Happy (American) Thanksgiving! We here at Wild Hunt are grateful for you, the listeners, and also long ass fights! A surprise guest shows up for this one, but not as you would expect of him. This episode is just one big fight, ending with Julia eating ham; you have been warned.
The party decides to spend some time in Helanda, seeing the sights and making sure the cult is truly taken care of. Teus does some inventing, with expected results, while Hugh makes himself at home. Meanwhile, Dawn conducts some diplomacy and Blaze has a revelation.
I love Blaze’s parents, and I need to see every sweater they made.
The party has a nice dinner of hotdish with Blaze’s parents; Blaze lets everyone in on his new found abilities, much to the shock of his friends. Dawn also gives Hugh some hope for the future. Next week an old friend, who is also a new friend, will be joining us!
The Free City Council has taken an interest in the events surrounding Helanda and have assigned Lt. Broadmoor to investigate and stamp out the Cult of the Golden Dawn; to that end, they have given him their most powerful weapon: expense reports on which he can justify a theoretically unlimited amount of spending. His first task is to hire the party to join him in investigating the Grove of Llano. Of course, they have their own reasons for being interested in grove…
The party heads to Falkirk, following information gathered from the Grove of Llano that a completely different agent of a completely different cult dedicated to the Hunter may be active within the town; it would seem that its mayor, Lucas Park, is up to no good. But just where did Lucas disappear to, why is he so interested in the old fey ruins, and what in the world is a hypercube ?
The following is a spoiler for the episode, but people who are following along may want to see it once they reach a certain part of the episode. You have been warned!
A mysterious figure has snuck on to the Plump Vertex , baffling the party with his strange behavior and odd request: someone has taken over Magister Grumblebeard’s tower and is using his dwarf-forged experiments for nefarious ends! Will the party be able to help or will they do something extremely, extremely unadvisable? Take a wild guess!
This is the most Unknown Armies episode.
This week, a rarely seen foe makes itself known, as it puts the very existence of the Free Cities into jeopardy; its eyes are set on Glitterhaggen and it only leaves corruption and destruction in its path. Its finally time to let Lt. Broadmoor in on the secret, as the Hunter’s power grows.
The party has finally arrived in Glitterhaggen, the capital of the Free Cities! They have much to do in preparation of the coming Hunting Beast, as well as many personal problems that they’ve long waited to solve. Will Glitterhaggen hold the answers they seek?
The party makes their final preparations as a Hunting Beast looms large over Glitterhaggen; Dawn and Dusk have a moment together, Blaze faces himself, and Hugh executes a risky plan, while Teus and Lt. Broadmoor try to delay the Hunting Beast to buy them all a few crucial seconds. Either way, the city will be forever changed by the coming battle.
Glitterhaggen is safe and the party prepares to leave, but not before finishing up some minor tasks, such as talking to the Hierophant and stealing something rather important from the patent office. The Abyss awaits!
So the real Hierophant was the librarians we met along the way
The party decides to rush back to Glitterhaggen to defend it against the impending Imperial invasion; to that end, they sit down and make preparations for a distraction that will buy them the time they need to get back to the Free Cities’ capital. Its time for the ultimate gender reveal party.
The second defense of Glitterhaggen has begun! The Ebon Gauntlet, sensing a moment of weakness, have invaded the Free Cities and the party must do everything in their power to stop their advance; they also finally confront their longtime enemy Aerun, with the intent of finally bringing things to an end.
The party prepares to take down that which cannot die, the shadow of Aerun’s soul; they know that no matter what, they’re simply buying time for a better solution to be found and to protect Glitterhaggen from the Imperials. Unfortunately, Aerun has no plans to go down easy.
Following the 2nd Defense of Glitterhaggen, the party suddenly finds themselves with some downtime; Hugh calls a meeting and together they work out exactly what to expect from their planned trip to Hell, as well as what to do with the piece of Aerun’s soul they have in a jar. Hugh and Blaze also have a moment.
Wow, hi Heave! I liked that reference.
The party receives a strange invite from the King of Bears; apparently he has some explaining to do as to why he stayed out of the two defenses of Glitterhaggen. Expecting to find Gloaming Crag to be nothing more than a barbarian encampment, the party is taken aback by the reality. Just what is the King of Bears up to?
While the rest of the party deals with the King of Bears, Dawn starts to learn about the responsibilities that come with being a reigning Icon. She is not entirely pleased.