In this issue, Young & Holt make their way to Fargo, but first take a stop in the sleepy town of Marshall, where the people might be taking extended naps. Speaking of sleep, the boys don’t have the best of dreams along the way.
In this issue, Young & Holt, fresh from getting’ all cleaned up, sit down with Derek Ingersoll, and decide to gamble on their future exploits. After that, it’s time to gear up, and leave the town of Worthington.
In this issue, Young & Holt return to Worthington, settle some affairs, and take a well-deserved rest, and a much-needed bath. But before we begin, I want to break the fourth wall for a moment. In this issues, our players begin using two different products. One is the Savage Worlds Adventure Decks from Pinnacle. The other are the GameMastery Plot Twist cards from Paizo. Now that all those details are complete, let’s see where Young and Holt are at…
Some sound effects in this issue provided by Plate Mail Games. Give ’em a gander!
Some music provided by HDK. They have some fine RPG-inspired music and are worth your greenbacks
And of course, here’s where you can find the Crowe Brothers here.
In this issue, Young and Holt decide to journey back to the mounds of the giants, for just “one more look.” After that, they decide what they want to do about Mr. Ingersoll and Worthington. But before we begin, I want to call your attention to something rather keen. If you enjoy Deadlands, and want a little more, might I suggest you take a cotton to Sounds Like Crowes. Over there, you can listen to the exploits the Crowe brothers find themselves in.
In this issue, Young and Holt find them confronting the cacophony in the cavern, dealing with not only one problem, but two. From there, they learn a little secret about someone they’ve already met. But we’ll save that for later. If I reckon right, we left last issue with a bang. We’d best see where they’re at…
Audio note. Similar problem as with the last episode. There is some background noise I struggled to remove completely. It’s only in the beginning however.
In this issue, our heroes finish up the last bits and biddles of business at the Carlson Homestead, then make their way to the Mounds, in search of the truth behind this business with the Giants. And let me tell you, this issue ends with a bang. But first, it’s time for bed, so let’s see where they’re at…
Podcast Audio Note: There are portions where there is a bit of background noise. This is due to the furnace blower in the basement (it was cold the night we played). Noise reduction was applied, but it can only get so much before interfering with the dialogue.
In this issue, our heroes discover who… or what is behind the door. After that, they need to deal with what was found in the barn. This, of course, presumes they survive this entire “door opening” situation. But I’m not one to give away too many details, so let’s see where they’re at…
In this issue, our heroes continue their journey to “find the giants.” But first, they have to deal with a couple of issues on the trail. From there, they come upon a homestead where something doesn’t seem quite right. And of course, there’s a bit of nasty weather to boot.
If you’d like to take a look at the article from the Worthington Advance that our heroes received, you can click here.
In this issue, our heroes find themselves in Worthington, Minnesota, not long off the train. In a case that could best be described as mistaken identity, our heroes find themselves swept up in the mission thrust upon them by a one Mister Derek Ingersol. But before they do that, they’ll need to get cleaned up and come into a bit more money. Oh, and of course, find a guide to wherever it is they might be going. Once they hit the trail, however, things take a turn for… well, let’s leave that for the right time.
The lovely saloon music you hear in this episode is courtesy of Kevin MacLeod. You can listen to the entire track here.