11 March 2026

Flowers of Algorab - Episode 4 - The Spider and the Bird

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 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.
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 (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

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 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.
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, 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.

A view of the Role VTT browser window showing the final chamber in the Delve, a place of wonder and awe, and blight contamination. Space suited figures with a bird above look out over and blue and white lit dais with a female prospector slumped beside it, and a large sphere and a body broken from a fall.

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.

A macOS Safari window running the Role VTT. On the left there is a column with a dice roller sheet, and a second column of video feeds. The middle of the screen shows the structure with tokens on it, running in Owlbear Rodeo. The right side of the screen has a chat and dice roll column.

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

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 February 2026 Reads" beside it. The books are described in the post below.
I read less books than in January, but they were generally longer than those last month, with a total of 7 books and 2,155 pages. That leaves me on 19 books and 4,788 pages so far this year, which is a solid start. Three novels, two non-fiction and two roleplaying books.

The non-fiction books were Ben Macintyre’s excellent “A Spy Among Friends”, which focuses around the Kim Philby betrayal, and Mark Bray’s “Antifa - The Anti-Fascist Handbook”. The Macintyre book was fascinating; I didn’t really know the details behind Philby and the Cambridge spy ring, and this certainly opened my eyes to the level of betrayal involved, and the deaths that resulted from his actions. The blindness of the SIS establishment was also compellingly told, as “he’s one of us” gave so much leeway. Bray’s book, written in response to the first Trump presidency, describes the techniques and tools that have been used against fascist and far right racists and how they’ve evolved. I learnt a lot, and have deeper respect for those who have risked themselves taking direct action in stopping these deeply unpleasant people.

The roleplaying books started with a re-read of “Comrades - A Revolutionary RPG”, which was also written in response to the first Trump presidency, as preparation for Revelation. I also read “The Laundry Operative’s Guide”, which was an impulse purchase following reading the final Laundry book. I do like how Cubicle 7 have evolved this to a D6 dice pool system rather than a version of Call of Cthulhu. It’s very much its own thing now, and all the better for it. The book looks great too. I was reading the PDF as the print copies aren’t released yet.

On the fiction side, I read Charlie Stross’s “The Regicide Report”, which brought the Laundry Series to an end (The New Management books are after this). It’s a series I’ve long loved and it’s slowly evolved from how do we prevent CASE NIGHTMARE GREEN (the rising of the Elder Gods and the end of the world as we know it) to a tale of how the country adapts to living under a living avatar of Nyalathotep as the Prime Minister. The story digs deep into the meaning of the late-Queen to the nation, and drew me through. My favourite book this month.

Andy Weir’s “Project Hail Mary” came next, which felt much more like the “The Martian” than “Artemis” did. It drew me through but overall it was a bit of a miss for me. It was a rushed pick for the Bookclub, mainly as Elle Cordova and her friends have been caught up in all the unpleasantness in the USA. I’d actually bought this a while back, so it was a good reason to actually read it.

I really enjoyed Antti Tuomainen’s “The Winter Job”, which was an impulse buy. A postman takes a delivery job on the side to earn some cash to buy his daughter a Christmas present. He has to deliver a sofa but as he’s driving along events ensue which reveal that everything is more complicated than it seems. There’s a wry sense of humour in how it’s written, and I could imagine this as fun film to watch.

Happy reading!

1 March 2026