A County Affair is a one-shot game where characters plan a heist at a county fair. They discuss disguises, encounter mishaps, and encounter shadowy figures. They explore skills and magic, face tense moments, and are aided by rabbits. They plan a pumpkin pursuit and reflect on their journey of self-discovery. The podcast concludes with loose ends and unexpected twists.
The animals successfully execute a daring heist at the County Fair, stealing the last good heirloom corn and escaping with a truck full of corn and a pumpkin filled with stolen corn in tow.
Philip develops a plan to create a new version of Kern corn, raising questions about the future of the farm and the impact of bad feed.
Ruthie sacrifices herself to save everyone from an oncoming ferris wheel, highlighting the loyalty and selflessness of the main characters.
Deep dives
The heist plan is set in motion
Ruthie, Itza, and Philip plan the heist at the county fair, involving a horse cart, a freak show, a ferris wheel, and some shadowy figures from their past.
Chaos ensues at the county fair
The animals carry out their plan with some hiccups, including River the horse struggling to pull the cart, and a flock of pigeons helping to fill the truck with corn. The ferris wheel breaks loose and starts rolling towards them.
A daring rescue and escape
Ruby and her Warren arrive to help, while Ruthie sacrifices herself to save everyone from the oncoming ferris wheel. They manage to dodge the chaos and escape with the stolen corn truck.
The heist is a success
The animals, led by Ruthie, manage to successfully execute their plan, swapping the corn on the truck with the animal feed. They escape the chaos of the fair, having completed their heist.
The Epic Heist and Escape
Ruthie and Alonzo successfully execute their daring heist at the County Fair, stealing the last good heirloom corn. They escape with a truck full of corn and a pumpkin filled with stolen corn in tow. They head off on a high-speed chase through the American Southwest, ultimately driving towards the Grand Canyon. Meanwhile, Philip, under the care of Kitty, develops a plan to create a new version of Kern corn. The blue boys who were supposed to help with the heist end up being double-crossed and left behind. In Sedona, Itza finally reaches the wild mustangs and joins them in an exhilarating chase.
Loose Ends and Unresolved Challenges
While the heist is a success and the main characters achieve their goals, there are still loose ends and unresolved challenges. Ruthie and Alonzo leave Ruby and Fergy, the raccoon, unaccounted for. Itza, after reuniting with the wild horses, contemplates his decision to leave his friends. Meanwhile, Philip's plan for the new Kern corn raises questions about the future of the farm and the impact of bad feed. These unresolved elements leave room for further adventure and potential consequences.
While The Wizard the Witch and the Wild One is taking a break between chapters, enjoy this treat from the Patreon Vault. If you're interested in the rules of the game and how the gang made their characters, check out the prologue to A County Affair, available now on our Patreon.
We hope you've enjoyedA County Affair, our first one shot game! [these are mini campaigns we run while the big public story is still going on] Join FIRST TIME GM Erika Ishii (!!!) as they weave a tale of barnyard bandits, farmland fiasco, and kernel knowledge using only the Roll for Shoes rule set and the extremely illegal talents of