The History of Venture Comics!

Ironically, going back it seems like the opposite happened – the World-Maggots’ post says that their second storyline was one where Trake was leading one towards a Uranian world populated by a rival faction – though that wouldn’t necessarily rule out a Trake/Travellers teamup between then and Xur’Tan’s destruction.

Also, I recognize that this is working off of a really small sample size, but do all Uranians have that bright green hair? And if so, is Hyperstar meant to be a Uranian? Her powers aren’t the same, but her writeup does mention her powers aren’t standard for her species; on the other hand, her civilian name doesn’t seem to fit the same conventions, and the galaxy surely has room for multiple functionally-human-in-appearance species. I imagine that even if not, it had to have been one of the theories readers bounced around during her first appearances before the reveal.

1 Like

Good catch! I’d totally forgotten that.

Good thought, but that wasn’t the intent. Uranians all have hair that’s meant to evoke glowing energy; usually greens and golds, but other colors may have appeared. Hyperstar’s hair, while it’s bright, is meant to be hair-shaded. She’s part of a minor species that falls under the purview of the Xur’Tani initially, which is why she goes to the Steward. About all I know about them is that I designed them with the “almost human” name structure that the DC Martians have. I should probably give her species a name! Maybe I’ll invent a D-List villain from there to flesh them out a bit.

2 Likes

The Randomizers:
Background 6, 6, 7 [Options: Upper Class, Law Enforcement, Adventurer, Medical, Created]
Power Source 6, 10, 3 [Options: Genetic, Nature, Radiation, Tech Upgrade, Cursed, Cosmos]
Archetype 7, 2, 2 [Options: Shadow, Marksman, Armored, Elemental, Psychic]
Personality 6, 8, 9 [Options: Distant, Fast Talking, Inquisitive, Jovial, Cheerful, Naive]

Lion Dancer
Lion Dancer

Real Name: Charlie Wu, First Appearance: Path of the Lion #1, June 1974
Background: Law Enforcement, Power Source: Cursed, Archetype: Armored
Personality: Distant, Principles: Detachment, Indestructible

Status Dice: Green d10, Yellow d8, Red d8. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Close Combat d10, Investigation d10, Fitness d6, Quiet Focus d8
Powers: Awareness d12, Agility d10, Absorption d8, Radiant d6, Strength d6

Green Abilities:

  • Listen to the Universe (I): Reduce any physical or energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.
  • Precision (I): Whenever you roll a 1 on one or more dice, you may reroll those dice. You must accept the result of the reroll.
  • Jump Kick [A]: Attack using Agility. Attack a second target with your Min die.
  • Intervene [A]: Attack using Awareness. Defend another target with your Min die.
  • Moment of Stillness [A]: Attack using Close Combat. Ignore all penalties on this Attack, ignore any Defend actions, and it cannot be affected by Reactions.
  • Principle of Detachment [A]: Overcome a challenge related to duress or fear and use your Max die. You and each of your allies gain a hero point.
  • Principle of the Indestructible [A]: Overcome in a situation where you charge headlong into danger and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Absorb Chi (I): When you would take Radiant damage, you may Recover that amount of Health instead.
  • Flow Like Water [A]: Boost yourself using Absorption. Then, either remove a penalty on yourself or Recover using your Min die.

Red Abilities

  • Chi Strikes (I): Whenever you Attack a target with an action, you may also Hinder that target with your Min die.
  • Sidestep [R]: You may take 1 irreducible damage to reroll the dice pool of a target that is Attacking or Hindering you.

Out

  • Boost an ally by rolling your single Red status die

As the “Kung Fu craze” swept the nation, Venture Comics decided that they needed to get on board, introducing new ‘martial artist’ supporting characters in some of their comics and villains in others. They also created their own hero, a briefly-successful character by the name of Lion Dancer - but in typical Venture style, they came about it from a strange angle.

Charlie Wu was a beat cop on the Chinatown streets of Havenwood, somewhere on the vague west coast. One day, when responding to what he thought was a routine call, he discovered a dying man glowing with energy. When Charlie tried to deliver first aid, the man’s chi passed into him, granting him the instinctual knowledge and gifts of the Lion Dancer, an ancient hero who had returned to save the area from five elemental demons who were menacing it. As the new Lion Dancer, Charlie disguised himself and took down the elemental demons, then declared his intention to protect his community from any who would threaten it.

Lion Dancer’s battle against the Five Deadly Elements was detailed in the six-issue limited series, Path of the Lion, with the first issue covering Charlie’s transformation and the rest devoted to one Deadly Element each. It was a popular concept, and Lion Dancer was promoted to a main hero in 1975, fighting against martial artists, Triad gangsters, and thinly-veiled equivalents to the jiangshi who were infiltrating the area. Charlie would use his policeman’s skills to investigate a mystery, and his mystical awareness to challenge and defeat it.

Unfortunately, while Path of the Lion was a success, Lion Dancer failed to land - the strong internal story built by the Five Deadly Elements wasn’t matched by the confusing medley of foes that followed, and audiences tuned out. After a strong start, sales began to plummet, and Lion Dancer was cancelled after issue #16. The character would make a brief appearance in Hidden Champions in 1977, and followed by a few abortive attempts to add him to various teams in the early 80s, but none of them panned out and Lion Dancer quickly faded away.

Behind the Scenes

Venture Comics didn’t have any martial artist superheroes.

That’s a huge oversight on my part, and now we have an explanation of sorts - they tried, it didn’t work, and then they gave up instead of trying again. Lion Dancer loops us back around to “just unlucky” - the concept could work, the premise is neat, but he didn’t get good stories when he needed them most.

Bonus points to anyone who can tell what real-world property I have shamelessly ripped off for this story.

4 Likes

IRL publishers haven’t exactly had a lot of success with martial artist books either. There are loads of heroes (powered and otherwise) who know martial arts, some of them among the top tier of the whole planet, but they aren’t principally defined by being martial artists. Contrast that to martial artists who are kind of secondarily superheroes and there aren’t a whole lot of real success stories, precious few that have ever had their own solo title. Iron Fist, Shang Chi, Richard Dragon…and I’m stumped. There’s probably some others, but those are the only books I recall offhand. Lots of other martial-artist-first types but they’re secondary characters, guest stars, team members, etc. They don’t hold up a book by themselves. Martial arts elements can sell books fine - look at Miller’s 80s Daredevil run with the Hand or Batman’s League of Assassins stories - but books about martial arts unto themselves have an iffy sales record even in the 70s.

And no, I refuse to count Karate Kid here. His super-martial arts is arrant nonsense, his training never gets dug into much (a common problem for most LoSH characters) and the less said about his godawful solo series said the better - and besides, it’s already been ruthlessly dissected. Despite his name and supposed specialty, KK is a superhero first with a veneer of martial arts on top. :slight_smile:

So maybe Lion Dancer shouldn’t feel bad about himself. He got a successful mini-series, that’s already well above the standard set by many of his peers.

1 Like

I need more of this guy <_<

1 Like

Late update today, sorry! But here goes with the most terrifying villain in all of Venture Comics…

Randomizers:
Approach: 4, 2, 2 [Options: Skilled, Underpowered, Disruptive, Tactician]
Archetype: 3, 2, 8 [Options: Inventor, Bruiser, Indomitable, Inhibitor, Squad, Invader]
Upgrade: 2, 7, 1 [Options: Mook Squad, Hardier Minions, Quality Upgrade]
Mastery: 10, 12, 5 [Options: Power Upgrade I, Calming Aura, Brainwashing Zone]

Icebreaker
Icebreaker

Real Name: Scarlett Jollywink, First Appearance: Venture Christmas Annual #2, Dec 1975
Approach: Tactician, Archetype: Inventor
Upgrade: Mook Squad, Mastery: Brainwashing Zone

Status Dice: Based on bonuses, penalties, and toys created with Christmas magic. 4+: d12. 2-3: d10. 1: d8. None: d6. Health: 20+5H (Upgraded 30+5H)
Qualities: Magical Lore d10, Finesse d8, Stealth d6, Christmas Elf d8
Powers: Transmutation d8, Invisibility d8, Cold d6, Presence d6

Abilities:

  • The Joy Of Christmas (I): Whenever you create a bonus, increase that bonus by 1.
  • Wind-Up [A]: Boost using Magical Lore and use your Max die. That bonus applies to every ally’s action until the beginning of your next turn.
  • Hand Out Presents [A]: Boost using Transmutation and use your Max die, also Boost with your Mid die, and either make one of those bonuses persistent and exclusive or Attack with your Min die.
  • Candy Caning [R]: When a nearby ally makes an Attack, you may also Attack the same target by rolling your single Christmas Elf die.
  • (U) Toy Squad [A]: Replenish the number of Living Toys up to the number of heroes.
  • (U) Christmastime Is Here! (I): While the scene is in the Green zone, all heroes’ quality dice at d8 or above are reduced one size. In the Yellow zone, all heroes’ quality dice at d10 or above are reduced two die sizes. In the Red zone, all heroes’ quality dice are treated as if they are d4. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a quality entirely until this ability is removed. If a hero is knocked out while this ability is active, you may create a new minion using the hero’s highest power die to represent the controlled version of that hero.

Common Scene Elements:

  • Dark Christmas Workshop: A grimly cheerful environment with captive elves, spawning toy attackers, and challenges representing presents that can be opened by either side of the conflict.
  • Living Toys: d6 minions. When someone Attacks a Living Toy, treat the damage dealt as a Hinder action against the attacker.
  • Elfin Rebels: d8 lieutenants. An Elfin Rebel can take an Overcome action to create a Living Toy.

In the mid-1970s, after a few years of using their annuals exclusively for reprints, Venture began to dip their toes into new stories again. The first of these annuals was 1974’s Venture Christmas Annual #1, published in place of a Champions of Truth annual that year. It contained stories about Skybreaker, Greenheart, Flatfoot and Wonderer going through Christmas events with their supporting casts, with lighthearted jokes, plus a tiny side story about Mr. Ferris being visited by a Christmas Ghost and immediately vaporizing it with a “bah, humbug.”

Christmas Annual #2, published the next year, went much bigger.

The story introduced a rebellion at Santa’s Workshop, after one of the elves working there, Scarlett Jollywink, realized that they could all make much more money if they held Christmas hostage! She kidnapped Santa Claus, and with a group of elfin rebels, holed up in Santa’s Workshop demanding ten million dollars - or else no Christmas! Fortunately, the Champions of Truth were ready to fight back, and over the course of the double-size issue they fought against adorable toys, surprisingly vicious elfs, and ultimately Icebreaker herself before freeing Santa just in time for Christmas.

The story was ridiculous, and it was well-received, but there wasn’t really anywhere to go from there. Four more Christmas Annuals were printed between 1976 and 1982, and each one featured Icebreaker in some story, but her presence was a little bit smaller in each - tangling with Madame Liberty and Reverie, trying to make a deal with Mr. Ferris to corporatize Christmas, and in her final appearance trying and failing to steal children’s presents as the Drifter stealthily stopped her at every opportunity in a short, goofy romp.

When the Christmas Annuals stopped, so did Icebreaker. The grimmer, more extreme Iron Age had no place for her, and Venture’s writers mostly wanted to forget that they had technically canonized Santa. So the Annuals were left to vanish, and the odd present-making rebel along with them. A brief Vanguards story in the early 2000s attempted to re-canonize them as merely taking place in a Christmas-like dimension, but it also failed to get any traction and vanished after a single issue.

Behind the Scenes

I have no defense for this. I just went ahead and did it. There is absolutely no way that the evil Christmas elf made her way into the mainline comics, and I’m pretty sure that post-1985 absolutely nothing in canon will ever, ever acknowledge that this bit of utter absurdity was a thing. But it’s a great trivia question!

Mechanically, this is a classic Inventor build using Christmas magic in place of science, with the villain producing a staggering array of powerful bonuses, accompanied by lieutenants who build minions who are a pain in the butt to destroy. It’s still not going to be that difficult a fight. You don’t want to lose in the Christmas special, after all.

5 Likes

That character model is glorious. Possibly your finest work to date. I was going to comment on the fact that someone named Scarlett really should be wearing red, but of course that’s the color of “the Man” and she’s a contrarian rebel, so naturally she’s in contrasting blue instead, with the duck providing that little touch of yellow that makes the classic Superman costume work so well.

Those scene elements are inspired madness as well, especially the Living Toys. I may steal those if KO Clown ever gets a Christmas holiday episode. “I know they’re holding Christmas hostage and all, but I still feel really bad stomping the stuffing out of Baby Elmo.”

Your lack of faith in the Power of Nostalgia disturbs me. There are far goofier things in published comics than novelty holiday special out-takes. Have you seen the re-imagined Devil Dinosaur & Moon Girl stuff? All it takes is one creative team with fond memories and a complicit editor and Icebreaker’s back in business. :slight_smile:

Interesting timing, that. If you weren’t aware of it, the whole “Christmas Under Siege/War On Christmas” really kicked off in the media on December 7th of 2004 thanks to Bill O’Reilly. Yes, he really tried to tie his crusade to Pearl Harbor Day, the disrespectful scum. One assumes in the Venture Comics meta-universe the Icebreaker stories (old and new, unless the new version was a response to the furor O’Reilly started) were hauled out as “proof” of his claims. That itself might be enough to earn the elf some fans on both sides of the political divide.

Oh, and off-topic, sorry I couldn’t do better than a couple of measly +1 bonuses for Nanomax. The way you’re rolling you hardly need them anyway. :slight_smile:

1 Like

When you see the villain’s first ability is called “The Joy Of Christmas”, you know you’re in for a good time. XD

5 Likes

Hah, thank you! :slight_smile: Probably certain Principles could be argued to protect you against it. You can’t take a Hinder if you don’t care about joy!

Very true, but also the Big Two are firehoses! I mentioned this at one point, but far goofier things can get reruns when you’re trying to find stories for seventy issues a month.

1 Like

I suppose in some of those cases the Hinder could reflect getting distracted by gleefully overkilling the horrid little things. The penalty is based on how hard you’re beating on them, after all. :slight_smile:

“More like DIE LITTLE PONY now, isn’t it? MWA-HA-HA-HA!!!”
“Grimdark Venger Guy is starting to worry me a bit. Did you see what he did to those Bratz dolls?”
“I think that last Furby really got to him.”

True, although a quick look confirms my suspicion that neither of them are anywhere near that these days. More like ~50 monthlies, and even that only if you include all the miniseries and oneshots. The ongoing series counts are below 40, and quite a few of those have announced end dates. The floppy trade ain’t like the old days, that’s for sure.

3 Likes

Yeah, that matches with what my research showed me when I was doing comparisons - the trim-down started in the late 2010s, and then Covid hit. I don’t know about DC, but Marvel has shifted towards a lot more short-run titles lately; I have no idea if this is a deliberate decision to boost sales by making titles seem less overwhelming, or a situation where any title that doesn’t do gangbusters gets cut. When I was putting together the Krakoa reading list, it was really notable to me that after five solid years of a single large set-piece storyline, the twenty-two different comics that made up Fall of X only included two titles that went past Issue #40 and one more than made it past Issue #30; a full fifteen of them are single trade limited series, and the other four include three that end at Issue #18-20 and one new reboot that’s just starting off as the series ends.

1 Like

The industry’s gone through many cycles of expansion and contraction over the decades (remember the DC Explosion/Implosion debacle of 1978, which started off as a reaction to Marvel’s own gradual title ramp-up earlier in the decade?) but it seems that the last couple of decades have seen some fundamental changes to how floppies are sold. “Writing for the trades” has been on the rise for at least that long and that lends itself to miniseries rather than committing to ongoing books.

You’re probably also right about it being an attempt to get around the enormous legacy effect the Big Two have built up over the years. I know one of the more common survey answers about why people avoid new books is based on the perception that there’s just too much history you need to know to understand a storyline, and miniseries and one-shots hypothetically make for better jumping-on points than an arc starting in a book with 400+ issues.

Not sure about how much sales actually affects cancellations. Margins are tighter these days all around (despite the crazy floppy prices) so a book that’s losing money has less “padding” before it gets the axe, but at the same time it seems like books are scheduled long in advance and it might be better to take the losses on the back half of a flopping miniseries than try to rearrange production and terminate it early.

There have also been changes to the creative end of things that I don’t fully understand, but there’s certainly nothing like the old bullpen studios of Ages gone by anymore. How that effects things I don’t grasp. On the one hand editorial oversight and enforcement of deadlines seems much weaker than it was when (say) Shooter was boss, but on the other huge crossover events are incessant and that kind of editorial mandate seems to disrupt individual books all the time, usually to their detriment.

Lot easier to understand what’s going on when your publishing company is fictional and you can just decide what books make it and which ones don’t. :slight_smile:

2 Likes

Randomizers:
Approach: 8, 10, 9 [Options: Mastermind, Specialized, Overpowered, Leech, Ancient]
Archetype: 10, 10, 1 [Options: Predator, Squad, Fragile, Titan]
Upgrade: 7, 5, 11 [Options: Power Upgrade I, Quality Upgrade I, Power Dampening Field]
Mastery: 11, 10, 8 [Options: Profitability, Total Chaos, Unfathomable]

Starhound
Starhound

Real Name: Volash Fajar, First Appearance: Celestial Travels #447, May 1976
Approach: Specialized, Archetype: Predator
Upgrade: Power Dampening Field, Mastery: Profitability

Status Dice: 0-1 engaged opponents: d10. 2-3 engaged opponents: d8. 4+ engaged opponents: d6. Health: 35+5H
Qualities: Ranged Combat d12, Leadership d8, Space Whaler d8
Powers: Starpoon d10, Presence d8

Abilities:

  • Meteor Shot [A]: Attack one target using Ranged Combat and use your Max+Min dice. That target cannot Defend or use reactions against this attack.
  • Stab and Grip [A]: Hinder one target using Ranged Combat and use your Max die. Attack that target using your Mid die.
  • Clear the Path [A]: Hinder multiple targets using Leadership. Use your Max die. Attack any target that gains a penalty this way that already had one penalty from you, using your Mid+Min dice.
  • Attack Run [A]: Boost yourself using Ranged Combat. Use your Max die. That bonus is persistent and exclusive. Defend using your Mid die against all Attacks until the start of your next turn.
  • Master and Commander [R]: Defend against an Attack where you’re the only target by rolling your single Leadership die. One other nearby target takes an amount of damage equal to the damage reduced.
  • (U) Graviton Field (I): While the scene is in the Green zone, all heroes’ power dice or starwhal status dice at d8 or above are reduced one size. In the Yellow zone, all heroes’ power dice or starwhal status dice at d10 or above are reduced two die sizes. In the Red zone, all heroes’ power dice and starwhal status dice are treated as if they are d4. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a power entirely until this ability is removed. Starwhal status dice are only affected while taking actions; saves and actual die size are unaffected.
  • (U) Master of Profitability (I): If you have access to great wealth and other resources, automatically succeed at an Overcome to leverage those resources to get even richer, no matter who else pays the price.

Common Scene Elements:

  • Starwhals, d12 environment lieutenants driven into a frenzy that Starhound is chasing. If a starwhal is slain, Starhound will attempt to recover the body and depart, ending the scene. When a starwhal Attacks or Hinders, it affects all targets near the chosen target as well.
  • The Pack. D8 minions. Pack members have no special traits.
  • Asteroid Field. A complex environment with crashing rocks, hidden crevasses, and space creatures galore.

By the mid-1970s, many new villains were designed to reflect or draw attention to social issues of the time, while also being compelling enemies in their own right. Done well, they could become major, popular characters.

Done poorly, they could become Starhound.

Volash Fajar was an Argellian big game hunter, who travelled the universe in search of space creatures to attack and butcher, selling their parts to be used by the worst sorts of ruffians and greedy collectors. He was particularly interested in starwhals; the spacefaring creatures could naturally shift between dimensions, and the fluids of their rupture sacks could replace expensive starship fuel for long periods of time.

Starwhals were naturally gentle and intelligent creatures, but if provoked into a fury could be truly terrible beasts. As far as Starhound was concerned, that just made the game more entertaining. He would seed asteroid fields with traps, hunt with no regard for the welfare of surrounding biomes, and above all was happy to hunt the starwhals to extinction for his own profit. When the Celestial Travellers encountered him, they intervened to save the animals he was chasing, ultimately joining forces with the starwhals to cause him to crash on a barren asteroid.

That really should have been the end of it; a not-too-subtle message about the evils of whaling and environmental responsibility. But inexplicably, Venture tried to re-use Starhound to drive the point home, believing that he could become a deadly threat to the Celestial Travellers and a major opponent. Readers felt otherwise - the cackling villain viciously attacking innocent animals was not something they particularly wanted to read about, and while it was abstractly satisfying to have him get his clock cleaned, it didn’t make up for his overall unpleasantness.

Ultimately, Starhound was killed in Celestial Travels #553 in early 1985, when he and his crew attempted to kill a World-Maggot in order to harvest its remains. They did not survive the experience, and no one cared to resurrect them in the following years (aside from a postmortem appearance in Night of Lost Souls.)

Behind the Scenes

Topical villain!

Anti-whaling campaigns were really heating up in the 70s; a lot of the kid-focused ones persisted into the 80s and even early 90s, but this on-the-nose one only made it to 1985 before getting the axe. It probably doesn’t help that Starhound isn’t bringing much to the table. He has a space harpoon, he hunts space whales, and he gloats about how much money he’ll get for them. But I wanted him here anyway.

3 Likes

Oof. The 80s were not kind to PSA villains, were they. Didn’t even last long enough to overlap with Bootlegger Bill’s modern version, even. And to think, if he’d only made it one more year anti-whaling sci-fi stories would’ve been back in the zeitgeist.

Mechanically, a Predator villain who’s going after environment lieutenants is a neat approach, and I love the way his abilities play into that – I particularly like how Master and Commander plays with the starwhals’ unique ability. Not often that you have a scene where heroes want the environment to hit them too.

2 Likes

A true D-lister there, without an ounce of charm beyond the vaguely piratical appearance. I’m surprised he lasted as long as he did, and dying that way certainly plays up the danger of the World Maggots nicely. I wonder if one of his return appearances was a Moby Dick riff, which is almost inevitable with whaling parallels - or maybe his death did just that? Maggots are traditionally a sickly white, aren’t they. “From Hell’s heart I stab at thee!” is way too good a line for this loser, though.

I wonder if it’s desirable to add text that makes starwhals count as allied heroes for purposes of PC abilities? That would (I think) allow the players to use defensive reactions to protect them without protecting the heroes from their multi-Attack/Hinder actions when they’re too close to the villains. Without that I think they’re stuck relying on Hindering Starhound and company or Defending the starwhals with actions - a lot (all?) of defend-other PC reactions cite other heroes.

2 Likes

They weren’t, but PSA villains are generally meant to be one-shot baddies anyway. They’re almost always D-listers by nature and the closest they get to having a fan base is when they’re so ludicrous they wind up being universally mocked - that asthma monster guy from Captain America is probably as well-known as they get IRL, or maybe the villains from Captain Planet if you include cartoons. Hostess ad villains get more love, and they arguably deserve it.

In hindsight I put way, way too much effort into Professor Pusher, and he’s not even an homage to an actual PSA, just a Superworld adventure. Then again, I’ve managed to use him and his supporting cast four times now, so I guess he was worth it.

2 Likes

Just want to point out Bad Medicine for Doctor Drugs was dual stat Champions / Super World. The books on RPG history Designers and Dragons mentions that in the spirit of crossovers Super RPGs collaborated a lot.

And of course, anytime Super World is brought up reminding people that George R.R. Martin made Wild Cards because a group of professional writers were playing Super World all day and not writing books, so he turned their champaign into an anthology series.

2 Likes

I just noticed the name of his Signature Weapon. He might have been lost to time but a panel of him calling his weapon by name will survive into internet meme culture

4 Likes

I’m not sure if he’s quite the Snowflame of Venture Comics, but I feel that meme might be along those lines XD

1 Like

The Trouble For Havoc adventure went one better and had stats for SW, Champions and Villains & Vigilantes. At time of publication those would have been the biggest names in supers RPGs, although by 1984 TSR’s Marvels was taking over fast. I don’t recall any other multi-system adventures from back then (barring maybe some in magazines?) although Judges’ Guild did a few single-system ones for other folks games - Break In At Three Kilometer Island (ha, ha, metric is exotic) for V&V, for ex. IIRC there was some complaining in the early Champions community about how SW was trying to ride the coat tails of a more successful game, so while there was some publisher collaboration it wasn’t always well-received.

Every time Martin comes up in this connection I have to wonder if his RP campaign was left without a satisfying conclusion as well. :slight_smile:

1 Like