Starforged with Tarot Cards. Of Octopi, Eggs and Rifts
Ironsworn Rolling Solo Actual Play Solo Season 3

Starforged with Tarot Cards. Of Octopi, Eggs and Rifts

Duncan Thomson

Concluding the solo playthrough of Starforged. Following on from the Part 3 Scenes.

Starforged solo - intro | start | partway | finishall season 3 | all rolling solo

Disclosure - I'm a DriveThru RPG affiliate

Thoughts on Starforged

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Continuing on from last time's notes. Here's some more disjointed notes.

I started using the Session Start and End moves. This gave me a reference in my notes for when I'd started and ended sessions. It also gave a useful boost to Momentum in the game!

The random tables for Ironsworn: Starforged are excellent. I started digging into some more of the tables this time, but still haven't touched most of the derelict ones or any of the precursor or themed ones! There's content here for many campaigns.

One element of the story I kept vague was the Family. The one Lorimer was part of and is in his background vow. With solo it's great to have some things undefined, large and small. This gives you room to move into them and doesn't tie you down to much. It also lets you develop an idea over time of what that faction, NPC or mystery might look like. Here I had no idea what the family might look like until I wrote the brief epilogue!

I've been enjoying Starforged and it runs far smoother than my first few sessions of Ironsworn. When I was tired (which is quite often as I usually solo late evening), I often found myself defaulting to Moves instead of the narrative.

And while I've enjoyed it, I still think something is missing. I felt the same with Ironsworn, and Scum & Villainy to a lesser extent. And also with journalling games such as Apothecaria and English Eerie. I think the interpreting prompts and weak hits is more taxing than when I solo a game such as Warhammer Fantasy Roleplay, OSE or Electric Bastionland. Maybe that's also tied to decades GMing traditional TTRPGs...

I still want to try solo and games like Ironsworn. But maybe it's time to look at ways for making journalling more enjoying / fulfilling. Such as trying a session during the day or when waking up. I said something similar at wrap up of Apothecaria.

Solo Tools - Tarot Cards

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Building on previous Solo Tools notes.

Continued using the tarot cards for visions, NPCs and giving ideas. With the reference sheets printed out, they were so much easier to use offline.

They're my new favourite tool for working out the ways plots go. Using them well is a whole art and science to itself. Now I need a mini-reference sheet!

I saw one suggestion for NPCs which is to do a 3-card draw, one each for Past, Present and Future. I'll try this the next time I use Tarot cards.

Adventures of Lorimer and Greaves

starforged thoughts | solo tools | scenes | characters

Continuing from Previous Scenes.

Trinket - (Integrity 2 of 5), Lorimer (Spirit 4 of 5, Health 2 of 5, Supply 3 of 5, Momentum 1)

Scene 11 - Considering the Options

I dreamt of a glowing blue squid reaching the shattered planet where we found the eggs. I can feel the powers of the universe gathering.

Lorimer takes time to meditate on board the Trinket.

Vision - 4 of Cups, II (High Priestess), 9 of Swords - Reversed. A void in which a blue squid slowly extends, beckoning tentacle to Lorimer.

Checks with Greaves, who can sense Wade out there somewhere. Reveals to other that the alien cube is gone. Green Beetle shrugs, but Dusk isn't happy. Lorimer outlines a plan to get it back and is confident they can find it again.

Move - Test Your Relationship (Dusk, Strong Hit)

Dusk admits if he'd had the cube he'd have handed it over to Wade when trouble came. At least Lorimer fought from what Dusk heard of the battle. They all agree to go on to Eventide. After looking at the derelict settlement.

Move - Explore a Waypoint (Miss)

Don't find what the flame shuttles are mentioned in the relayed message from the settlement. But Greaves takes a blast of searing heat. (3/4 Health). Encountering more blasts of fire, Lorimer gives order to move on.

Scene 12 - Octopoid of Secrets

Morale is low on the Trinket, so I organised a meal for everyone to raise spirits. If I need to mingle with subordinates on the path to returning to power, then that's what I'll do.

Move - Undertake an Expedition (Weak Hit, Momentum 1, Supply 2)

The Trinket emerges into a dense nebula cloud, looks to be debris from a recent battle but no obvious threats. Greaves can sense the researcher at Eventide, and Dusk has been this way before.

Move - Undertake an Expedition (Strong Hit, Momentum 2)

They come out of the jump to see an octopoid, glowing blue and trailing a blue strand (creature tables gave Octopoid, prominent tail, trapper). Lorimer freaks out as this matches his vision and the teachings of Ogre's faith, the Inklings.

The Trinket follows the strand, which seems an impossible length. It's pulling a ruined escape pod.

Make a Discovery (Adapting Seer Ability)

Inside is a slab of rock, something of Precursor origin. Studying it, it looks like it could fit the fiery eggs of green energy. Trying it they all fit, like it's meant to store them. Lorimer wonders if Ogre sent him this way and takes time to reflect.

New Seer Vision - (VII - direction, success, ambition, 2 of Swords - different choices, stalemate, 1 of Cups reversed - emotional loss, emptiness)

Move - Finish an Expedition (Strong Hit)

They jump again, this time emerging next to the tainted world of Scour Prime. And the research station of Eventide that orbits it.

Scene 13 - Eventide Welcome

I dreamt a new dream. A strong vision. An egg pulls up to the stars, hatching something new. Other eggs lie smashed behind in it's path, spilling out dead hopes. Destiny awaits.

An orbital research station, Eventide has a few inhabitants with curious minds. It orbits Scour Prime, a world infested with fungi and bountiful life, blighted by a corrosive fog. The researchers study the tainted world and the corrupted star it orbits.

Lorimer and The Trinket land at Eventide and welcomed as guests are rare. The researcher he seeks is here and remembers Lorimer from working with the Family years ago. The kirali mercenaries are brought out of hibernation and enter Eventide under the command of Green Beetle. Lorimer makes sure their presence is known.

Move - Secure an Advantage (Weak Hit, Momentum 6)

The mercenaries are noted on the station, but mostly ignored. Lorimer goes to see the researcher alongside Dusk. Kimora is helpful but aged from years of research on isolated stations. She has an imposing presence and welcomes her guests.

Move - Make a Connection (Weak Hit)

Kimora listens to the story of the cube's find and loss, and studies the holo-vid they have of it. She really wants to help Lorimer, but reveals she is the one who hired Green Beetle and the kirali mercenaries. So she has her own priorities. She suggests Lorimer and his crew take some time to rest.

Move - Sojourn (Strong Hit using Repair and Resupply) - Integrity 5, Supply 4, Health 2, Spirit 4, Momentum 6

Move - Heal (Weak Hit, Momentum 0), Health 4

While they are resting, Dusk wants to know what the plan is. Lorimer hedges a little, first checking info about Nashida, the target of his bounty hunt.

Move - Gather Information (Miss)

He finds that Nashida is on the only noteworthy settlement of Scour Prime. But she's embedded there, sworn to serve as it's protector in return for paying off her debts. Argosy is unique settlement grown from fungi, hanging on ancient rusting arches above the corrosive fog that layers the planet.

Lorimer asks Kimora to come with him, or commit when ready to find the artifact.

Move - Compel (Weak Hit), Momentum 1

She's willing to lend her aid, but at some point Lorimer must transport her and her mercenaries somewhere, when she is ready. Lorimer agrees and moves onto Dusk, who he tells of Kimora's help and leaving here after collecting Nashida from the planet below.

Move - Forge a Bond (Strong Hit), Momentum 2

Dusk has been impressed by Lorimer. He's been to most settlements on the sector and is happy to be a guide in further travels.

Scene 14 - Argosy and Nashida

While Nashida is secure in Argosy down on the planet, I've got a full crew to come down in the Trinket. Dusk is joining for the long term, and Kimora is coming along for her own reasons, with Green Beetle and the other kirali for protection.

Move - Set a Course (Argosy, Miss), clock updated - someone comes for the eggs ☑☑☐☐

On the surface of Scour Prime is something unexpected. A crack in reality and a strange beacon. As they go to investigate, a couple of light craft launch, as scrap bandits attack them.

Move - Battle (With Heart, Weak Hit). Pay the Price - Ally is Hit

Lorimer slips back into a command role, and they quickly take down one fighter, and lose the other one in the fog. But a blast punches through the Trinket, injuring a few of the kirali. Two die and the others won't be of use until they get proper medical care.

They manage to find Argosy and do a flyby to find out more.

Move - Gather Information (Strong Hit, Momentum 6)

They discover a temple outside of the main settlement. A tentacled blue structure dedicated to the Inklings faith. Lorimer guesses that Nashida must go there sometime. With the help of Green Beetle, they go there and prepare an ambush.

Move - Secure an Advantage (Strong Hit, Momentum 8)

There's no-one here currently and they lie in wait. Greaves says she has been here in recent days. The next day Nashida arrives and they attack with force.

Move - Battle (Weak Hit)

Nashida is a tough old wanderer, and chooses survival. She leaves behind the forceshield relic and flees to Argosy.

Lorimer has what he swore to get, but appeals over comms for her to surrender. They share a faith and want to keep loss of life to a minimum.

Move - Compel (Weak Hit)

She agrees to come to them, on condition they don't enter the strange settlement of Argosy. Wanting to get on, Lorimer has no problem with this.

Move - Fulfil a Vow (Strong Hit)

Without further distractions, they go back to Eventide and leave Nashida there, claiming the bounty.

Scene 15 - Finding the Hunter

My first bounty hunt is complete. It's a step on the path to restoring my status with the Family. Perhaps the time is coming to make contact again...

On Eventide, Lorimer tries to attune to the personal energy shield, a relic of the Inklings. (Momentum - 10)

Move - Face Danger (Burn Momentum for a Strong Hit), Momentum - 2

Lorimer links with the energy shield. It's a circle about the size of a hula-hoop, showing images of blue voidsquids. He's unsure how it will work in a tight spot.

Move - Spend XP (Gain 2nd rank of Sidekick Asset)

Meditates on things and realises how fortunate he is to have someone like Greaves. A faithful companion and servant who's followed him through everything.

Move - Secure an Advantage (Miss)

Lorimer talks things over with Greaves. Finds out his companion has been struggling, and was badly affected by the deaths of the kirali on Scour Prime. Lorimer talks to Green Beetle and arranges a proper sending off for them. Mostly for the sake of Greaves.

Move - Gather Information (Weak Hit), Supply 3, Spirit 4)

With the help of Greaves, Lorimer seeks out Wade, the bounty hunter who took the alien cube.

Tarot Reading - XI - Justice (truth, clarity), 1 of Wands (willpower, desire), 2 of Swords reversed (lesser of 2 evils, confusion)

Wade has discovered a great truth, but an ancient horror hunts him and he is at an infamous world. The broken moon of Morrigan IV.

Scene 16 - A New Arrival

I can sense things moving. Wade holds the key to one mystery, but something else is coming and it involves the eggs we're keeping in storage. Whatever caused the energy rift we encountered on the split planet is active elsewhere in the sector.

Dusk has been to Morrigan IV, but tells them it's not easy to get to. He and Lorimer spend a while plotting a course.

Move - Secure an Advantage (Strong Hit), Momentum 3

Once they're happy with an initial route, Kimora agrees to join them, along with the kirali mercenaries. Keeping Green Beetle with them again, most of the mercenaries are put into hibernation on the Trinket.

With preparations ready, they turn to leave Eventide.

Move - Undertake an Expedition (moving at speed, Weak Hit), clock updated - someone comes for the eggs ☑☑☑☑

The Trinket emerges into a field of metallic wreckage, near to an unstable star. Then the power fails on the ship.

From the viewport they saw another ship emerge from it's jump. A strange ship of blue metal, with a rift through the centre of it. Like the one they found going through the planet where they found the eggs.

And as they try to restore power, one of the alien eggs starts to glow...

End.

Epilogue

In the luxury suite in a hightech city in another sector, a pair of identical sisters finish watching the message a courier bought them. With it is the details of Lorimer's bounty hunter license.

"The Outcast is stirring up things best left buried. Time to end this trouble for good"

They brief the most competent agent of the Family. One who is identical in bearing and appearance to Greaves...

Characters and Adventure Notes

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Ended last time with Lorimer not much changed.

Lorimer

Once a feared man of power and standing, guided by powerful visions. After a time he veered from those visions, spending widely and freely, until nothing was left. Banished by his Family after bringing them ruin, he now seek to understand his visions again, and reclaim the status he once had. Recently been studying

He's tall and solid, with a metallic arm covered in writhing runes. He holds himself with a stubborn pride, but his battered appearance tell of harder times.

Edge 1, Heart 2, Iron 3, Shadow 1, Wits 2

Assets - Augmented ☑ (arm), Bounty Hunter ☑, Seer ☑, Sidekick ☑☑ (Greaves), Starship

Starship - The Trinket (inherited from Grandfather, strange symbols scrawled on deck and bulkheads of main corridor), Integrity 2 of 5

Greaves (Health 4) - A servant who has stayed with him through rise and fall, they are an expert in finding people. And also helping out in a fight.

Vows and Clocks

  • Legacy tracks - Quests (1.25 of 10), Bonds (1 of 10), Discoveries (1 of 10)
  • Restore my status as head of my Family (Epic) - 1.5 of 10 boxes marked
  • Uncover the Secrets of the Cube and Share What I Find (Dangerous) - 4 of 10 boxes marked
  • Expedition - Reach Morrigan IV (Dangerous) - 2 of 10 boxes

Connections and Extras

  • "Ogre" Bounty Hunter, Preacher (Dangerous, Bond), Spread faith of the Inklings, addicted to Azure Kickers, a bubbly blue energy drink. Creative, large and amour covered in self-made patterns.
  • Bloodshot Asha - Powerful Mystic, Greedy, Integrity, Materialistic, Rep for Honesty, Spiritual Leader, Stolen a Precursor Artifact, Bounty on her, People want her advice.
  • Dusk - Smuggler, Guide, (Dangerous, Bond), ally of Asha, paid a debt, cooperative, travelled much of the sector
  • Green Beetle, Kirali mercenary (Formidable - bond 3/10), insectoid, leads group of Kirali mercenaries, working for Kimura.
  • Wade, Rival Bounty Hunter after Bloodshot Asha. A shabby, weathered, warrior with the look a bounty hunter. Has alien cube, taken from Lorimer (and Asha)
  • Nashida, Pilgrim, old adventurer, stole a relic, with authorities at Eventide.
  • Kimura Sendero, aged Researcher (Formidable - bond 2/10), imposing, helpful, wants to Tear Apart a Family (one of factions)
  • Faction - Stellar Coalition, scattered across several planets. They have a varied leadership and are trying to obtain a needed commodity. They are in conflict with the Legion of the Elder Swarm.
  • Faction Legion of the Elder Swarm, a fringe group, a group of raiders known as the Legion of the Elder Swarm, attempting to break the cohesion of the coalition.
  • Faction - Inklings, a faith that believes in glowing blue void squids as heralds of a new age. And seeking wisdom in dead stars. Ogre is a member.

Finishing Up

Starforged has been a fun sequel to Ironsworn. Next up is another solo game, but not a full on RPG. It's between Colostle, 2d6 Dungeon, Ker-Nethalas and Notorious.