Quests come and go, but Master Prospero has his eye on the most valuable prize of all: knowledge. He travels with Good Company because their adventures take them far and wide—and the party did help him claim the coveted Staff of Er’Mah’Gerd. Besides, it never hurts to have someone to watch one’s back.
Master Prospero knows good intentions are not good enough. Intelligence in the form of an actionable plan trumps Sir Larpsalot’s chivalry and Brutus’s savagery. He still can’t figure out why they keep Tom Foolery around but concedes that Elvish Presley, at least, will listen to reason.
Working from the safety of the shadows, this magus always keeps a spell in reserve, just in case. If only the other members of Good Company would acknowledge how many times he’s saved their lives…
Some fight for justice; others, for glory. But Tom Foolery would rather avoid a battle altogether if he can help it because there’s nothing fun about dying! Of course, there are plenty of other ways to keep adventures interesting—such as pranks.
As Good Company’s cleric-rogue hybrid, Tom Foolery taps into the trickster goddesses’ powers to sneak up on enemies (if he has to), successfully disarm traps (if he’s lucky), and claim the best loot for himself (always). Let Sir Larpsalot, Brutus the Bullheaded, and Master Prospero play by the rules. Elvish Presley, at least, can appreciate the importance of fun. With Quinlehar’s blessing, this clerogue isn’t afraid to color outside the lines.
Tom Foolery is always full of surprises, so foes—and friends—beware!
The unwanted son of a dishonored Knight of the Coffee Table, Damien Grimdark was sold to More-Dread by his elvish witch of a mother. Mistreated but quick to learn from his mistakes, the broody youth ultimately betrayed More-Dread and fled to lead a nomadic life, where the only law he follows is his own.
For years, the self-titled Lord Grimdark wandered Mezzo-Earth, dispatching all manner of warriors who wished to collect the price on his head and earning a name as an antihero of no small skill for taking on longshots and lost causes.
During his travels and travails, he ran afoul of Good Company, coming to blows with his instant nemesis, Sir Larpsalot, but then a greater threat manifested, and he lent his evil sword and spells to their cause. He occasionally accompanies Good Company on quests, though his motivations are ever his own—and sometimes extend no further than infuriating a certain paragon.
My personal challenge to publish The Curse of Er’Mah’Gerd by the end of the year may be daunting, but I’m both eager and excited to create a quest worthy of these quirky champions!