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 Agents of the Inquisition - 1.31 - Justice Before People
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 The Thursday Thing #230, 4th December 2025
Posted: Thu, 04 Dec 06:00:01

by Bifford [White Hare Games] (Sam)


The Thursday Thing aims to highlight interesting things on RPG Geek.
Please Geekmail me suggestions and In My Own Words articles.


On that time of year
by [username=Bifford]Bifford[/username]

It's that time of year again. Silly season some call it. A very expensive and commercially driven holiday where expensive gifts are deemed required. I am happy with one small gift - something that I'd like but can't justify spending on for myself and then FAMILY and FRIENDS time. Admittedly, because I have a young family (10, 14, wife) and we live down the road from my wife's 80+ yr old parents my yule is spent with family and not friends, but some day it will be nice to include friends in things. Anyway, it is three weeks away today, so now is the time to get some last-minute roleplay time in with friends before the new year.

Put a holiday theme to things, maybe? You'll notice I don't use the C word, because that's a religion I don't hold to, and a lot of the world is the same - but for most it is still a holiday, so go out and enjoy time off work, time with family and friends, time to game. Give the gift of an rpg to someone, or make the gift running a one-shot for someone who is always the forever-GM. Make it special.



It's the end of the year and that means a user support drive by the Geek owners. Donate to keep the Geek free of ads, get a microbadge, geekgold and support your 2nd home.
2025 End-of-Year Support Drive


Sometimes a simple thing, done well, is all you want or need.
The good old rats-in-the-cellar problem


It's not considered a good idea to keep a Troll as a pet.
Sessions 90 and 91: Wanted! (The Undercity Marauders) and Troll Impersonations


Every day there's a new Question of the Day. Most of them are game-related but once in a while we get one that'a more geek-related like favorite movies or books. The question changes every day and you can even suggest a QOTD. When you check out this week's Question of the Week, you can see a link to all the old questions and the chance to suggest a question of your own. Here's this week's QOTD:
QOTD DEC 2: Gift Shopping advice: What gift would you get for your forever GM? What gift would you get for your players? What gift advice do you have for a someone unfamiliar with the hobby?


When you get your gift from Santa/Cthanta make sur eyou post to the geeklist to let them know!
Look What I Got! RPG Geek 2025 Holiday Gift Exchange


Here are some other things you might want to check out.
Behind the Screen is an archive of advice by and for GMs written by members of our community.
Geek of the Month is a chance to learn more about our community members.
Contest Subscription Thread is where we go to find contests on the RPG side.
US RPG Chain of Generosity 2025 is where people in the US swap things they don't want for things they do (2025 edition).
Kickstarter RPG Game Books - 2025 details Kickstarter crowdfunding projects in 2025.
BackerKit RPG Projects details Backerkit crowdfunding projects in 2025.
RPG Spotlight Event Tracker is a focus on different games with questions and ideas.
2025 RPG Character Creation Challenge is the 2025 annual RPG character creation challenge

Banners are by the talented [username=pdzoch]Patrick[/username].
 Review: SideQuest: Volume One - A Collection of 5e Solo Adventure Shorts:: SideQuest Volume One Review
Posted: Thu, 04 Dec 05:30:20

by Damdael

I got interested in gamebooks a couple of years ago. First I found joy in playing books from Season 4 Graphic Novel Adventures and then I fell in love with Legendary Kingdoms books. Since then I've played through over thirty gamebooks. I try to write reviews of the books I've played in order to lure others into this rabbit hole. In my reviews I try to have comparisons to other gamebooks and keep my ranking list up to date so that readers can find other books to try out.

This is the fifth Obvious Mimic gamebook I've played. I actually didn't partake in the Kickstarter campaign for this book because I felt that short side quests aren't my thing. I ended up ordering the book later when it became available in the OM webshop because it felt unbearable to have an incomplete book collection.

First Impressions:
- The delivery box was perfectly fine. One of those special boxes designed to protect books while in delivery. Rigid and thick cardboard. Multiple folded layers. The book was shrinkwrapped inside the box and it was held in place firmly. It arrived in pristine condition.
- Physically the gamebook is a beast. It can be used to injure someone if you whack with it. Usually I rest the bottom edge of a gamebook on my thigh while I read so that I can write notes with my right hand but that is impossible to do with this book since the weight of the book hurts my thigh so much. You have to lay it flat on a table or put it on a book stand.
- The artwork seems super nice to my eye. I like realistically drawn and detailed artwork. On the front cover there all kinds of interesting figures; a corrupted knight, a mage, a ghost, animated dolls... I like the covers though the back cover could use some other image than a repeat of the book shelves on the front cover.
- At 318 pages there's a lot of content and the font of the text on the pages is fairly large too. It's easy to read.


To open, or not to: that is the question.


Rules:
- You need to know D&D 5ed rules. Owning the Player's Handbook is recommended though you can play perfectly well with just free resources like https://www.dndbeyond.com/sources/dnd/basic-rules-2014. You get to do things you'd get to do in a 'real' D&D campaign. You will attempt skill checks, meet NPCs, cast spells, manage your equipment, do short and long rests, fight combats and so on.
- I would say the only real difference compared to 'normal' D&D is that movement/positioning is taken out of the equation in combat. Besides that you'll have to decide yourself (instead of a DM) how some open-ended spells like illusions or abilities like Eladrin's Fey Step work and what bonus they confer.
- You play with a single PC. Any more will make playing through the book super easy and that probably isn't much fun.
- The book is intended for level 1 to 6 characters. There are two quests for level one characters, three for level two, two for level three, three for level four and one for level five. Technically there's an intended level range for each quest, for example the last quest is for levels 4-6 according to the book, but I found it easier to think of a single intended level for each quest. The quests tend to be a bit too easy for my taste if you play them with a hero of the highest intended level. I made a level 1 monk to play through the book and I died a few times during the first few quests. The later quests were a lot easier but I guess that's because my character had more tools available like better weapons and skills and more health to survive the occasional crit.

Artwork:
- Obvious Mimic has stated that they don't use AI in their artwork. They use several freelance artists for the artwork of each book they put out.
- As I wrote in my first impressions I like the artwork of this book. One of the side quests takes place where The Secret of Oki Island happens and it has the same art style that is not to my taste but that's a minor thing really and I won't substract points for that. Rest of the artwork is drawn pretty detailed and realistically and there even are some very grotesque corpses depicted (making those stories feel more mature, which I like). There are some full page images, images of characters you can meet, monsters and all the magic items you can find have custom artwork too. All of it is coloured. It's hard to give anything but outstanding points for the artwork. If visually great looking gamebooks is what you are after then Obvious Mimic books will serve you well.
- There's a self-DM pack available for free on the Obvious Mimic website which includes maps and tokens for the fights. I appreciate those but I don't feel them worth the hassle for 1v1 combats of this book. My monk hero always just moved to melee ranges as fast as possible and then stood there whacking until the end of each fight. There was no need to have battlemaps and move tokens on them. I did love playing with minis on printed battlemaps in Domain of the Deathless King but that's because there were a lot more actors and movement in each fight.



Playing:
This section is reserved for my worthwhile thoughts while playing the gamebook. I've kept my observations mostly vague in order to avoid any big spoilers but I've spoiler tagged some bits of it in case there are any really spoiler allergic readers. I decided to make a halfling monk to play through these stories. I've never actually played a monk before even though I've been playing D&D for about 20 years, the class has never seemed cool to me. I rolled my stats fairly low and ended up with 9str, 16dex, 12con, 11int, 15wis, 12cha.

An Auction at Gritz Manor
- As with most of the Obvious Mimic stories there's a short introduction and then you immediately need to make a choice. I feel that it's a very good way to start an adventure, you give the player an impression that they can direct how the story will play out.
- In a fairly standard way there was usually two choices how to proceed from a paragraph but also cases where there were four or five paths how the story would proceed from a paragraph but those were for the most part in discussions where you could take all the options one after another anyways.
- Near the end of the quest I found myself thinking that I had failed quite a few ability checks. I remembered how I succeeded in almost everything in The Wolves of Langston. That book dished out so much inspiration and the ability check DCs were in the 8-10 range in most cases that it was hard to fail a check. In this book I saw a couple of DC10 checks but mostly they were in the 12-15 range and I got only a couple of inspiration during the whole story. It felt more challenging to play through this book (even if there was no threat of death for failing a check) and that made the book more fun for me (if something is too easy it just becomes boring).
- Since you are playing with a single character the gamebook is pretty lenient. You can fail ability checks and you will only miss out some background info or lore. Or an inconsequential reward like inspiration. In that sense the statement on the back of the book 'The story is crafted so that all characters can succeed' is true. For example you don't need to be of a certain class to have a chance at succeeding and there are no must-have skills.
- There was a minor tie-in to other Obvious Mimic books (depending on if you had completed wolves, Z'leth or Oki). I like these kinds of small connections.
- In a very similar vein with the other Obvious Mimic books the story is very linear. You won't see mutually exclusive locations or fights and the story marches onwards pretty much along the same lines no matter what you choose to do. Any choices that you make soon merge back to the same storyline. I think there's only a single exception to this; you can avoid the boss fight at the end of the story if you chose to do a certain thing much earlier in the story.
Playtime: 1h 18min

Mead and Mermaids
- The first paragraph of this story reveals that the tone of the story is a lot more whimsical. I would guess this has been written around the same time as The Secret of Oki Island.
- I was slightly disappointed when there was a chance to have mutually exclusive small locations but in the end you could explore all of them one after another.
- I think I got pretty near the end of the story, perhaps the final fight even (against [o]a Dire-Lemur[/o]), but then I died. A level 1 character with 9 health and 16AC just isn't very much against an enemy that has +5 to hit and multi-attack that deals d6+3 per hit. I've played all the Obvious Mimic books and I've noted in my reviews of them that they've been a bit too easy. I feel a bit silly now complaining that this fight felt a bit too difficult for a level 1 character. I would decrease the enemy damage die to d4, it's very dangerous even with that when there's just one level one character taking all the damage the enemy can dish out. That said there are a couple of ways to completely avoid the fight ([o]a skill roll or possessing certain items you can obtain along the journey[/o]), but bad dice rolls failed those for me so I ended up with the fight.
- I rolled a new monk character with slightly better stats of 11str, 18dex, 13con, 11int, 15wis, 12cha.
- Naturally this time around I chose options I didn't choose the first time around where ever I could. Like for example taking the other offered option right in the beginning of the story. This revealed that [o]you can take different routes but they merge back to the same storyline a couple of paragraphs later.[/o]
- It's fun to notice characters from other Obvious Mimic adventures. Emmi and Randy for example.
- This time around I managed to avoid the deadly fight so finishing the quest was easy.
Playtime: 1h 23min (two attempts)



The Haunting of Athalos Thermae
- A thermae with apparition sightings? I have to say the setting is uncommon and interesting.
- After you hear the mission from the proprietor you can accept it or leave and end the adventure. I appreciate the gesture but it's probably very unlikely that anyone will end the adventure there, heh.
- To me this short quest felt too railroady. No matter what you choose to do the end result is that the same things happen. I yearned for longer than one paragraph splits in the story.
- The quest also felt too easy. It's intended for level 2 heroes but the skill check DCs are around 10-12 while the previous quest intended for level 1 heroes had skills check DCs around 13-15. I wasn't challenged at all so it felt a bit boring.
Playtime: 1h 11min

The Pantry
- This quest is intended for levels 2-4? That's a wide power scale; a level four character usually has about double the health of a level two hero.
- I lost the initiative for the first fight and I was reduced to just 3hp.
- The story seems to be rather creepy. Have to say it's simple but it got me interested because of the disturbing events.
- I decided to try an optional fight and after losing the initiative even though I used inspiration the enemy critted and I was down to 4hp. The enemy missed the next round but finished the job on the round after that. Time to roll a new character I guess.
- My new stats are 9str, 18dex, 13con, 11int, 16wis, 12cha.
- This time I handily beat the opponent that wiped the floor with me the last time around.
- I got to the end of the quest. It was fairly dangerous with a level two 16hp monk but doable. Danger is exciting. Near the end of the quest there where three options I could choose from and I have to say something unexpected happened from the option that I chose even though it just added flavour to the ending and didn't actually change the rewards.
Playtime: 1h 20min (two attempts)

An Artist's Final Stunt
- Leveled my monk to level three.
- Really a lot of skill checks. Fairly easy ones with DCs below 10.
- This quest felt way too easy for a level three character. Skill check DCs were so low, though perhaps it is realistic considering you aren't doing anything super heroic; just playing detective at a circus.
- Looking back at the story I feel like there's a small plot hole with [o]the chromaleon; why does it attack? It obviously knows what has happened so aggressive behaviour towards a person feels forced.[/o]
Playtime: 1h 27min



Bellow of the Eartheater
- An adventure in natural caverns? Now this is some classic D&D.
- I don't get the monster in [o]paragraph 60. All it does is spam a 10ft ranged attack with +1 to hit and disadvantage if you stand close to it? Is it an anti-ranged character monster or something?[/o]
- In the final fight I rolled extremely badly, I even had a string of five missed attacks, and barely survived with 4 health left. I found some of the monster abilities [o](The Calling)[/o] that grew in power depending on what you had done during the quest of good and interesting design. It's good to have challenge and you can always count on adventurers to be greedy by nature.
- The flowchart of this quest ended up clearly shorter and simpler than the quests before. It's no wonder as it is about 20 paragraphs less. I think it felt a bit too short for me.
Playtime: 1h 11min

Ser Lauren's Cursed Cycle
- This adventure started by agreeing to work with some characters I have 100% trust on betraying me later. It's kind of refreshing actually because usually in stories betrayal is supposed to be something unexpected that makes you go 'le gasp'.
- I was surprised that there were several instances where you could avoid a fight by choosing to do something and it didn't even require a skill check, just some information about how to behave you could obtain previously in the story. It is rare for Obvious Mimic stories.
- The titular Ser Lauren seemed [o]very mysterious and troubled based on her ramblings and I really wanted to converse with her instead of getting plunged to a boss fight but I guess that would have taken away some of the mystery.
- The fight against Ser Lauren was a close call; I would have died if I didn't have a healing ability though a string of six missed attacks on my part did contribute to making the fight a difficult one.[/o]
- At just 55 paragraphs this side quest isn't terribly long. I could have adventured in this location a bit more and a couple of different routes to reach the end wouldn't hurt either. The choice I had to make at the end was a tough one even though it only affected the description of what happened afterwards.
Playtime: 57min

The Unicorn in Emerald Valley
- Leveled my monk to level four.
- The quest giver seems somewhat unprofessional but not malicious. The quest sounds like a very tall order for a single adventurer but the saving grace is that you get a minor payout even if you return empty handed. That seems like the most likely outcome since my monk doesn't really have skills related to adventuring in a forest.
- In paragraph 45 I was a bit unsure should [o]I play so that my character starts the fight within 15ft of the monster or not. I downloaded the self-DM pack to check the battle map in there. I decided to play so that my character started with 20ft between him and the monster.[/o]
- Things you [o]did and didn't do throught the quest slightly affected the boss fight at the end.[/o] A good design decision to make the journey matter too and not just the final bit.
- A thing of note is that skill check DCs are around 12-18 in this quest with one check even at DC 20. The checks felt appropriately difficult for a level four adventurer.
- The quest felt a bit too straightforward. It's a dense forest so you have no sense of direction, basically you just stumble from one encounter to another. Perhaps some bits of freeform exploration is what I again yearned.
Playtime: 1h 5min



The Dollhouse
- The quest starts out really ominous. Would you trust a spindly and tall grinning stranger who has like a dozen locks keeping their front door shut?
- I failed the first three skills checks I encountered. DC 18 is respectably difficult.
- I liked how you could do the tasks in the order that you wanted to (after paragraph 3) but [o]the different paragraph chains are just two or three paragraphs deep. They'd need to be at least triple of that for me to call them long and thus excellent.[/o]
- Paragraph 13 felt somehow forced. [o]Yes, the ensuing fight probably isn't a big surprise for any reader but a lead up where you can choose to do something that puts you in disadvantage or advantage in the fight would make the story better in my opinion. Some tea and biscuits perhaps? A way to release one of the little rascals to cause chaos?[/o]
- I really liked the reactive abilities of the boss. Good enemy design.
- The epilogue was so sad. It invoked emotion which made it a very good epilogue.
Playtime: 1h 3min

Mark of the Apocryphal
- The full page artwork next to the first paragraph looks really great. An eerily quiet baroque city basking under a dark eclipse. It really put me in the mood for adventure.
- The city has an oppressive feeling. My sanity was tested all the time. Luckily my monk didn't have a negative wisdom save score like most of the characters I make tend to have.
- In multiple parts of the side quest you could use your skills to do something and if you were successful it would make something related easier a little bit later (for example decrease a skill check DC by 5 or allow you to choose an option in a paragraph you couldn't otherwise choose). It felt like a good design decision to me. Things are more connected. It feels like what you choose to do matters.
- You can [o]bypass all the fights in this side quest if you succeed in skill checks and/or find certain items earlier in the story.[/o] This kind of design (plus mutually exclusive paths through the story and free exploration) is something I've been wishing for from Obvious Mimic stories.
- The dark artwork of this side quest really left a positive impression on me. The location and its strangeness also were interesting. It felt like the story was more mature. Length of 89 paragraphs was also ok for a side quest. Things you did affected next things you could do instead of the story being just a string of separate events. I really liked this side quest, it was the best one thus far.
Playtime: 1h 31min

The Contest at Marsh Hollow
- Leveled my monk to level five.
- The full page artwork next to the first paragraph is a bit too dimly illuminated. It's very hard to see the details in it.
- The first opponent was super easy as they [o]only had 26hp.[/o] It's not very hard to deal that much damage with a level five melee hero in one turn.
- The story felt very straightforward and that is what I expected from a fighting tournament side quest. There was a lot of variety in the fights though and I especially enjoyed the multi-stage fights. A good side quest but not very surprising.
Playtime: 1h 52min

Total playtime: 14h 18min

Positives:
- There's a lot of story and location variety. City adventures, wilderness, deserts, caves and so on. Some of the adventures make you play detective, some make you delve into an unknown dungeon or partake in a fighting tournament. There are dark quests and whimsical ones and anything between.
- An outstanding amount of colourful and detailed artwork.
- The writing style is great. Things and events are described in each paragraph with plentiful text. You will meet a lot of NPCs and they've managed to write distinct personalities to them even though you interact with most of them in just a couple of paragraphs. Supporting artwork of the NPCs does help in that, I guess.
- There's a lot to play through. The clock came to over 14 hours for me.
- You can play one or a couple of these side quests to make a background for your new D&D character for a campaign. For example your character could tell stories of their recent successful adventure at a pirate town or how they solved the mystery of a cursed undead village and obtained a creepy blood dripping weapon as a result.
- All characters can succeed in the stories, like the back of the book says. For example I had no trouble succeeding in the forest adventure even though my monk had zero wilderness survival abilities. That said it also means that it is also pretty much impossible to fail in the quests besides dying in combat.
- If you lose in a fight and you are adventuring alone in the story (sometimes a helpful NPC will be tagging with you) you die. I had to list this as a positive because in The Secret of Oki Island if you lost in combat it didn't really matter because a gust of wind or something saved you. That took all the tension away from fights for me and made the book less interesting.
- The magic items you can find are interesting. Not your run-of-the-mill +1's, but items with conditional triggers or once per day uses for a powerful effect.
- In physical aspects the gamebook is pretty neat. The covers feel good and have a stylish gloss finish. The paper is of excellent quality. That said because it's so heavy and thick it's a bit clunky to handle as a softcover.
- Because the book is based on D&D there's a lot of readymade content. Character creation has more than enough options for making the kind of hero you want to make instead of being limited by a custom ruleset with just half a dozen class or spell options.
- You get the chance to use a lot of different skills, abilities and spells. Even different character backgrounds and sizes unlock some special options. All types of characters get their time to shine.
- I didn't encounter any choices that led to instant death without any chance of save. I'm not really a fan of those so I'm glad I didn't encounter any.
- I liked the minor tie-ins to other Obvious Mimic books. For example NPCs would react to items you could gain in the 'full' Obvious Mimic stories and you could briefly meet characters from those stories.

Neutral:
- The book is very heavy/bulky for a softcover. It is impractical to fully hold in your hands while playing and if you rest the bottom of the spine against a table it will incur some damage because as a softcover it is not super durable. You either need to lay it flat onto a table while playing or have a book stand. It probably would have been a wise decision for me to order the book as a hardcover unlike the thinner previous books which can be handled just fine even as softcovers.
- The stories are very much written in the same style as the 'full' Obvious Mimic stories; you can make choices in the story but those almost always just affect what dialogue you will hear from the NPCs or what lore you get to read. One different paragraph compared to the other choice(s) that was offered and then the paths merge back to the same storyline. There are no paths that lead to different fights against different monsters though there are some ways to skip some of the fights if you want to. Personally I appreciate more gamebooks that allow the player to make bigger decisions on how the story flows and what encounters to have, like in What Lies Beneath, Domain of the Deathless King or Legendary Kingdoms.
- The first few quests are challenging and I managed to die during those a couple of times but the later quests felt a bit too easy.
- There are usually two different choices you can make at any given situation in the gamebook (sometimes three and very rarely more). I feel that for a gamebook to be called excellent it needs to have at least three or four options to choose from in each situation where the player needs to choose something. A good example of that is The Curse of Cthulhu which in most cases offers 3-5 different options to choose from and sometimes even up to eight options.

Negatives:
- Succeeding or failing in skill/ability checks most of the time doesn't carry very big stakes. If you succeed you usually just get to read some background lore or learn about the motivations of the NPCs. You won't miss anything major by failing skill checks like gaining magic items, which would load the checks with higher stakes and thus make them more exciting. That said some of the quests are designed better than others (mainly the later quests) and in them failing in a skill check might mean you get locked out from doing something or a check might confer a bonus/negative to something that happens later.

Minor Issues:
- In An Artist's Final Stunt paragraph 13 the sentence 'and the beast is still on the loose.' felt strange. Is it something left from a previous iteration of the story? There was an escaped beast previously but the player character caught it earlier in the story.
- In The Contest at Marsh Hollow paragraph 9 one of the combatants is missing their initiative modifier information.

Verdict:
In the same vein with the other Obvious Mimic gamebooks I've played SideQuests Volume One reaches the very good territory but not excellent. There's a lot of outstanding artwork. The physical aspects of the book are great and so is the writing style. There's a lot of content in the book and there are no must-have skills or required classes so all types of characters can succeed in the side quests. There's a lot of story and location variety. Difficulty is nicely tight for the first few quests and actually made my character die. The magic items you can find / earn as rewards are interesting and have unique artwork.

In my opinion there isn't a long list of negatives, just that succeeding/failing in skill checks most of the time doesn't carry very big stakes. Depending on taste the railroady nature of the stories can be a negative, for me it's a neutral thing. I'd prefer more freedom in gamebooks and mutually exclusive fights/locations for example but a single weak aspect doesn't make a gamebook immediately terrible. Difficulty felt a bit too easy for the last few quests and I also wished that there would have been more paragraphs where you'd have three or four options to choose from.

You can easily use the gamebook as a way to generate a bit deeper background for you hero which you will then use in a D&D campaign or as small acitivities between D&D sessions. Personally I prefer longer stories like the 'full' Obvious Mimic quests so even though SideQuests Volume One gets a rating of 8.25 on the BGG scale from me it goes behind gamebooks like The Mystery of Witchhaven or The Crystals of Z'leth on my gamebook ranking list.

~ Damdael
 Music to Level Up Your Day: Monster Hunter Wilds
Posted: Thu, 04 Dec 05:23:06

by Forbidding

I don't know much about musical theory, nor am I a musically inclined person. However, I do love to listen to video game soundtracks. They can be a powerful listening experience in their own right, or be as evocative as the scores composed for film. I have seen and contributed to many community threads about great soundtracks over the years, and originally had a GeekList for sharing my personal favorite video game scores. For management reasons, I am moving that GeekList to a blog. Each post will feature music tracks from a single game title, or series/franchise in some rare cases.

[hr]



Game: Monster Hunter Wilds
Composer: Miwako Chinone
North American Release Date: February 2025

A guild of Hunters is surveying an area thought to be uninhabited when they discover a boy lost in the wastelands. The boy was separated from his people when a monster known only as the "White Wraith" attacked the village. This event prompts the Hunter's Guild to launch an investigation into the region.

The Nature Of A Beautiful World | (Main Theme)
Youtube Video

The Lord of Ice | (Jin Dahaad Theme)
Youtube Video

Earth-Piercing Bolt | (Rey Dau Theme)
Youtube Video

Ebon Hellfire | (Nu Udra Theme)
Youtube Video

Crested Torrent | (Uth Duna Theme)
Youtube Video

Radiant Cry of Life | (Guardian Arkveld Theme)
Youtube Video

"The world is vast. Detours are among people's finest prerogatives. Losing one’s way can be a wonderful thing." -Rove

[hr]

Originally posted on my blog: Magpie Gamer or The Forest Floor
 Waffle Wednesdays- Targets assigned!
Posted: Thu, 04 Dec 04:24:47

by Rachel

Yep, the geekmails have all been sent out for Announcing the 6th Annual 1 Player Guild Holiday Card Exchange - TARGETS ASSIGNED!. Whew, that's 1 big job done. As for tomorrow... not sure what I'll get up to, but there's plenty to get done :D.

Happy Wednesday and happy playing!
-Rachel

Thank you for reading my blog. If you liked it; then please click the green thumb [microbadge=23724] at the top of the page. If you really liked it; then please subscribe.
 Bonus: No new episode this week due to Dragonmeet 2025!
Posted: Thu, 04 Dec 00:09:13
A new episode has been added to the database: Bonus: No new episode this week due to Dragonmeet 2025!
 Kids on Bikes: Season Two (Pt. 6)
Posted: Thu, 04 Dec 00:09:01
A new episode has been added to the database: Kids on Bikes: Season Two (Pt. 6)
 ThE sEcOnD cOdEwOrD
Posted: Thu, 04 Dec 00:08:00
A new episode has been added to the database: ThE sEcOnD cOdEwOrD
 182 - Is That Wood?
Posted: Thu, 04 Dec 00:07:57
A new episode has been added to the database: 182 - Is That Wood?