A lot of modern traditionally-published fantasy and sci-fi is dreadful. Heck, a lot of independently-published fantasy and sci-fi is dreadful. Many big fantasy and sci-fi media properties are worse than my singing.
However, there are some exciting things coming out of independent creators. Therefore, supporting independent creators (and small companies) who are doing good work should come naturally, right? Right.
I try to support as best I can with limited funds. (Haven’t become a billionaire yet, so the plan to create a giant community for all my favorite creators / internet friends to come live at won’t be happening anytime soon)
As I understand it, reviews are the best way to help small, independent creators. And here’s the thing: I want to help these people, but I am awful at writing reviews.
So, here is a list of small authors / RPG designers whose stuff you should support (presented in alphabetical order and will be updated / edited over time):
The company that publishes ACKS, best old-school game on the market. In addition to rules expansions, they also publish their own adventures. I promise they are MUCH better than what I’ve made! Drive-Thru RPGOfficial Website
One of the most wildly imaginative writers out there today and a darn fine ACKS player, too! His name on something pretty much makes it an instant buy. AmazonBlog
Best short fiction magazine on the market. Period. AmazonBlog
Jon Del Arroz
Comic / book writer who produces so much quality content, I wonder if he sleeps. AmazonBlog
He likes flaming swords and coffee… and exciting adventure stories. AmazonBlog
Intellectually stimulating author who loves giant robots more than I love mozzarella cheese sticks. Also an excellent witch finder. AmazonBlog
Someone once gave me a strawberry that was dipped in sour cream and sprinkled with brown sugar. Those flavors should not work together, but they do. That’s Rawle. Puritans and pop idols? Giant robots, ninja villages, and schoolgirls? He does it and does it well! AmazonBlog
Gonzo gaming greatness! So much fun to see my players get into trouble with his adventures. Drive-Thru RPGBlog
You’ll notice that there are no classics on here. No one needs me to say that ‘The Man Who Was Thursday’ or ‘B2: The Keep on the Borderlands’ is good. Also, these are NOT affiliate links. I ain’t making any money if you buy anything from the links in this post.
First of all, thank you to everyone who took a moment to pray for my wife. While the road to recovery is a long one, so far she is healing well.
Late last week, I got back into all the games I have been a part of. Part of me wonders if my wife was tired of me “hovering” near her and asking if she needed anything.
In the Sunday night ACKS game, the party continued adventuring in the Nethercity under A’agrybah.
At this point, most mummies are not a threat to them (the cleric is just high enough level to remove mummy rot), but they had an encounter with some swole mummies (in life, they worshipped a Chaotic war god). In addition to actually punching through the power armor worn by the cleric, the swole mummies plucked the eyeball of Gristle, the Fighting-Man from the deserts of Cha’alt. Per the ACKS Mortal Wounds table, the only penalty he gets is a -2 to hit with ranged weapons. Considering the fact that he loves getting in close and consistently hitting max damage on his damage rolls, it is no penalty at all. Despite having the opportunity to do so, he did not get a cybernetic eye to replace it. 😦
They also found a rod that enhances cleric spellcasting / undead turning for 10 minutes each day. Wonder how it will get abused…
Now let’s talk about mummy cruelty. The party ambushes a mummy that has not had time to fully get out of its sarcophagus. They use the magical stapler from the Black Pyramid to staple the mummy in its sarcophagus. Remember that this stapler permanently staples things together and the staples cannot be removed (except by magic like wish).
So they have trapped a mummy in its sarcophagus forever. It can never come out and harm anyone. Its evil is safely sealed away until the end of time.
So what does the party do?
Consider asking the party cleric to turn it. The cleric is not powerful enough to outright destroy a mummy, so it would try to flee. But if the mummy is trapped in the sarcophagus, where will it flee to? Will it just spin in the sarcophagus?
Pretty much all my gaming has been put on hold. Long story short, my wife was in a car accident on the interstate. She went to the ER, had surgery, and came home.
She is alive and the prognosis is (currently) pretty good, even though recovery may take up to a year. If any of you pray, she could use some prayers right now.
To anyone in any games I am a part of, I apologize for being unavailable for a little while. Her needs come first and I cannot fully commit to a multi-hour game right now. I need to be able to drop whatever I am doing and attend to her if she needs it. I hope you all understand.
So a couple things have happened over the last two weeks.
The party went to a temple in A’agrybah to see if they could resurrect Knickerbocker Wilson. A bit of gold and an existential crisis later, Knickerbocker was back. Or was it a version of him from an alternate dimension? Oh well, he and his didgeridoo are back!
(Got to roll on the “Tampering With Morality” table. He now has a sometimes-obedient imp that follows him around.)
Back into the Nethercity they went!
They have learned to be careful with fire around the poop river. Smart folks.
Also, forgot to mention that they found a weird bathtub covered in degenerate erotic images. Hopefully, they will discover its secret soon. If you know what this bathtub is, DO NOT SAY ANYTHING. Some of the players read this.
Further exploration revealed a secret room with two sarcophagi… sarcophaguses… sacrophagen? Immediately, the stapler came out and prevented two mummified lovers from ever reuniting. Such incredible cruelty. The mummies shall never share a mummy-rot-infested-kiss again or sit and watch the poop float by on a pleasant summer evening.
After more mummy slaughter, the party remembered the invitation they had to the weird castle on the edge of town that threw big parties every night. Yes, I ran a little one page dungeon put together by Cirsova. Yes, I have mashed together Cha’alt, Secrets of the Nethercity, and The Revelry At Pickett Castle. This game is 100% out of control and I don’t care.
One of the players figured out the inspiration pretty quickly, but a good time was still had by all.
At first, they were content to dance with the zombies and chat up the vampires, but the promise of gold from Boris to remove the monsters was too much. They attempted to formulate a a plan, but it never really seemed to go beyond “Cleric turns undead in the middle of the room”.
Then a man in the back yelled, “everyone attack” and it turned into a…
PROTIP: Don’t expect a room full of zombies, ghouls, and vampires to be happy when a cleric attempts to turn undead. The undead swarmed the party, but somehow, through the power of #DiceControl they persevered. It was some pretty scary fighting, with the party surrounded by zombies and ghouls, the flesh golem was using zombie bodies to try and hit the flying mothpeople, vampires trying to seduce characters, a real ballroom blitz!
A misplaced grenade dropped Knickerbocker, but he got better after the fight. Then, a quick hit of skunky zombie weed and yeeting ghouls to their doom later proved the party victorious over all the monsters in the castle. Oh, and they saved Boris’s assistant.
They got some gold and potions from Boris. Perhaps he will be a recurring friend or maybe they will just kill him and take the castle for themselves. After all, a castle on the edge of A’agrybah would be pretty rad!
In addition to the normal Sunday night Roll20 game, I recently ran a real-life session of ACKS with my wife, father-in-law, and a friend.
Whipped up a little dungeon of 30+ rooms and populated with multiple factions of creatures. No big deal. Just took the better part of a week to make the dungeon, print, and roll up characters (all the players were new to ACKS).
The party (fighter, halfling burglar, and magic-user; all level 1) was hired by the mayor to stop some smugglers and pirates operating on an island just off the fjord. It used to be a fortress long ago, but monsters and such have moved in. After sailing around the island, they find a a giant carved dragon head with a open mouth that they decide to sail into. They can’t see the lower jaw and don’t declare that they are trying to sail through the gaps between the lower teeth (based on where the upper teeth are). I roll a die and give them a 50/50 chance to hit one of the lower teeth, which is just below the surface.
They hit a tooth and their small craft took on water. Luckily, the water (while bitterly cold) was only a couple feet deep inside the mouth, so they did not drown.
After some exploration, they found a dry ledge and starting looking around. A lone hobgoblin drew their attention, but a poor roll on backstab damage let it live. It yelped and its friends charged into the room.
For a reason I cannot comprehend, the three adventurers stood shoulder to shoulder, rather than the two weaker party members getting behind the fighter. First round of combat, both the magic-user and halfing burglar go down. With a bit of luck, the fighter prevailed, bandaged their wounds, and off they went!
The session ended up pretty light on combat and more exploration. Here are some highlights:
-Coming across a room full of yellow-robed cultists chanting “The King in Yellow will return! The King in Yellow will return!” They left immediately as soon as they heard the chanting.
– Meeting up with Mangos and Kat from the previously mentioned Mongoose & Meerkat Kickstarter. The two were trying to catch a penguin (which live in some of the waterways of the dungeon) to give to a mysterious man who wished to woo the mayor’s daughter. The party did not help or hinder the two and just left. I figured my wife would help them, so that she could also catch a penguin and have it as a pet.
– Finding a magical vortex (really a ‘living’ Read Magic spell that would set off any scrolls or spell books it touches, but they didn’t know that), throwing a blanket at it, and running away.
– Encountering the smugglers in their barracks. A cast of ‘Sleep’ by the magic-user knocked them all out. Rather than slit their throats, the party opted to open the big doors in the back of the room. A poison needle trapped killed the fighter, so they dragged his body out and left. The session ended there. With the smugglers still alive, but sleeping.
Overall, it went pretty well. The players figured out how to interact with the environment in natural ways, rather than being limited to the character sheet. If there is a next time, maybe I will roll up a Florida Man for them to use!
Now for the regularly scheduled ACKS game!
Down into the Nethercity the party went! For some reason, I decided that the module ‘Secrets of the Nethercity’ is located under A’agrybah. The party decided to go poking around in the poop and sludge.
We have a new player and I was a bit worried at first about how well he would fit into the group, but so far, he has fit in perfectly. He is a fighter who has already learned the secrets of #DiceControl. Seriously, his damage rolls have been nothing but great!
They rolled through the poop, slaughtering husky-sized locusts with ease! They even found a couple of mummies to kill / loot. The mummies in this module have lots of good loot, so if you can kill them, do it!
The magic stapler has found use in keeping coffin lids shut, when the party thinks that the dead inside will ambush them. There is one hallway in which a couple dozen skeletons are supposed to burst out of the coffins if the party tries to loot the coffins or the treasure in a secret alcove. Instead, the party stapled the coffin lids shut, so the whole hallway is alive with the sound of bony fists pounding on coffin lids.
Some great rolls and liberal use of grenades have made most of the early encounters somewhat trivia. They are too smart to play with fire in the methane-filled areas of the dungeon, but you never what might happen with a stray shot of a phaser…
Unfortunately, Knickerbocker Wilson, bard extraordinaire, perished to the venomous bite of a mummified magically-genetically-engineered baboon viper. But considering that they are under A’agrybah, perhaps his body could be revived by the high priest of some Cha’altian religion. Surely the cost won’t be too high? Right?
For those who don’t know, I utterly loathe It’s A Wonderful Life (IAWL for the rest of this post) and I love UHF. After a recent viewing of UHF, I realized that UHF is what IAWL could have been if it hadn’t been written by an idiot.
SPOILERS FOR BOTH MOVIES BELOW
For those who have led a blessed life and never watched IAWL allow me to recap it:
George Bailey is the only competent human in town. Everyone else in town is a single-digit-IQ troglodyte who couldn’t even wipe their own ass properly if George didn’t do it for them. He has saved at least a couple lives and helped people through the town. Constantly sacrificing himself for a bunch of idiotic, ungrateful jerks.
He has a dream to take his wife to see the world. A fine goal.
However, he has been unable to this. Troubles at the bank he works at constantly conspire to destroy him. His uncle misplaces $8,000 due to the fact that he is not George and is thus, a mouth-breathing dingus who does not deserve to live.
This drives him to want to end it all (because misplacing this money is going to get his bank shut down and he will be arrested for some sort of financial crime). However, an angel from heaven shows George how awful the town would be without him. Because, as previously mentioned, NO ONE IN THIS TOWN IS ANYTHING MORE THAN A SUBHUMAN DEGENERATE.
He decides not to kill himself and everyone in town pitches in to cover the $8,000 so he can cover the loss and not get arrested. This is supposed to be some sort of “the community gets together and saves the day” thing. Happy ending, right?
Now, George is trapped in this town. He owes these people a debt of gratitude and such. He is forever trapped to tie their shoes and wipe their asses.
Do these people acknowledge that George is clearly superior to them in every way and make him mayor or king or something? Do they obey his every word, when everything in the movie has shown that he is the only one who knows how to do anything properly?
No. They seem to think they are equal to him.
I hope the town burned down and killed everyone, after he passed away.
Anyway, on to a good movie.
UHF is the story of George Newman. A daydreamer who struggles to keep a day job. After getting fired from a burger place, he goes to a family function and his aunt says that he will find his way soon.
Just then, his uncle (a gambler) comes in with a bunch of money and the deed to a local UHF TV station. George’s aunt convinces her husband to let George manage the TV station.
George and his friend start to run the TV station. Throughout the movie, George is shown to be a kind man who gives everyone around him a chance to shine. And, generally speaking, they succeed. They may be wacky people (this is a comedy), but they do a good job. They are competent.
The TV station receptionist who dreams of being a news reporter? George makes her a news reporter right away.
The down-on-his-luck janitor? George offers him a job and he later becomes a TV star.
George’s wild ideas become hit TV shows and members of the community are part of the shows. Some people offer ideas and George gives them a chance. The local martial arts instructor whose dojo is connected to George’s apartment hosts a game show. They are a crazy bunch of folks, but they work well together.
Things go so well, that this little UHF station has higher ratings than all the network affiliate stations!
Unfortunately, the uncle (who still owns the TV station) runs afoul of Big Louie (a big mob boss) when the horses the uncle suggested Big Louie bet on all lose. The uncle owes $75,000 to Big Louie and the money must be paid in a couple of days. At the same time, one of the network affiliate executives calls the uncle, so he can buy the UHF station and shut it down.
The uncle agrees, but at the insistence of the aunt, allows George the chance to raise the money. If George can get $75,000 by 10:00 pm on Friday night, the uncle will sell the station to George rather than the the network affiliate executive.
George does a telethon, but frames it as the community buying shares in the TV station, so that they will all own a piece of it. Long story short, it works and they raise the $75,000. This is a real “the community gets together and saves the day” kind of ending.
So let’s compare what happens:
IAWL: A community of idiots drive the only decent man in town to suicide. He doesn’t do it, but they own him now. The chains they threw on him are invisible, but they weigh him down just the same.
UHF: A community of lovable, wacky folks help a dreamer achieve success with a TV station. In the end, they all own a piece of the TV station built by community input.
Lately, a short Twitter thread has been going around about Paladins. Going to screenshot it and put it below, with the author’s information removed.
This is wrong. Straight up wrong. This is putting-your-left-sock-on-before-your-right-one levels of wrong.
To fully understand the wrongness, let’s look at parts of the Paladin description as found in 1E AD&D and 5E.
1E AD&D (emphasis added):
A paladin character is a fighter sub-class, but unlike normal fighters, all paladins must begin as lawful good in alignment (q.v.) and always remain lawful good or absolutely lose all of the special powers which are given to them. They have both fighting abilities and limited spell powers (at high level). To become a paladin a character must be human, have a strength of not less than 12, a minimum intelligence of 9, a Wisdom of 13 or more, a minimum constitution of 9, and not less than 17 charisma…
Law and good deeds are the meat and drink of paladins. If they ever knowingly perform an act which is chaotic in nature, they must seek a high level (7th or above) cleric of lawful good alignment, confess their sin, and do penance as prescribed by the cleric. If a paladin should ever knowingly and willingly perform an evil act, he or she loses the status of paladinhood immediately and irrevocably. All benefits are then lost, and no deed or magic can restore the character to paladinhood; he or she is everafter a fighter.
The following strictures apply to paladins:
1. They may never retain more than ten magic items; these may never exceed:
armor, 1 (suit)
any other magic items, 4
*these include daggers, swords, etc.; and such items as magic bows
and magic arrows are considered as but 1 weapon
2. They will never retain wealth, keeping only sufficient treasures to support themselves in a modest manner, pay henchmen, men-at-arms, and servitors, and to construct or maintain a small castle. (Your DM will give details of this as necessary.) Excess is given away, as is the tithe (see 3. below).
3. An immediate tithe (10%) of all income — be it treasure, wages, or whatever — must be given to whatever charitable religious institution (not a clerical player character) of lawful good alignment the paladin selects.
4. Paladins will have henchmen of lawful good alignment and none other; they will associate only with characters and creatures of good alignment; paladins can join a company of adventurers which contains non-evil neutrals only on a single-expedition basis, and only if some end which will further the cause of lawful good is purposed.
5. If possible, paladins will take service or form an alliance with lawful good characters, whether players or not, who are clerics or fighters (of noble status).
Paladins do not attract a body of men-at-arms to service as do regular fighters.
5E (emphasis added):
Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.
Why Is This Wrong?
Paladins have literary and cultural antecedents. Specifically, Paladins were the Christian knights serving Charlemagne against the Saracens and the book ‘Three Hearts and Three Lions’ by Poul Anderson.
Without this background knowledge, the Paladin does not fully make sense. They are knights bound by specific rules in exchange for divine power. In particular, the specific rules are bound in a pseduo-Christian chivalry.
A proper 1E AD&D Paladin relies on God. He adheres to the rules and stipulations given by the Divine. He is flawed and mortal, but attempts to transcend those flaws in service to God and others. There is a Right and a Wrong… and he is fully on the side of Right. There is an objective standard outside himself that he must adhere to. It is inflexible and unyielding; a plumb line that does not move because you want it to.
The 5E abomination relies on his oath. Through his own desires and wishes, he gains power. He may be chasing an ideal, but it is easy for people to justify anything. Without an objective standard to be held to, you can weasel your way into doing whatever you want.
You see, everything is permissible if you “do the work” in justifying it. Not “do the work” to find the capital-T truth, but “do the work” so you can justify your desires. And there are people right now, in the real world, who see nothing wrong with this.
In the United States in the year of Our Lord Two Thousand Twenty, we no longer have a general culture that is aware of what makes a Paladin, a Paladin. Mention the name “Charlemagne” or “Poul Anderson” and see if any nü-skööl D&D players (much less the general public) has even heard of either one.
For better or worse, sci-fi and fantasy are considered distinct genres now. That is just the first of many splits in speculative fiction. There are no longer a set of classics that everyone has read before sitting at the table. No shared understanding of how the real world or a fantasy world operates.
This leaks into the game! Compare previous editions of D&D to the current one. The core assumptions built into the game are fundamentally different. It’s not just a matter of mechanic changes, but a full-on different game with different assumptions. 5E is merely wearing the trappings of D&D.
Let me explain: I am a player in a 5E game. It takes place in Waterdeep and we are a bunch of criminals doing bad things. The nü-skööl players are always baffled by any mention of old-school ways of thinking. Apparently, kobolds are people and the fact that people like me killed kobold children in B2 is shocking to nü-skööl thinking.
Let People Have Fun!
If you think I am being too harsh and should let people have more flexible Paladins…go for it. I can’t stop you.
But if you are going to wear the term “Paladin” like a Buffalo Bill-esque skinsuit, I will disagree with it. Own the skinsuiting and be honest, hell make an “oath knight” class, but leave the Paladin alone.
The intrepid Cha’altian party entered the cosmopolitan city of A’agrybah. There is a page of dedicated to the city and the rest is made up on the fly. That’s how we roll, baby!
Upon reaching the city, the party went shopping for more grenades and phasers. I may not have mentioned this properly, but when we started, way back in Liberation of the Demon Slayer, the party received phasers from some cultists and learned how to use them. Rather than keep track of ammunition, I decided that on a damage roll of ‘1’, the phaser had to be discarded (my idea was to represent that last, weak bit of output you get from an electronic device before the battery stops working). While they collected a great deal of phasers, they are always on the lookout for more.
When they went to S3: Expedition to the Barrier Peaks, they had a pretty good grasp of technology already. For ease of play, I had this idea of a space empire that kinda ruled everything, but didn’t make its presence known on primitive planets, so all sci-fi technology kinda worked together. And they’re jerks. Imagine Star Trek’s Federation had a one-night stand with Warhammer 40,000’s Imperium of Man and the resulting child was hideous.
NOTE TO SELF: Put one of my baby pictures here to emphasize the point.
Long story short, when they make it to A’agrybah, they are shopping for high-tech gizmos. They buy a few (including an upgrade to their hovercraft which allow it to run on human blood).
While shopping, they are advised to “never insult the wise and benevolent King Druta’al or his wife, either”. The players decided that the wife’s name was Queen Either. Nothing is written about her name in the module, so I went with it.
They hear about gladitorial combat and jump in for a chance to fight and die! (As well as gain immunity to the monthly sacrifice. Every month, someone is sacrificed to demons in A’agrybah. Just the wisdom and benevolence of King Druta’al and Queen Either at work!) They survived the fight, despite a psychic barbarian disabling technology for a while, which meant their phasers were no good.
By the way, Stinking Cloud is a powerful spell. Don’t know why that isn’t talked about more. Save or be knocked out. Not as powerful as the no-save Sleep, but considering the limitations that make Sleep good at the lowest levels and near-useless at higher levels, Stinking Cloud is able to be used MUCH longer.
As part of their reward for winning the fight, I also dropped in an invitation to a spooky castle on the outskirts of the city that has wild parties every night, but they didn’t go there. And this castle was TOTALLY not based on a little one page dungeon that Cirsova made.
After the fight, the party wanted to see if they could find more sets of power armor (other than the one set they got from S3: Expedition to the Barrier Peaks. There weren’t any more sets available in the city, but if they went to space, perhaps they could find some.
Because this city has the largest spaceport on Cha’alt and there are only so many hours in the week to prep games, I asked the party to make a decision:
Go to space
Stay on the planet
They chose to stay on the planet, so I am going to stick AX3: Secrets of the Nethercity under A’agrybah. Why?
There are some slight parallels between these two modules and I want to emphasize them. And I’m straight-up crazy.
After one of the party’s moth people got abducted by ceiling tentacles, never to be seen again, a new character was rolled. A Warlock. In ACKS, warlocks automatically get a familiar at level 1. While not mentioned as an animal that exists in either Cha’alt or ACKS (the rust monster description does not count!), the player wanted an armadillo. As a person living in Texas, how could I say no to such a request?
Aurana the Warlock has an armadillo that she can talk with. It generally lives in her backpack and is adorable.
I swear, this becomes relevant later.
Anyway, so the players have discovered the Lich King. He has asked for the paperweight owned by a being known as “The Author”. They promise that they are TOTALLY going to go get it right away.
They meet The Author and notice the immense power he wields, as well the apparent power of the paperweight. He writes “more grenades appear in the fanny pack” and guess what happened?
More grenades appeared in the the bag of holding that Billy the Buff wears as a fanny pack.*
Of all the god-like beings that party has encountered, this is the one that they respect. Probably because it actually seems to have god-like power.
In order to stay in favor with this god-like being, the players give The Author the magic ring that will summon a succubus. Authors have needs, ya know!
They find a room with a gem-eyed sorcerer and three cyborg commandos. The sorcerer wants the paperweight. The party wants him to shut up.
A quick application of their 1/day save-or-die power granted by the possession of a dead god’s severed arm killed the sorcerer and freed the three cyborg commandos from his sorcery. The cyborgs immediately demand that the party submit to their god, for the cyborgs will cleanse Cha’alt and bring the entire land under their god’s dominion. Knickerbocker Wilson the bard pulls out his didgeridoo and composes a beautiful hymn to their god, giving the party time to hightail it back to The Author.
(I liked the idea of multiple magic-using people all wanting the paperweight, so you will see that crop up every now and then)
They request that The Author change reality to prevent the cyborg commandos from imposing their god’s will on the desert. The Author draws a fedora on a piece of paper and the cyborg commandos immediately become atheists with fedoras and patchy neckbeards.
Realizing that they have a cleric and a priestess in the party (and afraid of attack by the three cyborg commandos), they ask that The Author make the cyborgs fall in love with the armadillo.
I had to stop the game there for a moment while I tried to understand what the party meant. The last thing I wanted to adjudicate was three cyborg commandos lusting after an armadillo and chasing the party down, so they can get some “action” with an animal.
Turns out that they meant parental love. Okay. I can work with that.
The Author makes this change to reality and then asks the party to leave him alone, so he can spend some “quality time” with the succubus.
The players met up with the cyborgs, who decided to accompany them until a safe place can be found for the armadillo to live. Thus, they decided to wander away from the Black Pyramid and explore the rest of Cha’alt.
Ascenda’as won’t take them in, but sold them a hovercraft.
Vega Corso, the one wizard town, had an inn… but the party ran afoul of the desperadoes that run the place. The desperadoes demanded gold for safety, but the party refused.
One savage battle later (and one destroyed cyborg commando) later, the party victoriously strode into the inn. The innkeeper gave them a free night of lodging (out of fear).
The next morning, the one wizard in Vega Corso, Munkar, came to them and was upset that his enforcers had been killed. As an apology, he demanded that the party get the paperweight from The Author.
They pretended to agree and decided to travel to A’agrybah instead. Seriously considering putting ‘Secrets of the Nethercity’ under A’agrybah.
Not sure what next week will hold, but it will probably be insanity.
* If you aren’t using a bag of holding as a fanny pack, you fail at RPGs. Only exception is if you have not found a bag of holding yet.
But on the first day of the week, at early dawn, they went to the tomb, taking the spices they had prepared. And they found the stone rolled away from the tomb, but when they went in they did not find the body of the Lord Jesus. While they were perplexed about this, behold, two men stood by them in dazzling apparel. And as they were frightened and bowed their faces to the ground, the men said to them, “Why do you seek the living among the dead? He is not here, but has risen. Remember how he told you, while he was still in Galilee, that the Son of Man must be delivered into the hands of sinful men and be crucified and on the third day rise.” And they remembered his words, and returning from the tomb they told all these things to the eleven and to all the rest. Now it was Mary Magdalene and Joanna and Mary the mother of James and the other women with them who told these things to the apostles, but these words seemed to them an idle tale, and they did not believe them. But Peter rose and ran to the tomb; stooping and looking in, he saw the linen cloths by themselves; and he went home marveling at what had happened. -Luke 24:1-12, ESV
For those of us in the Western churches, today is Easter (Have a blessed Palm Sunday, Eastern brethern!).
While most of us cannot actually go to church this morning, due to the quarantine, at least take some time and read one of the Biblical accounts of the Resurrection. Have a great Easter everyone!
One of the players in my Sunday night game is a fantastic author who also writes about the craft of creating fiction. He wrote a wonderful review of the story I submitted for the Corona-Chan anthology. (free ebook!)
Check out his review and check out the anthology!
Recently I picked up that anthology because I know a number of the people who wrote stories in it and the price was right. One of the stories happens to be written by the guy who runs my Sunday night game–he’s got, like, more names than Aragorn, but the name the story is published under […]