Showing posts with label Actual Play. Show all posts
Showing posts with label Actual Play. Show all posts

Thursday, April 2, 2026

Actual Play Of Mork Borg Part 2

 

Hi everyone! This is Part 2 of my Actual Play of Mork Borg solo! I hope you enjoyed the first one, which you can find here on my blog or here on Substack. In this Part, the four women of the Crisis Rangers travel back to the city with Karva. Is Karva truly a thief? Will she steal the relic they just earned in the crypts? There’s more action ahead in Part 2!

 

Part 2

It should take two days to reach Galgenbeck from the crypts. Luckily there is an ancient road that leads from the crypts to the city. Outside waiting for the Crisis Rangers is Graft’s ever-loyal donkey, Leslee. She carries a cart full of their belongings. Leslee is a strong beast, and sometimes they take turns sitting in the cart during long days of travel. They have 8 rations. That should be just enough to get them home to Galgenbeck. If they are quick on their feet, however, they might just make it to Galgenbeck early.

They make solid progress on the first day. They might even make it to Galgenbeck by the next morning. The weather is favorable, and so far there haven’t even been any brigands on the road demanding a toll. That night each of the women eat a ration and spare an extra ration for Karva. Eldar bitterly says they now don’t have enough rations for everybody for a full second day of travel. Merkari says the weather seems fair and they should make Galgenbeck in the morning or early afternoon.

They go to sleep that night, though Von, not trusting Karva, stays up to keep watch.

Von doesn’t see Karva move from her spot on the ground she is sleeping on, but Von does see movement in the trees. She wakes the rest of the Crisis Rangers and they ready their weapons. Two Scums appear from behind the trees, each holding a knife. Merkari is struck from behind by a third Scum with a knife for 3 HP. The three Scum surround the four Crisis Rangers. Karva is still asleep soundly. Merkari wastes no time in charging at the Scum that stabbed her. She slashes him for 3 HP with her longsword. He staggers backward, injured but still standing.

Eldar summons her imp companion, Buster. Buster hates Eldar but is beholden to her and must do as she commands. Buster attacks the injured Scum. He slashes him with his claws for 1 HP and giggles fiercely.

Von attacks with her warhammer. The injured Scum somehow manages to dodge her attack. Graft casts a power called Electroclasm. It deals 4 HP damage to the first Scum, 2 HP damage to the second Scum, and kills the injured Scum. There are now two Scum left.

The first Scum targets Von, who he can see is still injured from her fight with the Goblin earlier in the crypt. Von is quick on her feet though and dodges his knife. The second Scum targets Graft, sensing she may be more powerful than her companions with her spellcasting ability. He slashes at her for 2 HP and poisons her with his toxic blade. Merkari, enraged at seeing her close friend injured, attacks the Scum who hurt her. She stabs her blade through his heart, killing him immediately. Now there is one Scum left. His hand holding the blade starts to shake, but he does not flee. Eldar whacks him with her staff for 4 HP. Buster attacks next, clawing out the Scum’s eyes with a strange glee, killing him.

The Scum are defeated and Karva suddenly wakes to find the forest covered in blood and littered with bodies. She tiredly asks what happened. Perhaps thinking this is all a dream, she falls back asleep before any of the Crisis Rangers can answer.

They spend the night healing their wounds, though Graft will need to see a doctor once they return to Galgenbeck for her poisoned injury. Luckily, they make it to Galgenbeck later the next morning.

Galgenbeck is a huge city that offers a wide variety of services. Graft spends some silver going to see a doctor that can heal her poison. Merkari buys a supply of ten rations and sells the bottle of wine she had found for 100 silver. Graft buys a sword but does not throw away her femur. She feels it’s lucky and will keep it as a back-up weapon.

They stay at an inn and eat and enjoy the drunken brawls that go on there. Von even gets involved in one herself, but ends up with a black eye. Karva does not give them any silver for her transportation to the city but says her “gravedigger’s guild” has a chapter in each of the larger cities and if the Crisis Rangers ever need a favor just ask. She leaves the party.

Later that day they navigate the complicated streets of Galgenbeck with ease. Merkari has lived here her entire life and knows the city by heart. She finds Ferin, their friend who happens to be a psychic information broker. It was according to him that Eldar is the one holding back the apocalypse.

They give Ferin the brooch they found in the crypt, and he gives them each 50 silver.

Ferin has known Merkari since she was a child. He is a very old man; no one knows how old. He is partially blind and going deaf, but his wits are as sharp as ever. He was once an official prophet of the city of Galgenbeck, but in recent years has been forgotten due to the new prophets that have entered the city and taken over with their doom-sayings. He has been reduced to living in a small hovel in the slums of Galgenbeck.

Ferin also happens to dabble in magic. He thanks them for the brooch and it immediately goes into one of his many hidden pockets on his robe.

He informs them that an old watchtower nearby has been taken over by a serial killer who is studying necromancy. Of course, this immediately enrages Graft and she says it is their duty as good citizens of the Dying Lands to handle the situation. Ferin says the killer has stored treasure at the top of the tower, but the tower is overrun by his summoned undead.

Buster, hiding in Eldar’s large backpack, giggles. He can sense that they are going to be doing some killing already and is excited.

Ferin draws them a crooked map to the tower. It is about three days out of town. Merkari will need to buy more rations, or else they will need to hunt and forage on the way there.

Ferin says the killer is a wanted man and the delivery of his head to Galgenbeck’s guard tower will net them extra silver and possibly a favor or two from the city guards.

Merkari thanks Ferin for his information and the Crisis Rangers prepare themselves for the journey. Merkari buys some extra Rations and a few medicine boxes.

They rest at the inn until the next morning and leave Galgenbeck for the watchtower bright and early. There is a light drizzle that gets harder as the day turns into the afternoon. Though they make good time with even Leslee the donkey moving faster than normal, as afternoon becomes evening the road becomes muddy, fog sets in, and visibility diminishes. They decide to camp early for the night.

They settle under some large trees for shelter as the rain goes on into the night and they each eat a Ration. As midnight nears the rain finally lets up and they decide to get some sleep, though Merkari volunteers to keep watch.

As the night drags on, Merkari swears she hears some extra rustling in the bushes. It could be an animal, but it could always be something much more dangerous. She wakes the other women and they ready their weapons as the rustling gets closer to them. Suddenly three Goblins emerge from the thrush and darkness, wielding knives with hungry eyes.

Merkari does not even give them time to react. She attacks one with her sword, striking it for 1 HP as it dodges out of the way almost just in time. Eldar releases Buster from her satchel and strikes at the first Goblin with her staff. Her staff does little against the Goblin’s tough skin, but it distracts the Goblin long enough for Buster to lunge at it. He scratches the Goblin for 1 HP with his claws. Von attacks next with her warhammer. She kills the Goblin with a strong bash over the head. Now there are two Goblins left. Graft attacks with her shortsword. She misses the Goblin she was aiming for as it is quicker than it looks.

A Goblin targets Merkari with its knife and lunges at her. Its knife scratches her scale armor but doesn’t injure her. The second Goblin attacks Eldar. It stabs her in the shoulder for 4 HP.

Merkari, enraged to see her friend bleeding, attacks this Goblin. The Goblin somehow parries her attack with his small knife and a sharp sound cuts through the dark of night as their blades clash. Eldar, bleeding but still on her feet, swings her staff at the Goblin. The attack does little against the Goblin’s hard skin. Buster, giggling that Eldar has been hurt, attacks the Goblin that hurt her nonetheless. He scratches at the Goblin but it moves and he hits nothing but air. Von also misses her attack, as does Graft.

A Goblin takes a swing at Von with its knife. She parries with her hammer. The other Goblin sneaks up behind Von while she’s parrying and stabs her for 2 HP.

Merkari attacks again. She misses. The Goblins are just too quick. Eldar hits a Goblin on the head with her staff for 1 HP. Buster giggles and attacks the same Goblin with his claws. He misses. Von attacks with her hammer. She hits the Goblin for 1 HP. Graft casts Electroplasm. She hits the first Goblin for 3 HP and the second for 2 HP with electricity. The first Goblin panics and runs away, leaving one Goblin left who stands its ground.

It attacks Von with its knife. Its knife cuts her fur armor but that’s it. Merkari attacks it. She slices her longsword through the Goblin’s chest, killing it.

The ground is muddy and bloody and Eldar is injured badly. She uses an elixir and starts to recover quickly. By now it is almost morning. There is a light drizzle, but the weather has improved drastically and they decide to start traveling again rather than try to sleep with dead Goblins around them.

They manage to get lost and go off on the wrong path. The map Ferin drew is not well-designed with landmarks. They will require an extra day of travel to reach the tower.

They eat their Rations that night and all are tired from the long day. The rain has stopped but it is foggy and hard to see even with their campfire. As the night wears on, they find themselves drowsy and argue over who will keep watch.

Suddenly a group of four travelers emerge from the darkness. They look hungry and tired. They say they are pilgrims on their way to a temple but got lost in the fog and smelled their campfire. They offer six silver for four Rations.

Eldar is about to say no, but Merkari agrees on the condition that they camp together tonight and that they keep watch. The pilgrims do not have any weapons except quarterstaffs but promise to wake up the women if danger approaches.

Luckily, there are no encounters that night and the women catch up on their rest. When they wake, however, the pilgrims are gone and have taken four more Rations. Eldar curses Merkari’s kindness. Buster laughs maniacally from inside her satchel.

The light drizzle continues into the day. They stay on course, despite the environment becoming thicker with thrush and trees.

That night they eat their Rations and camp as the rain finally lets up. Merkari volunteers to keep watch again. She feels bad about the pilgrims stealing their Rations the night before. The night is uneventful and in the morning the weather is fair at last. They travel all morning and reach the watchtower by the early afternoon.

 

That’s it for Part 2! Stay tuned for the dangerous delve into the watchtower!

Tuesday, March 31, 2026

Actual Play Of Mork Borg Part 1

 

Hi everyone! This is my Actual Play of Mork Borg using various supplements. I’ll have them listed below before we get into the adventure. First, I wanted to introduce the cast of the playthrough.

 

Name: Merkari

Class: Soldier

Personality: Noble, Brave, Full of self-doubts

Background: Merkari was a soldier of Galgenbeck but lost enthusiasm for her role when a cult took over the city for a week. The cultists were killed off, but she realized how desperate people had become. She met Eldar, whose very existence staves off the apocalypse. She is determined to protect Eldar with her life.

 

Name: Eldar

Class: Sorcerer

Personality: Sarcastic, Negative, Highly intelligent

Background: Eldar does not know why. Perhaps it’s her innate magical abilities she’s had since she was a child. For some reason, her very existence slows down the apocalypse. Pessimistic and sardonic, Eldar almost wishes she did not slow down the end of the world. From what she’s seen of it, it’s ready to end all on its own.

 

Name: Von

Class: Thief

Personality: Determined, Mischievous, Positive

Background: Von just wants to survive for as long as she can, though she has no purpose in her life that she can think of. She’s lost her friends, family, and Thieves Guild. She wants a purpose and she wants to keep on living, so she joined Merkari in protecting Eldar to stave off the apocalypse.

 

Name: Graft

Class: Priest

Personality: Vengeful, Caring, Loquacious

Background: Graft was excommunicated from her religious order for her open-minded beliefs and “wagging tongue”. She found Merkari and Eldar and believes Eldar may be the key to saving the world. If Graft could help save the world, that would surely one-up those narrow-minded fools who kicked her out of their order.

 

Together these women have formed a group of their own, a sort of family, that calls themselves the Crisis Rangers. They are trying to do what little good they can in a world full of bad. They are hunted by the Cult of Wilted Roses, run by the necromancer Lyganus, who wish to sacrifice Eldar to hurry about the end of the world.

 

Note: I’m using Solitary Defilement, Reclvse, Paths Of Power d44 Classic Classes For Mork Borg, and a few other random supplements to play this version of solo Mork Borg. I’m using four characters to allow for some roleplay between the group and to take advantage of the awesome new classes from Paths Of Power. I also evened out the HP of each character to 6 so that they all have a fighting chance at surviving their first few encounters. I’m also a little rusty to Mork Borg, it’s been quite a few months since I played, so I’ve evened out the HP also so that I could get my bearings as I familiarize myself with the system again.

I am using Solitary Defilement’s rules to make dungeons but I’m using both Solitary Defilement and Reclvse’s tables to generate the rooms. I only have the PDFs so there’s a lot of switching between these but it’s worth it to make a fun dungeon to explore.

I hope you enjoy!

 

Mork Borg Actual Play Part 1

 

Merkari, Eldar, Von, and Graft are part of a mercenary group named the Crisis Rangers. They are trying to do what little good they can in a world full of bad. They are hunted by the Cult of Wilted Roses, who wish to sacrifice Eldar to hurry about the end of the world. Eldar’s very existence somehow holds back the apocalypse, and Merkari, Von, and Graft have sworn to protect her. Their journey starts on the outskirts of Galgenbeck, as they descend into an ancient crypt in search of treasure.

In the first room is a neglected pool with a faded statue no longer pouring water into it. The water is brown and murky. Sitting on the edge of the pool is a Goblin that stands immediately when the women walk in. It draws its knife, no longer able to discern that it was once human, too, after possible decades rotting in this underground dungeon. It charges at Von. It slashes her for 1 HP, drawing blood. Merkari attacks next with her longsword. The creature is faster than it looks; it dodges swiftly and jumps backwards. Eldar also misses with a swing of her staff. The creature laughs at her as she falls over. Von attacks next with her warhammer. It is a new weapon, and she is still getting used to its weight. She, too, misses her strike. Graft has a femur she found outside, having lost her weapon a day earlier. She takes a swing with it; its end sharpened to a point. The point grazes the hardened skin of the Goblin without injuring it. The Goblin stabs at her with its knife, but the femur is good for something. She parries the strike with it.

Merkari takes another swing at the Goblin. She manages to hit the Goblin for 1 HP, drawing blood but barely causing it harm. Still, the Goblin is enraged. It dodges another attack by Eldar’s staff, and from Von’s warhammer. Graft hits the Goblin with the pointy end of her sharpened femur for 1 HP, drawing more blood. The Goblin howls like it has been struck nearly to death and charges at Von again. It really seems to hate her, for some reason. Von, ever light-footed, jumps out of the way of the Goblin’s knife in time.

Merkari swings her longsword at the Goblin while its focus is on Von and chops the blade into the creature’s neck, nearly severing its head. The Goblin falls to its knees, defeated. Von suggests they sever the head completely and take it with them for some quick silver, but Graft reminds her that the Goblin was human once and deserves to be left alone.

There is a passageway to the north. They follow it into the next area. They find an uncanny doorway in the center of the wall at the end of the chamber. It appears locked, but Von has some thieves tools. She successfully unlocks the door, though Eldar points out the door might not have been locked in the first place. Von ignores her, though shoots her a mean look when she thinks Eldar’s not watching. The four women go through the door.

They enter an enormous chamber. The room is dark and silent, as coffins line the walls of the room. They can see a few ritual markings through the darkness, though it is hard to say how long they have been here. There are some blood trails leading to another room to the north that is blocked by a partially opened door.

Merkari tells the women to search the room. The treasure they are looking for, a relic, should be here, or if not, nearby. They search and search in the dark gloam. They find only broken relics, not the valuable treasure with magical powers that they seek. They do find a minor relic, a bottle of wine, unopened, worth at least 100 silver. Merkari suggests that they must follow the blood trails leading into the next room. Eldar is skeptical and says she sense something strong further within.

Merkari is not afraid and leads them into the next room. This next room is tiny, damp, and cold. The women shiver. There is broken furniture in this room, as if someone went mad while sitting on the couches as their loved one was interred here in these crypts. Sitting amongst the carnage, almost unassuming, is the relic that they seek. It looks no more impressive than a trinket. It’s a brooch that allows the wearer an extra spell a day. It was worn by a sorcerer-king in ages past. Merkari and the women aren’t sure how it got here, but it’s almost right where it was said to be by the psychic information broker, Ferin, back in Galgenbeck.

The women feel a rush of exhilaration, the kind that only comes from finding ancient treasure, and prepare to leave. Suddenly, they hear a scream from somewhere further ahead, beyond a door to the north of the room. Merkari immediately heads that way, but Von and Eldar both shake their heads and say it’s none of their business.

Merkari and Graft remind them that they are Crisis Rangers now and that protecting people is part of their business. Von and Eldar exchange a weary look and follow Merkari and Graft through the door into the next area.

The room is small and square and even colder than the last room. There is more broken furniture here as this was clearly an embalming room with a broken table at the center of it. Dead bodies, fresh, litter the floor and a young woman screams as a blood-drenched skeleton swipes at her. The woman falls down, but the Crisis Rangers can’t tell what the woman’s condition is.

Merkari rushes forward with her longsword raised above her head. The skeleton parries her sword with its own shortsword. Whoever this skeleton was in life, it was a talented swords-person. Eldar attacks the skeleton from behind while it’s busy with Merkari and hits it with her staff for 3 HP. Von attacks next with her warhammer, obliterating the skeleton’s skull for 5 HP. The skeleton falls to the ground, lifeless as it should be.

The woman, who introduces herself quickly as Karva, stands up. Her forehead is smeared with blood and she’s covered in dust and bruises but otherwise seems all right. She’s a crypt thief from the look of her, no true adventurer. She explains the dead bodies around them were her leader and the rest of the crew. None survived but her. She points to bones scattered about and says before the Crisis Rangers showed up there was quite a battle. She thanks the women for finishing the battle and saving her life.

She says she’ll give them some silver if they’ll escort her back to Galgenbeck with them. Eldar and Von are against it. They whisper to Merkari that she’ll try to steal the relic. Graft, however, is already embracing the woman and promising her protection for free. Merkari relents and allows the woman to travel back to Galgenbeck with them.

They leave the tomb and the crypts and start the long journey back to Galgenbeck.

 

So that’s the end of the first dungeon in Mork Borg! In the next part, I might try to generate a wilderness journey back to Galgenbeck using Reclvse. I hope you enjoyed this playthrough and you’ll stick around for Part 2!

Sunday, March 29, 2026

Actual Play Of Mighty Marvelous Part II

 


Hi everyone and welcome to my blog! Before we get into the actual play, I just want to take a moment and thank everyone for their support of my last Mighty Marvelous Actual Play. Your support has made Mighty Marvelous a Copper Best Seller on drivethrurpg, which is an awesome accomplishment for a budding TTRPG writer like myself.

I hope you all find this part of Glamour Girl’s adventures exciting. I was honest with the dice rolls and not everything turned out how I was hoping it would. The story totally went in another direction than I was expecting! But that’s the fun of playing TTRPGs, isn’t it?

If you want to give Mighty Marvelous a chance at your table, you can purchase it on itchio here and on drivethrurpg here.

And if you're interested in starting the story from the beginning, the first Actual Play of Mighty Marvelous is here.

And now, on to Part II of the Adventures of Glamour Girl!

 

Part II

Glamour Girl spends a few days in downtime, relaxing at home and at the coffee shop. She spends her nights singing in lounges and gets more tips than usual. As she patrols the city of Lukeville after her few days of rest, she runs into Spectre. Spectre is another superhero. In fact, he is the most popular superhero in the twin cities of Lancelot and Lukeville. Glamour Girl knows him well. As far as the newspapers are concerned, they are rivals who compete to protect the twin cities. But in reality, they are actually close friends.

Glamour Girl asks Spectre if he needs help with anything. Spectre says he is investigating the disappearance of a notable politician on the rise in Lukeville and suspects the Toxic Kiss has something to do with it. The Toxic Kiss is a villain whose very touch is poisonous. She is also skilled in martial arts and with various weapons.

Glamour Girl offers to help him look for the Toxic Kiss, but Spectre turns her down. He says he can handle it on his own and Glamour Girl’s time is better spent patrolling the streets and helping citizens. Glamour Girl is a little angry about this but decides to continue her patrol of Lukeville. She and Spectre part ways.

As Glamour Girl navigates the streets of Lukeville, on the watch for trouble, she runs into another superhero, Dragonfly. Dragonfly can fly just like Glamour Girl and the two almost fly into each other. Glamour Girl asks Dragonfly why she is in such a hurry. Dragonfly explains that she is delivering experimental medicine in a cooler to a hospital. It’s urgent that she gets there before the medicine gets too warm. Glamour Girl lets her pass, thinking Dragonfly is always in such a hurry.

As she flies over a salon, she notices a small child no older than eight-years-old wandering around on his own. She flies down and talks to the child to see if he is all right. The child is crying and has been wandering around lost for hours.

Glamour Girl offers to fly him to where he last saw his parents. The child becomes excited and nods eagerly. She flies him to a parking garage nearby where he last saw his parents. A worried couple is frantically running around the garage until they see Glamour Girl with their son. They embrace their son and thank Glamour Girl. Glamour Girl says it was no problem and flies off to continue her patrol.

She sees people running from inside a building into the street and stops. A second later three rotting zombies emerge from the doorways. She shoots a beam of energy out of her hands at a zombie but it dodges with surprising dexterity. It lashes out at her, but she moves backwards just in time. She tries another energy beam at the zombie. This time she not only misses, but the zombie tackles her and rakes its claws across her flesh. The smell of blood stirs up the other zombies and they all turn their attention from the crowd running around in the street to Glamour Girl. Glamour Girl tries to shove the zombie off her with all of her strength. She succeeds and sends the zombie flying at the building. It’s fleshy body squishes against the wall and it falls to the ground, deader than before. There are now two zombies left.

Glamour Girl flies to her feet and prepares as a zombie lunges at her. Despite her best efforts to stop the zombie, it bites her, drawing a little more blood. She shoves the zombie off with all of her strength like she did with the last one and this one goes flying into a car and falls to the ground, unmoving. There is now one zombie left.

This zombie also lunges at her, mouth agape. She jumps backward and the zombie falls on the ground. She braces herself for the grossness of what she is about to do and then squishes the zombie’s head with her boot. This zombie is now deceased, as well.

The crowd around her cheers but she is more concerned with where the zombies came from. She knows of one villain who can raise the dead: The Necromancer.

She has fought the Necromancer before and knows where her lair is. She wastes no time in heading in that direction, despite her injuries.

As she journeys across the city to the old cemetery, the Necromancer’s lair, she reflects back on her first encounter with the Necromancer. The Necromancer had killed a beloved superhero of the city of Lancelot and had revived his corpse as a zombie under her control. Glamour Girl had teamed up with Spectre to take down their old friend. The Necromancer got away that day, but was caught a few days later. Somehow, she escaped the sanitarium she had been sent to and has been on the run ever since.

After a while Glamour Girl arrives at the cemetery and finds a hollow grave that has stairs leading down into the earth. This is the Necromancer’s secret lair.  It had been buried after her first capture, but it appears she had dug it back out after she escaped the sanitarium.

In the first room is a trap; poisoned arrows shoot out of slits in the walls. Glamour Girl dodges all of the arrows and enters the next area. In the next area there are four zombies. They react aggressively as soon as they spot Glamour Girl. They all lunge at her at the same time and she is injured. She pushes them all off with her super strength. The zombies fly backwards but all of them land on their feet by some cruel luck. She shoots an energy beam at one and burns a hole through its chest. It falls limply to the floor. There are three zombies left.

She shoots another energy beam and takes a second one out. There are now two zombies left.

The next time she shoots an energy beam at a zombie, it quickly dodges it. It lunges at her but she moves out of the way in time. She shoots another energy beam at this zombie and it hits its mark, demolishing the zombie. Now there is just one zombie left. She punches it in the head as hard as she can just as it lunges at her and sends the zombie spinning into the wall. She has defeated all of the zombies.

She moves into the next area. It is an empty chamber room and she rests here a while and tends to her wounds from earlier in the day. She then continues into the next area.

In this area is another trap. Bats that have been trained by the Necromancer to attack fly at Glamour Girl’s face. She shoots an energy beam at them and destroys the bats, avoiding the trap. She enters another empty area. In the next room she can hear the Necromancer chanting a spell. She hurries into the final chamber.

In this room the Necromancer is reading from a tome and raising a zombie to un-life. Glamour Girl quickly shoots an energy beam at her but the Necromancer sees her in time to move. The zombie comes to life a moment later.

The Necromancer blasts a dark spell at Glamour Girl that hits her hard and sends her spiraling into the wall. Glamour Girl, despite being dizzy, rises to her feet and shoots an energy beam at the Necromancer, but hits the zombie instead and fries it. Now that the zombie minion is gone, it is just Glamour Girl and the Necromancer.

The Necromancer shoots another dark spell at Glamour Girl, but Glamour Girl’s head has cleared by now and she moves out of the way and runs towards the Necromancer. She lunges at the Necromancer, who does a spin out of the way of the attack. The Necromancer casts another dark spell and hits Glamour Girl square in the chest, sending her flying backwards and knocking her unconscious.

When she comes to, she sees Spectre standing over her. He tells her he captured the Necromancer and she is on her way back to the sanitarium.

Glamour Girl is embarrassed at having to be saved, especially by Spectre, but she is still grateful. She thanks him.

The next day the newspapers say, “Superhero Saved By Superhero? Spectre To The Rescue”. Glamour Girl rips up her own copy of the newspaper and throws it away in her apartment’s dumpster.

She makes a decision then and there that her new Mission will be to find the Toxic Kiss before Spectre does.

 

 

That’s it for Part II of Glamour Girl’s adventures. I’ll post a Part III soon. I hope you enjoyed it! If you did, consider making your own Actual Plays of Mighty Marvelous or any of the other MMUGS games. I would love a link to them to read them!

Also, consider subscribing to my Substack for my weekly newsletter here for updates on my upcoming games, new reviews, and new articles. It’s released every Wednesday.

Thank you all again for your support!

Friday, March 27, 2026

Colossus Part VI (Ironsworn: Starforged Rules) The Final Chapter

 

Hi everyone and welcome to my blog. The final chapter of Iris, Sora, and Parrot is here! This is the final Part to their story that I journaled using Ironsworn: Starforged’s rules. I hope you have enjoyed their adventures and that it has inspired you to journal your own games! To start the adventure at the beginning, click here to find Part I.

 

Colossus Part VI

Iris, Sora, and Parrot reach the facility in a few hours and hide behind some cover and wait for signals from the other Scouts. All is quiet. They suddenly hear bird calls nearby. Other Scouts have arrived and found cover. There are three guards blocking each of the four entries into the facility. Each entry has a team of Scouts ready to throw a smoke grenade at the guards.

Iris sounds the signal to attack, and they all throw their smoke grenades. Parrot, Iris, and Sora take down the three guards in front of the east entry and go inside. They enter a chapel with no less than a dozen surprised Blessed Martyrs sitting in pews. Iris throws a smoke grenade and the room explodes in fog. Using hand-to-hand combat, Iris and Parrot fight off the cultists. The cultists charge at them recklessly, without fear.

Iris can’t see very well and is tackled by a cultist over a pew. More cultists seem to fill up the room, though Iris can’t tell where they are coming from through the smoke. Parrot pulls out his handgun and starts shooting, and Sora tackles the cultist on top of Iris. Pretty soon the room is full of over a dozen dead cultists. Parrot helps Iris to her feet. They can hear the other Scouts fighting cultists in the distance. They move on.

They find the labs and dozens of animals in small cages, most in various states of mutation or death. Parrot suggests they kill them out of mercy. Regretfully, he and Iris do. They find some research papers and stuff them in their satchels for Lotus. They can hear gunfire and yelling from other parts of the facility. It sounds like the Scouts are winning.

As they enter the living quarters, a sudden gunshot rings their ears and Sora falls over, blood pouring from his shoulder. Iris screams and fires her bow in the direction the gunshot came from.

Crowley appears cloaked in smoke rising from the barrel of his gun. Iris’s arrow hits his leg but he pulls it out easily and breaks it in half with his hand.

“Aww,” he says. “Did I kill your cat?”

Iris screams in rage again and fires another arrow. This one hits him in his missing eye. He grunts as he pulls the bloody arrow out. Parrot fires his gun and Iris fires her bow. They both hit him, but he seems unbothered. He fires his gun at them, forcing them to separate and duck behind fallen tables.

Iris draws her knife, her hands shaking with fury. Crowley tries to fire again but his gun jams. Iris runs up to him with her knife and stabs him in the chest over and over. Blood seeps from his stab wounds, but he’s still fighting.

Parrot joins the fray and stabs Crowley with his dagger. Crowley is unbothered and tells Iris the reason he didn’t try to kill Iris when he killed Sparrow was because she wasn’t worth it. He shoves the Scouts off of him with amazing strength. Iris finds her feet before Parrot does an stabs Crowley so deep that when she goes to pull the knife out the blade breaks off from the hilt. Parrot, injured, tosses Iris his dagger. She catches it.

Crowley hits Iris in the face, shattering her cheekbone. She tastes blood. But she leaps onto the front of Crowley, tackling him, just as she’s seen Sora do to countless enemies before. She raises the dagger high above her head and plunges it into Crowley’s good eye, piercing his brain and killing him.

She checks on Sora, but Sora has died. She cradles the big cat in her arms and mourns as Parrot holds her from behind. She cries and screams until the signal comes from the other Scouts that it’s time to blow up the facility. Parrot helps Iris to her feet and she says goodbye to Sora.

They leave the facility and meet up with the other Scouts on a ridge overlooking the facility. The facility explodes while the Scouts watch from a safe distance. The Blessed Martyrs and Crowley are no more. The Scouts all go their separate ways, as is their nature. Iris and Parrot return to Quiet City and take an airship to Crystal Heights and Lotus Headquarters so they can deliver the research papers they found in the facility and report the mission as completed.

Afterwards, Iris and Parrot spend time together in Parrot’s apartment. Parrot tells Iris he loves her and she tells him it back. They share a passionate night together. In the morning they visit the Scout cemetery and Iris solemnly lays the hilt of the knife Sparrow gave her on his grave. Memories of Sparrow and Sora flood her mind. Parrot holds her hand. Iris vows to let go of the past and look forward to her future. Parrot and Iris leave to go on their next mission.

The End.

Thursday, March 26, 2026

Actual Play Of Mighty Marvelous Part I

 


Hi everyone and welcome to my blog! Today I decided to write down some of the Actual Play I made when I was play-testing Mighty Marvelous. I had so much fun playing Mighty Marvelous. I love superheroes so much and getting to create my own superhero who interacts with other superheroes and villains of my own creation was just awesome!

Mighty Marvelous uses my MMUGS engine, which allows you to play a game while writing a cohesive narrative. Everyone’s writing style is different, and when I play solo I tend to write in a stream of consciousness without much detail but with plenty of action. I don’t write with paragraph breaks and sometimes I get so into my writing that I create run-on sentences, but for this Actual Play I’ve edited the story a bit, just enough so it should be easily readable.

This Actual Play is basically the first chapter of my hero, Glamour Girl’s adventures. Glamour Girl is featured on the front cover of Mighty Marvelous, illustrated by the talented Miguelangel Bastidas.

If you’re interested in playing Mighty Marvelous yourself, you can purchase it on itchio here or on drivethrurpg here. You are free to publish any stories you create using the MMUGS system, although I would love to hear about it! You can email me at sarahrblount@gmail.com or just comment here on the blog.

Without further ado, here is Part I of Mighty Marvelous: The Adventures Of Glamour Girl!

 

Part I

Glamour Girl (Wilma Watlee) is a superhero who protects the city of Lukeville from crime and devastation. She can fly, has super strength, is skilled in hand-to-hand combat, and can shoot blasts of energy using her hands. She has a strict no-kill rule, but villains are always trying to push her past her limits, especially her main foe, Gadget. She acquired her powers when she was an orphaned child and was experimented on using alien DNA. She escaped the laboratory and the scientists shortly after, and arrived in Lukeville as a teenager with dreams of becoming a theater actress.

For now, when she’s not protecting the city, she sings at local clubs and bars for extra cash. She’s eyeing a lead part in a play, A Waste Of Crow, premiering in January of next year. As of right not, she’s just waking up due to her alarm going off on her phone. A villain is attacking the city.

She puts on her fabulous Glamour Girl costume and flies out of her apartment window, careful that no one sees her leaving. The event is taking place at the uptown bank. On her way, she sees an elderly woman having trouble walking into the street to cross. Glamour Girl takes a minute to help the elderly woman cross the road. Citizens on the sidewalk clap and cheer for her, and the woman thanks her with a hard candy.

As she continues towards the bank, she sees the superhero, Spectre, dealing with three thugs in hand-to-hand combat. Glamour Girl would help, but he can take care of himself.

As she is about to pass by a tall building, a window washer’s platform is hanging by just one rope. She saves the window washer and carries him down to the ground. He thanks her and she continues on.

She passes by a man on the street walking his dog who she has no idea is the villain Gadget disguised as a civilian.

Finally, she arrives at the bank to see the Illusive Magician robbing it. He has no henchmen, just floating bags of money he’s orchestrating with his wand into a giant gray van. He’s laughing maniacally until he sees Glamour Girl, then he turns serious and summons a red-eyed bird out of his hat to attack Glamour Girl. The bird flies at her face. The bird claws at her cheeks, leaving behind visible scratches she’ll have to explain later.

She throws the bird off and it flies away. She tries to punch the Illusive Magician, but he vanishes before her fist makes contact. He appears again behind her. He tries to strike her with a large sack of money but she catches it. She in turn strikes him with the money sack, knocking him almost off his feet. He catches himself on a railing before he falls and sneers at her. He casts a fireball spell at her using his wand. She gracefully dodges. She kicks him in the stomach and he goes flying down the steps to the sidewalk.

Grunting and angry, he aims his wand at her again. He casts a strange dark spell at her but she swiftly dodges it as she approaches him. He casts a ray of light from his wand that hits her in the face and blinds her temporarily. He then hits her hard over the head with a sack of money. He hits her again and she falls over.

He gets in the silver van and drives off. He gets away. She’ll have to find him later. Right now she can barely see and her head is throbbing and her face is scratched.

She returns to her apartment. For now she needs to rest and recover from that embarrassing event.

She covers her face wounds with make-up that night and heads to a bar to sing. She does an okay job, not her best work. She earned very few tips. She returns to her apartment to sleep.

The next morning she wakes knowing she has a new mission: Go into the Illusive Magician’s lair and arrest him for robbing the bank yesterday.

Glamour Girl dresses up in her costume and leaves her apartment through the alleyway, towards the lair. She arrives at his lair, an abandoned movie theater. As soon as she enters, she sees a security guard tied up. She unties him. He says the gray van had belonged to him and his partner, who is being held prisoner further in the lair. She tells the guard to wait outside and she’ll find his partner.

She delves deeper into the lair. The next area is trapped. She triggers the trap, poison gas, but escapes the area before she is affected by it. She goes through two more areas that are empty before finding the other security guard tied up. She frees him and sends him to wait outside.

In the final area is the Illusive Magician. He fires a spell at her, but she dodges. She shoots a light beam of energy at him, but he dodges, too. She runs up to punch him, but he vanishes and appears behind her wielding a crowbar. He hits her hard with it. She falls down, injured. He hits her again. When he goes to hit her a third time, she rolls out of the way. She blasts him with an energy beam, and the crowbar flies out of his hands. She tells him to give up. He ignores her.

She gets to her feet and hits him in the face. She holds back her strength so as not to break his skull. Just as she is about to hit him again, he raises his hands in surrender, nose bleeding. He is brought to the police stations and jailed while the security guards are brought to the hospital.

All of the bank’s stolen cash is recovered. The newspapers praise Glamour Girl for catching the bad guy. Glamour Girl has injuries herself, so she returns home to her apartment to rest.



That's it for Part I! I might continue adding to her story on the blog if there's enough interest. 

Don't forget I have a weekly newsletter on Substack that releases every Wednesday and my handle on Substack is @sarahsoloadventures so please subscribe so you can keep up with my articles, current projects, and all of my Actual Playthroughs!

Also: I have a Q&A with the Randomworlds Discord on April 4th at 1 pm EDT. I hope you'll be there to see me answer questions about Colossus Complete Edition!

Colossus Part V (Ironsworn: Starforged Rules)

 

Hi and welcome to my blog! Part V of Colossus with Ironsworn: Starforged rules is all written up and posted here. The adventures of Iris, Sora, and Parrot continue.

 

Colossus Part V

The first place they go is Cardinal’s garage. Cardinal agrees to both fix the motorcycle and watch Sora while Parrot and Iris do what they need to do.

Parrot and Iris go to the mayor’s mansion and climb in through the second floor. They sneak into her office. They search through her files and find a letter from the Diez Family demanding a cut of Quiet City’s profits from crimes like racketeering and prostitution or they’ll reveal the mayor’s affair. Parrot comments she certainly had a motive against the Diez Family. They search more. They find a letter from Lotus that says if she doesn’t start paying more taxes to them they’ll pull all of the Scouts out of Quiet City. That gives her a motive against Lotus, too. Finally, they find it. They find a letter from the Blessed Martyrs requesting more credits for a facility they want to build in the Sable Lands.

Parrot and Iris keep the letter, and when they leave the mansion they send the letter to Lotus Headquarters by way of a courier bot. They head to Cardinal’s garage but when they get there they find him barely alive in a pool of his own blood. Several of the house cats are dead and Sora is also severely injured. Iris and Parrot immediately start administering life-saving healing to them both. They manage to stabilize both Sora and Cardinal. Cardinal is sent to a hospital, still unconscious, and Iris stays with Sora at Cardinal’s home. Parrot stays with Cardinal at the hospital.

The next day, Parrot returns and says he spoke to Cardinal when he woke up. Cardinal was attacked by an assassin. Sora saved him. The assassin was injured badly and ran off before he could finish killing Cardinal and Sora. Iris says that no Scout is safe, not even the ones in the walled cities. Furious, they decide now is the time to interrogate the mayor.

They knock out her guards and burst into her office. She is sitting at her desk, looking mildly annoyed. She says, “So you’re the ones who broke into my home.” They tell her they know she’s working with the assassins and the cultists. They tell her to call off the assassins. She says she will. She’s already screwed anyway if Lotus knows about her activities. Parrot tells her the only way to save her position now is to pay Lotus its taxes and cooperate to take down the Blessed Martyrs.

Suddenly Kaito Crowley bursts into the office through the window. He shoots at the mayor, who ducks in time under her desk. Iris and Parrot immediately jump into the fray, Iris drawing her knife and Parrot drawing his dagger. They get in close to Crowley and stab him, but the blades barely penetrate his coat. Iris kicks the gun out of Crowley’s hand. It flies across the room. She kicks him again in the face. He bleeds from the mouth, but it was like kicking a rock wall. He rears back and punches her in the face, sending her flying backwards. Parrot manages to stab Crowley again but it does little good.

Iris stands up and realizes the back of her head is bleeding. She must have landed hard. She runs back into the fray just as Parrot is punched in the face, breaking his glasses and his nose. Crowley grabs Iris by her satchel and starts choking her with the strap. Medicine spills out of her satchel and onto the floor. Parrot jumps to his feet and tries to rescue Iris. Iris starts to fade from consciousness and she thinks of Sparrow.

His memory gives her strength and she breaks the strap of her satchel and elbows Crowley in the side hard. She gets away from him. Parrot and Iris both charge at Crowley with their blades drawn. Crowley fights with both of them at once, dodging blows.

Suddenly a bullet flies past Iris’s head and hits Crowley in the shoulder. Crowley jumps back out the window and flees. Iris sees that it was the mayor with Crowley’s gun who fired the shot. But who was she really aiming for? Parrot takes the gun from her. He tells the mayor she’s been marked for death, but they’ll protect her if she cooperates and tells them what she knows about the Blessed Martyrs.

The mayor tells them the Blessed Martyrs are building a facility near the Nameless Mountain. They are trying to recreate the super-serum that empowered Crowley. They need to study Scout DNA, namely Scout blood, to see how it is enhanced by miasma, one of the main ingredients in the super-serum. As they recruit and research, they are killing people to sacrifice to inter-dimensional beings that they believe are just waiting for their chance to enter the Spire. The Blessed Martyrs’ ultimate goal, however, is to destroy stability in the Spire by destroying Lotus. They believe this will create enough chaos that a rift will form, allowing the dimensional aliens access into our reality. The Scouts must die to allow Lotus to be vulnerable enough to be destroyed.

Parrot says these people sound like lunatics. They must be stopped. He writes to Lotus informing them of recent events and asking for back-up so they assault the cult’s facility near the Nameless Mountain.

Iris and Parrot rent a room at the inn and discuss their next steps. They need allies to storm the facility. Iris thinks back on all the bonds she’s made since she became a Scout. She writes to Goose, Posey, Seagull, Jasmine, Hydrangea, Lavender, Wren, Tulip, and Hummingbird. She asks them to join her in Quiet City, posthaste. It will take a while to hear back from Lotus and the Scouts.

While Sora heals, Iris spends some downtime with Parrot, practicing archery and telling stories about their childhoods. One night, after dinner at the inn, while they wait for the Scouts’ and Lotus’s responses, Parrot and Iris share a kiss.

The next day they go on their first date to the market to resupply. Parrot buys Iris a beautiful handmade necklace from a Red Rivers merchant, and Iris buys Parrot a handgun. Parrot vows to protect Iris, and Iris vows to protect Parrot.

The first Scout to show up is Goose later that day. Then all the others show up over the next few days as they make their plans. Finally, a letter from Lotus arrives giving them the thumbs-up to assault the facility, collect research papers, and burn the Blessed Martyrs to the ground. By this time Sora is healed up, as is Cardinal, and they join the group.

They leave at dawn towards the facility, all split up in different directions, in small groups so they can sneak up on the facility. Parrot, Iris, and Sora comprise one group. They are heading to the facility on foot by the east. They are armed and ready for a fight.

The terrain here is very hilly and mountainous. Sora has an easy time with it, but it slows the Scouts down. They finally find a clear path through the difficult terrain and start making better time. As they continue on, the mountainous terrain starts to give way under their feet. Parrot falls but Iris catches his hand in time and pulls him up. They find a freshwater pool in a valley and bathe and refill their canteens.

They come across another pool, this one full of miasma, blocking the road. It is safe for Parrot and Iris to swim across it, but not Sora. They go around the miasma pool, lengthening their journey.

They reach a ridge and can see the facility in the distance in a valley with the backdrop of the enormous Nameless Mountain. They are almost there.

Wednesday, March 25, 2026

Colossus Part IV (Ironsworn: Starforged Rules)

 

Hi and welcome to my blog! Today I have published Part IV of Colossus with Ironsworn: Starforged rules. The adventures of Iris and Sora continue. I hope you enjoy it and it inspires your own Ironsworn sessions!

 

Colossus Part IV

The trail is peaceful and Iris asks Tulip and Hummingbird how they met. They explain that they met as children when they were paired together based on extensive personality tests, per the Psychic Elf tradition.

An aggressive grizzly bear suddenly blocks their path. Patches of its fur are gone and its skin is covered in sores. It is foaming at the mouth. Iris fires an arrow at it, hitting it shallowly in the shoulder. The bear charges and Iris dodges. Tulip blasts a force field of kinetic energy at the bear, knocking it over and stunning it. The bear wobbles to its paws and charges again, but Iris is ready. She shoots it in the eye with an arrow. It falls over, dead. They continue on.

They come to a river with no bridge in sight. It takes some time before they can find a way to cross. As they get closer to the Brier, they realize they are being followed. They ready their weapons and Sora growls. Arrows suddenly fall from the sky. The Scouts all suffer shallow arrow wounds. Iris fires back with her bow and a raider falls out of cover, dead. More arrows are fired at the Scouts. Iris tries to fire another arrow, but it breaks. She fumbles with another arrow and this one breaks, too. The Scouts and Sora try to find cover. Unfortunately, there is no useful cover. Tulip and Hummingbird both unleash kinetic blasts, pushing the ambushers back while Iris carefully readies an arrow. More ambushers, mutants, approach from behind them. Iris begins to feel scared. They may not make it out of this situation.

She fires arrows at the ambushers approaching from behind while Tulip and Hummingbird unleash another kinetic blast at them. The Scouts and Sora see an opening and take it; they flee the ambush.

Finally, a few hours later, they reach the Crowley Manor. The manor is a large plantation-style home with a large gate around it. The roof is missing shingles and some of the windows are broken. It’s clear no one has lived here for a long time. The gate is open and Sora and the Scouts cautiously enter. The manor is in disarray but the library is surprisingly pristine. They find books on biology and religion. There are a desk and filing cabinets in the back of the library. The Scouts search through it and find a picture of Crowley before he was scarred with a young man who looks like a young Sparrow. They also find a list of all the Scouts, with names of deceased Scouts crossed out. It seems Crowley is trying to hunt down Scouts to kill them.

The names are in no particular order, but Sparrow is crossed out. If Crowley is killing Scouts, why didn’t he kill Iris the same night he killed Sparrow? One thing is for certain: He’s back with the Blessed Martyrs, either leading them or working for them. He’s a murderer and must be stopped.

Iris decides her next step should be to return to Arid Acropolis and see what Goose has learned about the Blessed Martyrs. The Scouts and Sora leave the manor and make the return journey to Crystal Heights. On the journey back, they make camp and use up rations. Without further incident, they reach Crystal Heights. Iris and the Psychic Elves go their separate ways, as they have to return to the Soco Jungle to assist Alisa Stark. Iris resupplies in the market and heals up at an inn. She fletches some more arrows.

The next day she looks for Parrot in Headquarters. He is still on a mission, studying an artifact. She tells him what she learned about Crowley at his manor and that she is going to Arid Acropolis to learn more about the Blessed Martyrs. Parrot expresses regret that he cannot go with her, but tells her to keep him updated. He arranges an airship ride for her and Sora in First Class to Quiet City. Iris thanks him and hugs him. He hugs her back awkwardly. Even Sora licks his hand.

Iris and Sora board the airship and head to Quiet City. On the ride to Quiet City, Iris dreams of the fallen Tower of Eden. In her dreams she sees scavengers rifling through the debris, looking for something. She wakes up and shortly after they arrive at Quiet City. She and Sora join a caravan headed for Lyric. Iris vows to protect the caravan from raiders.

Another Scout, Lavender, a Red Rivers Native, offers to help. She has a wolf companion named Howler who follows her everywhere, much like Sora does with Iris. Almost as soon as their journey to Lyric starts, a farmer loses control of a horse pulling his carriage and it runs off. Iris pursues it and finally reins it in, but this event has slowed them down.

They finally make some progress but a carriage loses a wheel. It can’t be fixed and the provisions on the carriage are moved to the other wagons, burdening the horses and slowing the caravan down.

A large wasp attacks a farmer, stinging him. Iris kills it and uses special medicine on the farmer’s wound. They find a shortcut a little while later that cuts their journey time in half.

As they enter the Sable Lands, they find evidence that a Dragon Squid has been here. They also encounter an old campsite with runes dug into the ground. Iris suspects they are from the Blessed Martyrs. A rockslide ahead forces the caravan to leave the road and go around it. They later notice footprints in the dirt and suspect an ambush up ahead. Iris and Lavender fire arrows ahead and scare the ambushers off.

They arrive at Lyric that evening. The farmers are thankful and give each Scout sixty credits. Lavender and Iris meet up with Hydrangea and the three women share a drink and tell stories. Hydrangea mentions an increase in cult activity in the Sable Lands. She says she’s received letters from Goose in Arid Acropolis to be on the lookout for it. Lavender receives a mission from Lotus by courier bot to go to Scarlet City in Red Rivers. She and Howler depart.

Hydrangea asks Iris if she and Sora will be okay traveling to Arid Acropolis alone with all the raiders and cultists about. Iris is confident she can get to the city safely.

In the morning, Iris and Sora leave Lyric and head for Arid Acropolis. When she arrives at Arid Acropolis, she is forced to find cover. A battle is taking place outside the city gates between a raider faction called Shattered Skulls and the mercenaries of Arid Acropolis. She sees Goose fighting with the mercenaries. Iris sees they need help and she enters the fray with arrows flying. She strikes several raiders, drawing enemy attention to herself. Goose notices her too and in the midst of his distraction he is stabbed by a knife. He falters but keep fighting.

Iris unleashes arrows at the oncoming raiders. She takes them down. She picks off a raider who was sneaking up behind Goose. She lets loose more arrows and takes out a significant number of raiders. The remaining raiders flee.

Iris hurries to Goose’s side. She takes out her first aid kit and tends to Goose’s stab wound. He thanks her and they leave the battlefield and enter the city. She helps him to his apartment and she asks him about the Blessed Martyrs. He tells her that the Blessed Martyrs are trying to create their own soldiers by baptizing their members in miasma. So far it’s not been working very well. He also tells her the Blessed Martyrs travel to the ruins of the Tower of Eden a lot to scavenge and baptize members in the large miasma lake there. Iris recalls her dream on the airship about the scavengers at the Tower of Eden’s ruins. Iris warns Goose that Crowley is trying to kill Scouts. He says he’s more worried about Shattered Skulls and Blessed Martyrs.

That night Iris receives an urgent message from Posey by way of a courier bot. It says a man with one eye and one ear has been spotted around Revolt, an island on the gigantic Lake Achak. Iris spends one hundred credits to resupply her stores of rations and meds in her satchel. She bids farewell to Goose, who must remain in Arid Acropolis to defend it from Shattered Skulls and Blessed Martyrs.

Then Iris and Sora leave for Port Providence, on the shore of Lake Achak. From there they’ll need to rent a boat to Zebulon on Revolt. Along the way they get directions to a shortcut by some wandering traders. As they travel along the shortcut, the weather is sunny and mild. They come across an old bridge over a large chasm. Iris crosses easily but as Sora crosses a board snaps and he almost plummets down the chasm. Iris helps pull him up. Iris loses some of her arrows in the process of helping him. They fall down the chasm from her quiver.

Finally they reach Port Providence. It is a small fishing and boating town built on the shores of Lake Achak. It is the only way to Revolt from the Sable Lands. Iris searches for a ship captain who will sail her and Sora to Zebulon. She finds a gruff-looking captain who says he will. He says he’ll do it for free because he supports the Scouts. Sora and Iris ride the boat to the Zebulon docks.

They disembark and start searching the nightclubs for Posey. A man crosses Iris’s path. He introduces himself as Seagull’s butler and says Seagull would like a word with her at the nightclub Lush, which Seagull owns. Iris and Sora follow the man to Lush’s VIP room, as patrons move of the way of the cougar. In the VIP room, Seagull and Posey are waiting for Iris. Posey hugs Iris and Sora. Seagull shakes Iris’s hand

Seagull apologizes for fetching her like that, but this is a private matter about a former Scout that should only be discussed between Scouts. Seagull says some homeless people from around the island have gone missing. He fears the worst. He brought his concern to the Diez Family but they couldn’t care less about the homeless of Revolt. He suggests the three of them (“Four” he corrects himself with a smile, petting Sora) go to Novo, a homeless colony, and ask around about the missing people. He suspects they are Jay’s, or Crowley’s, latest victims, but he wants to be certain. If it is Crowley or the Blessed Martyrs killing them, Seagull vows to pour as many credits as necessary into helping stop them.

Iris, Posey, Seagull, and Sora leave Zebulon. They start their journey towards Novo. They pass by a trader on the way, and Iris resupplies her rations and quiver. They find some fresh water near the road and refill their canteens. They get close enough to Novo they can see smoke rising from the campfires.

They arrive in Novo, a small colony of about sixteen huts and a dozen or so tents. It smells of garbage and smoke. It is an inland colony so there’s no fishing but plenty of hunting and scavenging. They start questioning the residents about those that went missing. The Scouts are shown to a tent of one of the missing men. The tent smells bad, but otherwise nothing seems out of the ordinary.

As they search, however, they find a letter with the Blessed Martyr’s sigil on it. It seems the Blessed Martyrs are trying to recruit the homeless on the island. If that’s the case, perhaps the missing homeless weren’t killed by Crowley; they were recruited. Seagull says this means the Blessed Martyrs are going to strike hard and strike soon. They need to return to Zebulon posthaste; besides, he has a party to attend.

On the way back he offers to show Iris the “other side” of Zebulon, if she would like to be his date for the party. She says yes, but what about Sora? Posey says she’ll hang out with Sora at her place during the party.

The party takes place in Seagull’s mansion in Zebulon. There are over one hundred and fifty people there, including the Diez Family, the biggest crime family in the Spire, and several notable mayors. Iris is wearing a long purple gown she borrowed from Posey and white heels. Seagull is handsome in his suit and attentive as a date. Iris meets with two Scouts, Penguin and Heather, who work for both Lotus and the Diez Family. Even some officials from Lotus are there.

Lotus is put on notice about the Blessed Martyrs and the Diez Family says they’ll kick out any cultists they see from the city. Iris and Seagull dance a few times. Iris loves to dance, especially with so good a partner.

Suddenly a courier bot cuts through the dance floor with a private message for Iris. Seagull allows her to take the message in the study, away from prying eyes and ears.

It is a voice message from Parrot, and he sounds anxious and out of breath. He says he was just attacked by an assassin in his office at Lotus Headquarters. He killed the assassin, but he’s worried more assassins are looking for Scouts. He recommends they stick together to be safe. He asks Iris to meet him at Gate Town and once there they can plan their next steps.

Suddenly a loud explosion shakes the mansion. Iris ducks under a desk as a bookshelf and a piece of the ceiling falls down. After, she hurries into the ballroom and sees the front wall has been blown up. No one appears to be dead, though some are injured and being tended to. Seagull is enraged. He says it had to have been the Blessed Martyrs who planted the bomb.

The Scouts help the injured, and afterwards meet up in Posey’s apartment. Iris tells Seagull and Posey about the assassin sent after Parrot and says Seagull must be a target for his good works with the homeless. Seagull says he’s not afraid. He’ll protect Revolt from freaks just like he’s always done. Posey agrees. Iris wants to stay and help but she and Sora must meet Parrot in Gate Town. He’s a target too, and he’s all alone.

Seagull and Posey hug Iris (and Sora, too) and wish her luck and to be careful. Seagull arranges for a boat in the port village of Exant to take her into the Red Rivers by way of Rouge Port. Iris thanks Seagull and Posey for everything. The Diez Family escorts Iris and Sora by car to Exant, where she and Sora then take a boat to Rouge Port. There she buys a motorcycle with a side car for Sora. She and Sora head out on their new motorcycle for Gate Town.

She parks at the top of a high ridge and can see the crimson rivers ahead of her. She sees a shortcut. She pulls over at an old farmstead that’s been abandoned. She decides to scavenge. As she finds canned food and medicine, a horribly mutated farmer enters the room. His skin is glowing green/ He smells of miasma. He must have fallen into a pit of it. Mindlessly, he tries to bite her. She dodges. Sora tackles the monster and rips his throat out. Iris can hear more shuffling around the house now. She grabs the canned food and meds and she and Sora run back to the motorcycle, hop on, and take off.

Eventually she and Sora make it to the first red river, which is actually River Number Two in the territory. It is red because of the dust that falls into it from the Crimson Mountains to the east. She was born around here. She briefly wonders what her parents are doing now.

She crosses the river by a wooden bridge. She eventually rides past Scarlet City with its big walls and little technology. Before Sparrow found her she used to scavenge the dumpsters in the city for food.

She hurries past River Number Three and the wastes of the Red Rivers to Gate Town. It takes some convincing to get the cyborg guards to let Sora into the town. She tells them she’s on official Scout business. Finally they let her and her cougar in. She and Sora head to the saloon.

They find Parrot there, eyes wide and wary. He smiles bigger than Iris has ever seen him smile when he sees her. He runs up to her and gives her a hug. He even pats Sora on the head. She tells him about the bomb at Seagull’s mansion. She also tells him the Blessed Martyrs are recruiting more cultists. Parrot says they should stick together for now. Iris agrees. The assassin who attacked him was from the Umbral Cloaks Assassin’s League. The Blessed Martyrs must have a pretty wealthy benefactor to hire them. Parrot suggests the Diez Family may be in on it, but Iris immediately says it’s not possible. Members of the Diez Family were harmed when Seagull’s mansion was bombed.

She suggests the Fury Town Furys. They are an old family with deep roots in the wastes. One of them is even the mayor of Quiet City. They are wealthy and mostly unassuming, but are currently in a tiff with the Diez Family as the Diez Family is trying to muscle in on Quiet City. Would the Furys join forces with the Blessed Martyrs to help them fight back against the Diez Family? Parrot says they should sneak into Quiet City’s mayor’s mansion and find out.

When Parrot sees Iris’s motorcycle, he says there’s no way he’s riding one of those, but Iris convinces him she’s a good driver. Sora sits in his side car and Parrot holds onto Iris tightly as they drive out of Gate Town into the wasteland.

They haven’t been riding long when someone flags them down from the side of the road, asking for help. The woman says she’s from the nearby village of Ravan and they are currently being raided by feral mutants. She begs them to fight off the mutants.

Iris drives to Ravan, though Parrot tells her they don’t have time for this. When they reach Ravan, buildings and fields are on fire. Mutants are chasing people through the village. Iris gets to work. She fires arrows at the mutants. She hits one, and he goes down. Sora tackles another mutant. Parrot starts evacuating villagers from the burning buildings. Iris fires at more mutants, hitting them. She climbs on top of a house that is not on fire and picks more feral mutants off with her arrows. The feral mutants can’t find where the arrows are coming from and flee. The villagers start to put out the fires. After that Iris and Parrot help them sort through the dead.

The village chief thanks them by offering to let them stay the night there for free, as well as free drinks and free meals. They accept. At dinner Parrot asks Iris why she feels the need to help everyone. She says because that’s her job as a Scout. It’s why she decided to become a Scout in the first place. Her mentor, Sparrow, never neglected to help someone who needed it. Parrot tells her it’s time she forges her own legacy instead of trying to live up to Sparrow’s legacy. Iris thinks about it and quietly agrees.

In the morning they leave Ravan and continue their journey. However, feral mutants shoot at them from the ridges, damaging the motorcycle. They park the motorcycle a few miles away. It will need to be fixed in Quiet City. It will run, for now.

They are being tracked by feral mutants so they get back on the motorcycle and hurry on. They come across an old stone that marks a boundary line, from when the Red Rivers Natives were dozens of tribes instead of one. They make camp there as night is beginning to fall.

Iris says she’ll keep watch, but Parrot insists he do it since she’s the one driving the motorcycle during the day. Before she goes to bed, she tells Parrot some old stories her parents, Red Rivers Natives, once told her about the land’s spirits. Parrot says he doesn’t believe in that stuff, just cold, hard logic and science. Sora stays up with Parrot and keeps watch for feral mutants and raiders while Iris sleeps.

Iris dreams of vengeance, but she’s not certain if it’s her own or someone else’s. In the morning they continue on. They drive across one of the Red Rivers. Iris finds it both beautiful and comforting. They cross over into the Smokeys a few hours later. The path flattens and they start to make good time. After a few hours they reach Quiet City.

Tuesday, March 24, 2026

Colossus Part III (Ironsworn: Starforged Rules)

 Hi and welcome back to my blog. I know it's been a while since the last update on Iris and Sora's adventures, so I wanted to continue them with Part III. I hope you enjoy and I hope this inspires your own Ironsworn and Ironsworn: Starforged games!


Colossus Part III

Goose offers Iris and Sora a room at his apartment here in the city. Iris accepts. He shows her the best place in the local market to barter and resupply. He then goes to tell the mayor of the city about Inlet and the cult while Iris and Sora settle into his apartment and await a message from Parrot. The next morning she finally receives a message from Parrot by way of a courier bot. The message says he knows of Crowley by the name of Jay, a former Scout and scientist with Lotus. Jay was Sparrow’s mentor. Jay performed experiments for Lotus, including on himself. Jay eventually went rogue and Sparrow was hired to hunt him down. Jay has not been seen since he killed Sparrow. That is all Parrot knows, but he could be persuaded to ask around Lotus if Iris does something for him first.

He asks her to meet him in Quiet City to help with something. Iris says goodbye and good luck to Goose and heads out of Arid Acropolis back to Quiet City. She and Sora make the long trek across the Sale Lands and the Smokeys without incident and find Parrot at the saloon. He sits there awkwardly with a cup of water. In his white lab coat he looks out of place among the rough-and-tumble types who hang around this saloon. He looks almost relieved when he sees Iris and Sora.

He explains a gang of raiders hijacked him on the road and stole a package he was meant to deliver to Crystal Heights. He needs the package back. The raiders make their home in an old shopping mall a few hours outside the city. He suggests they sneak in, grab the package, then the two of them can take an airship to Crystal Heights, with Sora of course. He looks at the cougar uncomfortably.

Iris agrees to help him. They leave Quiet City for the old mall. As they travel down the road, a territorial cougar almost twice Sora’s size appears. It immediately tackles Parrot to the ground. Iris stabs it, but it doesn’t let up. It swipes at her while still on top of Parrot, but Iris dodges. She stabs it again, but it doesn’t let go of Parrot. He screams as the cougar’s claws rake through his clothes into his flesh. Worried for Parrot, Iris tries kicking the cougar in the side, but it still doesn’t let go. She stabs at the cougar’s neck furiously and manages to kill the giant cat. It falls off of Parrot, dead. Parrot, bleeding at the shoulders, thanks her. She helps staunch the bleeding with her first aid kit. Parrot seems a little shaken, but they continue on down the road.

They find evidence raiders passed this way, so they know they’re going in the right direction. They can see the mall in the distance. There is plenty of cover around the mall. They notice a side door with only one guard.

Iris quickly knocks him out with a piece of rubble to the head. Another guard steps out from behind an old car. He was just relieving himself. He spots the two Scouts and Sora and reaches for his communicator. Iris shoots it out of his hand with an arrow. He screams, drawing the attention of two more raiders. Iris unleashes a volley of arrows at them. She kills one of the raiders. They do not have guns, only machetes. Before they can jump behind the old car for cover, Iris fires at them again, killing another raider. The last raider ducks behind the car. Sora leaps behind the car and rips the raider’s throat out.

The Scouts take the time to hide the bodies under the car and then enter the mall through the side door. As they navigate the mall, they must move slowly and stick to cover and to the shadows to not alert any wandering raiders. It is stressful to move so slowly.

The Scouts discover the package is in the raiders’ vault, which guarded by two raiders. Parrot uses one of the communicators he took from a defeated raider outside to raise the alarm about intruders outside the mall. The guards leave their post to investigate. The Scouts enter the vault and find the package. Parrot puts it in his backpack. They leave the mall.

They return to Quiet City safely. They go to the airship office and set a course for Crystal Heights. After some negotiating with the captain by Parrot, Sora is allowed onboard. On the airship, Parrot gets Iris and Sora into First Class and Parrot admits he may have thought negatively about her at first, with her being a new Scout. He says she has proven herself a fine Scout. He says he even feels impressed by Sora, and laughs. He tells her when they reach Lotus Headquarters they can ask around about Jay, or Crowley. Maybe if they can get some insight into his past they can see where he will be in the future.

Iris has a sudden vision, a Miracle, about a name. Alisa Stark. Something about that name seems important. Iris asks if Parrot knows anyone by that name. He says she is a biologist with Lotus. They can question her when they reach Headquarters after they deliver the package.

Parrot is intrigued by Iris’s visions. He asks her questions about them, but she says all she knows is that she has had them ever since she was bathed in miasma. Parrot says that’s fascinating and that he doesn’t have many Miracles at his own disposal. Just some low-level cognition, more like a strong “gut feeling”.

The airship eventually docks in Crystal Heights. They visit Lotus Headquarters and Parrot delivers the package. Then they ask around about Alisa Stark. They learn she is doing field work at Soco. Iris thanks Parrot for all of the information he’s given her. She says that she and Sora must go to Soco now. Parrot says he can go with her. Alisa might be more willing to open up to a fellow scientist, after all. Iris thanks him.

Iris, Parrot, and Sora set off for Soco. As they follow a river, tentacles reach out and grab Parrot. Iris cuts them with her knife, but they lose some meds in the process as the tentacles splash water on Iris’s satchel. They escape whatever was in the water.

They reach an abandoned train car on an old train track and realize they can follow the track most of the way to Soco. As they cross the track, Parrot sets off a tripwire and an alarm is raised. Two feral mutants approach them from behind cover. Iris unleashes a volley of arrows at them. She hits each one several times but they still run forward. Parrot readies his dagger and Sora swipes at one with his claws. Parrot stabs one of the mutants and kills him before he gets too close to Iris, and Iris fires an arrow at the other mutant, killing him. They leave the bodies behind and remain vigilant for more tripwires.

As they follow the tracks, they find a dead scavenger. He appears as if he was killed by some kind of beast. They continue on, wary. Finally they see Soco in the distance. It is a walled town on the outskirts of the Soco Jungle.

They tell the guards they are Scouts and are allowed entrance into the town. They ask around for Alisa and discover she went into the Soco Jungle to research some new organism that was recently discovered. Two Scouts, Hummingbird and Tulip, went with her. She is set up in a camp in the jungle. The camp is called Camp Sliver and about five dozen scientists work and live there.

Parrot, Iris, and Sora cross over from Soco into the Soco Jungle. They come across a stream with a log across it. Iris, Sora, and Parrot carefully cross it. Just as they reach the other side, Parrot stumbles over into some thorny plants. He is not wearing the right shoes for traversing jungle terrain. Iris helps him pull the thorns out of his coat. They come across a rickety bridge over a chasm. Some boards in the bridge are missing. Parrot refuses to cross it and suggests they look for a way around.

After some time searching, they find a new path. As they continue on, Parrot seems stressed by the humidity, the bugs, and his ill-advised shoes. Iris tries to cheer him up by telling him jokes. It takes quite a few, but finally she manages to make Parrot laugh.

Suddenly two raiders with a vicious dog appear and hold them at machete-point. They demand all of the Scouts’ medicine and credits. Iris draws her knife before they can react and threatens them. A raider grabs Parrot and puts the machete to his throat. Parrot tells Iris to just give them the credits and medicine. She says she’ll give them medicine, but not credits. She keeps her knife out threateningly. The raiders exchange a glance and say “Deal”. They release Parrot and Iris gives them medicine. The raiders and their dog then run away into the treeline.

Parrot asks why she wouldn’t give them her credits and she says it sounded like they needed the meds more. They continue on and come to a beautiful clearing with wildflowers and butterflies. A butterfly lands on Sora’s nose and he sneezes. Iris laughs.

Suddenly a familiar face appears in the clearing: the Scout, Tulip. She is a Psychic Elf, bonded to her lover, Hummingbird. They do not travel far from one another. Tulip tells them to follow her to Camp Sliver.

It is almost nightfall by the time they reach the camp. Alisa Stark and Hummingbird are waiting for them next to a giant fire pit roasting a pig. Alisa tells them she was expecting them thanks to Hummingbird and Tulip’s visions. She asks Parrot and Iris to sit down with her at a picnic table.

Alisa says she is Kaito Crowley’s younger sister. They grew up in a Blessed Martyr’s commune, but were saved by Scouts when they were ten and twelve years old. They were raised by scientists and eventually became scientists themselves, though Kaito also became a Scout called Jay. He was working on a super serum that was meant to be administered to new Scouts eventually, but injected some into himself to test it. The serum drove him mad and he started talking about the teachings of the Blessed Martyrs more and more. He disappeared, tearing out his tracking signal somehow and going rogue. He’s been killing random scavengers and raiders ever since, sacrificing them to his inter-dimensional gods.

Alisa knows all of this because she still receives letters from her brother, though there’s no way to trace where they are coming from. They are carried by messenger ravens. Kaito uses Miracles to commune with animals, especially birds. Alisa tells the Scouts that he had an apartment in Crystal Heights that Lotus has likely already picked through, but he also had a house in South Spire not far from the Briar. Lotus doesn’t know about it and it might hold more answers.

Iris thanks Alisa, but Alisa holds up a hand to stop her. She says now Iris must do something for her. The organism she’s researching is a poisonous toad who excretes a venomous slime that may have healing capabilities. She needs the toad delivered alive to Crystal Heights. She gives them the toad in a glass container with holes as well as some food for it. Tulip and Hummingbird will travel with the Scouts. The toad could be the answers to miraculous medications. It must reach Lotus Headquarters alive.

Iris vows to protect it and deliver it. The four Scouts and Sora leave in the morning and start their journey. Shortly into their journey, a gigantic black jungle cat blocks their path. The Scouts quickly kill it, but Iris’s knife breaks. The blade cracks in half. Sparrow had given her that knife. She decides to keep it in the hopes it can be re-forged.

They come across a climbable tree and Iris climbs to the top and gets a good vantage point on the land. They are going in the right direction. She climbs back down. They come across smoke shortly after. They follow the smoke to a camp. The camp and the trees around it are on fire. People are running to a nearby river with buckets to try to put the fire out. Iris grabs a bucket and tries to help. Tulip and Hummingbird also try to help. Parrot starts evacuating people from huts and tents and trying to help save experiments. Eventually they put the fires out but the camp is in shambles. Iris wants to help but Parrot reminds her they have a current mission. They must move on.

They finally reach Soco and resupply. Parrot writes that they are on their way to Lotus. They spend the night in Soco and continue on their journey in the morning. On the way they come across a caravan with all of the farmers slaughtered. It looks like the work of raiders or feral mutants. They spend some time moving the bodies off of the road. They suspect this is a trap and take the long way around for several miles to avoid any ambushes. The long way around turns out to have plenty of flatland and easily-crossable terrain. They are making good time.

They come across a bunker. Inside is a cache of pre-war supplies like medicine and ammunition. Shortly after, they reach Crystal Heights.

They deliver the toad to Headquarters. Parrot receives a mission that requires him to stay at Headquarters for the time being. He seems hesitant to leave Iris and asks Tulip and Hummingbird to accompany Iris and Sora to Crowley’s residence near the Brier and to keep her safe. They say they will. Parrot says a stiff goodbye to Iris. He seems like he’s going in for an awkward hug, but settles for a handshake instead. Iris shakes his hand and they go separate ways.

Before heading out of Crystal Heights, Iris takes her knife to a blacksmith and has it repaired. Then she, Sora, Tulip, and Hummingbird head out into South Spire.

Wednesday, December 3, 2025

Colossus Part II (Ironsworn: Starforged Rules)

 Welcome back to my playthrough of Colossus with Starforged rules! I hope you're enjoying the story so far and that it might even help inspire your own Ironsworn or Starforged games! For Part I, click here.

Without further ado, here is the continuing story of Iris and Sora!


Colossus Part II

Iris suspects Kaito Crowley is still in North Spire, but doesn’t seem to be in the Smokeys. She decides to try the Sable Lands, the city of Arid Acropolis. She and Sora set off for the Sable Lands in the morning. She makes good time to the Sable Lands, where the soil darkens to an almost black color. She sees a tripwire from a distance; she cuts it with her knife and a boulder falls from a cliff onto the path. She easily goes around it and remains vigilant for raiders and robbers.

As Iris and Sora continue on, they see a pack of wolves eating the fresh corpse of a deer. Sora growls and scares off the wolves. The deer is in good condition. They set up camp and eat deer and make jerky out of the leftovers. In the morning the weather takes a turn for the worse. Sora and Iris persevere through it, though it slows their journey down.

They come across poisonous plants that are mutated and moving. Sora and Iris maneuver around them. Suddenly some unstable ground gives way and Sora falls into an old basement. He is not hurt, but it takes some time for Iris to pull him out.

Things get better as they come across some branches that are perfect for fletching into arrows. They come across a settlement. It is a town called Lyric. Iris and Sora resupply and rest there. The town is trying to terraform the land to make it better for farming. The people of the town also scavenge the nearby ruins of the old city of Bard.

Iris encounters Hydrangea in Lyric who has just finished a mission. Iris and Hydrangea talk and Hydrangea asks Iris if she would like company to Arid Acropolis. Iris says the more, the merrier. They set out for the capital of the Sable Lands.

As they reach a fork in the road, a raider shoots at them from cover but misses by a wide margin. Iris immediately reacts with arrows and kills the lone raider. They endure no further incidents and reach Arid Acropolis by nightfall.

Hydrangea offers to help Iris ask around about Kaito Crowley. As they ask around, they learn someone named Kaito matching the description recently traveled to the ruins of an old village named Sung. Hydrangea offers to explore Sung for clues with Iris and Sora. Iris thanks her and they leave the city for Sung.

As they travel along a mountainous path, a sudden rockfall erupts. The two Scouts and Sora avoid the danger just in time. Suddenly a raider jumps out from behind a boulder and claims Iris is responsible for his brother’s death, who died at Enigma. Iris and Hydrangea both shoot. They hit him, but he still charges forward in rage with his machete. Sora tackles him just before the raider can strike Iris. Sora rips his throat out with his teeth.

Iris feels a strange pang of regret, but the Scouts and Sora continue on.

They reach the remains of a terrible rockslide blocking the road. They have to go around, which makes their journey take longer. They pass by an abandoned farmstead and scavenge, finding medicine.

Shortly after, they reach Sung. Sung was a rustic village now in ruins and ravaged by scavengers, raiders, and time. Iris wonders why Kaito decided to come here. They enter an abandoned saloon. Rats the size of small cats scuttle all around. They find an old bottle of wine that might be worth some credits.

They leave the saloon and find an old research lab full of empty animal pens. They find evidence of horrific experiments on monkeys, dogs, and pigs. This place was trying to create a super-soldier serum using animals as test subjects. They find a room where computers and papers had been set on fire. Clearly someone wanted to hide the evidence of this lab’s experiments. Nevertheless, they find evidence that Lotus funded this place.

They enter the living spaces in the lab where scientists and their families lived. The name on the placard on one of the doors to an apartment says Crowley. Iris, Hydrangea, and Sora enter the apartment.

The room is covered in destroyed furniture and papers. From the papers, Iris pieces together Crowley was a scientist who gave himself the super-soldier serum. That explains how he so easily killed Sparrow. But why kill Sparrow at all? What is the connection between the two men?

The Scouts determine they’ve learned all they can from here. They decide it’s time to go back to Arid Acropolis and check to see if Lotus has any missions for them.

On their journey back, they encounter a robber. They subdue him, but not before the bottle of wine they found in Sung’s saloon is smashed. They continue on to Arid Acropolis without further incident.

Iris thanks Hydrangea for all her help. Hydrangea suggests asking Lotus or a Scout scientist for further answers. Hydrangea says goodbye and returns to Lyric for a mission. Iris and Sora set themselves up at an inn.

Iris decides a Scout scientist would be more reliable than asking Lotus directly. She writes a letter to Parrot, who is somewhere in the Smokeys. She asks if he’s heard about a scientist named Kaito Crowley. She sends the message with a courier bot. Now all she can do is wait for his response.

Iris bumps into Goose, who is on his way to a mission. Iris offers to help, but Goose seems to hesitate. He doesn’t know Iris well and prefers to work alone. Finally he tells her a small child has gone missing. He knows the parents personally and would appreciate Iris’s help. Iris asks if there’s any personal effects of the child’s. Sora can try to follow the smell.

Goose presents a rag doll and Sora sniffs it and leads them to the market district. Goose describes the girl to Iris and they split up and ask around. Iris learns the little girl was dragged towards the sewers crying by someone the spectator thought was her mother. Iris tells Goose and the two investigate the sewers.

They find one of the girl’s sandals at the entrance. Sora sniffs it and leads them into the sewers. They quickly find the little girl and a woman about to plunge a dagger into the little girl’s heart. Iris tells the woman to stop. Sora leaps on top of the woman. Sora bites the woman twice as the woman struggles to reach for her dagger. The little girl recognizes Goose and runs to him. Sora bites the woman more. He finally tears her throat out as Goose hides the little girl’s face.

As the Scouts investigate the immediate area they find cult-like paraphernalia. They discover from the woman’s journal she’s part of a cult called the Blessed Martyrs, who abduct children to sacrifice to supposed inter-dimensional beings to stave off the end of the world.

Goose thanks Iris and Sora for helping him. He says he needs to get the little girl back home and then tell the mayor about this new cult.

That night at the inn in Arid Acropolis Iris dreams of the cowboy in black at a beach overlooking the waves next to a campfire. Iris senses the dream is a Miracle. In the morning she finds Goose and describes the beach from her dream. He says there is a village by the coast of the sea called Inlet. She could ask around there.

Goose, to thank her for yesterday, offers to go with her. She says she appreciates the company. They leave Arid Acropolis and start their journey towards Inlet. They find wolf tracks leading away from the road. Sora sniffs at them, wanting to hunt, but Iris urges him onward. The path wanders too close to a cave, however, that happens to be the wolves’ den.

Sora growls at the wolves and bares his teeth, scaring the wolves back into their den. They pass by an oasis and refill their canteens and let Sora get a drink. After the oasis they find a dead scavenger on the road. He is riddled with knife wounds. They leave the body behind and arrive at Inlet by the sea a few hours later.

Goose and Iris start asking if anyone has seen a cowboy in dark clothing with one eye and one ear. Someone says they remember seeing someone like that on the beach, though she doesn’t remember when. Goose and Iris investigate the beach. They find an old campfire that looks like the one from Iris’s dream. They also find a water-logged gun. Iris recognizes it as the gun that killed Sparrow.

She finds a label on the gun: Lotus. Goose and Iris exchange a glance. Only Scouts have guns with the Lotus label on them. Is Crowley a former Scout? If so, why did he kill Sparrow?

Goose and Iris decide to spend the night in Inlet at the inn and leave for Arid Acropolis in the morning. They notice they are getting stared at a lot, which isn’t unusual as they are Scouts. The food at the inn tastes funny. Iris falls into a deep sleep.

She is woken by the sound of footsteps in her room and Sora growling. She hops to her feet quickly and narrowly dodges a blow from a villager with a bat. There are three people in her room wearing robes and wielding bats. She grabs her knife from under her pillow.

She stabs one of the villagers and dodges an attack. She stabs another villager but the third villager swings on her and she falls down. She is hit with a bat but Sora attacks the villager, jumping on him and digging his claws into the man’s shoulders. She gets hit by another bat in the stomach before she can stand up. She stabs upwards and slashes a villager, making him drop his bat. She leaps to her feet. She stabs again, killing him. She dodges another bat swing. She stabs the second villager while Sora kills the third.

Bodies litter the floor of the room. Iris grabs her bow and satchel and she and Sora run to check on Goose in his room. Just as they arrive, Goose cracks a villager’s skull with his bat. Bodies litter the floor of his room also. Goose appears tired but uninjured. He suggests they leave Inlet.

As they exit the inn, they are set upon by more villagers in robes. Iris fires a volley of arrows and takes out some villagers, clearing a path for the Scouts and Sora to run. They jump over the bodies and head for the road out of the village. A villager throws a dagger at them that barely misses Iris’s head. A few villagers shoot at them but luckily they are bad shots and miss. The Scouts and Sora escape the village into the cover of night.

They make it back to the city without further incident, but Iris is stressed and hurting from the bats. She takes some pain pills when they get to the saloon for a drink. Goose tells her he is impressed by her. He didn’t think she had it in her to handle this lifestyle. He makes a toast to her.

Then he gets serious and says it’s clear Inlet has become consumed by a cult, probably the Blessed Martyrs. He makes it his mission to stop the cult from spreading however he can.

Iris, on the other hand, has no choice but to wait for a response from Parrot regarding Crowley’s connection to Lotus. That’s if Parrot even knows anything at all.

My Love Versus All Of Time And Space Preview

  Hi everyone and welcome to my blog! Today I wanted to switch things up a bit and provide you all with a preview for my new, upcoming TTRPG...