Critical Failures III: A Storm of S-Words
Going back home was not exactly what Tim and the C&C gang expected. Trouble continues to follow them back to Gulf Coast Mississippi. Trouble… and a gnome… and an undead midget.
Going back home was not exactly what Tim and the C&C gang expected. Trouble continues to follow them back to Gulf Coast Mississippi. Trouble… and a gnome… and an undead midget.
Putting the Grand Quest behind them, the party rides onward in search of answers. Between one member’s unexpected new condition and the mysteries of the Bridge, their only hope appears to be gaining entrance to Lumal, said to hold the greatest collection of knowledge in all the kingdoms.
But when a curious path appears in a seemingly uninhabited forest, the party finds themselves in a place set apart from the kingdoms, and the world at large: a hidden hamlet, filled by unusual people, all of whom have long histories of their own.
Soon sealed inside the town by unseen forces, the former NPCs will have to uncover what brought them there --and who is keeping them trapped-- while there’s still time to fight back. Because something more is brewing, something involving the very gods themselves. With unknown enemies to the front and supposed allies at their rear, the party will need more than their usual tricks if they hope to see the outside world once more.
It's one thing to go back to the beginning, and another to reach the perfect ending.
Ryan Romano has done it. He has gathered information about all the villains threatening New Rome. He listed all the people he wants to protect. He knows which places he has to blow up and which car he has to steal. All that's left is going back in time one final time, achieve the perfect sequence of events, save everyone, get the girl, and defeat the ultimate enemy.
It's time for the Perfect Run.
Charlie Asher is a pretty normal guy with a normal life, married to a bright and pretty woman who actually loves him for his normalcy. They're even about to have their first child. Yes, Charlie's doing okay—until people start dropping dead around him, and everywhere he goes a dark presence whispers to him from under the streets. Charlie Asher, it seems, has been recruited for a new position: as Death.
It's a dirty job. But, hey! Somebody's got to do it.
Also macht er sich auf den Weg, um die verderbten Ursus zu besiegen, eine Bedrohung, die so groß ist, dass sie die gesamte Welt von iNcarn8 zerstören könnte. Macht sich Montana auf den Weg, nachdem er monatelang für die kalten Wetterbedingungen trainiert, eine Armee zusammengestellt und mit seinen besten Helfern Strategien besprochen hat? Nicht wirklich. Es ist eher so, dass er eines Tages einfach mit einem Wegführer und den Mitgliedern seiner Hirð aus seinem Herzogtum kommt. Sie sind ja auch bloß ein Haufen wütender Teddybären, oder?
Montana handelt aus reinem Instinkt und mit einer gesunden Portion Wut im Bauch. Er wird ausgeplündert und findet sich bald ohne Nahrung, Vorräte, einer wichtigen magischen Waffe und sogar ohne seine treuesten Freunde wieder. Trotzdem macht er weiter.
Montana Coggeshall ist auf der Jagd.
What happened? The last thing Jim remembered was being tossed unceremoniously through the Demon Door. Now, he's right back where he first started his adventure, sans demon and badger. Jim's got to make some fast choices if he has any hope of making it back to Windfall and defeating Charles. But after Jarra's death, is Windfall even what he wants anymore?
Professional heroes kill and loot deadly monsters every day, but Gorm Ingerson's latest quest will be anything but business as usual.
Making a Killing in Professional Heroics
The adventuring industry drives the economy of Arth, a world much like our own but with more magic and fewer vowels. Monsters’ hoards are claimed, bought by corporate interests, and sold off to plunder funds long before the beasts are slain. Once the contracts and paperwork are settled, the Heroes’ Guild issues a quest to kill the monster and bring back its treasure for disbursement to shareholders.
Life in The Shadows
Of course, while professional heroics has been a great boon for Humans, Elves, Dwarves, and all the other peoples of light, it's a terrible arrangement for the Shadowkin. Orcs, Goblins, Kobolds, and their ilk must apply for to become Noncombatant Paper Carriers (or NPCs) to avoid being killed and looted by guild heroes. Even after getting their papers, NPCs are treated as second class citizens, driven into the margins of society.
An Insane Quest
Gorm Ingerson, a Dwarven ex-hero with a checkered past, has no idea what he's getting himself into when he stands up for an undocumented Goblin. His act of kindness starts a series of events that ends with Gorm recruited by a prophet of the mad goddess Al'Matra to fulfill a prophecy so crazy that even the Al'Matran temple doesn't believe it.
Money, Magic, and Mayhem
But there’s more to Gorm’s new job than an insane prophecy: powerful corporations and governments, usually indifferent to the affairs of the derelict Al’Matran temple, have shown an unusual interest in the quest. If his party of eccentric misfits can stop fighting each other long enough to recover the Elven Marbles, Gorm might be able to turn a bad deal into a golden opportunity and win back the fame and fortune he lost so long ago.
The adventures of an American hacker in Medieval England continue as Martin Banks takes his next step on the journey toward mastering his reality-altering powers and fulfilling his destiny.
A month has passed since Martin helped to defeat the evil programmer Jimmy, and things couldn’t be going better. Except for his love life, that is. Feeling distant and lost, Gwen has journeyed to Atlantis, a tolerant and benevolent kingdom governed by the Sorceresses, and a place known to be a safe haven to all female time-travelers.
Thankfully, Martin and Philip are invited to a summit in Atlantis for all of the leaders of the time-traveler colonies, and now Martin thinks this will be a chance to try again with Gwen. Of course, this is Martin Banks we’re talking about, so murder, mystery, and high intrigue all get in the way of a guy who just wants one more shot to get the girl.
The follow-up to the hilarious Off to Be the Wizard, Scott Meyer’s Spell or High Water proves that no matter what powers you have over time and space, you can’t control rotten luck.
What do you have when you blend a pinch of litrpg, a touch of farming simulator, a sprinkle of epic fantasy, a whole cup of Isekai, and a dash of Home Alone?
You have Arnold’s life.
Accidentally murdered by a cleric in another universe during a botched resurrection, Arnold, a semi-pro gamer, wakes upon an altar to find himself incarnated into the overweight body of a farmer who could have been his fatter twin. He’s not the hero. He’s not the villain. He’s certainly not the chosen one who is there to save the world. He’s a clerical error.
It could be a bad joke, but apparently, it happens so often that they have a standard procedure for returning you. That standard procedure doesn't apply to Arnold.
Now stuck on a new earth, in a new universe, with no way home, Arnold must use his gaming skills to figure out how to level his farmer class to 100 and gain a second class which doesn't make him want to beat his head against the wall. There is just one small problem: farmers don't gain experience from killing monsters. Like at all.
Follow Arnold on his hilarious journey as he stubbornly comes to grips with his new reality and tries to change his destiny from that of your typical farmer.