Enough Rope, Chapter 5
In which Fleta and Bertram puzzle over sorcerers before they both receive bad news.
Read moreFantasy novel & RPG nerd writing about the Stitched Realms.
In which Fleta and Bertram puzzle over sorcerers before they both receive bad news.
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In which Fleta enters Riddleberg and encounters a strange individual who seems to know too much.
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In which, despite unhelpful mushrooms, Fleta finds a connection between her uncle's disappearance and the sorcerers who attacked her.
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In which Fleta learns fumbles through an investigation, rediscovers the better part of valor, and begins to wonder if her missing uncle is connected to the current situation.
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In which Fleta puts on a show, argues with her sword, gets help from an unlikely source, and spends some time in a broom closet of the grandest temple in the kingdom.
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Fleta, now a widely recognized champion with a friend-turned-magical sword, seeks revenge upon the sorcerers responsible for last summer's deadly disaster. Unfortunately, her enemies seem more keen on helping than her allies do.
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In which somethings just won't stay buried, and Marvin is forced to confront a horror in the secret basement.
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In which Marvin inherits a ramshackle cabin, toxic potatoes, awful neighbors, and a hidden room.
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In which my youngest son spins a yarn about mysterious creatures coming out of magical gates.
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Deep Thoughts from R'lyeh, with thanks to Jack Handy and Cthulhu.
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In which the drowning sailor hears a parable about the consequences of oath breaking before he decides whether to swear an oath to unknown forces.
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In which a girl runs into a man with a red cloak and has a riddle contest without understanding the stakes.
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In which a drowning sailor gets a temporary reprieve and an other-worldly story.
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In which figuratively everyone tells Fleta she's not ready for the Proving of Champions, and she refuses to listen.
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In which Fleta fights sorcerers, argues with a sword, and decides who she is going to be.
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