
Show Notes
The heat is rising everywhere at once, and Kimon now has to juggle multiple fires. The good news for him is that a man with super kinesthetic senses can juggle quite a few balls in the air. Without tipping, he's got to balance Mercury, Phil, and Lawry all against each other, without losing the Green Man to the fray.
More from We Will NOT Play DnD
The party manages the simplest part of their adventure! Finding the ancient tomb of Inglethom - a figure shrouded in mystery possibly if only because Paul didn't do any actual research on him. The tomb isn't empty, however.
Mayson enlists the help of one of his co-workers, Sid, to run a new campaign! However, Sid isn't used to a highly proactive play group, and is used to needing to move all his players around like static pieces on a board. The group swiftly gets out of his hands, and blows something up.
Those who lose will at first go to battle, then seek a way to win afterward. All of Kimon's successes are owed largely to him choosing and shaping his own battlegrounds, but now the battleground has been chosen for him, and the odds of success are so dim that it would take superhuman feats to manage it. Feats perhaps more superhuman than Kimon's own average.
Kimon has made almost all the plans and has had most of the ambition so far, and in many ways this has given him the control to see through his schemes. Men who'd otherwise coast and rely on others to succeed have had to rely on Kimon. It can continue just so far.
The trap at Luna Island has been placed and set, but now the jaws have to be closed around Mercury. Every super hero and every villain must have his weakness.