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

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