After foiling the frenetic foibles of a foul fiend, Jack thought that things would go back to business as usual. But now there's a surge of activity in the weird west of steampunk North Mirron involving witches, missing villagers, self propagating scarecrows, and magical mischief. Jack calls upon four folks: Calamity Sam, the rootenist, tootenist, shootenist gun in the west with the biggest chip on his shoulder; Plains Jane, the horsewoman who can't be brought down physically or emotionally; Tawny Tiffany, the ice-queen of the north; and Airhorn Bobborn, the drunk smooth-talker. Together they can overcome any obstacle, or tear one another apart over the smallest disagreement. What could go wrong? The Traveller's Inn - A cross-dimensional, time-hoping, world-jumping, reality-shifting business. Jack Tucker, time traveller, owns The Traveller's Inn. It has a bar, employees, customers, and drink specials, just like other places. With one difference, this inn can be anywhere it wants to be. It's a cross-dimensional, time-hoping, world-jumping, reality-shifting business that caters to a special crowd. Behind its doors you can find cyborgs, ogres, aliens, demons, automatons, faeries, and others. When it comes to dimension-spanning adventures, it's all about location, location, location.
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