
Show Notes
Overconfidence is an insidious killer. If you assume your enemies can't ever overcome your position, you might be proven dramatically wrong, especially if you've left them to cultivate their power for too long. Frankly, this seems especially true when it comes to super villains, who are capable of producing magical weapons with surprisingly few resources.
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.