I’ll admit it: I’d been dreading running last week’s D&D game. It had been over a month since we played, and my trepidation was as much laziness as it was not wanting to dungeon crawl. I’d imagine it was much more my fault than the dungeon module we were running, but I’d somehow managed to suck all the fun out of the game for me. That’s the last thing you want running through the DM’s mind in any group — sooner or later things start to suck for everybody else. A few months later, the group breaks up and one of your roleplayers goes to prison for stabbing a minmaxer. I knew I had to do something. But what?
The Melias Prophecy
Prophecies and predictions can play a large part in any RPG campaign. Cryptic messages and foreboding tales can herald apocalyptic destruction or miraculous saviours. The kingdom of Melias worships one such insightful text and after generations of zealous worship, the time for prosperous glory has almost arrived for the people of this kingdom. As the people of Melias wage war with the nomadic tribes of Orcs that infest their homeland, they place their hope and faith in the hands of a young king, heralded as the Kelliha, bringer of glory. Unfortunately one of the kingdoms sages has stumbled upon a cipher that shows the Melias Prophecy in new and devastating light.
Olympic Confessions
For me, the Olympics have always had a different kind of special significance. For whatever reason, the Olympics get me to give a crap about sports, if only for a couple weeks.
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