Enough Rope, Chapter 7
In which Fleta's lies bring uncomfortable questions, faces an unexpected visitor, and realizes her shelter was not as it seemed.
Read moreFantasy novel & RPG nerd writing about the Stitched Realms.
In which Fleta's lies bring uncomfortable questions, faces an unexpected visitor, and realizes her shelter was not as it seemed.
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Arches, sigils, and keys, oh my.
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In which Fleta makes big decisions, and does what she does best.
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The nature of the Paragons and how they shape the Marble Halls.
Read moreEsoteric Answers for the Curious
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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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