
Show Notes
Super villains lose all the time, but it seems like none of them ever fully admit defeat. This can be a bit of a strength, but when it gets wrapped up in some futile or stupid like trying to open a stuck jar lid, or achieving and unlikely bargain, then all resources will go to it only until, suddenly, the objective is destroyed for the villain's ego.
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The dreaded Inglethom is revealed, but Sid finds that the real reveal are the dread and arcane powers of his own player characters. In a system where anyone can be or do anything they feel like, the risk of introducing a "high level" demigod, completed unsupported and undefended, is a risky idea indeed.
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.