Archives for category: Independent

I am still deep in the trenches of layout design (some 400 proof-ready pages behind me between 2099 Wasteland, Curse of the Scorpion Samurai, and Veranthea Codex: Adventurer’s Handbook) and about to start another edit for the Ponyfinder folk (then the Mists of Akuma conversion gets its treatment) BUT yesterday we started a thing!

professional goblins podcast graphic DRAFT UNO.pngIf you’d like to hear me and another 3PP veteran talk casual about the RPG industry, gaming, and other subjects of interest, tune on in Wednesdays at 6:30 PM EST over on
Next episode we’re going to start including guests so if there’s somebody you want to see or something you’d like to hear us pontificate about, let us know!

(MP3 File here.)

A few months ago Savannah Broadway ran The Demolished Ones for me and two other lucky players.

I am fairly certain that I was not playing the game correctly.

Character creation in The Demolished Ones is a little different than normal and partly supplied by your fellow players. Here’s what we ended up with:

NAME: RAGMAN (formerly known as John)
DISTINCTIVE PHYSICAL CHARACTERISTICS: Skinny but muscular–his muscled body is sinewy.
HOW YOU SEEM TO OTHERS: Calmer than he should be for an amnesiatic.
1) I have punched a tremendous number of people.
2) If I punch anything enough times, it breaks.
3) There isn’t an alcohol I have not tried.
4) I am well aware of how the police do their jobs.
I’m unaware of how to spoiler things so if anyone is interested to find out these (which involve the game’s natural plot) ask in the comments and I’ll share. 🙂
None to start with but he got his hands on guns by the end of it (no small feat).
From what I can recall, he was maxed out on Might (or Physique), had decent Athletics, Burglary, and Fight, and I think picked up some Guns near the end.
The only one I can remember was Ragman using his Might to charm/deceive/intimidate people.

The game begins with the other players trapped in a room rather obviously about to be framed. Everything spirals into a very grandiose and meta plot by the end of things, but by golly did I make damn sure we spent a long time getting there. Savannah said that most sessions she’s run for this last a few hours, maybe even two sessions.
By my count we played seven sessions before reaching the end of the game.
As you may have surmised, this had a lot to do with RAGMAN.
When they gave me my character bits and we’d settled in, I looked at everything on here and I was like “well that just sounds like a drunk, reckless Batman with no money.” About five minutes later I’d scrambled him out of the basement the game begins in, swaddled him in disgusting rags, and began stalking after the Police Commissioner (before intimidating him in due course in what would quickly become a slippery slope to Geneva-Convention-defying interrogations).
For all his flaws–and he had many flaws, the best of which was sneakily talking another player into becoming his sidekick, “Pidgeon”, before anyone else quite realized what had happened–Ragman will not soon be forgotten, and I think I can definitively say that nobody has punched their way through that adventure as furiously (or as unsuccessfully) as he.
The Demolished Ones is fun though! If you’re looking for something outside of the regular d20 wheelhouse, I recommend it. 🙂


#2099Wasteland is a go! We’re headed for the future again but instead of soaring heights for hypercorporate skyscrapers, this alternate timeline offers only the ruins of a civilization destroyed by nuclear fire!

Please check out the project page and peruse the 3 *free* PDFs to see if Hypercorps 2099 Wasteland is right for you!

In the Primer you’ll find new character options, new monsters, and rules for radiation

The Doctor Class offers an alternative healer that uses the power of SCIENCE to save lives ( other things)

In the Settlement Rules PDF you can find out how to carve a society of your own from the shattered remains of the past

If you like what you see in the PDFs, consider pledging to the project. Thanks for taking a look!

I have neglected my website too long! My deepest apologies dear readers, but I assure you it’s been time well spent.

Things that I am doing currently:

  • Print proofing Mists of Akuma (which should be on sale before the end of November)
  • Developing the copy for Veranthea Codex: Forever Dark
  • Helping Ryan Costello of Know Direction with a project he’s been cooking up for a while now
  • Turning in projects to EN5ider and Drop Dead Studios
  • Fulfilling Hypercorps 2099 physical Kickstarter rewards
  • Celebrating the fantastic awesomeness of FAMOTH! If you are using Hypercorps 2099 for the Pathfinder Roleplaying Game, this is THE Hypernet Handbook. Want to nerd rage as a barbarian hacker? Wear a nanite suit? Visit the curiously medieval processing server of Harsanath? Go get FAMOTH!
  • Writing webpage updates that are really not as timely as they should be.
  • Putting The Yai Sovereign of Storms and Fangs of Revenge, two Mists of Akuma adventures going to PDF and print, through their paces in layout.
  • Translating Mists of Akuma to a mysterious RPG system!
  • Reading the Mutants and Masterminds 3E core book again for mysterious reasons. 😉
  • Polishing the pitch for a really awesome niche RPG in an intellectual property that I practically worship. I really, really wish I could tell people about it because it is AWESOME but I cannot do so for quite a while yet.
    Rest assured that my oldest fans will go bonkers when they find out.
  • Working on this amazing thing (Kickstarter before December!!):


If you are a GM interested in playtesting this (which will be on Kickstarter before December!) please comment below with how I can contact you, when you are scheduling your games, and the #2099Wasteland hashtag!

Awesome things you will find in Hypercorps 2099: Wasteland:

  • A 120 page (or larger) book
  • A World Design Engine: there will be stretch goals for a section that details a specific city or region, but the way I’m doing this will allow for GMs to generate the Wasteland as the PCs discover more of it
  • Settlement Rules: Build a settlement, attack a settlement, defend your settlement, expand your settlement — it’s all here (and a preliminary graphic for it is below)
  • Four New Classes: Doctor, Mechanic, Mutated Freak, and Scrapper. Doctors are the new healers (any non-necromancy magic has trouble functioning around radiation), Mechanics build deadly mechaframes they wear into battle, Mutated Freaks indulge in radiation and try to influence their mutations, and Scrappers are the technological masters of the Wasteland
  • Class Archetypes like the Commando Fighter or Wasteland Trader Bard. I expect to have more of these as the project takes shape but as of right now, we’re mostly concerned with “I am the best at shooting” and “bartering is crucial”
  • New Equipment and Weapons Rules. This will range from astronaut suits to plasma boots and we’re making a system for building a firearm from scrap or just improving whatever you’ve got on hand
  • New Races, Backgrounds, and Feats. Play as an android, an awakened animal, an alien gaxion, a mutant, or the husk of life known as the smart walker. Did you grow up in an underground shelter? Have a childhood as part of a feral gang of scavengers? Get abducted by aliens? All also covered
  • New Rules. These range from new conditions (such as starvation, irradiated, or limb damage) to new skills like Science and (the maybe familiar) Technology
  • New Hazards. Be it EM Storms, Radstorms, Radtwisters, or Unexpected Detonations, the very nature of this alternate timeline is lethal
  • A host of Wasteland Warlords, each with lackeys, soldiers, and commanders. The words of the day for Hypercorps 2099: Wasteland are “mad science” and I’ve been taking that to heart. Fight the militant Atomic Army, discover the secrets of the mysterious Bureau, battle against Axkrazdhi the Gaxian Masterlord, risk becoming a slave to the brain-slug Cult of Slarsh, and much more! Most excitingly, YOU, THE BACKERS, will determine which warlords make it into the book and which don’t!
  • Surviving Operators. While they aren’t out fighting (or working for) hypercorporations in the Wasteland, some of the characters from the core Hypercorps 2099 timeline will also be present–although quite different–in this universe!
  • MORE MONSTERS. Radiation dragon, irradiated elementals, psionic revenants, mordors, and the dreaded Wyrm — these will all be making an appearance in the Wasteland.


That’s all I can reveal right now! I’ll leave you with this amazing video of me playing Birdly, which was hands down the best two minutes of my life. IF YOU GET THE OPPORTUNITY TO TRY THIS, DO IT.


Before anything else, I want to address the people that are my fans.

I do not know how to react to having fans.
You are all awesome.

If I failed to thank you for enjoying my work, if I seemed out of sorts, generally came off as curt or strange, or otherwise conducted myself untoward in any way whatsoever, I apologize profusely. I don’t think I managed to offend anyone, but I feel so unbelievably awkward when someone says “you have done something awesome” that I seriously forget how to be a human.

So: thank you for saying hello to me, it was wonderful to meet so many of you, and in the future please be like “MIKE! HIGH FIVE AWESOME TOWN!” and we will slap hands in a most epic manner that I am 100% prepared for and then talk shop or predict the weather or whatever. 😀


I am super duper excited about the project!!! Not only are we really breaking into some truly unique ground with Mists of Akuma as a setting, going to be the first to bring in eastern fantasy to D&D 5th Edition, and enabling me to place some AWESOME art orders, the GM of my youth is writing an adventure for it! Chris Rippee is a peerless storyteller and I seriously cannot wait to see the final copy he turns over (there’s an encounter preview here).

If you would like to support the project but were unable to pledge to the Kickstarter, email and we’ll get you sorted.

PaizoCon 2016

I have had quite a week. One of Hypercorps 2099‘s backers, Steve Caron, bought me a plane ticket to and from Seattle, and my inimitable (and unflinchingly polite, almost to a fault) right-hand man Michael McCarthy put me up in his hotel room for most of the trip. Once again, you both have my sincere thanks for your graciousness!

After a cramped flight to the west coast I wandered down to the hotel and dropped off my belongings before wandering around that area of Seattle for a while before hanging out with some folks in the bar. In the evening we got most of the Hypercorps crew together and made for a fantastic thai restaurant down the rail line, then hit up a grocery before getting to bed early.

Friday kicked off with my first Shadow of the Demon Lord game run by none other than Stephen Radney-MacFarland, then it was straight away to the first Hypercorps 2099 seminar and it went great! Unfortunately to make it to the Hyper RPG studio in time to appear on Rabbit Stew, we had to leave the panel in the hands of Luis Loza and Jason Nelson — I am assured it went well, but will make sure to put links to the Know Direction recordings of the panel so you can be your own judges (and will definitely share the video for Rabbit Stew when it gets onto YouTube).

That night we also did the first scheduled Hypercorps 2099 game, Operation Varsity. I had a very exciting very secret meeting somewhere before we came back to the hotel and sprinted into the game room late, but everyone was very cool about it. Because Steve had a penthouse suite (which was HUGE) we took the group up there and played with a gorgeous view behind us (and many glasses of rum drinks). Getting things underway I was in great trepidation because this was the first time I’d actually played Hypercorps 2099 in person as opposed to through, but there was no reason to be worried–a good time was had by all and the system performed as well in real life as it does through the Hypernet. 😉

Saturday was my “whatever” day and  I mostly hit up seminars (which were all good) before the banquet. There was much talk of Starfinder and I look forward to it as much as you likely expect. I have spoken to many Paizo people and many other people about the new ruleset and what that means for Hypercorps 2099 and when I’m able to say more about any of that, I will do so.

Sunday was another day of enjoyable and informative seminars until the second Hypercorps 2099 game (Skirmish with Soldier Corps) which had seven players! It was SUPER intense and much to my delight, at the end of the table one of Friday’s players (a netjacker mechwarrior) was doing side battles with one of his friends (that scheduled game’s netjacker)! HOW AWESOME IS THAT!!!

Immediately afterward, the Hypercorps 2099 crew got together and this happened.

Hypercorps cast airport transformed

My peeps are the best peeps.

The next day kicked off with a seminar for both Aethera and Hypercorps 2099; despite being the morning of the final day of the convention we had more attendees than panelists! There will be a link provided when Know Direction puts it up. 😀 That night I hung out with Steve and my returning mechwarrior (Miles Smith) and we had one final Hypercorps game,  and it was as awesome as the rest of the sessions at PaizoCon!

Today (nearly 24 hours ago ~.~) I woke up and walked to the airport with Steve, hopped on my plane, and spent most of the trip brainstorming for Mists of Akuma and reading The Blood Chalice (a Warhammer 40k novel).

Interesting note: Starting Friday morning, my right ankle started doing weird things! There’s no real pain, just discomfort — it feels like there’s a bag of wet sand above my right heel. My regular source of wisdom for these things (my grandmother was a nurse for decades) was just as perplexed as I was. I’ll be taking it easy for a few days (no jogging) to see if some hot/cold pressing fixes it.

All told I had a wonderful time at PaizoCon 2016. All of the Paizo staff put on a fantastic convention and they have both my thanks and congratulations! I feel weird tagging them about Facebook and so on and so forth, but should any of them stop by my website (Cosmo I’m looking at you!) boom — ya been thanked.


I was going to wait a few days before unleashing Elite Rogue Door, but something happened that folks should know about before they enjoy any downtime to get into Pathfinder mode:

The PRD has been thoroughly updated!

Not only has the Feat Index gotten a HUGE facelift, Pathfinder Unchained is on there as well (which is perfect – you’ll see why below), AND Occult Adventures is on Paizo’s site now too!

Before I get back to toiling, I leave you with ELITE ROGUE DOOR – the retrained Unchained Rogue juggernaut of deception (and, of course, Professor Ratwicket).

elite rogue door

When something needs to be professionally hidden, there’s no name in the halls of thievery more trusted than

Form-trapped mimic unchained rogue 10
CG Medium aberration (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +8

AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 68 (10d8+20)
Fort +6, Ref +11, Will +7
Defensive Abilities danger sense +3, evasion, improved uncanny dodge, uncanny dodge; Immune acid

Speed 10 ft.
Melee slam +12/+7 (1d8+6 plus adhesive) or mwk dagger +9/+4 (1d4+1, Crit 19-20/x2)
Ranged mwk hand crossbow +13 (1d4, Crit 19-20/x2, Range 20 ft.) or mwk dagger +13/+7 (1d4+1, Crit 19-20/x2, Range 10 ft.)
Special Attacks sneak attack +5d6
Spell-Like Abilities Known (CL 10th; concentration +12)
     1st (2/day)—vanish, ventriloquism
     0th (3/day)—detect magic

Before Combat ROGUE DOOR hides professionally.
During Combat ROGUE DOOR opens a portal to pain for his opponents with sneak attack slams, attempting to only fight in places with many doors.
Morale ROGUE DOOR strikes swiftly but doesn’t often stay for a prolonged combat.

Str 13, Dex 20, Con 12, Int 14, Wis 10, Cha 15
Base Atk +7; CMB +9; CMD 24 (19 vs. steal)
Feats AlertnessB, Deceitful, Eschew MaterialsB, Extra Rogue Talent, Evolved Familiar, Point-Blank Shot, Precise Shot, Weapon FinesseB
Skills Acrobatics +18, Climb +14, Bluff +19, Disable Device +20, Disguise +15 (+35 as an object), Perception +17, Sense Motive +17, Sleight of Hand +18, Stealth +18, Survival +8, Use Magic Device +10; Racial Modifiers +20 Disguise when mimicking objects
Languages Common, Halfling, Undercommon
SQ finesse training (natural), rogue’s edge (Disguise, Stealth), rogue talent (familiar, fast stealth, minor magic, major magic [2]), trapfinding +5
Combat Gear potion of cure light wounds (6), potion of expeditious retreat (10), potion of magic fang (3), potion of stone fist (2), potion of touch of the sea (2), acid flask (5), alchemist’s fire (3); Other Gear +1 glamered chain shirt, amulet of mighty ghost touch fists +1, bag of holding type II, minor stone cloak, monkey belt, tan bag of tricks, mwk daggers (6), mwk hand crossbow (30 bolts), grappling hook, rope (200 ft. silk), sacks (3), 342 gold

Adhesive (Ex) Rogue Door automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while Rogue Door is alive without removing the adhesive first. A weapon that strikes Rogue Door is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but Rogue Door can still grapple normally. Rogue Door can dissolve its adhesive at will, and the substance breaks down 5 rounds after it dies. The save DC is Strength-based.
Pinned Items (Su) Fewer slots, still restricted by location on “body”, easier to steal (-5 CMD).
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
      Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
      Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
      Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Disguise Skill Unlock: You can create a disguise in 1d3 rounds. If you take the full normal amount of time to create your disguise, you take no penalty for disguising your gender, race, or age category.

Stealth Skill Unlock: Reduce the Stealth penalty from sniping by 10. Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

STONE CLOAK, MINOR Price 10,000 gp; Aura faint abjuration; CL 5th; Weight 1 lb.
This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.

MONKEY BELT           Price 9,400 gp; Aura moderate transmutation; CL 8th; Weight 1 lb.
This furry brown belt resembles the tail of a monkey. The belt grants the wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a –5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer’s control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer’s normal limbs (though any activity requiring fingers is beyond the tail’s capabilities). The belt can function as a tail for 5 minutes per day. These minutes do not need to be consecutive.

professor ratwicketPROFESSOR RATWICKET
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 34 (5d8; ½ master’s hp)
Fort +3 Ref +9, Will +4
Defensive Abilities improved evasion

Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Bluff +4, Climb +10, Perform (entrance) -4, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link, evolution (skilled: Bluff), share spells
Gear top hat, monocle, and cane mimic-adhesive stuck to head, around eye, and in “hand”

With a regularity, frequency, and dependability that has made me question the nature of the universe, this year’s convention was another series of events disturbingly similar to the kind of thing you’d see in a (badly written) sitcom.

If you came by the 3D Virtual Tabletop Booth and said hello, THANK YOU! It was super exciting to reveal Hypercorps 2099 (launching [Monday] August 31stand I hope you got a pamphlet/poster. 😀

Before the convention things were falling apart. The vehicle I intended to borrow needed to be inspected, the pamphlets (which are awesome and I desperately wish I had saved a few) came in way under quantity, and I’d waited a little longer than I should have to transfer funds out of PayPal.
So I promptly lost my mind (successfully) getting things square to leave on Wednesday morning.

incognito Mike

To avoid scrutiny or unpleasantness with the locals due to my tribal markings, I acquired a disguise and successfully remained incognito.

With little delay after waking up, I took to the road and got on my way to Gen Con. Unfortunately none of my people from Pittsburgh were able to make the trip this year and so, with some reluctance, I was on my own for the drive. Knowing this I slept plenty the night before and the journey was uneventful.
After getting into Indianapolis I pulled up to the convention center, Bevan met me outside and grabbed all the things (and gave me my badge—endless thank yous for you, sir), and then I drove about trying to find parking until a cop told me a good spot to go (thanks dude! Best interaction I’ve ever had with a police officer.)
By then I was already late for the first thing (in this instance, the IGDN party) but I stopped by the booth to see how things looked and then finally got to sit down and relax for a brief window of time. After that it was to the Diana Jones Awards and gallivanting about when the party there wound down, leaving me rather drunk, with a dead phone, in an unfamiliar city. By the time I found the car it was 4 AM and too late to get into the hotel I’d been offered to crash in, and I’d not be able to find it without my phone anyway—so I slept in the car.
Not an ideal beginning.

REALLY MIKE? (Thursday)
Yes, really.
The sun heating up the car woke me, I promptly got dressed in my business suit, combed my hair, fit on my elf ears, fit my cyberhand on, and grabbed my suitcase, then walked down to the convention center.
It was not a very pleasant beginning and I struggled through the entire day. Lunch with Reg McReynolds at 1PM did amazing things for my body, but I was still taking 5-minute breathers laying on the (blessedly sweet and cold) floor behind the curtain of the booth, out of sight.
I remained less than pleased with being a living, breathing thing for the remainder of the day. At the 3PP Meetup at Scotty’s I caught up with many folks, then grabbed Adam Meyers (Drop Dead Studios) and Scott Gladstein (Little Red Goblin Games) and absconded to the hotel. A shower helped a tad, but I was still feeling horrendous until finally succumbing to sleep.

mike and sauronFREAKING CABLES (Friday)
Due to some equipment failings, there were no live demos of Hypercorps 2099 on Thursday or Friday. I spent most of the morning driving around Indiana trying to find the right cable at multiple shops, and none of them had any in stock (normally they would, but nope! NOT THAT DAY!).
Eventually I grabbed the best thing I could yet there was no luck to be had—it would not work. The majority of my remaining day was spent handing out pamphlets and generally tracking down some specific folks. After the dealer’s room closed I made my way to the ENnies (congrats again to all the nominees and the folks that won!), and then fled the city with Scott before the One Direction concert let out (beginning traffic hell).
I did manage to negotiate a deal with a very important business partner.

SALVATION (Saturday)
The entire time I kept waking up prior to my alarm and this morning I managed to think enough to grab some fruit at the grocer (and fill up the car with cheap gasoline).
Those nectarines were like water in the freaking Sahara.
Feeling genuinely revitalized I took to the con floor and finally got to run a proper demo of Hypercorps 2099 for the Von Waldes and Andrew Marlowe—they had (as expected!) a great time playing and they are all avidly looking forward to the project launch (did I mention that? August 31st!)!
I also ran out of all my pamphlets and got into the reserves I’d wanted to save for my FLGS, which is great. Folks loved the costume, concept, and the fact we’re releasing four free preview PDFs at launch (you know, August 31st).
That night was the big secret industry party, and my favorite event of every Gen Con: the Adventures of Baron Von Munchaussen game.

munchaussen gen con 2015

Lord Pramas of the Pickle-Powered Steam Piston, Duke Zub the Seeker of the Nile, Duchess Savannah of the Liger Proletariat Rebellion, Lord Bulhman of the Lead Baron Balloon Race (“Cost me 20 Guineau!” lol), Emperor Agresta of the Purloined David, Queen Ventura the Procurer of the Yeti Tie, Lord Hitchcock the Master Spoon Warrior, and finally Duke Myler (famed for his part in the Turkey Pickle Catastrophe of 1802)

Though Lord Mona could not attend (a travesty of epic proportions), it was so epic we played twice. 😀

mike and cthulhuWhile I struggled through most of the convention, I’d found my rhythm on Friday and was finally feeling myself on Sunday. Heck, I even struck another big business deal!
What few pamphlets I had saved for home were given to deserving folks and I helped run the booth while Bevan ran around doing heaven-knows-what (never can know with those kiwis). After the exhibitor’s hall closed I dragged the TV and all my accouterments outside (and thanks again to Scott for carrying that TV back to my car—that quickly gets tiring).
Owen bought me real food during the Veranthea Codex product line meeting (awesome stuff is incoming with that, folks!!!), then I met up with Savannah and Tim to shoot part of the Hypercorps 2099 Kickstarter video. We look totally awesome in it (thanks for all the makeup work Savannah) and Tim’s advice, training, and ingenuity really brought everything together in a wonderful way.
I am so excited to share that with everyone so, one last time—MONDAY AUGUST 31st!
After that was over (10:30 PM?) I said my final good byes and, way, way too tired of not seeing Stephanie or hearing her voice, took to the road again. There were some crazy drivers and what have you but really it was uneventful and thanks to the old family driving trick (eat sunflower seeds to keep your hands and brain busy) I pulled up to the house around 5 AM.

THREE DOWN (Generally)
While this was a tougher go of things than the last two years, it was another Gen Con well worth going to and I’m happy I did. As always it was great to put faces to names, hang out with folks I already knew, and occasionally get recognized by congoers.
We’ll see about next year—I like to think a company will be requiring me to go and stay in their attached hotel block in 2016. 😉