Tag Archives: story hour

Jade Regent – Night of Frozen Shadows, Session 3

Third Session (14 page pdf) – We assault Ravenscraeg, Thorborg’s hideout. It is full of ravens, and ninjas, and raven-ninjas.  And we totally find the intelligent ancestral sword of the Amatatsu family in a hole!

Our plan to sneak around like ninjas is largely busted by a raven swarm attack. Our disguises do let us get the drop on a room of ninjas, though, so we fight them then a squad of Vikings pretty well.

Our Viking prisoner gives up some intel. Being Combat as War fans, we set up an ambush for their werebear leader and took him down with extreme prejudice.

Some DVD extras – Bjorn snatched all the money from the Murder God’s offering bowl, I hope it’ll come back to haunt him.  And the inside joke of “Eye Ape, Ear Ape, Ear Ape” is because I figure the blind Gobo, mute V’lk, and just-doesn’t listen Harwynian are like the hear no evil, see no evil, speak no evil monkeys. And in some anime, Paul had seen that subtitled as “Eye Ape, Ear Ape, Ear Ape,” which amused all of us.

We also liked going into the kitchen. The Vikings were like “You pesky ninjas, get out of the food!” Then we killed them.  Except for the baker, we commanded him to continue baking the tasty bread.

It turns out the most vicious sub-boss in the place was a raven! We had quite a time fighting it. And of course Bjorn’s anti-animal abilities don’t work on it.  “It’s a magical animal!”

In the end, we found the intelligent katana, and learned Thorborg is really an oni!  We had been half considering leaving and letting Asvig Longthews and his Vikings clear the place, but that convinced us we need to sweep and clear – next time!

Jade Regent – Night of Frozen Shadows, Session 2

Second Session (11 page pdf) – We head out to Asvig Longthews’ house to kill us some Vikings. We end up saving some Vikings but killing some ninjas!  Once we hear a chick named “Thorborg” is behind this unholy genre mash-up, we head right out to kill her.

We snuck up on a Viking wake. After V’lk annoyed me by setting off the obvious lion-summoning trap, we got control of the place without a lot of trouble. Asvig Longthews as our prisoner was being intractable, but we knew that a lot of these guys have some kind of head-exploding curse on them for if they talk.  In what seemed to be quite against GM expectations, we managed to dispel the curse and get the Ulfen on our side!

Alas, the ninja ambush that was probably going to be waiting for us at the funeral boats just came to the longhouse instead. And they took me out fast.  With my character, sometimes I end up leading the battle to victory, sometimes I get dropped in two rounds. Not too much in between. Finally, we kill them and head off to find the person behind this, a woman named Thorborg (this made us giggle).

So we argue about plans – draw her to town, ambush her on the road… No, we’ll just go right up to the front door of her keep. Our attempt to bluff our way past the door guards goes badly and we get to fight more ninjas.  They are really annoying, because they can go invisible and then sneak attack you.  For a PC it’s less cool because you can only do it a couple times a day, but of course monsters only have to go one combat and get to use all their daily uses on you.

The humorous silver lining, however, is that the kenku ninjas were equipped liberally with blowguns.  Kenku are bird-people with beaks, not lips. This caused a minor riot to break out when we found it out.  They didn’t use them on us, luckily.  We speculated that there’s some ninja union and they make everyone carry blowguns whether or not they are equipped biologically to use them. “Now that’s Lawful!”

The illustrations in the books add a lot to the play experience.  We always show the monster pics to the players (sometimes having to obscure 3/4 of the page in the book to safely do so) and in this one, the spider eater picture really put us off our feed; we had considered killing it just to clear the way and after we saw it we decided “screw that!”

Jade Regent – Night of Frozen Shadows, Session 1

First Session (16 page pdf) – We journey with our caravan all the way from Roderic’s Cove in Varisia to Kalsgard in the Land of the Linnorm Kings. A fair number of Viking raiders toss themselves onto our swords.

We kicked into the second chapter of the Jade Regent AP today. Our characters are shaping up well if oddly.  V’lk is mute and Gobo is blind, Harwynian is somewhat… flighty. Bjorn and Jacob are alternately charging into combat and absent. But we’re getting into the groove with each other. See our main Jade Regent page for the character sheets level by level.

The road up to the Linnorm Kings went through many lovely locales including mining towns and a village of gnomish mini-Vikings. I stomped around it pretending to be Gojira.

Along the way, I decided Hiro would take up playwriting; he adapted the crazy tengu’s play into a work called “The Cuckolded Cuckoo” that the caravan performed along the way. We also continued to experiment with caravan fighting rules. We fought off trolls and bandits without much trouble.

We got ambushed at night though, and I about died – those Ulfen greataxes put a whupping on you fast, and all our ACs are pretty low.  I managed to escape the press and led the chasing Ulfen into a narrow place between the wagons where Harwynian could Web them. Then it was a lot easier… We even took a bunch of prisoners to sell back for their weregeld.

In the end, we got to Kalsgard, our destination, and start in on the long chain of “Ah yes, I had that sword, but now…”

Jade Regent – The Brinewall Legacy, Session 8

Eighth Session (12 page pdf) – More psychos and worms await as we dungeon-crawl the Rift of Niltak. And Shoanti. And mimics and executioner’s hoods and cursed items!  Wackiness results.

First, here’s our whiteboard pics trying to explain the Rift of Niltak in side and front view.

You’ll have to check out the session summary for the artist’s rendition of a seguathi brain-enslaving worm, however. We come across another one of those things, but now that we know what to expect it didn’t go so badly for us.  We tossed in a Web, summoned an earth elemental, and came in after it had been reduced to worm slurry.

My favorite excerpt, with some interplay between my character Yoshihiro and Tim’s character Bjorn:

After some investigation a weak section of wall is found in the wall to the right of the altar.

Bjorn posits, “Maybe this is where the dwarves dug too deep. Then they covered it up!”

Hiro retorts, “Oh, yeah, they stacked up some bricks and covered it with dirt. Real dwarven craftsmanship there.”

Pushing down the wall reveals a large square room with a stone dais in the midst of a sand floor. Two chests of gold and big frog-god statue adorn the dais and two braziers on the ceiling cast a hellish red glow. A large twisted dwarf in heavy armor kisses his gore-smeared axe and waggles his bloody tongue, pointing one of his exposed finger-bones at us.

“Let’s not try talking,” says Bjorn.

This was an old school mini-dungeon crawl, complete with a mimic, an executioner’s hood, and even a bag of devouring! But possibly the most time was spent with the inexplicable homunculus in a box. I had to totally insist that we return it to the old hermit, too, not that we got much out of it.

Our side trek is over; next time we hit chapter 2 of the AP, the Night of Frozen Shadows!

Jade Regent – The Brinewall Legacy, Session 7

Seventh Session (12 page pdf) – Bonus episode! The main plot can wait as we go to try to pry some loot out of the worm and psycho-haunted Rift of Niltak. Complete with dwarven pleasure mouth!

A dirty hermit gave us a map alleging to show the location of treasure in the weird Rift of Niltak. To quote the Pathfinder Wiki:

The Rift of Niltak is a mist-shrouded canyon found in the Red Mountains of north-eastern Varisia. No one knows what the origins of the rift are, but all agree that it is filled with all manner of strange flora and fauna. Gigantic insects can be seen crawling over plants found in no other place, and the echoes of shrieking bat-like creatures reverberate off the walls of the glen. An accurate description of the rift has not come to light, as those who enter either never return, or go insane shortly after emerging from it.

Since we are already insane (and blind, and mute) we figured, “What the hell.”

After a fight with some insane bears, we have a heck of a time with a batch of gimp psychos and a tentacled worm thing that is their slave boss.  It emanates confusion with a high DC will save, and farts out a fog that provides a -10 to Will saves against it, and dominates… We had a lot of Protection from Evils but that only helps against the direct control, not the confusion and all, and there was literally no way any of us could make the save. And of course on top of that it has wands and swords and a really high AC. I charged through the line of mooks to try to keep it busy; it pretty much took me out fast while the rest of the party was worrying about the minions.I guess next time we should use bows from a distance, but its high AC and fog made most of our missile attacks miss (and it has a 3-magic-missile wand…). Oh and it has SR. And DR.  Did I mention that?  Good lord.

Besides the confusion and control stuff, I was happy to get to fight astride my mount. It’s tough to be a mounted character because you can never take your mount anywhere important in these APs – bad guys can never be in a forest, they have to be in an inaccessible dungeon. (And don’t say be a halfling cavalier on a dog, how would I ever respect myself again…) Akumu does a good job of improved-overrunning people and just generally kicking and biting at them.

We made our way into a dwarven tomb or something on the wall of the Rift, and fought more psychos and Cenobites (you know, from Hellraiser). And that’s where we left it.

Jade Regent – The Brinewall Legacy, Session 6

Sixth Session (18 page pdf) – We overcome the dangers of Brinewall Castle with flair and savoir faire!  As is so often the case, love of the booty ends up being the downfall of Kikkonu the tengu. Read on as we uncover the secrets of the Brinewall Legacy.

First, while fighting some more of those dang dire corbies, we make a new “ally,” a harpy. Bruce (Harwynian) has a long standing bird fetish and so he wasted no time befriending her.

We also discovered how weird and dumb all the illumination rules are. We had a lot of darkness on light on sunrod interaction questions.  Paul the GM’s interpretation was light inside the darkness does nothing, but light right outside the darkness gives dim light…

Anyway, the harpy is apparently Kikkonu’s on again, off again girlfriend. We devised a plan – apparently she has falsely tried to make peace with him before five times, but only attacked him three of those.  We interpreted that as “the other two ended up in make-up sex” and a quick guy calculation assured us that a 2/5 chance of booty and 3/5 chance of being attacked means that he for sure would show up for time #6.

Have you heard of the excellent “Combat as Sport vs. Combat as War” essay? Well, we’re firm believers in combat as war. As a result no one was disappointed when our well executed ambush killed us a hellclown in 2 rounds.

That mostly cleared the castle. We then wandered around investigating and running afoul of haunts and random animals. The fact that the ballroom was completed but the defensive works were not earned our scorn.  “What, was this place built by elves or something?”

Bjorn about dies by going and poking every damn critter in the place, mainly as an excuse to exercise his poorly chosen Favored Enemy: Animals.  Of course it turns out nothing is an animal.  That giant killer water bug? Vermin.  Ha ha ha ha urg.

Finally, we get several pages of story development. We discover how Brinewall fell! And find the ghost of my grandpa! And we find out Ameiko is next in line to be Empress! And that we have to go to the Lands of the Linnorm Kings to seek our ancestral katana! And when we pull out, not-fairy Spivey comes with us!  BADGE HOLOCAUST!

Next time, we take a side trek to the Rift of Niltak hoping for gold and glory.

Jade Regent – The Brinewall Legacy, Session 5

Fifth Session (14 page pdf) – We decide to sneak into Brinewall Castle the back way and as a result get the dubious reward of hitting the boss monster first, a hideous tentacle god. There is much probing. Then we rescue a barbarian chick from some holding cells. And there is much probing.

When we got back to the caravan to rest, we got a kick out of trying to explain what was going on to the NPCs.  “The place is full of humanoids that are like Heckle and Jeckle meet Bullhead and they’re lead by a hellclown who loves live theater! But the fairy who’s not a fairy helps us.” I think they assumed we had been spending our time smoking crack in an abandoned ruin.

Them we did something either clever or stupid, we’re still not really sure in retrospect.  We reasoned there certainly had to be some kind of secret tunnel exit and we searched around for it and found one!  But it led us right to the entire castle’s boss monster – some kind of demonic flying decapus that farted on us and just about killed us all in one go.  Being tactics guy, I got us to fall back into a more constrained space where it couldn’t fly, and Harwynian really came through by Webbing it.  The endgame was really intricate – it was still getting spells in on us and we couldn’t really hurt it.  But then it Scorching Rayed at us burning a tunnel through the Web.  V’lk shot it and got a critical; Paizo crit cards (in the form of the iCrit iPad app) said “nerve center!” and it was stunned for the rest of the combat.  And I got to finish it with a Fist of the North Star quote. Then we pulled the hell out of there because we were really messed up.

Once we’re not bleeding so much, we reinsert and free an Ulfen woman from an ogre jailer. I tried to make Viking-nice with her and it seems like it worked, she joined our caravan, and it got us a badge!

Then it was just freeform dungeoneering in the castle.  Some high points:

Gobo finds a secret door that leads out into a maze of tunnels leading deeper down. Hiro says, “Must lead to the Darklands! Hey wait… I hope that “third vault” prophecy doesn’t mean, like, the third vault of Orv because that would be f*cked up.”

“Shut the door!” cries Hiro.
“He chopped it down!” replies Jacob.

Bjorn vomits helpfully on a troglodyte.

Bjorn goes first, singing the battle-song of his people (“I saw the sign, and it opened up my eyes; I saw the sign”).

Stairs continue up. Jacob says, “The hellclown is probably up there!”
Gobo replies, “But it was downstairs last time.”
V’lk signs “two.”
“Oh, you think there‟s two of them?” V’lk nods.
“Makes sense – it takes two tengu to tango!” says Hiro. He holds out his fist to V‟lk. “Blow it up!” V’lk declines grumpily.

We end with a nice cliffhanger – upstairs in a study we find the hellclown’s play, and Jacob just knocks it off the desk and bellows a challenge, much to our horror. Next time, we’ll find out what all responds!

Reavers on the Seas of Fate – Season Two, Twenty-Fourth Session

Twenty-Fourth Session (17 page pdf) – “From Sea to Shore” – Below the Azlanti island of Nal-Kashel, the crew comes across an ancient evil. Well, three, if you count their girlfriends. They’ve had it with having to fight them time and time again, and they come up with a drastic solution! Nothing will be the same after the season climax of Reavers on the Seas of Fate!

Well kids, the Teeth of Araska is in dire straits. The ship was captured by a Tentacle Monster, the crew enslaved, and the few free members are being mutated into weird fish-monsters by the island’s magic. After tampering with ancient magics, Sindawe, Serpent, Wogan, Jaren the Jinx, Gareb, and Slasher Jim head under the island to confront one of lost Azlant’s masters.

It’s not long before they get attacked by Samaritha and Hatshepsut, apparently under something’s mental control. This really presses the party’s buttons – Sindawe is pretty sure Samaritha is an evil mastermind and Serpent is pretty sure Hatshepsut is just waiting to betray them, so they don’t really treat them with kid gloves.  The feeling is mutual, however, and Hatshepsut totally wipes the floor with them until they slap a Protection from Evil on Samaritha to interrupt her domination!

All this time, Jaren the Jinx’s curse is in effect.  It’s diminished from its earlier more vicious form, but now it just triggers critical fails on a natural 1, using the Paizo critical fumble deck (well, the iPad app equivalent in my case).

They then hustle after Gerlach the fish-man alchemist (well, sorcerer; this is before the alchemist class was created).  That fight actually goes OK – he triggers a critical failure that summon an irate rhinoceros! For some reason the party is not very thankful; Wogan tries to stab a wounded Jaren and then once it’s over Sindawe nearly kills him with a spear. But anyway, the fight moves on to an aboleth’s prison, and it is a terrible shame that everyone makes their save versus its domination. So the boss fight wasn’t really the toughest of the adventure – one or two failed dominations and it could have been super bad.  Ah well, that’s the way the d20 falls.

And then, it’s over except for the looting, the intel gathering, the curing everyone of the taint, the freeing of the villagers and crew, the reclaiming of the ship, the complete looting of the town, and – the wedding!

That’s right!  After hearing about the legend that newlyweds that swim out to Wedding Rock for their wedding night are sure to conceive, Serpent and Samaritha tie the knot. They debate a little bit about whether they really need to swim all the way there from the shore, but in the end decide they’d best not mess with tradition.  Wogan marries them on the beach and they swim across to the island, and mate upon the rock under the stars.

Will the ancient altar allow even a serpentfolk woman and a human man to conceive? When serpentfolk have bore no young since Ydersius fell? Well, you’ll just have to stay tuned.

Meanwhile, voodoo goddess Mama Watanna possesses Hatshepsut; Sindawe jumps her bones before she can even deliver her cryptic goddess-messages.

And after all the festivities and they leave, the ravaging of Blackcove is capped off by the discovery of the murdered body of their temple acolyte.

And that seems like a great place to end our season!  Next season, the crew of the Teeth of Araska will venture out into the Arcadian Ocean to sunken Azlant in search of pirate Morgan Baumann and some pirate booty!

Jade Regent – The Brinewall Legacy, Session 4

Fourth Session (13 page pdf) – We hit Brinewall Castle and it’s full of dire corbies. As if those aren’t bad enough, then there’s mutant ogrekin and a hellclown! The hellclown that killed V’lk’s family! Run away! Run away!

Here’s his rendition of the hellclown (with the start of Brinewall Castle in the background)…

We’re into the eponymous part of The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path.We start out with a reefclaw fight. I’ve mentioned before how stupid the aberration rules are – basically, since they prescribe certain stats due to universal monster rules, every bottom-dwelling mutated thing – reefclaws, otyughs, etc – all technically have quite good INT scores, like chess-playing level INT scores.  But of course they have no civilization and just lurk alone in holes and eat poo. Of course Bjorn especially feels wronged by all this; he took favored enemy: animals as a ranger.  And nothing is an animal. Oh, it might look like an animal – but no, it’s an “aberration” or “vermin” or “magical beast…”

Anyway, then we fought some dire corbies!  They are like Heckle and Jeckle on steroids. You may remember them from the 1e Fiend Folio. As we fought, I could not help but repeat over and over again to myself…

The raven sings
The raven saw
And in the corn
He sayeth, ‘CAH’

If they get you in the clear they pounce and get like five attacks on you. We learned our lesson from that and never let them get a head start to pounce again!

When we went into the castle, there was “grunting and meaty slapping” from a courtyard.  You might imagine what we thought of that.  When it turned out it was some mutated ogrekin wrassling, Hiro wanted to beat them down and take them alive. But when V’lk went running up to them he got one-shot KOed! There was a lot of yelling “You just got knocked the fuck out!” as a result. This excited Jacob who just started swinging his two-handed sword.  Luckily we managed to take them alive anyway.

After a vicious fight with an ogress, we met the boss – technically a yamabushi tengu, but as we don’t know that term we call him a “hellclown.”

He and his corbies chased us all the way out of the castle and we holed up in a building in town, injured and out of spells, but they found us.  I ascribe our survival to me taking a strong hand with tactics – I made Bjorn get in the door with me behind him with my glaive, and used my magical wakizashi to do a shield other on him. Everyone else shot out the windows as we cut them down one by one as they tried to enter; double attacks from us but spread out damage from them. Bruce didn’t really get many of the details in the summary (he Skypes in, so tactical combat is challenging for him). Whoo, it was a real sphincter clenching moment, definitely the fight so far that really could have just killed us all. But we’re not out of the woods yet…

Jade Regent – The Brinewall Legacy, Session 2

Second Session (13 page pdf) – We unearth a lot of beached ships in the swamp, and then best a samurai skeleton warrior! We put a caravan together to go check out the lost Kaijitsu secrets in Brinewall.

Our adventures continue in The Brinewall Legacy, the first chapter of the Jade Regent Adventure Path. I sure got my money’s worth from my samurai resolve ability that lets me stay up when at negative hit points.

I was pleased with my character development in this one – besides the fact that a lot of the plot points have to do with my family, my attempt to stand alone against the skeleton warrior to get beaten down and bailed out by my comrades is helping get Yoshihiro out of “personal glory” mode into more proper “all for one and one for all” mode.  It’ll be a while  yet, but that’s my intended arc.

V’lk being mute is a continued source of difficulty and amusement. His attempts to explain to us what he’s scouted sometimes go horribly awry. And then he really did just flip out and try to kill the toughs hanging around outside the inn.  He later explained that he wasn’t paying close attention and thought we were still in the wilderness and they were being more directly threatening…

Humorously, only two of us (me and Gobo) got a relationship point with Ameiko for giving her the scroll because no one else made it out of the brothel after their baths for their own demented reasons (Jacob – bisexual threeway; V’lk – handjob and book reading, Harwynian – afraid of getting dirty again).

Then we wrestled with the “caravan rules” as we planned our caravan to head north.  Having a large party (plus a horse) actually turned it into quite a task to balance out space and supplies and all. Here’s the kind of stuff we had to do…

I don’t mind the logistics planning though I’m not terribly fond of additional little minigames like “caravan combat” – and I hear from the Paizo boards that the rules are crappy and unbalanced.  Paul’s doing something else in their place I believe, but it’s not defined yet so that makes us not really able to make tactical choices. So we just tossed something together and we’ll see how it goes!

Reavers on the Seas of Fate – Season Two, Twenty-Third Session

Twenty-Third Session (23 page pdf) – “Monster Island, Part 3″ – The pirate command staff messes with an arcane Azlanti orrery. And then they go into what they are pretty sure is the bowels of some vast beast.  And Jaren the Jinx returns!

Another session of From Shore to Sea; we’re getting our money’s worth out of this one!

Our pirates bumble their way through the arcane workings of the Azlanti island. It’s an interesting challenge – the three of them don’t have a lot of book learnin’ between them, but trial and error wins the day, with a little extra slack.

They can’t read any of the Azlanti writings since they used both scrolls of comprehend languages already. I came up with a good “see the lines of magic” special effect for the Necklace of Alvis, making it more cool than “+5 to spellcraft in the orrery.”

They pretty much just investigated and intuited what to do about the orrery, even without going through all the nonsense the module says.  “Spellcraft check DC 40?” What the fuck?  Forget that. They didn’t even need to go raise dead guys in the graveyard or read the plaques.  They found some shattered crystal, saw the tower zooming by, and figured “Well of course we need a new lens and I’m sure they’re in there…” and bing bang boom they went up, got a lens, put it in, and deactivated the domination amplification rune. They didn’t know they did that, or why they needed to do it, or what it did, but by gum they did it.

Then they met Sarah, Jaren’s wife. GM rule #1, never have some unrelated hapless NPC when they can be somehow related to the PCs instead. She was all sad, but they made her come along anyway, and then once they went up the tower they all were happy they’d done something and went scurrying down – Serpent was the one who noticed Sarah wasn’t with them and turned around to see what was up. She did the classic “tell him I loved him…” I like it when I can give players those real oh-shit moments.

[P.S. Van Helsing is just the most shitful movie ever… It’s playing while I write this… OMG]

A recurring theme was Gareb and Slasher Jim running to be the first to loot fallen enemies. I enjoyed how when Wogan was faced off trident-to-trident with a fish-man they stood by taking bets.  There was quite an argument when Serpent ran in and killed it; everyone in the whole discussion felt aggrieved.

Then Jaren the Jinx resurfaces.  His jinxiness is much less now – it used to turn any crit into a crit failure.  Now it just makes me draw on the fumble deck (well, I use the iPad app) whenever there’s a natural 1. This makes the party not kill him out of hand.  Surprisingly, Wogan is normally the most amiable member of the party, but he was very much in favor of killing Jaren out of hand. He gets under his skin somehow.

When they went down under the ziggurat, they were totally convinced they were headed down the gullet and into the bowels of some huge creature.  Fun stuff.

I like how my “examine the area don’t just roll” plan is making for more interesting things even during combat – in the final fight, Sindawe really did just happen across and then use that aberration bane spear without knowing what it was, and was really impressed when it wasted a cloaker out of hand!

Next time, the finale!

Reavers on the Seas of Fate – Season Two, Twenty-Second Session

Twenty-Second Session (19 page pdf) – “Monster Island, Part 2″ – It goes from bad to worse on the ruined Azlanti islands; the number of living pirates is going down while the mutations and insanities of the survivors increase. And then a huge spiderlike monstrosity appears standing right next to you.

Yet another session of From Shore To Sea. More fun with just the three PCs and two of their pirate buddies (the outgoing yet fragile Gareb and the suspected serial killer Slasher Jim). They did a good job of cutting up, despite getting increasingly mutated by the Warping effect the Azlanti island has. Though in the end, Gareb was a mess psychologically and Slasher Jim was a mess physically.

They get to fight a giant frilled lizard. After, we’ve seen trailers for “Mysterious Island 2” where there is indeed a giant frilled lizard! Alas, a month too late for me to use it as a visual aid.

This session had lots of good classic adventuring.  Dungeon delving, cutting open felled monsters to look in their guts, etc.  With this session I tried something different – I told the players that in order to combat 3e-disease we were going to ramp back on the skill checks and do things more old school – you observe and manipulate your environment, not just “make search checks.” I think that worked well!

The octopus fight was epic. I about had some player revolt due to the annoying rules of fighting underwater/through water… By the rules, attacking that octopus in a floating muddy water ball is like -8 to hit, 50% miss chance. I let Wogan’s purify food and water get rid of all of it.

They were grim when they found their ship and the whole crew slaving away digging some kind of canal for the fish-men. Correctly divining that the big orrery in the observatory on the top of the island was a key point, they went and started to mess around with it, starting a really fun fight with a couple of phase spiders!  Gareb got hit by a stray effect from the thing, blurring him, which made him able to see them. The resultant combat really hinged around blink and blur and a variety of effects that interact with ethereal creatures.

Read on, there’s more coming up!