Having shared the original post, there were a few suggestions of additional points that were worth including from the folks on the Traveller Mailing List and various Traveller Facebook groups. As a result, I've made some slight amendments to the initial post but there were some completely new assumptions to capture as well.
22 August 2026
Assumptions in Traveller, revisited (4 new items)
Having shared the original post, there were a few suggestions of additional points that were worth including from the folks on the Traveller Mailing List and various Traveller Facebook groups. As a result, I've made some slight amendments to the initial post but there were some completely new assumptions to capture as well.
15 August 2026
Assumptions in Traveller (edited)
I originally wrote this as an introduction for some players who had never played in Charted Space before. Sharing in case it’s useful.
Traveller’s default setting - Charted Space - is based upon the kind of SF pioneered by Isaac Azimov in the Foundation trilogy, Andre Norton in the Solar Queen books, EC Tubb and the Dumarest saga with lashings of Star Wars (which was released the same year), Herbert, Heinlein, and many more. The setting has subtly developed as new and different waves of science fiction have washed over it.
It is space opera with a veneer of hard SF.
It is not the only setting that you can use; the tools in the game are quite flexible, as has been shown with 2300AD, Judge Dredd, and the forthcoming games of Pioneer and Dark Conspiracy. However, it is the default.
Edit: items in purple have been updated since I wrote this originally.
The key features of the setting are:
1) FTL - Faster than Light - travel
This uses the 'Jump Drive'. Fueled with liquid hydrogen, the jumpdrive sends a ship into jumpspace, where it cannot be contacted. The ship stays in jump until it reaches the exit point plotted or it intersects with a large mass. A jump always takes a similar time; 168h +/- 10% (a week).
Jump drives are rated with a number. This represents the maximum number of parsecs a ship can travel in a single jump. A parsec is 3.27 light years.
Jumping near gravitational masses can cause a catastrophic mis-jump. Ships fail to emerge from jumpspace, or emerge many parsecs away from their destination, and sometimes in the future. The ship is surrounded by a jump-bubble when in jump space. The effect of the jump bubble is potentially harmful to humans exposed to it. Cases of madness have been reported.
2) Communication is limited to the speed of jump
Like the age of sail, messages are carried by ships. There is no FTL communication like subspace radio in Star Trek. Ships and agents operate independently as a result; you can’t call Starfleet for backup.
The official, public, communication networks are slower than the maximum speed of jump, and the Imperial Navy and others maintain courier networks that are much faster.3) Power is cheap and high efficiency
Fusion power is common and can be quite small. It is certainly seen as safe.
4) There is no conscious AI
Computer technology is less well developed and AI pretty much unknown unlike settings like Iain M Banks' Culture or Neal Asher's Polity. The Imperium actively suppresses such technological innovation, but maintains research into the technology and has deployed it (for example when experimenting on creating much more heavily automated starships). Conscious AI eventually escapes into the wild, having been weaponised, and brings about the final destruction of the Imperium as ‘Virus’.
5) There are multiple Polities, many of them Human
By default, the game is set in the Third Imperium, a feudal empire that controls the space between stars but allows each world to govern as it chooses, so long as Imperial laws are not broken. The Imperium is surrounded by multiple other polities, several of which are human, but there are also alien polities.
The Imperium does not allow multi-world polities to join it, unless they dissolve those arrangements. However, in practice this can be flexible with multi-system autonomous regions (such as the Vegan Autonomous Region). The case against such polities can be made with the succession of the Solomani Autonomous Region (much of which became the Solomani Confederation).6) The Ancients dominated the region previously and had technology far in advance of that used in current times
Several hundred thousand years ago, an extremely advanced culture developed and tampered with the future of the species in the region. They destroyed themselves in a cataclysmic war and are the subject of speculation and exploration.
7) Psionics exist
Psionic powers (mind powers like telepathy) exist and different polities take different approaches to them. The Imperium suppresses psionics officially, but it is at the heart of the Zhodani Consulate’s culture and a cause of distrust between the two polities. Of course, the Imperium also maintains research in this space despite its ban on the techniques.
8) Feudalism dominates
The Third Imperium is a feudal state, with nobles responsible to the Emperor for the systems they are granted as fiefs. The systems themselves can be representative democracies, theocracies and more, so long as they acknowledge the dominion of the Imperium and its control of the space between stars. It could (and has) been argued in the past that the Solomani Confederation (despite its one party state) is a more democratic society than the Third Imperium. Social standing is important if you want to influence and change how things are done.
9) Trade is key
The Third Imperium’s expansion was built as much upon trade & stability as it was with force. Trade demands stability, and stability requires peace. The writers for the Milieu Zero Traveller setting explicitly modelled the expansion upon the way that the East India Company operated; exploitation and violence. This upset quite a few people when it was released (as ‘not being realistic’ and 'not very heroic') but it was officially signed off as canon. Although there are mega-corporations that span the Imperium and beyond, there is also the space for small free traders making a living in the gaps the mega-corporations leave. The Imperial family has significant shareholdings in the mega-corporations in Imperial space.
In conclusion
These are the key features of Charted Space, specifically around the default Third Imperium setting. If you explored further around other polities and deeper into space (for example, the Zhodani Core Expeditions, the Solomani Rim Expeditions or the epic Deepnight Revelation mission) then you will find differences and exceptions to this, which is one of the reasons that I love the setting as much as the simple mechanics.
If you’re a Traveller fan, what other bits have I missed?
15 August 2026
12 August 2026
LongCon 2026 - After Action Report - Running A|State 2nd edition.
The format differs from the usual Garricons because you play a single game all weekend with the same players; in effect, a mini-campaign equivalent to five or six normal sessions of play. That's quite a commitment for both the GMs and the players, and as a result we give much more leeway for the GMs to control at least part of the table that they're playing at. Typically a GM can pre-book around half the places at the table for players they want to get into the game, which helps because it gives them people that they know to play with. The preparation uses all the usual safety tags and descriptions that we use for Furnace and the other conventions, but we also ask the GMs to make a more extended pitch and also to describe the style that they use to run a game. I actually found that the hardest part of writing my pitch, because it does drive a bit of self reflection.
After some thought, I described my GM style like this:
This was my fourth LongCon, and the second time that I've run a game. Two years ago, I ran a hack of two classic Stormbringer modules into the Tripod system, which was pretty epic. It also required me to have a plan to hit the various beats within the two modules, and to have a set of off ramps or sections to skip if the players got delayed in any section. Fortunately I didn't need to use any of these when I ran it, but all the way through the weekend I was mentally checking the timing to try and bring the game to its conclusion at the right point.
In honesty, it was much the same pressure that you face when running a three or four hour scenario, but you have to think bigger and manage your time across the whole weekend. You see, there's absolutely no set timing for when you play over the weekend: the space becomes available at 9:30 in the morning, and in practice you can probably run until midnight should you want to on the Saturday. On Sunday, we loose the space around 6 pm. When you take meals, when you take breaks, and when you finish is all at the whim of the table. We're providing a space for a format and not juggling running 80 games across the weekend. I think we had six games in the end, most with five players. Ideally, would've liked a few more games to make the finances stronger (and reduce the need to subsidise where necessary from the other conventions) but hopefully that'll lift up next year.
This time, I didn't go with an epic plot. Rather I was using a Forged in the Dark game which is very much driven by the players around the table. It's a sandbox and has real opportunities to steer the game in the directions that each of the players wants. I picked A|State second edition to run for the weekend as I've been a longtime fan of the City, but never really got to explore it in any depth. I was never taken by the original edition’s rules, but did manage to run a couple of play tests for the publisher when the current version was being created. The books have sat on my shelves after being read since they landed when the Kickstarter completed, and this was a chance to really explore a setting in a game I wanted to know better. Like the original Blades in the Dark, A|State uses a formal mission and downtime sequence, connected to something called the Trouble Engine which generates new dangers and threats for the characters to deal with. It does have flex in the design, and impromptu missions can break out, along with intrusions when the GM throws something relevant to the plots that have developed in.
I was going into a weekend where we were going to create the characters, define information about the corner of the City that they lived in, and then play to see what happens. It was a proper sandbox. The game itself allows you to set your corner anywhere in the City, but for my own sanity, I opted for a destitute part of the City called Mire End, partly because it allowed the players the opportunity to be real heroes for their community, and partly because I have material from the first edition of the game that I could draw upon for inspiration. Fortunately, I had an absolutely fantastic group of players who really embraced the freedom that they were given to make creative decisions, and rolled with the results that came out, for good and for bad. All my players were people I've previously played with at Garricons and other conventions, and all of them are great role players.
PREPARATION
The initial step of my preparation was to re-read the A|State rules thoroughly and then go back through them and put sticky tabs in so I could find the relevant bits in play. I knew from the players that I had that they would have no problem with me referencing the rules during the game, so I didn't have to have it all installed in my head. However, I didn't want to spend huge amount of times hunting for things. On reflection, I could've used less tabs, especially as I very quickly realised during the actual play session that the index was very good and comprehensive.Rulebook prepared, I moved onto the setting. For preparation, I reread the first edition material – especially ‘The Lostfinder’s Guide to Mire End’ – and systematically took notes on plot ideas and NPCs that I could throw in if necessary. I also dug into the QuickStart (‘Nicely, Done’) and the other PDF adventure releases for the game line. In honesty, the first edition material was more than enough, once I cut through the name changes for some organisations and characters. I created spiral-bound copies from the PDFs to reference at the table, using my handwritten notes as pointers for where to go. And this worked really well in play. If I'd had more time, I would've extracted some of the images of locations and people from the PDFs and printed them separately, but that wasn't to be.
During the last week before the convention, we discussed the characters on the LongCon Discord, but I quickly realised that busy diaries meant that we were going to finish this at the table. As a result, I printed off copies of all the different character playbooks. Unfortunately, I didn't notice the fact that I'd accidentally overwritten the master copies of the playbooks when I re-created the playtest characters with the final version rules last time I ran the game. This was only discovered as we started to finalise, so two of the characters became people referenced in the flavour text within the rulebook. That was kind of fun.
The other preparation I did was to make sure I brought a power extension lead and several fans with me because the week before the convention the first heatwave of the summer arrived. I was sceptical how much we would need them, but very rapidly realised that they were a necessity in the afternoon when the sun started to shine directly onto the part of the building we were in. It may be an old stone building, but it doesn't deal with heat well; like most of the UK’s structures, it’s designed to keep heat in.
The only preparation that didn't pay off was a set of lovely etched reusable clocks for the game that I ordered off Etsy, but they didn't arrive until the Monday after the convention. However, I'm sure I'll have plenty of other opportunities to use them.
SATURDAY
We don't usually do an opening speech at LongCon or any kind of formal kickoff. Normally Graham goes around doing the networking thing he does so well, talking to players and GMs while I'm making sure they've got everything they need. I do wonder if we miss a trick with that, because you don't get much cross-fertilisation between the different groups like you do at the other Garricons. However, I suspect the format will work against that anyway, but it's something to consider for next time.I told the players that I'd arrive at the Garrison Hotel around 9:30 and we got ourselves started once we’d all arrived. It was a slow start, but an opportunity to catch up with people and to say hello. We went straight into building characters, then developing the corner – part of which was already there because of the existing background I had drawn upon – and then finalising off the Alliance sheet, which describes the ‘Troublemakers’ (characters) and the impact upon the community of their activities.
A|State is really a game about building community, creating hope and hopefully making a change for the better. The players were a disparate group, a Ghostfighter (knife-wielding warrior), an activist Street-healer, a Sneak Thief, a Mapmaker (fixer) and a Dinginsmith (hacker). Very rapidly, I had quite a complicated relationship web drawn of who trusted whom, and the key contacts and friends in the community. They all hung out on an old canal barge owned by the Ghostfighter which served as a home and community Health Centre.
It was interesting how some random elements developed and shaped the characters beyond the playbooks; Dr. Bob had brought a character photo for use, and their choice - a Bollywood star - captured Debbie’s attention. Out of that, an unrequited love between the Ghostfighter and the Street Healer was born. This drove plenty of interactions over the weekend between the characters and the plot. I love it when things like this become important for the shape of the game.
I started the game gently with two clocks (countdown timers) running for dangers – one involved action that one of the gangs was going to take, and the other was an unseen danger that would be revealed. The latter was a longer clock with eight segments, so unlikely to hit in the first three or four missions. The former, a 4 segment clock, was much faster and likely to rapidly become an issue.
Dr. Bob: Cool moments included the contrast between the Ghostfighter interacting with the orphans (from the Third Church Orphanage they supported) to keep them safe, but also using them as a spy network.
The game started with some gentle community interaction but soon escalated when one of the local street traders was beaten up by a gang of the youths who were increasingly becoming an issue. An initial attempt to talk the gang down didn't go well, and ultimately the crew decided that they had to do something about this. We then saw the Troublemakers setting up missions to build community support to take action, a key part of which was to draw upon the resources of the Forest Green area in the Burgh, as they had a militia. We saw diplomacy, deals and connections being made along the way the street healer got shot, but was fortunately only lightly wounded. However, threats had been made and the Ghostfighter and mapmaker led the Forest Green Regulars into battle against the gang when they wouldn't stand down.
It was brutal, and when the fighting stopped, the gang had been wiped out but at a severe cost. The leader of the Forest Green Regulars had been killed, as had half of his men, leaving their part of the Burgh vulnerable to the actions of the Watermark crew. During the mission, the crew had discovered evidence that the street gang was aligned with the Watermark crew, who were the strongest criminal faction in Mire End and part of the infamous Hohler Gang running gambling, prostitution fights and extortion across the whole district.
The situation escalated, as the Watermark crew attempted to fire bomb the canal barge used by the crew that also served as the community health centre. The Troublemakers relocated the barge, having put the fire out, but were now set on a path of confrontation with the Hohler gang’s allies.
Dr. Bob: Definitely the only RPG I've ever played with my feet in a dishwashing bowl of water!Sometime around this happening the heat in the hotel reached ridiculous levels so we were forced to stop playing for a bit and carry out a brave real life expedition to find ice cream. It was so hot that the local Morrisons supermarket had shut down much of its freezer section as the display freezers could not hold temperature adequately. They had no ice cream, no ice, and we ended up buying some dishwashing bowls and flannels to use with cold water.
Some of the players returned to the hotel but four of us took advantage of an air-conditioned car to go to a nearby Sainsbury's where we located ice cream and brought them back. I think we lost nearly three hours due to the heat and people not feeling in a good enough condition to play. Had this been a more traditional plotted campaign that I was running, I'd been very concerned about timing as a result. However, the open-ended sandbox meant that this was much less of a concern.
Once we resumed playing, things rapidly escalated as the crew hatched a plan to steal the money that the Watermark crew was collecting to pay onto the Hohler Gang as their cut. They planned to use this to discredit the the Watermark Crew’s leader, Garsey Hatchett, to gain funds for the community, and hopefully cause conflict between the criminals. Through some clever scouting, followed by sneaking, they managed to drug the beer at the pub - The Locomotive - that was used as a headquarters for the gang. They then snuck in, dealt with the two individuals who hadn't fallen asleep, and then appropriated the money and the gang leader.
They stashed the money in the canal barge, and dumped Garsey Hatchett into the canal while he was still drugged unconscious after a debate about what the best way to get rid of him was. As a GM, it was interesting to listen to the short moral argument about whether they should kill Hatchett (to make sure) but in the end, they decided that death by drowning was more credible if the body was ever found because it may look like he’d tried to run off with the funds and things had gone wrong. Meanwhile, across from the Mire End ferry stage in Folly Hills, the Hohler Gang was waiting for their payment to arrive on the last ferry of the night. It never did, and at dawn, when the first ferry of the next day crossed without the tribute, the gang members headed back to report the trouble to Mr Hohler himself.
Around then we broke for the evening, agreeing to restart at 10:00 the next morning.
I slept moderately well – it was warm but not too bad.
SUNDAY
I had breakfast with Graham, Keary and Dr Bob, and then a good natter with Dr Bob before going back to empty my room and set up for the Sunday session.The second day of the game seemed to pass much more quickly for me, and things were starting to build up a momentum of their own. The players started to try to build a consensus and establish a Burgh council to keep the Watermark and Hohler Gang out. They handled the increasingly desperate actions of the remains of the Watermark crew to extort money from the people of Mire End because they were afraid of the retribution of the Hohler Gang for the failed payment.
During this part, I was deliberately drawing on the various contacts that we’d established in character generation and play and showing them at the risk of harm. A power vacuum was forming and the Troublemakers needed to act to fill it and establish control over the Burgh or the Hohler Gang would just establish a new proxy with the remains of the Watermark crew.
We also completed the clock for the hidden danger which I started to plan to reveal. This was the Fulgurator’s Guild (who run the railways) surveying the abandoned line through Mire End with the intention of reestablishing it. This was a long term threat to the Burgh which was unlikely to have any direct impact in the time we had to play, but I wanted to make it feel like Mire End and the City were living, breathing places. The real threat to the corner was that the old viaducts and causeways had become the sites of shanty towns, raised as they were from the flooded streets below. I’d decided that the main viaduct near the former Mire End Terminus had a group who were growing a lot of the vegetables for the Burgh on it in a tight knit community so threatening that would be really significant for the community.
With the ongoing tension with the remnants of the Watermark Crew, the Troublemakers decided to destroy the Locomotive Pub, hoping to kill or drive out most of their opposition. They managed to plant explosives at the back of the pub.
Meanwhile, the Sneak Thief went to Folly Hills to visit the Dog Track and have a little flutter. She was accosted by members of the Hohler Gang and ended up in a meeting with Mr Hohler where she was offered a job working for him, replacing Garsey Hatchett. Mr Hohler made it clear that he wasn’t actually bothered who controlled Mire End, but rather about the revenue lost. Ultimately, with the Mapmaker, the Sneak Thief, a deal would be cut that saw the Burgh paying a cut to the Hohlers for their non-involvement in Mire End. The benefit for the corner was that all the rest of the money that the Watermark Crew extorted, from which the Hohler Gang took their cut, wasn’t being taken.
Dr. Bob: Graham did a sterling job of being the reasonable negotiator in the face of all us firebrands and nutters.The challenge was to get the neighbourhood to unite enough to agree to this and to also effectively keep some of the money they saved to start to improve Mire End. In effect, the Troublemakers were working on reestablish a Burgh Council. That was always going to be challenging; why would the relatively prosperous people of Forest Green want to deal with with the poor folks that live in the shanty towns around Redberry Park? The characters managed to influence key non-player characters to help them.
They were dealing with the folks on top of the Mire End Terminus viaduct when the Locomotive Pub exploded, breaking the Watermark Crew. Messier and more bloody than they had originally intended, but perhaps the only way to deal with a gang that only knew how to wield violence. As the smoke rose from burning pub in the streets below, they secured the commitment of the people on the viaduct to come to the Burgh meeting.
They followed that up with an interaction with the two Fulgurators who were surveying the viaduct, discovering the potential threat and trying to intimidate them into going away, only to be faced with bureaucracy and a formal notice of survey from the Guild. A problem that would most likely only grow.
The movers and shakers of the Burgh were brought together, and the final act of the game was to bring them together in a consensus, and to secure agreement to pay the Hohler Gang off. The Troublemakers swayed those present, and the tentative first steps to the recover of Mire End were set in place.
Graham: I'm glad we went to a negotiated settlement at the end. I would have expected you to TPK or punish our corner/burgh if we had tried to directly fight one of the largest crime syndicates around.
REFLECTIONS
I really enjoyed running this game; I had a great group of players and they took ownership of driving the plots forward. I had beats that I dropped in, along with non-player characters and groups, but really the story was driven from their choices. I’d be lying if I said I wasn’t nervous before I ran the game, because I knew that it was going to be two days of effectively reacting and building story together. I didn’t have the crutch of a preplanned plot line like I’d had running Stormbringer two years before. It was both terrifying and liberating.The thing is, I knew all the players who had signed up for my game, so I shouldn’t have been worried. They’re all good at owning the story and supporting each other, and riffing to build a narrative. Intellectually, I knew this, but I couldn’t avoid being nervous. I suspect that if I ever stop being a little nervous before a game then I’m doing something wrong.
There was only one character choice that worried me - the Dinginsmith. My concern was that the hacker style character was always a challenge in Mire End as the infrastructure is so shattered. However, I think we managed to make it work, and I found a way to link the character to the owner of the Mire End Cogworks (computer tech in the city is mechanical and can be at the nanoscale) in a way that was meaningful.
The mechanics of A|State worked well. It has a mission/downtime sequence like Blades in the Dark. Possibly the only challenge with managing that was when the Troublemakers decided to split and carry out missions in parallel. Initially, it felt very mechanical working through the resolution, but it very quickly just became part of how we were playing and faded into the background. We did see some good character development over the session, which did make a difference to what they could achieve.
There’s quite a lot that I didn’t write about above; the relationships the characters had with NPCs (for example the Street Healer had a former lover who was directly threatened by the action that they took and the Watermark Crew’s response), elements of their backstories that were significant (the Ghostfighter’s local fame and links to the Third Church of the Mortal God) and the quite open discussions about what the right things were to do. Sometimes they found themselves taking actions they preferred not so that they could tie the neighbourhood together (for example, the Ghostfighter, always a bit of a loner, ends up training the Forest Green Regulars after their leader was killed). We also saw the characters connecting people together in the community.
As we left the game, there were multiple threads that could have been pulled to follow up. I’d have happily considered running an ongoing game online if the players had wanted me to. It felt like a living breathing place, and they’d made a difference.
The Troublemakers made a difference to people’s lives, but will it sustain? Will they be remembered, or just fade away? As the game's tag line says...
“You will never forget the City, but the City will forget you.”
10 August 2026
Flowers of Algorab - Episode 15 - It's not Dead, it's Resting
This session was on the road again, and we ended up with a reduced crew. The travel kit worked great, but there was an issue with the Decked extension for Owlbear Rodeo, which meant I relied on one of the players using a deck of cards for our initiative set up. Checking in on the support channel on Discord, it seems that it was something to do with that specific creator's extensions and website, and it's subsequently worked fine.
Once again, we were without Andy (Rashid) and at the last minute Paul (Meristo) couldn't make it. That was pretty worrying because his character was at risk of impending death from what could best be described as Coriolis: The Great Dark's nearest think to a Hound of Tindalos.
The session was mostly one long - and very dangerous - combat. This was the first time that the characters had crossed anything with a signature attack roll and they very quickly realised that they were potentially a bit out of their depth. They also realised that although the bird is very effective, it's also very vulnerable to damage and it shouldn't be used frontline. It was very soon down and broken, which led to the Monty Python 'Dead Parrot' sketch being revisited. Fortunately, our heroes prevailed but are still in the inter-dimensional fracture and still pretty hurt.
- Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
- Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
- Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
- Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
- Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
- Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
The Session (Spoilers for The Flowers of Algorab).
We start with the New Seekers finding themselves delving deep into the Library Station within a fractured crystalline dimensional rift. This peculiar setting is the aftermath of the Argumoda experiment, now manifest as the heart of glass—a swirling spherical vortex of Slipstream energy orchestrated by the crystalline-encased Professor Banu Melitreides. Our crew are spread out - having split up - with Meristo and Demar Doui, an algebraist, deep within the fracture having crawled down a vent shaft to access the site of the experiment. They are accompanied by Arda Qamar's bird companion, Corvus.
Meanwhile Arda Qamar, and her allies scout and manage their paths around the altered terrain, trying to find a way through to their colleagues. Alongside Arda, Lieto Miesma, a keen-minded scholar and archaeologist, and Fassour Farradi, the team's quick-witted burrower and negotiator, strategically negotiate their way through this enigmatic rift. Rashid and Elena bring up the rear, ready to protect the group.
Meristo and Demar, have encountered various phenomena, including mirrored walls that shift colours and a chilling spectacle of a person trapped in the wall in a silent scream. The ordeal tests their resolve, pushing them to stave off despair and pressing them to make critical decisions under pressure. Adding further tension, a multifaceted creature of glass—a shrieking, shimmering predator—emerges as a clear and present danger through the walls. This creature, adaptable in form and terrifying in presence, sets the stage for an intense confrontation.
Corvus, directed by Arda, attacks the creature, drawing its attention away from the more vulnerable members of the team. Tragically, as the situation escalates, Meristo, another team member, is harshly struck down by the glass predator, enduring significant damage and becoming dazed in the process. In a pivotal moment, Corvus valiantly shields Meristo from further harm using its protective abilities, thereby preventing any further loss of health through a tactical deployment of Arda’s bird handling skills.
The rest of the crew pushes forward though an unexplored passage which fortunately connects to the chamber that the injured Meristo, Demar and Corvus are in.
With every manoeuvre and decision, from defending attacks to navigating through the cluttered and hazardous environment of the rift, our heroes strive to regroup, reassess, and forge onward in the dire hopes of containing the energies unleashed by Professor Melitreides’s hazardous experiments. The adventure's stakes remain as mercurial and unpredictable as the shimmering walls of the fractured crystalline rift they strive to master.
With the turn of the tide, Arda instructs Corvus, to prepare for defence; however, the glass predator unleashes a fierce energy blast, dropping the bird to the floor, seriously injured and lacking in energy. Corvus's fate hangs in the balance, helped only by Arda's quick decision to spend extra energy in an attempt to bolster their diminishing defences.
As luck would have it, the protective efforts manage to momentarily stabilise Corvus, albeit leaving him in a precarious state on the crystalline battlefield. Descriptions of the glass creature’s relentless pursuit create vivid imagery, drawing the players deeper into the conflict-laden narrative. The team's continued efforts are a balancing act of resource management and tactical acumen, striving to defend against the creature while attempting to rejuvenate their faltering companion. Meanwhile, Corvus plays dead, following Arda's instructions.
In a tense turn of events unfolding within the crystalline dimensional rift, the crew closely coordinate their actions against a formidable glass creature. They strategise over the turn order and the sequence of manoeuvres as they face potential damage from the creature's attacks, debating the tactical employment of abilities like Rashid's success in defence and Meristo's potential rally for hope restoration.
As the creature launches relentless attacks, the group discusses the potential impacts, speculating on how affected characters like Meristo, still battling despite his challenges, can contribute. Elena's prowess as an experienced Delver is suddenly remembered, prompting adjustments and a reassessment of the arsenal available to the group, including Elena's capabilities.
The team work together, concentrating their fire, using the cryogenic projector that they found earlier. The projector freezes the crystalline hound like creature, seeming to both slow and harm it. Ultimately, a barrage of fire drives it off, and it disappears into the crystalline walls, with vague images of it fleeing deeper into the rift.
The crew regroup and recover, and then decide to head back towards the initial sections of the fractured library, to explore the passages that they had gone past earlier. Before they leave, they are unsuccessful at recovering the body of the algebraist, Priya Vanak, which is frozen in the wall. They suspect that she may not be dead, but trapped in a moment of time, but their cutting torch and tools are inadequate to penetrate the wall.
They soon find a thickly crystal-covered door marked with the name "Professor B. Melitreides". Fassour, showing practical resolve, manages to force the door open, albeit the effort causes stir and strain amongst the group, who are in need of healing and recovery. Corvus languishes exhausted on Arda's shoulder bereft of energy.
Beyond the shattered entrance lies a distorted office space—grey walls, the pungent scent of electrical burning, papers scattered, a broken drawing board, and most chillingly, a figure encased in crystal seated at a desk. As the adventurers assess the room, Fassour's sixth sense perceives a potential ambush, particularly drawn towards the bizarre scrittering noise emanating from a vent scratched by small, hard claws.
Amid these disconcerting revelations, a pivotal discovery is made. The crystal-ensnared figure at the desk, startled yet stationary, possesses documents under her hand—clues that could potentially unravel the mysteries of this fractured dimension.
Source - initially Tabletoprecorder.com, heavily edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising.










