Critical Knowledge (Mon 7:30pm EST)
Described as my most chaotic game, which is saying something. I used to get apologies for this game "never getting to the plot" but I love that most of the plot is 100% player decision. I can do very little prep for this game but frequently have to think things up on the fly.
Pack Tactics (Tues 7pm EST)
Yes, this game is less chaotic than Crit Knowledge, in spite of it being an all-kobold campaign with as much Spelljammer as I could convert to 5e. The party accidentally lost the moon early on, but they got it back. Now they've recently built giant robots that are certainly not infringing on any Power Ranger IP.
Critical Recovery (Sat 5pm EST)
I could say this is the most "normal" of my campaigns, but that still leaves a lot of room for chaos. The party started off being resurrected by a god who made a bargain with each of them under what is now known to be false pretenses. Now they've created a new god by helping a celestial guardian ascend using a convoluted series of plot points and somehow need to stop the first god from trying to kill them. Again. Oh, and the monk has an item that if broken could destroy the world. Said item wants to be broken.
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