The village of Blackfeather Bridge over River Ashaba, at the end of Mirtul in the Year of Wild Magic

Selia, Keldoth and Eghlen march out to the Blackfeather bridge. The thick fog rising from the river makes it seem hover over a cloud, a view that makes both Selia and Keldoth stop in wonder. Eghlen also stops, although he is far from romanticizing the weather – he notices a few figures standing in the middle of the bridge, blocking the passage. Since there is no other way to cross Ashaba, the party presses ahead.

The village of Blackfeather Bridge over River Ashaba, at the end of Mirtul in the Year of Wild Magic:

While Eghlen attends to his duties, Selia checks out the only attraction in town — an illusionist's show. The performance blows her away — the fancily-masked illusionist works colourful mist into a variety of shapes, even one resembling her!

For as long as she remembered, Selia Amberthil wanted to leave her hometown. She longed to experience the thrills of adventuring that Maestril, her foster mother and a retired fortune-seeker, so vividly described as bedtime stories. Selia also hoped to learn more about herself, and felt that she couldn’t do that without leaving: after all, she was the only aasimar in Feather Falls or perhaps even the entire Featherdale. Her foster mother claimed she found her alone in a sunny glade, crying, when she was just a little baby.

I'm an avid listener to archival episodes of Ken & Robin Talk About Stuff podcast and amongst many takeaways I've got from it is the realization that we prefer playing to find out what happens, while Robin D. Laws creates games with a focus on playing to emulate a particularly genred narrative. That's not our cup of tea, but we're glad for the people who want that sort of game, since by all accounts Robin is an excellent game designer.

SPOILER WARNING: this actual play describes the events from The Red Mist, a free adventure for Cthulhu Confidential from Pelgrane Press (link below). You might want to skip this one if you wish to play it.

Mirtul's Beliefs: 

  • My husband mustn't know about my dark secrets.
  • I will work off the debt and be free of the thieves' guild.

Mirtul's Instincts: 

Mirtul's Beliefs: 

  • My husband mustn't know about my dark secrets.
  • I will work off the debt and be free of the thieves' guild.

Mirtul's Instincts: 

Mirtul's Beliefs: 

  • My husband mustn't know about my dark secrets.
  • I will work off the debt and be free of the thieves' guild.

Mirtul's Instincts: 

A Burning Wheel campaign about a young doctor with a gambling addiction and dangerous connections, set in Baldur's Gate. As usual, we take liberties with the Forgotten Realms setting.

A short Interactive Fiction game inspired by our session of "Don't Rest Your Head" that we described in Don't Meet the Neighbors actual play.

The interactive fiction takes you, the player, through a different set of events, threats and endings than those described in the actual play. However, three key things stay the same:

1.  It's still set in a creepy apartment building

2. The snow is preventing you from getting out

3. Being a good neighbor is a key to victory. Just like in real life.