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    The jester known as Myrrth once told a joke that caused an entire court to die laughing. If this power were to fall into the wrong hands it could mean dire peril for the city of Waterdeep, and the Realms themselves. The companions of Selune's Smile plan to see that never happens.   
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    The series seems to be hitting the same notes throughout now, which is not a bad thing as these issues are fairly entertaining, but there is still seems to be little room to grow.  Here the trio of adventurers set out to confront the musicians' guild who are in control of Myrrth skull and about to make it talk.  The story once again does not get bogged down as much by being tied to the game, but the problem here more so is with anachronisms (assuming this is meant to be set in a Middle Ages sett...

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