Hello folks, and welcome back to Wrong Every Time. Today I must confess I’m still a little shell shocked, as my apartment caught fire early yesterday morning, resulting in one of the most exhausting days of my life. Fortunately, I’ve still got a bed and I’ve still got my laptop, so goddamnit, the show must go on. Nonetheless, I’ve decided to at least treat myself to a comfort food project: a fresh episode of Vox Machina, wherein our heroes last found themselves stranded across multiple planes, the gnomes and Grog muddling through the mortal plane while our other heroes braved the Fey Realm.
With Grog having lost his strength and the twins nearing a transposed elven city, it’s clear we’re pushing forward on a variety of personal arcs in satisfyingly character-appropriate ways: Grog must learn how to define himself outside of his power, while Vex and Vax must grapple with whatever regrets still linger regarding their flight from home. As for my own campaign, things have been proceeding more or less smoothly through the second act finale of my overarching storyline.
With most of a year’s worth of sessions behind them, my players have now developed all sorts of bonds with the various NPCs of this world, facilitating sequences like an in-game wedding and a teleporter-facilitated pan-continent siege defense. It’s an odd thing to say, but it’s nice to have reached the point where killing off a particularly well-liked NPC prompts some legitimate fury and despair from my players. They care! They really care! Anyway, I’ll have more to say on that soon, but for now let’s get back into the drama of Vox Machina!