This week, the Fate’s Fools gang sets off for the mountain city of Mormut, home to the world-famous Mormut College of Magic and Boat-smithing! However, the party parts ways at the town gate when the city guard takes exception to their menagerie of “pets.” In retaliation, Walter and T’Mek decide to stalk the commander of the city guard and ruin his life. After meeting a professor in the market, Fen attempts to pass the MCOMB wizarding finals and finally earn his degree. Piotr heads for the skydocks, where he attempts to recruit an airship pilot to take the party to the Shifting Savannah. Will Fen graduate as a full wizard? Can Piotr do better than the man responsible for the worst airship disaster in known history? Will the commander of the city guard take exception to Walter and T’Mek trying to get his spouses to divorce him? Listen to find out!
A retired Delta Green agent, who was in charge of monitoring a green box in his town, has passed away, seemingly of natural causes. He was an outstanding agent when he was active, and the organization is pretty confident everything with his death was above board.
Still, they’re sending agents in to make sure. They need to inventory the green box and make sure nothing is missing, make sure the agent didn’t keep an “special projects” at home. And just make sure his death really was what it seemed.
After a (short) battle with the terrible dragon, the adventurers decide to take advantage of the spoils they’ve earned and spend some quality time in the dwarven city of Valkonia.
While Fen takes in the hospitality of the King, Walter and T’Mek decide to take in the town some more and spend the night at a wonderful inn.
But a nasty apocalypse will test the bonds of friendship forged between the party and their dwarven hosts. Will the adventurers be able to do what it takes to save the city? And will Walter and T’Mek be able to finish their breakfast? Listen to find out!
What’s this? Could it be? It is! More Fate’s Fools!
In this week’s episode, the four brave adventurers enter the dwarven city of Valkonia. They take in the local color and visit some of the sights. And it’s all very boring and nothing happens. It’s not like these guys have a prior history of bad luck with cities!
Oh, there MAY be a dragon. But it’s sometimes very difficult to keep track of these things.
The finale to Ryan’s three-part one-shot Unknown Armies game is here!
The Kannaboiz have been working hard to come up with a solution to Todd’s possession problem. They now have a demon trussed up on the sofa and two plans ready to go. One involves exorcising the demon from Todd, while the other means tricking some other poor bastard into becoming possessed.
Which plan are the Boiz going to go with? And will it work? Find out in this epic(ish) conclusion!