recalled that this Warden had presided at the passing of the last archimandrite, perhaps some forty years ago, and yet he only looked a few years older. They wondered just what heirloom or builder technology the Coriolite had access to so he was in such good health. The enigmatic presence of those who age little yet wield much influence hinted at deeper, perhaps darker, secrets woven into the fabric of the guilds and the city itself.
Tasked by Master Moska, our heroes now find themselves probing the shadows of a conspiracy. With new purpose, they venture forth, leaving behind the sanctuary of the City of the Dead to delve into Najjar’s apartment on the fifth ring of the Chasm.
Their journey through Ship City is punctuated by a precarious cable car descent, illuminating the sprawling tiers of habitation that cling to life in this colossal cavern at the heart of an asteroid. However, their investigative path is not free from observation; enigmatic figures with obscured motives and faces cloaked behind gold masks monitor them from the shadows, always just out of site.
Upon reaching Najjar's apartment, they encounter a young, overly-polished Zapti constable barring entry. Efforts to negotiate passage through the display of guild sigils and mentions of Master Moska’s authority initially falter. Their argument, embroidered with mentions of guild duties and the retrieval of property, is a dance of influence and persuasion. Amidst this social skirmish, our courageous explorers employ their unique skills to persuade the conscientious but naive constable to allow them entry.
The persuasive efforts bear mixed results, highlighted by Rashid invoking the risk of spiritual unrest, Lieto emphasising the significance of their guild duties, and Arda appealing to the legacy of the guild's founders. Despite these valiant attempts, the group earns entry primarily through veiled threats of later repercussions from their guild master, convincing the constable that cooperation might safeguard her fledgling career.
Once inside Levon Najjar’s damaged apartment, the party discovers clear signs of a violent search. Amid the chaos of overturned furniture and scattered personal belongings, they contemplate the despair or duress that might have driven Levon to suicide. Their sleuthing skills come to the fore as the team meticulously searches for any clues. They collect information and talk through the possibilities interlaced with observations that ricochet between the logical and the absurd.
The crew, working together and using Rashid, Arda, and Lieto's sharp insights, spot several compelling items: mysterious books regarding the Builders and a blue Garuda feather, suggesting a narrative far more complex than a mere suicide. Fassour's interaction with a small metallic spider, believed to be heirloom technology, unfolds a potential lead. The spider, initially attempting to flee, responds to Fassour's diplomatic address and approaches him only to cause alarm with an unexpected bite, which Fasour narrowly avoids.
The spider escapes by extruding a monofilament web and dropping off the balcony into the depths of the Chasm, leaving on the remains of a crystalline metal web in the corner of the room to show that it was ever there. Lieto takes a shot at the spider as it drops with his Fusilard Pistol, missing. Hopefully the bullet didn't hit someone in the houses on the other side of the Chasm.
Amidst this chaos, the constable bursts into the room, weapon drawn, demanding an explanation for the clamour. Fassour Faradi quickly takes charge by deflecting the constable’s concerns, weaving a narrative of mistaken actions and guild responsibilities. The explorers' dialogue seamlessly blends explanations and distractions, leading them to lobby accusations back at the constable, suggesting her negligence for allowing them into such a perilously booby-trapped environment. The constable, taken aback and somewhat convinced by their persuasive façade backed by the tangible evidence of the monofilament's danger, ultimately succumbs to the explorers' reasoning. She is cajoled into stepping outside, leaving the team to handle the situation on their own. This allows them to press on with their investigation, albeit momentarily hindered by the disappearance of the mechanical spider, an enigma that dangles yet another thread of mystery before them. Discussions turn towards the factions that could possess such advanced, heirloom technology, hinting at the depths of intrigue that envelops the city. The mention of a Coriolite connection adds another layer of complexity to their quest.
Meanwhile, they find a torn notebook page, with a sketch of a stone-tablet made by the Builders and a handwritten code that looked like a reference to a section of the Old Archive of Jumuah in the depths of the Chasm.
Lieto chooses to physically interact with the suspicious monofilament thread, a vestige of a high-tech booby trap set within the room. As he takes hold of the dangerous filament, it slices his finger, leaving a nick in the outer layer of his skin without drawing blood—a clear reminder of the peril they face. Rashid al-Masri works to accentuate the tension by highlighting the complexities of their situation and pointing out the trap’s location, a diligent effort to ensure the team's safety.
The crew consider their next steps, unaware of how deep, or how perilous, the rabbit hole of Levon Najjar's death may go. What truths lie buried in the heart of Ship City, waiting to be unearthed by those brave or foolhardy enough to seek them? This is yet to be seen.
They decide to split into three groups. Meristo will take the evidence that they have found - with the exception of the blue Garuda feather - to the Guild to secure it. Rashid, Arda and Corvus will go to the Bird Market to find out more about the feather, and Fassour and Lieto will go to the Old Archive.
The Bird Market is located on the fourth ring of the Chasm, a place with staircases linking sections with shacks and workshops around the central market area. It's a busy, raucous and crowded place with traders, shoppers and people just taking the time to enjoy the spectacle of the beautiful biomechanical birds. Corvus calls out to its fellow children of the Builders, and seems more alert than ever.
Of course, such markets are often beset by petty felonies, and there is soon a cry of 'Stop, Thief', and a young girl comes running, clutching a box of minor bird related artefacts. The shop keeper, she's running and trying to catch up. Rashid manages to pull the girl into a side alley, fortunately unseen because Corvus makes a load display. He quickly ascertains that the teenager has stolen the box to make the next payment for her brother, who is in debt to the Black Toad. She reminds him of his poor upbringing, and he pays her the 50 rukh she needs and lets her go. He turns, walks out the alley and tells the shop keeper that the thief dropped this.
She's extremely grateful, so Arda leverages this to ask about the feather. The shopkeeper doesn't know much about it, but does know someone who can help, Siran Gaffari. She takes them and makes an introduction high on the edge of the ravine. It's a small workshop, and Gaffari appears to be a researcher into the mysterious birds. A degree of haggling and payment is needed, probably complicated by Arda spinning the tale -badly - that she needs an answer to settle a debt, but they soon find out that the bird is feather is from one of the Sirra batch, found in the Cave of Sirra in 185. Prized for their ability to create an illusionary veil, many of them have been bought by clandestine organisations like the Black Toad.
They're about to leave when Gaffari tells them that she'll tell them who the owner of the bird is, if they pay her more. They acquiesce, and she tells them that it is owned by Gar Boutaleb, a retired ruin-delver associated with the Black Toad. When they ask were he could be found, she suggests in a ditch in Aluminium Bay. It's clear she has some bad feelings towards him. She warns them to be careful asking around in areas controlled by the Toad and then they depart.
To be continued.
11 March 2026
05 March 2026
Flowers of Algorab - Episode 3 - The Sky Machine
Our third session also saw us down a player (Simon), but we were quorate so we played on. Our agreement is that if three of the five players are there that we will play on, and those who missed have to accept that we may use their character and that they need to catch up either with the transcript or the audio recording. This seems to work quite well.
According to the recording, the session was our longest yet, clocking in at over two hours and forty minutes. It was a little later than I prefer, but there wasn't quite a good time to end, and once the combat part started, everyone was committed.
Combat was interesting; the system is pretty simple, and initially looks like it could be a bit of a grind taking targets down, except the critical hit system is likely to accelerate things. The one mistake I made was to miss the -2D agility penalty for the bulky delve suits. In the end, I gave Paul's character, Meristo, an extra two dice for the light delve suit. Mathematically not the same but it felt right.
After last week's fiasco when I blocked my microphone on the in-ear headphones every time I looked down at the book, I split the input out and used the Yeti Blue microphone I picked up at Christmas. The audio sounded good when played it back. I'm still not certain whether I should just blend the recording channel into mono, as at the moment I'm on one side of the room and the players on the other (or at least that's what it sounds like).
Once again, OBR and Role worked really smoothly, and I'm feeling more confident. The initiative cards worked really well (except for a moment when one of the players couldn't see them because they'd zoomed in).
The output from tabletoprecorder.com was much better this time. I'm not sure if they've done some tweaks but the flavour and the detail was more accurate. As usual, I have edited and also added in some missing bits in the summary below.
Worth noting that the GM screen is decent, but I need to add in the dice role for Bird Handling and maybe social combat. However, I'm not feeling like I'm missing a lot.
This saw the end of the 'starter delve' I'd injected into the campaign; next week, we will return to 'The Flowers of Algorab' proper.
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.
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| The New Seekers (Corvus, Arda, Meristo, Fassour, Rashid and Lieto) |
The Session
Source - Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising.
In the third episode of “The Flowers of Algorab," under the guidance of Dom, the game master, our intrepid characters find themselves deep within a mysterious delve below the surface of Moubarra-4. Rashid clings to his good luck amulet for protection, while Lieto attempts to maintain his academic composure despite the discomforts presented by their surroundings. Arda, always watchful, remains on edge, and Meristo, though relieved to reach the delve's bottom, is still gripped by fear.
As the characters descended into the cave, they faced numerous challenges, including magnetic anomalies disrupting their equipment and blight levels that affected their visibility and health. The environment grew increasingly hostile with each step, marked by strange sticky moss and purple dust that threatened their well-being.
Discovering ancient wall markings and the body of a frozen prospector who seemingly died from blight related injuries and a broken leg, the group delicately handles the body ready for retrieval before venturing deeper. Sensing red lights and hearing unexplained noises behind, they pressed on, each step revealing more of the mystery shrouded within the delve while they hoped they weren’t being pursued.
Dom presents the group with a virtual map, showcasing a structure revealed by a deep scanner. The area teems with fluctuating blight levels, prompting the characters to send the Bird, Corvus, ahead to analyse the conditions further, adding to the tension. In response, Meristo’s words lift their spirits slightly, granting them a momentary feeling of hope amidst the uncertain darkness.
As they explore further, they identify builder-era ruins and attempt to decipher glyphs with Lieto’s help; however he struggles with recalling specific details from his extensive academic background. The characters also find indications of previous exploratory efforts marked by damaged pickaxes and a prospector's lantern, suggesting they are not the first to venture this deep, and that the miners that they were searching for could be close.
Amid their examination, the group discusses the presence of a dark, iridescent frost, sparking concerns about blight contaminants. Rashid, drawing on his training, identifies signs of heavy blight ahead, tying it to historical records of encounters with deadly creatures known as blight-crawlers, which had slaughtered an expedition when they were first encountered.
As the intrigue deepens, the characters remain determined to uncover the secrets of the delve, navigating through the builder machine ruins and contemplating their next steps in this ancient and treacherous environment. Their journey is bolstered by shared knowledge and glimpses of potentially valuable shards, though overshadowed by the constant threat of unseen dangers lurking in the blighted shadows.
Meristo and his companions found themselves exploring deeper into the mysterious underground labyrinth. Realising the potential danger from blight-crawlers, creatures known to resist conventional weaponry, Rashid recommended they avoid confrontation due to their lack of heavy weaponry. This wisdom prompted the team to turn right, a direction Rashid deemed luckier, especially if they stepped into the chamber with their right foot first.
As they ventured through a corridor, Meristo noted the strange behaviour of purple and blue flakes that seemed to defy gravity, swirling around him as if drawn by his presence. He experimented by drawing shapes in the air, including the glyph they had seen on the sealed door earlier. During their exploration, the group debated the best way to distribute the shards they’d found, vital for their mission, deciding to divide them evenly to minimise loss should any individual fall.
Their journey grew tenser when Rashid, guided by an eerie pulsing blue light and a harsh screeching sound, akin to stone scraping on stone, thought they faced imminent danger. Arda recalled similar descriptions from Xinti novels, hinting at creatures of the great dark waiting to devour explorers.
Driven by necessity and curiosity, they proceeded cautiously. Advancing through the odd corridor, they discovered a chamber with a solitary figure where a woman was scraping symbols into the wall, seemingly oblivious to their presence. As Arda and Meristo approached, they realised she was Jahamala, one of the missing explorers they were searching for. She was exhausted, blight-ridden near to the point of death, and low on oxygen but had been relentlessly marking the walls with cryptic diagrams.
The team administered medical aid to Jahamala, including part of Meristo’s stash of Arash and their final decontamination dose, alleviating her exhaustion and making inroads through empathy and care. The markings she created resembled the visions and structures some of the team had experienced or heard about from legends and stories with a city silhouette similar to iconic locations known in tales. As Rashid interacted more closely with the drawings, he had a transient vision that potentially connected historical dots, further adding to the mystical and precarious nature of their surroundings.
As the team decided how to proceed with the weakened Jahamala, discussions arose about how builder's ruins might inherently cause hallucinogenic or vision-inducing effects due to their high technological essence. Now equipped with more valuable shards and insights, the explorers grappled with their next moves, their path illuminated by curiosity and caution, their motivations intertwined between rescue and understanding the uncharted architecturally advanced ruins of this cryptic underground maze.
In the twisting underground caverns of Moubarra-4, Arda skilfully documents the ancient carvings on the walls, capturing the intricate details to preserve them for further study. As the explorers press on, Rashid and Arda guide the party with a strategic plan, opting to circle back to the central chamber after exploring a new area, avoiding the space where they suspect the Blight Crawlers will be. Rashid’s warning to keep Jahamala close is heeded, as she expresses her fear of being left alone.
Cautiously, the group enters a corridor devoid of the previously encountered dust. A moment of introspection about their dwindling supplies leads to Rashid keeping track of their inventory, with each member contributing to the team's resource management. They reach a new chamber filled with mysterious, glowing vines with black leaves, piquing the curiosity of the group, especially Rashid, who has affiliations with the Gardeners. Utilising his knowledge, Rashid suspects that the vines might be a manifestation of the blight.
Undeterred by the potential dangers, Meristo boldly interacts with a glowing symbol amidst the ominous vegetation, triggering a mechanical reaction from the ancient structure. This action, supported by his companions, leads to Rashid steering the group away from threats using his torch to manipulate the vine's movements, allowing Meristo to escape the room by daring swing, which unfortunately leaves most of the climbing kit in the room. A valuable discovery of numerous shards tempts the party as they consider the riches within their reach, but they resist.
The group backtracks, using supplies cautiously, to access the previously sealed central chamber, revealing a grand scene rich with historical significance. Upon entering, however, they face a new threat as blight-infused dust attacks them. In a climactic moment of teamwork and strategic use of their resources, the explorers utilise their bio-mechanical bird to protect themselves from the blight, allowing them to proceed unharmed.
Their journey culminates in the heart of the underground complex, where they confront both artefacts of immense value and potential hazards that could ensnare the unwary. As they contemplate their next steps, their resolve is tested, balancing the thrill of discovery against the lurking dangers of the blight and the ancient technologies they scarcely understand.
In a daring encounter below the surface of the moon, the explorers witnessed a dramatic demonstration of their mechanical bird's capabilities. As the bird emanated bursts of blue and turquoise light, it absorbed the swirling blight, purifying the air around them with a burst of radiant energy. Amidst cheers, particularly from Arda who affectionately patted the returning bird, Dom clarified that the immediate danger had been mitigated — the blight was gone.
The group then turned their attention to examining the conditions of two unfortunate delvers affected by the unfolding chaos. Rashid, concerned for the survivors, approached a woman slumped near a mysterious pedestal. Observing her shallow breaths, he determined she needed urgent medical intervention. Meanwhile, Rashid discovered another body, tragically identified as Nev Ringa, who had suffered a fatal fall, evidenced by severe injuries and disturbing distortions to his form.
As the team discussed the strange phenomena associated with a peculiar sphere — an artefact responsible for Nev Ringa’s violent ascent and subsequent death when removed from its pedestal — their environment revealed historical wall markings possibly linked to gravitational control through builder-era technologies. Lieto speculated the sphere might be a power nexus or control mechanism for gravitational forces.
The situation escalated when Zera Vandao and her crew, identified by their Black Toad symbols, arrived carrying advanced weaponry. Rashid, recognising the potential threat, strategised an ambush. As tensions rose, Rashid, weighing the potential consequences, opted for a preemptive strike.
Drawing on his sharpshooting skills, Rashid managed a successful attack on Zera, although her heavy-duty suit partially absorbed the impact. The group then contemplated using the sphere’s dangerous properties as a defensive tactic, hinting at the volatile power they unwittingly wielded within the ancient, technology-laden ruins of Moubarra-4. In this fraught atmosphere, every decision could lead to monumental consequences, either averting disaster or triggering a cataclysm.
As the tension in the underground chambers escalated, the group faced off against Zera Vandao and her heavily armed crew. The confrontation intensified as Meristo and Arda took shots at their attackers, trying to fend off the advancing foes who were equipped with auto-firing fusillades.
Meristo managed to strike Zera, who, despite being heavily armored, staggered back from the impact of the bullet. Rashid, displaying quick thinking and combat readiness, attempted to target the reloading enemies, further escalating the skirmish.
Amidst the chaos, Dom explained the mechanics of pushing actions and conserving resources during combat, allowing the party members to make strategic decisions about their attacks.
As the enemies retaliated, Lieto found himself under heavy automatic fire, but the quick thinking and tactical placement behind a pedestal provided him crucial cover, minimising the damage sustained. The battle raged on with shots exchanged, armour tested, and the explorers' resolve pushed to its limits.
In a critical moment, the scenario took an unexpected turn as mysterious iridescent creatures swarmed the attackers from behind, throwing the enemies into disarray. The mystical and chaotic nature of the underground setting was underscored by the appearance of these creatures, drawn by the noise and effectively turning the tide of the battle and allowing the explorers a moment to make their escape.
With the enemies distracted and partially incapacitated by the swarm, the party contemplated their options, focusing on retrieving significant artefacts and ensuring their safety from the sudden, unpredictable threats of their environment. Dom skillfully navigated the group through these intense sequences, maintaining a balance between narrative development and the mechanical aspects of the game, ensuring that each character’s actions and decisions were pivotal to the unfolding story.
The encounter with Zera and her crew concluded with the explorers making strategic retreats, regrouping, and managing their resources while facing the continuous threat of both human and unknown enemies in the depths of the mysterious underground. The session encapsulated a blend of tactical combat, quick decision-making, and the ever-present, mysterious elements of the ancient ruins, setting the stage for further adventures in the treacherous and intriguing moon of Moubarra.
In the depths of their harrowing expedition, the adventurers faced yet another trial as they ascended from the underground labyrinth. Dom, the Game Master, detailed the group’s arduous climb, mentioning that it would consume a significant portion of their dwindling supplies. Unfortunately, Zera, while fleeing ahead of the crew, experienced a dire mishap. Losing her footing, she tumbled down, her fate uncertain without the support of her comrades. The grim situation prompted Dom to offer the opportunity for the adventurers to salvage any potential equipment Zera might have had on her and even rescue her.
Meristo, deeply concerned about Zera's wellbeing, decided to investigate her state. Assisted by Rashid, who helped manage the climbing gear and secured the ropes, Meristo made a delving roll, an attempt fraught with difficulty, utilising his agility and the last of his hope. His efforts were successful; he found Zera alive, albeit severely injured and in shock from a previous battle.
With quick thinking, Meristo secured Zera, attaching her safely to himself, wisely choosing not to attempt any precarious midair medical procedures. He also made sure to collect her weapon, a practical decision in the perilous environments they navigated.
Once the group surfaced, they were greeted not only by the starlight but by an unexpected sight—a sleek white starship accompanied by a figure in red robes and an opaque helmet, identified himself as Yttrepo, the Coriolite they had previously met at Gilen’s Point. This mysterious figure offered a hefty sum for the artefact the adventurers had recovered. Despite the substantial offer, Meristo, with the backing of his team, decided the sphere was too critical and dangerous to sell off, opting instead to hand it over to the Explorers Guild, a decision that showcased their dedication to their cause.
Their resolve was tested further when Chief Kalvanetes approached, hinting at potential profits from their finds. The group, however, stood firm in their decision to report back to the guild. This act of defiance confirmed their suspicions about her intentions.
With their decisions made, the adventurers took Zera and the other two survivors to the infirmary, fulfilling their duty to care for their wounded rival and the miners they were contracted to rescue. As the episode drew to a close, Dom summarised their achievements and the ongoing study of the artefact, hinting at its significant connection to a larger, ancient machine. The session wrapped up with a reminder of their enduring loyalty to the guild, setting the stage for future endeavours guided by integrity and the relentless pursuit of knowledge.
5 March 2026
01 March 2026
Books in February 2026
28 February 2026
Revelation X (2026) - After Action Report
Slot 1 - Nefas - Lord of Offspring
Slot 2 - Brindlewood Bay - Dad Overboard
Slot 3 - Comrades!
Slot 4 & 5 - City of Mist - The Black Butterfly Murders (run twice back-to-back)
25 February 2026
Flowers of Algorab - Episode 2 - Into the Fissure
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.
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| 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.
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...
22 February 2026
Flowers of Algorab - Episode 1 - The Funeral
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.
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| 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.
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.22 February 2026


















