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The group do everything possible to reach the Isle of Mist only to find getting into Azrahel's lair part of the challenge.
Alfilia offers a couple of days of training while the crew wait for word to get to Glam-glam and Maladuk, and then it's straight to Mirror Lake to see what's waiting for them.
A stand-off with Leanara outside the temple shows her true colours... or was it Digby's true colours? Look, someone started something, and the Um-Durman is at the centre of it all.
With all four pieces of the statuette taken by a pissed off giant, the crew wakes battered and bruised with planning in mind. How will they appease a wronged giant?
When you've got everything you need, pissing off a giant shouldn't be in your top 5 things to do next... but here we are.
With the way down beneath the Tower of Sighs open, a plan is made to get the entire crew past Glam-Glam. The final statuette piece is within reach!
A plan is made, the tower investigated, and a giant approached. Will the group survive, will the giant be big and friendly, and will the statuette piece be found?
With the cart left behind, the journey into the haunted marshes begins. Surrounded by mist, glowing lights, and the sound of frogs, insects and marshland birds, it feels like the journey to the Tower of Sighs could be a long one.
As Old Hag Stare pleads to be released, it becomes clear the only thing she can be released of is her life. The crew double down on their efforts to escape the illusion and merely walk into more danger.
Stuck somewhere at the Road's End Inn, in an illusion created by something called Old Hag Stare, the group venture forward and find themselves stuck in a pitch black room with.... something.
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