Scars of Silvos combines the simplicity of Korg mechanics with a bit of a open-world quest type flair. In this first attempt, I'll be playing as Asa from Oakrun and trying to solve issues besetting his people as the treacherous Thornwood continues to cut them off from civilization.
The worms begin to demolish the TPIEC and one of Roos's allies makes a personal sacrifice to try and protect people. Down below, Natum Vijf meets the speaker of the voice and gets an inkling of the purpose of the structure.
The Tritons continue to move toward some unknown goal while Natum Vijf and Willem both try to learn more about them. On the surface, the Tartan Worms near TPIEC and are causing havoc, though something else is deeply afoot as betrayals start to stack up.
Strange large worms have erupted into the undercity, forcing Willem and Natum Vijf even deeper underground where they find a large, alien structure. On the surface, Roos is tasked to help people caught in the aftershocks of the worms' rampage but when the worms start moving to a more vital area, she finds herself drafted to help with bigger issues.
Though I am a bit passed my experimenting with divination and traditional oracles, I thought it might be interesting to explore them in the context of solo rpgs. I have started adding some to the site. Up first is tarot cards and runes.
Roos tracks the sniper to a the old robot arena and here meets an unexpected ally while learning of a new cause for alarm. Also, I work on the two main oracles used in the campaign.
The team shows up at the market, only to find themselves attacked by dreaded haaikodils. Looks like someone has destroyed a chunk of the market. After being injured, the team learns there are secrets underneath the surface of Tartan.
Playing games takes time. Solo Play with RPGs and other tabletop can shave some of the time in principle, but in practice there are all sorts of ways that the sharing can dramatically increase time.
De Havikmannen arrive on Tartan and are soon caught up in a terrorist attack they are too late to stop but at least they can assist. After, they meet with Kayla Elaine, their contact, who shares the first clue in tracking down De Wittespin.
