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Given an intentionally insulting mission, the clan runehammer sets out to check on a Farm. We hear they brew ale there as well..
Actual Play starts 11:26
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It’s library time. Time to get some knowledge on the Shatteredman. At least for 4 of the party members. Two of the others are going off to grab a mirror from Western Union and Sister Katie is watching the kids – WHAT?!?!
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Is it possible that Storyteller Scott is being nice and letting the group heal up? You have listened to this podcast before – haven’t you?
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I won’t even pretend this is the last episode – You should know this crew by now.. But the gang continues to end an adventure like only they can…
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Actual Play begins 12:57
The group is back together and in white court territory. Will the bickering end, or is Roberto rejoining just throwing more gas on the fire..
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Roberto is missing and the group seems to be falling apart at the seams. So what better time to head off into the heart of the enemies territory? With friends like these….
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The gang gathers at the Higher Grounds. Well… most of them. Where is Roberto?
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Research, consultation and planning. Always with the planning.
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Worlds apart, living? dead? The investigation is derailed while the gang tries to regroup, but it's turning out to be much more difficult than normal.
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With the thread cut, what is the group to do? Is Allan dead? Are London, Steven and Maxwell soon to join him? Or will Zelda save them all.
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Two teams in two universes try to mount a rescue to recover the missing mind/soul of the Warden Allan.
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Roberto is on the hunt for something, something powerful. Is it related to the rituals? Or is it some new enemy?
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The gang gathers at London's brownstone to discuss what information they have so far. But will Allan and Roberto be able to be civil?
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The crew has their mission and a few shins to equip themselves. What will they need and what really is the story behind their missions, surely it’s not as simple as it seems..
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A few final purchases and then the group leaves the city of Serenity behind them – but they’ve brought a bigger problem along with them and the time to deal with it is quickly approaching
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The Mantas Man has been sent back home, but what about the Demon in the room and the Red Cloaks in the town? And most importantly for the portly paladin… what about lunch??
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The crew has found their way to the scar and the reason for the demon incursions into their realm. Can they possible roll all failures and still manage to stop the process? Well.. they are going to try.
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As the adventurers get near their destination – the find something amiss in the village of Greenwood. Who or what is preventing the peaceful completion of their journey? Listen in to find out!
Actual Play starts 16:32
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The KotN crew tries out Dungeon World for the first time.
Will this new universe contain a doors for them to stand in front of and not open? Listen and find out!
Actual Play starts 11:05
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The new players share their thoughts on the World of Darkness game system and the whole KotN crew discusses the Chagrin storyline.
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Mere hours before they are scheduled to leave for the farmstead Task Force S.I.R.E.N. puts their entire mission in jeopardy in order to rescue one of their own. Jay is a man-possessed as he attempts to free his little sister from an unknown danger. What has Clare gotten herself into? And who (or what?) is threatening her?
Actual Play Starts :16:05
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Allan finally confronts his mentor Bill Donavon and get’s answers to the questions he’s been asking – but will he like any of them?
How far has Donavon fallen? And will his actions drag down Allan as well?
Actual Play starts at 10:53
Cast your vote for favorite character at www.kotnpodcast.com!
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The Houselights are on and the back door is slammed open as Task Force S.I.R.E.N.'s plan collapses into chaos. The bees are swarming and their master is very, very angry. The Task Force learns an ancient lesson of war the hard way: "No battle plan survives first contact with the enemy"
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