Riding high on the back of a momentous victory, the Web takes a moment back at the old opera house to regroup and consider their next steps. But a surprise visitor is about to disrupt their plans, and they will not be the last of the team’s surprises tonight…
LinksTranscript:
https://docs.google.com/document/d/1bMRuh9uaTB93PTzJQ7wQqZmGWvCQq4CYbBWhmL4pkSo/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Ironsworn: Starforged: https://www.ironswornrpg.com/product-ironsworn-starforged
MechanicsDowntime
Payoff:
Rep: 3, move to Tier 2 (weak)
Coin: 4
Heat: 7, Wanted level 3
Entanglements: Reprisals (House Montisario)
What happened to Tatters and Valerian?
SIMPLE Q: Captured by Montisario? Very Likely: Yes, But
COMPLEX Q: But What? Attack Advantage, Hidden Grave
Mina’s father’s mausoleum, Necropolis, for questioning away from the House of Whispers
SIMPLE Q: Is Mina looking for an alliance vs the Unseen? 50/50: Yes, But
COMPLEX Q: But what? Restore Labour, Grim Message
Mina wants the team to undertake a deadly mission
Activities
Valerian:
Tatters:
Sallow:
Crater:
Trace:
Spider:
Assign XP
Crew 5 (no advance)
Spider 1+2+2 (+1 Consort)
Sallow 2+2+2 (+1 Tinker)
Crater 1+2+2 (+1 Command)
Trace 2+2 (+1 Attune)
FACTION CLOCKS
The Unseen (IV S)
The House of Whispers (II W)
The Wraiths (II W)
The Seekers of Truth
The Demon Dimensions
Tracking down the Web and arrival order/ method
Unseen: Release corruption: the pathogen that killed the Whisperer
SIMPLE Q: Is Katari leading them? 50/50: 3,1: No, Because: she died in the warehouse flood
The Web has just one more warehouse to take out, but this is the big one. It holds enough explosives to turn half of the docks into a smoking crater, and somehow the crew have to bypass a small army of security guards and take the powder out without killing half the city. But never fear; the Spider has a cunning plan…
LinksTranscript:
https://docs.google.com/document/d/12Ahwo8ObPKXc9QN6_v5q2MrSeeI2H6ZudUbGC1LdAtw/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Ironsworn: Starforged: https://www.ironswornrpg.com/product-ironsworn-starforged
MechanicsINTRO SCENE: Campaign Elements Oracle
SIMPLE Q: Bluecoats? (50/50) Yes
SIMPLE Q: Known NPC? (50/50) No
PROGRESS CLOCK: Destroy the Unseen’s supply lines 12/20
FLASHBACK: GATHER INFORMATION: Spider Consort to find access points into the Underpipes, Push, Crater Assists, Risky, Standard: 4d: 2,3,4,4 (Success with Consequence)
CONSEQUENCE: Worse Position: the entrance is guarded
DESCRIPTOR/ FOCUS: Immersed Machine: half-converted cultist
ACTION ROLL: Crater Skirmish, Desperate, Limited: 3d: 5,5,6 Success, 1XP
PROGRESS CLOCK: Neutralise Warehouse 2: 1/8
GROUP ACTION ROLL: Prowl, led by Sallow to infiltrate the Underpipes undetected, Risky, Limited: Critical Success (2 progress)
PROGRESS CLOCK: Neutralise Warehouse 2: 3/8
SIMPLE Q: Who do they avoid? Cultists? No
SIMPLE Q: Known group? Yes
1-2 Piperunners: Yes
3-4 HydroClan
5-6 Topsiders
FRINGE GROUP: Raiders
FACTION PROJECT: Consolidate control of valuable commodity
ACTION ROLL: Trace Hunt, to find a route to the warehouse, Sallow Assists, Risky, Standard: 2,5,1 (Success with Consequence)
PROGRESS CLOCK: Neutralise Warehouse 2: 5/8
CONSEQUENCE: Things take Longer
COMPLEX Q: Why? 17, 28: Civilized Enclosure
SIMPLE Q: Machine Cultists? Yes
DERELICT SETTLEMENT ORACLE: 62: Operations: computer core, emergency lighting
ACTION ROLL: Spider Study, to identify appropriate piping, Sallow Assist, Risky, Limited: 3d: 4,3,2: (Success with Consequence)
PROGRESS CLOCK: Neutralise Warehouse 2: 6/8
CONSEQUENCE: Mark Clock Segment
DANGER CLOCK: Detected by Cultist patrols: 2/4
ACTION ROLL: Sallow Tinker, to reroute water pipes, Crater Assist, Desperate, Standard: 3d: 3,3,6: Success. 1XP.
PROGRESS CLOCK: Neutralise Warehouse 2: 8/8: MISSION ACCOMPLISHED
The Web, braving a city-wide manhunt with them as the target, press on with their fight back against the Unseen and their network of terror. Our crew’s next target is a deserted warehouse, known to be used as a supply depot in the transit of Infernal Powder. Sounds pretty straightforward, right? Well, you’d think so…
LinksTranscript:
https://docs.google.com/document/d/1xL5sdCOLwN7ZoblJoZxRyeipl8DNkZMNLcG_4NrXsOk/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Ironsworn: Starforged: https://www.ironswornrpg.com/product-ironsworn-starforged
MechanicsCEO Roll:
Faction: Seekers of Dhrume
ACTION/ THEME: 62, 33: Locate Faction
DESCRIPTOR/ FOCUS: 23, 99: Contested World
PROGRESS CLOCK: Destroy the Unseen’s supply lines 8/16
GROUP ACTION ROLL: Survey, led by Sallow, to check for patrols & guards around the warehouse, Risky, Limited: Success
Trace: 1d: 5
Sallow: 1d: 5
Spider: 1d: 6
PROGRESS CLOCK: Destroy the Unseen’s supply lines 9/16
GROUP ACTION ROLL: Prowl, led by Trace, to sneak past the guards and into the warehouse, Risky, Limited: Success
Trace: 3d: 1,5,3
Sallow: 2d: 1,2: 1 Stress to Trace
Spider: 1d: 4
Crater: 1d: 6
PROGRESS CLOCK: Destroy the Unseen’s supply lines 10/16
ACTION ROLL: Sallow Wreck, to set the warehouse alight, Crater assist, Risky, Standard: 3d: 1,3,1 Failure
CONSEQUENCE: Lose an Opportunity, new approach needed to try again
CONSEQUENCE: Mark clock segments
DANGER CLOCK: Discovery 2/6
SETUP ROLL: Sallow Tinker, to stun the enemy, Push, Desperate, 3d: 6, 4, 3: Success 1XP
ACTION ROLL: Crater Wreck, to fire a pistol at the powder barrel, Push, Risky, Standard: 3d: 6,6,3: Critical
PROGRESS CLOCK: Destroy the Unseen’s supply lines 12/16
SCENE START ORACLE: Does the Scene start as expected? (Unlikely) Yes, but
CAMPAIGN ELEMENTS ORACLE: Situation: War on the League of Free Nations
SIMPLE Q: Are the military on the streets, or guarding the powder? (50/50) No, Because
The Free Leagues have launched an attack on Kyras
COMPLEX Q: Nature of the attack
Action/ Theme: 18, 61 Challenge Phenomenon
Descriptor/ Focus: 11, 6 Blighted Artefact
The Ring of Winter (S1C13)
The crew are bruised and beleaguered off the back of three punishing missions. But if they think the Spider is going to back down now, they have another think coming…
LinksTranscript: https://docs.google.com/document/d/1UMLqfA3aT1ud8WDFSWVxC9uIjGRTYodv5kpm77iSfqk/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
MechanicsXP
Web XP: 18 (3 advances)
Crater XP: 7 (Bodyguard, Skirmish +1)
Spider XP: 4 (Mastermind)
Sallow XP: 8 (Physicker)
Valerian XP: 7 (Rook’s Gambit, Sway +1)
Tatters XP: 9 (Iron Will, Sway +1)
Trace XP: 7 (Focused)
Payoff
Rep +9
Coin +6
Heat +10 (Wanted 2)
Entanglements
SIMPLE Q: Do Tatters and Valerian make it back to the safehouse? (50/50) 3,4 No, Because
COMPLEX Q: Because what? 536, 431 Fireball, Arrow path
They have not been found since the fire
Downtime Activities
Sallow
Crater
Spider
Trace
Tatters
Valerian
Faction Clocks
ENGAGEMENT ROLL Spider, Trace, Crater, Sallow
The Plan: Assault
The Detail: Destroy the Unseen’s supply lines
Loadouts: all Medium
Engagement Roll: 2D
Result: Mixed Result (Risky)
GATHER INFORMATION: Spider Consort with Jeren re shipping Company, Mastermind to Push: 3d: 2,2,3 Limited: The Percheron is owned by the Void Sea Shipping Company VSSCo.
PROGRESS CLOCK: Destroy the Unseen’s supply lines 0/16
GROUP ACTION ROLL: Prowl, led by Trace, to break into the VSSCo office while avoiding the attention of the passing patrols, Risky, Standard: (Success with Consequence)
Trace: 3d: 5,5,2
Crater: 1d: 4
Sallow: 2d: 4,3
Spider: 1d: 1: 1 Stress to Trace
CONSEQUENCE: Take Heat
PROGRESS CLOCK: Destroy the Unseen’s supply lines 2/16
SIMPLE Q: Obvious wealth? 50/50: 4,1: Yes, but
Faded glory
ACTION ROLL: Spider Study, to find evidence in the company books while remaining undetected, Crater Assist, Risky, Standard: 3d: 1,4,5 (Success with Consequence)
CONSEQUENCE: Worse Effect
Limited information
COMPLEX Q: limited how?
STARFORGED DESCRIPTOR/ FOCUS ORACLE: Lost Ship
One ship name has been obscured
PROGRESS CLOCK: Destroy the Unseen’s supply lines 3/16
ACTION ROLL: Sallow Tinker, to break into the safe silently, Push, Risky, Standard-1 from Harm: 3d: 2,2,1 (Failure)
CONSEQUENCE: Noisy explosion, safe destroyed, Bluecoats on their way
GROUP ACTION ROLL: Prowl, led by Spider, to evade the Bluecoats and make it to the Percheron, Desperate, Limited: Success, 1XP
Trace: 3d: 5,4,6
Crater: 1d: 5
Sallow: 2d: 1,3 1 stress to Spider
Spider: 1d: 1: 3 1 stress to Spider
PROGRESS CLOCK: Destroy the Unseen’s supply lines 4/16
SIMPLE Q: Is the ship guarded? Very Likely: Yes, but
The guards are not alert
SETUP ACTION ROLL: Trace Hunt, to lay a route and track down the Captain without getting spotted, Crater Assists, Risky, Limited: 3d: 3,6,3 (Success)
PROGRESS CLOCK: Destroy the Unseen’s supply lines 5/16
GROUP ACTION ROLL: Prowl, led by Crater, to sneak onto the Percheron, Risky, Limited: (Critical Success: +1 Effect): Sallow can lay charges without a roll
Crater: 1d: 2 1 Stress to Crater
Sallow: 2d: 6,6
Spider: Push: 2d: 1,6
PROGRESS CLOCK: Destroy the Unseen’s supply lines 6/16
ACTION ROLL: Cutter Command, to interrogate the captain, Risky, Limited, Spider Assists, 2d: 5,1 (Success with Consequence)
PROGRESS CLOCK: Destroy the Unseen’s supply lines 8/16
CONSEQUENCE: The Captain reveals a troubling truth
COMPLEX Q: What does the captain reveal? 235, 662 (lobster claw, sunburst)
ACTION/ THEME: 100, 86: Withdraw Supply
DESCRIPTOR/ FOCUS: 99, 4: Valuable Archive
ASK THE ORACLE: Is the skimmer the Undying, or someone else? (75/25) 95: someone else: d10: 4: The House of Whispers
At Toreth Palace, the survivors of the Black Wedding are trapped between a raging conflagration and an implacable, unstoppable foe. And for Sallow and the Spider, things are worse still; the building they were in was just blown to smithereens! Is there any way out for our intrepid heroes?
LinksTranscript: https://docs.google.com/document/d/1iqgb5_6T224B9lq5ynujiJGE0Gc7wAZKjhawpddKkSU/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Mega City One Playlist: https://open.spotify.com/playlist/2X7G8wXxMf1C6QLd15D3qB?si=07e63b3a2c454162
MechanicsTatters & Valerian
PROGRESS CLOCK: Stop the wedding and recover Mina 7/10
DANGER CLOCK: Massacre of the Innocents 4/6
ACTION: Valerian Sway (Desperate, Standard) Distract Flint to let Mina & co escape: 2d6 1,3: Failure, 1XP
CONSEQUENCE: Lose Something Important
His Tongue!
RESIST: Resolve (Connect with Mina) 2d: 1,4: 2 Stress: Stress track Maxed, Valerian is down (Trauma: Paranoid)
ACTION: Tatters Attune (Desperate, Standard) Teleport Flint to hell: Push (2 stress), Devil’s Bargain (Offer Setarra what he wants): 4d: 2,5,2,6: Success, 1 XP
PROGRESS CLOCK: Stop the wedding and recover Mina 9/10
DEVIL’S BARGAIN: Setarra gains greater control
Stress track Maxed, Tatters is down (Trauma: Obsessed)
MISSION FAILED
Sallow & Spider
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 7/10
STARFORGED ACTION/ THEME ORACLE: What does Kropp’s yes but mean? Debate Price
STARFORGED ACTION/ THEME ORACLE: What are Spider and Kropp discussing?
Await Warning
STARFORGED DESCRIPTOR/ FOCUS ORACLE: Where is Kropp? Hidden Storage (a bunker)
ACTION: Spider Sway (Risky, Standard): Persuade Kropp to come with them, Push (2 Stress), Sallow Assist (1 stress): 3d: 1,4,3: Success with Consequence
CONSEQUENCE: Take 2 Stress
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 9/10
ACTION: Sallow Prowl (Desperate, Standard, reduced to Limited by Sallow’s Harm): Lead the group back to the hideout. Spider Assist (1 Stress), Devil’s Bargain: 3d: 5,3,1: Success with Consequence
CONSEQUENCE: Suffer Harm 2 (Overwhelmed)
SIMPLE Q: Are the vampires winning the street war? (Likely) Yes, and
They have won, and nailed up their enemies
DEVIL’S BARGAIN: Betray a friend or loved one:
STARFORGED DESCRIPTOR/ FOCUS ORACLE: To who? Blighted Path: Lord Tortemus
In the third thrust of a three-pronged attack on the Unseen’s plans, Crater and Trace attempt to infiltrate the shapeshifters’ smuggling operation. But they face ever-worsening odds; running battles on the streets, implacable foes and an unexpected new threat. Can subtlety and subterfuge win out where violence and conflict have failed?
LinksTranscript:
https://docs.google.com/document/d/1j9snTKgsiHudWvlwZx_oVkpgCBG7tgwziRZAfpdcn_A/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
MechanicsTeam Crace
PROGRESS CLOCK: Identify and infiltrate the Infernal Powder supply lines 2/10
SCENE START ORACLE: Does the scene start as expected? (50/50) 1,6 yes
Desperate position
ACTION: Trace Hunt (Desperate, Standard): Track the Unseen, Katari, to find the powder. She is heavily guarded, and there’s a war on. (Scout: +1 effect): 2d: 6,2 Success
PROGRESS CLOCK: Identify and infiltrate the Infernal Powder supply lines 5/10
COMPLEX Q: Where does she go? 312, 462 3 boxes, 3 masks
Another warehouse, with more Unseen.
SIMPLE Q: Are any familiar (Unlikely) No
Starforged Name, First Look, Role, Disposition, Goal, and Revealed Aspect
Unseen 1: Katari, raven haired merchant (hostile, collect a debt, quirky)
Unseen 2: Dex, Youthful entertainer (desperate, build a home, manipulative)
Unseen 3: Wade, Large smuggler (wanting, rebel against power, envious)
ACTION: Trace Prowl (Risky, Standard): Open window to eavesdrop on the Unseen (Push, Scout): 4d6 5,5,4,3 Success with a Consequence
CONSEQUENCE: Suffer harm or damage: Harm L1 (Fatigued: -1 Effect)
PROGRESS CLOCK: Identify and infiltrate the Infernal Powder supply lines 7/10
COMPLEX Q: What are they doing?
Starforged Oracles
Faction Project: Research an Innovation
Theme: Investigate
Descriptor: Vault
Attitude to Cult: Manoeuvring against
SIMPLE Q: Is there disagreement amongst them? Unlikely 6 Yes
SIMPLE Q: Is there powder here? 50/50: 6,6 Crit: Yes And
COMPLEX Q: And what? 133, 654 Shield, Fire
A means of protection against infernal powder
SIMPLE Q: Have they discovered Kropp’s means of neutralising the powder? 50/50 1,3 No because
They haven’t found him yet
SIMPLE Q: Any supply issues? (Unlikely) 4 Yes, but
COMPLEX Q: Nature of the issue? 523, 143 Many people, bombs within bombs
Tightened security, but many agents with access to explosives
SIMPLE Q: Any delivery issues? (Unlikely) 5 Yes, but
COMPLEX Q: Nature of the issue? 522, 156 Flying dove, empire logo
Peace required, the Imperial military will restore order
ACTION: Trace Prowl (Risky, Standard): Open window to eavesdrop on the Unseen (Push, Scout): 4d6 5,5,4,3 Success with a Consequence
CONSEQUENCE: Suffer harm or damage: Harm L1 (Fatigued: -1 Effect)
ACTION: Trace Hunt (Risky, Standard): Track powder to shipping (Push, Scout (cancels Harm), Spyglass (+1 effect): 3d6: 5,1,3 Success with Consequence
CONSEQUENCE: A new obstacle or threat appears
PROGRESS CLOCK: Identify and infiltrate the Infernal Powder supply lines 10/10
COMPLEX Q:
Nature of the threat? 433, 613 Dragon head, net
Dragnet for the web
We return to the mean streets of the Mercer’s Quarter, as Sallow and the Spider try to break into Doctor Kropp’s alchemical shop. But that proves to be considerably easier said than done, as the obstacles in their path, threats both new and old, grow ever-more lethal. Can they possibly fight their way through and recover the doctor?
Links Transcript:
https://docs.google.com/document/d/1bZlU1KLgyWQ1hjGCsSov5quhToE3wQ1edIT9lPnjCOI/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Blades in the Dark action rolls: https://www.youtube.com/watch?v=OAl85kYCWro
Mechanics
Team Spallow
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 4/10
SCENE START ORACLE: Does the scene start as expected? (50/50) 4,5 Yes, but
But what? 531, 555 Cracked earth, eyeball
Damage to the shop reveals an observation device
ACTION: Spider Study (Risky, Limited): Seek a method of approach: 2d: 2,4 Success with Consequence
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 5/10
CONSEQUENCE: A new obstacle or threat appears
COMPLEX Q: What is the approach method identified? 256, 166 Flying bird, mechanical explosion
Blow a hole in the roof
COMPLEX Q: What is the obstacle or threat? 552, 221 Cut ruby, armoured crab
Automaton as well as blasting gem
ACTION: Sallow Wreck (Risky, Limited): Destroy the automaton with a grenade (Push): 3d: 1,1,5 Success with Consequence
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 6/10
CONSEQUENCE: -1 Effect
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 5/10
ACTION: Sallow Tinker (Risky, Limited), Spider Assist (Foresight): Use grenade to gain access: 3d6 3,3,4 Success with Consequence
CONSEQUENCE: End up in a worse position: -1 position (can try again if failure)
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 6/10
COMPLEX Q: What causes the position to be desperate? 561, 165 Hourglass, Invasion
Doomsinger’s forces now have access
COMPLEX Q: Tell me a bit about the Doomsinger’s forces: 213, 544 Comb, sunrise
WTF?
Starforged:
Characters: First Look: 84: Uncanny
Characters: Role: 78: Scholar
The Seekers of Dhrume (Chapters 1.19, 1.20, 2.8)
ACTION: Sallow Finesse (Desperate, Limited): use a smoke-bomb to gain ground on the Enlightenment. Spider Assist (distract) 2d: 2,6 Success
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 7/10
SIMPLE Q: Is the Doctor home? (Very Likely) 3,3,3,2 No, because
COMPLEX Q: Because what? 451, 355 Letter, Exploding Tower
Letter informing them the shop is rigged to blow
Tatters and Valerian are in way over their heads. What had been intended as a swift in and out kidnap job, with a smattering of diplomacy as plan B, has officially descended into the Worst Wedding Ever. With a Machine Cult-induced slaughter underway and a zombie outbreak tearing through the acme of the Kyras ruling classes, how can things possibly get worse? Funny you should ask…
Links Transcript: https://docs.google.com/document/d/1kCsYu7qzblmu6U7whzwDY6zfRrpUQJ4j0bpUGGWrm_s/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Whether fleeing cutthroats in a cat and mouse chase over the roofs of the Docks, or avoiding a full-scale war in the streets of the Mercers' Quarter, or trying to stop the society wedding of the decade, each of The Spider's three teams are on a desperate mission to thwart the Unseen's insidious plans.
Links Transcript: https://docs.google.com/document/d/1w8m4cGHHVmuYYIz8-vbF3W3RN2C-fkRBlj5ZZm9bcnA/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Mechanics Team Crace
PROGRESS CLOCK: Identify and infiltrate the Infernal Powder supply lines 0/10
RACING CLOCK
ACTION: Trace: Finesse: sprint along the rafter, Desperate, Limited 1d: 4 (success with consequence) 1XP
CONSEQUENCE 1: 2 Stress
CONSEQUENCE 2: Mark clock segment(s)
RESIST (PROWESS 3d) 6,4,2: 0 Stress
RACING CLOCK
ACTION: Crater: Wreck: lay down covering fire (item: ), Desperate, Standard, 2d: 1,5 (success with a consequence) 1 XP
CONSEQUENCE: Suffer harm or damage
RESIST (PROWESS 3d) 5,2,3: 1 Stress
RACING CLOCK
ACTION: Trace: Hunt: pick off pursuer (fine long bow), Risky, Standard, 2d: 3,5 (success with a consequence
CONSEQUENCE: End up with worse effect: -1 effect level
RACING CLOCK
ACTION: Crater: Skirmish: push lead pursuer off the roof, Risky, Limited, 2d: 6,5 (success)
RACING CLOCK
ACTION: Trace: Lead a Group: Prowl (evade pursuers), Risky, Standard,
Trace: 1d: 4
Crater: 5
Success with Consequence: End up in a worse position: -1 position
RACING CLOCK
COMPLEX Q: Why is the situation Desperate? 522, 634 (flying dove, bowl of fire)
Peace goes up in flames
PROGRESS CLOCK: Identify and infiltrate the Infernal Powder supply lines 2/10
Team Spilow
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 0/10
SCENE START ORACLE: Does the scene start as expected? (50/50) 5,1: Yes but
But what? 432, 163 domino mask, mechanical clock
Their mission is on the clock
DANGER CLOCK: Discovery (0/6)
ACTION: Sallow: Study: examine map for route, Risky, Standard, 1d+1d (Spider Assist, Foresight (no Stress)): 4, 2: Success with Consequence
Clock segments
DANGER CLOCK: Discovery (2/6)
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 2/10
ACTION: Sallow: Tinker: lay down smoke screen (Bandolier), Risky, Standard, 2d: 6,5 Success
PROGRESS CLOCK: Recover the Doctor and return with him to HQ 4/10
SIMPLE Q: Is the shop still standing? (50/50) Yes, But
COMPLEX Q: But what? 154, 662 Coffin, Starburst
Explosion has killed many
Team Valatters
PROGRESS CLOCK: Stop the wedding and recover Mina 0/10
SCENE START ORACLE: Does the scene start as expected? (50/50) 6,6: Yes, and
Tatters is clapped in irons
ACTION: Valerian: Sway: Persuade Mina the Unseen are behind the wedding, Desperate, Limited, Push, Devil’s Bargain: 4d: 4,1, 1, 3 Success with Consequence, 1XP
Bargain: 8: Add 3 Heat
Consequence: A new obstacle or threat appears
COMPLEX Q: What is it?344, 415 Kneeling man, Anubis
Flint has become the Weigher of Souls (machine oil). Spiked the wedding wine
PROGRESS CLOCK: Stop the wedding and recover Mina 1/10
Now they have an insight into their enemies' plans, the Web lay plans of their own; three separate plans, to be exact, each intended to thwart some aspect of the forces arrayed against them. But there's a very real difference between planning a thing and doing a thing, as The Spider and her three teams are about to find out…
Links Transcript: https://docs.google.com/document/d/1OlkCPiQVuEvfKAsy7yAVNPGAlx4EqgrY-XtCXiycIeg/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Mechanics SIMPLE Q: Did the Mustang hit the city? 50/50 5,1 Yes, But
Systems partially restored, minimal impact, just property damage.
Where did it hit? 10 Mercers’ Quarter
GATHER INFORMATION: Trace Hunt: Armada location, Risky, high (Scout ability): 2d+1d (Sallow Assist, 1 Stress): 3,5,6 Success
COMPLEX Q: Where is the armada being assembled? 113, 323 (cartwheel, natural crystal)
In the Crystal Caves, below the continent of Conflict
ENGAGEMENT ROLL Shadow Team: Trace, Crater
The Plan: Stealth
The Detail: Identify and infiltrate the Infernal Powder supply lines
Loadouts: all Medium
Engagement Roll: 1D
Result: Bad Result (desperate)
COMPLEX Q: What is the nature of the threat? 345, 123 (eye spy, flayed skin)
Unseen, involved in identity theft
SIMPLE Q: Are there barrels here? (Likely) 3,1,2: No because
Warehouse is empty (stock just moved)
UNE NPC: Female tactless gypsy. Motivations: accompany advice, guard discretion, support the world.
SIMPLE Q: are they spotted? (Likely): Yes
Simple Q: are there lookouts? (Likely) Yes, but
They are outside
ENGAGEMENT ROLL Team Deliverance: The Spider, Sallow
The Plan: Transport
The Detail: Recover the Doctor and return with him to HQ
Loadouts: all Heavy
Engagement Roll: 1D
Result: Mixed Result (Risky)
COMPLEX Q: What is the nature of the challenge? 563, 253 (winged spike, crossed sabres)
The Crows are fighting a battle in the ruins of the Mercer’s Quarter/ Mustang
SIMPLE Q: vs Undying/ Silver Nails? Likely: 4,1,1 Yes, but
They are not the only ones
Team Crasher Engagement Roll:
ENGAGEMENT ROLL Team Crasher: Valerian, Tatters
The Plan: Transport
The Detail: Teleport in, grab Mina, teleport out
Loadouts: all Medium
Engagement Roll: 1D
SIMPLE Q: Does Setarra double cross her? (Likely) 5,1,1 (Yes But) Temporarily “I didn’t say when”
After barely surviving two desperately challenging missions, the dispirited members of the Web return to their headquarters to lick their wounds. But the Spider has a bombshell to drop that will paint all their recent discoveries in a stark new light.
Links Transcript:https://docs.google.com/document/d/1JY23uAQZEk5XoRIjgCQbHs_mj0R5TXcOSiMJwRx04JY/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Mechanics Downtime
Payoff: 4
Coin 2
Heat 10 (Wanted 1)
Entanglements: Usual Suspects (Frake (Flint’s locksmith) arrested & questioned: vanished)
Valerian: Recover (complete), Vice (shopping): -2 Stress
Spider: Vice x2 (debt to Circle of Flame): -7 Stress
Sallow: Vice (erotic reflexology): -4 Stress, Recover (¼)
Crater: Vice x2 (Dreamdust): -2 Stress
Trace: Vice (prayers to Fove): -5 Stress, Train (Resolve)
Tatters: Train x 2 (Resolve)
XP assigned
I CHING QUESTION:: What opportunities present themselves? (63, 27): Settled, Nourishment. Take stock, observe others, then act.
FACTION CLOCKS
Unseen: Infiltrate the City Council +1, Expand into other cities +1
House of Whispers: Win House Montisario influence on the City Council +2
The Wraiths: Recruit expert thieves +2, Secure an arcane ally +1
The Silver Nails: Lord Tortemus: Rule the Silver Nails COMPLETE, Obtain arcane secrets +1
TAROT QUESTION: What has the House of Whispers done to gain influence?
Past: Justice: a carefully weighed decision has been taken
Present: Queen of Wands: people are brought together (Mina and Tristan)
Future: Ace of Swords: a puzzle or challenge will be solved, an opportunity realised
The Montisario/ Toreth union will shift the balance of power away from the Arch Dominar.
RUNIC READING (Cross): To what end?
The Underlying Influence: Fehu (inverted): a fall from favour (Montisario and Toreth)
The Obstacle: Tiwaz: A successful end to a conflict, that will come with a price (the War)
The Blessing: Algiz: A protector or ally (Dhrume)
The Road Ahead: Ingwaz: Earth, nature, growth (increase influence
The Destination: Laguz: Water, change, risk (expansion of the empire)
IRONSWORN ORACLE: Why did the Web take a stand? Demand Superstition (resist religious conformity)
SIMPLE Q: Did they believe the Unseen were backing the Cult? (Likely) 5,5,3 Yes, But (they dont’ know why)
SIMPLE Q: was the source of this intel Doctor Kropp? (Likely) 6,5,5 Yes
Valerian’s team have penetrated into the very heart of their enemy’s stronghold. Now they must enter the Great Machine itself, if they are to discover the secret of the infernal powder. But what horrors will they face, and what sacrifices will they be prepared to make in return for knowledge?
Links Transcript:
https://docs.google.com/document/d/1FeFJ8Fem1tHy0eHYBoSNWvTdoMN8vudAti7oESamfD8/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Mechanics
Bravo Team
CLOCK: Uncover the source of the Powder 8/12
GM ORACLE: Give or take a resource or an opportunity: 361. 141 (Skull reading book, dripping test tube)
Flint studying Sacred Machine Oil in the Lever’s sacred book
SIMPLE Q: Does he learn anything useful? Unlikely: 6 Yes, and…
COMPLEX Q: What does he learn? 524, 441 (Bleeding egg, 2 arrow bow)
The cultists believe the machine is alive, and that the oil is like it’s blood. Those that can survive ingesting it can become living weapons, part of the machine.
ACTION: Trace Hunt (Risky) explore the Machine, Flint Assist (1 Stress), reduced Effect: 2d+1d: 6,1,6 Crit!
CLOCK: Uncover the source of the Powder 10/12
COMPLEX Q: What do they find? 441, 416 (2 arrow bow, flying dagger)
Killing Grounds (kills some rats but not others)
ACTION: Trace Prowl (Risky) bypass the killing field, Push (2 Stress), Flint Assist (1 Stress), reduced Effect: 2d+1d+1d: 4,5,6,4: Success
CLOCK: Uncover the source of the Powder 11/12
COMPLEX Q: What does she find? 642, 523 (female symbol, many people)
The Priestesses of the Cult (only women can pass the killing grounds)
ACTION: Trace Survey (Desperate), Push (2 Stress) locate the fracture: 1d+1d: 4,4 Success & consequence: Lose Something Important:
CLOCK: Uncover the source of the Powder 12/12
Rupture to the Demon Dimensions: demons emerge, and are blasted to dust by the priestess’ ritual.
SIMPLE Q: Is the something lost Flint? 5,2: Yes, but
COMPLEX Q: What do you mean, But? 442, 562 (spooky man, poisonous mushroom)
He’s not dead. Flint drinks Machine oil, and is transformed
The Spider’s mission to capture the Vale Sisters comes under greater and greater pressure, as chaos engulfs the Mustang and deadly new foes emerge. Can the crew possibly snatch victory from the jaws of defeat?
Links Transcript: https://docs.google.com/document/d/1vfdRvbbM2miZXuaV9ZMrW6vtTsYx5hWCxDMXRnUNRMc/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Rakes: https://www.youtube.com/watch?v=aRq1Ksh-32g
Mechanics
Alpha Team
CLOCK: Get out with the Sisters 6/12
GM Oracle: Introduce a new threat, or advance an existing one
SIMPLE Q: Tortemus? 50/50 1,6 Yes
COMPLEX Q: What happens? 654, 233 (wing, serrated sword)
Airborne vampire spawn attack
CLOCK (Lord Tortemus): Rule the Silver Nails 4/8
SIMPLE Q: Does Heart-of-Snow see it coming? 50/50 6,1 Yes
COMPLEX Q: What does he do? 522, 632 (bird in flight, fire pit)
Flees the casino, sets a fire to cover escape
ACTION: Sallow Wreck (Risky) disable flight to force an evacuation of the Mustang, Fine Wrecking Tools (+1 Effect)
DEVIL’S BARGAIN: Unexpected complication (NPC, faction, situation, environment) 153, 542 (cog, dragonfly)
Destroy hover machinery rather than disable
2d+1d: 4,2,1 Success with Consequence: a new obstacle or threat appears
CLOCK: Get out with the Sisters 9/12
CLOCK: Mustang Falling 0/4
COMPLEX Q: nature of obstacle/ threat? 224, 345 (fractured circle, eye spy)
Inter-factional battle, and Discovery of an Unseen, blocking access to the Sisters & Seresh (reduced Effect)
ACTION: Cutter Skirmish (Desperate: +1XP) to get close to the Sisters (-1 Effect from Crowd), scary weapon: meat hook (+1 Effect)
DEVIL’S BARGAIN: this grants Tortemus an advantage (+2 on Clock)
2d+1d: 5,5,3: Success with Serious Consequence: Mark a Clock (+2 on Clock), gain Tortemus as an enemy
CLOCK (Lord Tortemus): Rule the Silver Nails 8/8 COMPLETE: turns on the Sisters
CLOCK: Get out with the Sisters 11/12
FLASHBACK: Sallow wired the stained glass wall to explode (+2 Stress)
FLASHBACK: Spider hid Tatters on board the Void Cutter, with orders (+2 Stress)
ACTION: Salow Wreck (Desperate +1XP) Blow the window out and tip everyone out (Crater Assist +1 Stress)
DEVIL’S BARGAIN: Offend or anger a faction: Silver Nails
2d+1d+1d: 1,1,2,2 Failure, Serious Consequence: Lose something Important: the Vale Sisters: Mission Failure
Valerian and his crew continue their quest for the source of the Infernal Powder, penetrating into the very heart of the Machine Cultists’ lair. Meanwhile, aboard the Mustang Casino, the Spider’s mission to capture the Vale sisters runs into a dangerous complication.
Links Transcript: https://docs.google.com/document/d/1Ter5vwfqdGfx-fpXQDOdSpfDdwtpZRNQCroDrPBM0Z0/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
The First Law trilogy: https://www.amazon.co.uk/First-Law-Trilogy-Boxed-Set/dp/1473213703/ref=asc_df_1473213703/?tag=googshopuk-21&linkCode=df0&hvadid=311040647414&hvpos=&hvnetw=g&hvrand=6845380249869622516&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9041106&hvtargid=pla-434044947806&psc=1
Mechanics Alpha Team
CLOCK: Get out with the Sisters 4/12
CLOCK: Get past security (0/4)
SETUP ACTION: Sallow Tinker (Risky): crack locks into security station: 2d: 1,3: Consequence (-1d for follow up)
ACTION: Crater Wreck (Risky): smash alarm systems 2d-1d: 3 Fail: Consequence: A new obstacle or threat appears: 211, 142 (snowflake heart, 4 leaf clover)
Heart-of-Snow, an Urian Doomsinger (predicted they would be here)
FLASHBACK: Spider set this up with Heart-of-Snow (2 Stress).
ACTION: Spider Sway (Desperate), 1 XP, Push (2 Stress), Sallow Assists (1 Stress), 3d: 1,2,2: serious consequence: many more guards, and 2 stress each for Spider and Sallow
Simple Q: Does Heart-of-Snow fight? (Unlikely): Yes
CLOCK: Escape the guards 0/4
CLOCK: Escape Heart of Snow: 0/4
ACTION: Crater Skirmish (Desperate 1 XP), Push (2 stress) for Not to be Trifled With: take on a small group on equal footing + Devils Bargain: 2 ticks for Tortemus (rule Silver Nails) + Sallow Assist (trip) (1 Stress): (Risky) 2d+1d+1d: 5,2,2,4: Success with Consequence: -1 effect
CLOCK: Escape the guards 1/4
ACTION: Sallow Wreck (Saboteur) (Risky) Cut the lights: 2d: 1,1 Consequence: Zapped
SETUP: Spider Study (Risky): understand magical security measures: 4,3: Success with consequence: things take longer
ACTION: Crater Skirmish (Desperate, 1 XP, reduced effect), 2d: 6,6: Critical: +1 Effect
CLOCK: Escape the guards 3/4
ACTION: Sallow: Tinker (Desperate, 1 XP): create arcane feedback, 2d+1 (setup): 6,3,3 Success
CLOCK: Escape the guards 4/4
ACTION: Spider Sway (Risky) this is not your fight: 1d: 1, Consequence: End up in a worse position: -1 position (can try again if failure)
ACTION: Spider Sway (Desperate) try again, Devil’s Bargain (Blood Debt): 2,5: success with consequence: lose something important: 162, 461(hooded assassin, labelled potion)
The identity of the Whisperer’s poisoner
SIMPLE Q: Is it Doctor Kropp? Likely: Yes, But: an unwilling participant
Doctor Eli Kropp, of Doctor Kropp’s Alchemical Emporium, in the Mercer’s Quarter
CLOCK: Escape Heart of Snow: 2/4: he retains a hold
CLOCK: Get out with the Sisters 6/12
Bravo Team
CLOCK: Uncover the source of the Powder 6/12
GATHER INFO: Flint leads Group Action: Survey (Risky): Valerian 2, Trace 2, Flint 2: Trace Flint takes only 1 Stress (Expertise ability). Consequence: suffer harm: Drained
ACTION: Valerian Sway (Risky, reduced effect): Sweet-talk priest: 2d: 5,4: Success with Consequence (consequence cancelled by Subterfuge ability)
COMPLEX Q: what clue does Valerian discover? 533, 341 (shattered pane of glass, electrical heart)
There is a portal to another plane at the heart of the Great Machine
CLOCK: Uncover the source of the Powder 7/12
FLASHBACK: Flint has disguised himself as the priest (0 Stress)
ACTION: Flint Command (Risky, reduced effect): Intimidate guards: 2d: 2,3: Fail with consequence: take 1 Stress
ACTION: Valerian Sway (Desperate 1XP, reduced effect, Push (2 Stress), Trace Assist (1 Stress)): sweet-talk guards: 4d: 5,1,4,4 success with Consequence (things take longer)
CLOCK: Uncover the source of the Powder 8/12
The double score begins. Beneath the city, Valerian and his team attempt to infiltrate the Machine Cult, whilst above it the Spider's crew approach the Mustang, intent upon carrying out a daring kidnapping.
Links Transcript: https://docs.google.com/document/d/1NVkR2Y1QemV6TPf-es90t02eBqoxnFRsTZ4ikoVHNi0/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Mechanics Alpha Team: Spider, Sallow, Crater
The Plan: Stealth
The Detail: Sneak on board the Mustang to kidnap the sisters from the Silver Nails
Starting Position: Mixed (risky)
CLOCK: Get out with the Sisters 0/12
Opening Scene description: 242, 565 (lobster claw, radiant cracked circle)
Rigid Silver Nails control over fractured stalemate: tense standoff, on the verge of exploding
SIMPLE Q: Have they been to the Mustang before? (50/50) Yes, but (a long time ago)
Who is there?
Underworld
Houses (50/50) 2,2 No
Institutions (Unlikely) 1 No, complication (Lord Tortemus)
Fringe (Very unlikely) No
ACTION: Spider: Study: Get the read of the room, Risky, standard: 1d: 6: Success
CLOCK: Get out with the Sisters 2/12
ACTION: Spider: Consort: pump an acquaintance for information, Risky, standard: 2d+1d: 4,5: Success with a Consequence: Take 1 Heat
CLOCK: Get out with the Sisters 4/12
SIMPLE QUESTION: Do folks know why Lord T is here? (Unlikely): 5 (Yes, but)
COMPLEX Q: What do you mean, But? 442, 212 (explosive fireworks, broken shield)
Explosive threat to the defenders
SIMPLE Q: Location on the Sisters? (50/50) 1,1 Complication
COMPLEX Q: what sort of complication? 524, 451 (dripping wax seal, envelope)
Half the complex is sealed off, VIPs by invitation only
Bravo Team: Visitor, Flint, Trace
The Plan: Deception
The Detail: Infiltrate the Underpipes disguised as Cultists, to find the source of the powder
Loadouts: all Normal
Starting Position: Mixed (risky)
CLOCK: Uncover the source of the Powder 0/12
Opening Scene description: 543, 254 (pair of pistols, pair of crescents)
Everyone pointing weapons (Mexican standoff)
ACTION: Flint: Command: win confidence, Risky, standard, 1d +1d (Trace Assist, 1 Stress, 1/9): 6,4 (success)
CLOCK: Uncover the source of the Powder 2/12
ACTION: Valerian: Sway: take us back to your base, Risky, standard, 2d: 3,6 (success)
CLOCK: Uncover the source of the Powder 4/12
GM Oracle: signal impending trouble
COMPLEX Q: Trouble, you say? 415, 143 (Anubis, dripping test tube)
Chemical weighing of souls
ACTION: Valerian: Survey: hunt for a way out, Desperate, standard, 1d+1d (push, 2 Stress): 6,3 (Success)
CLOCK: Uncover the source of the Powder 6/12
COMPLEX Q: What does he see that can help them? 234, 631 (crossed axes, potion bottle)
There is conflict over the oil
With Slate freed from Ironhook Prison it’s time to lick wounds, take stock and consider next steps. Will the risk have been worth it? Has Tatters survived? And can Slate provide information that will lead the Web to their enemies?
Links Transcript: https://docs.google.com/document/d/1YrAG0ltDYZJ37KEvcOwzM5kH4Wqd2lg1FVO3X7UVjxY/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Logen Ninefingers: https://www.amazon.co.uk/First-Law-Trilogy-Boxed-Set/dp/1473213703/ref=asc_df_1473213703/?tag=googshopuk-21&linkCode=df0&hvadid=311040647414&hvpos=&hvnetw=g&hvrand=3871577687881209943&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9041106&hvtargid=pla-434044947806&psc=1&th=1&psc=1
Dungeon World solo campaign: https://carlillustration.wordpress.com/2021/03/13/under-ironroot-intro/
Mechanics
Downtime 1
PAYOFF:
HEAT:
ENTANGLEMENTS:
DOWNTIME ACTIVITIES:
XP
Faction clocks updated
FREE PLAY: Spider & Slate
Scene start as expected? (50/50) Yes
COMPLEX Q: Repercussions of breakout? 224, 514 (shattered circle, ripples)
Fragile stalemate broken. Bluecoats at war. Unpredictable aftershocks. Heat.
SIMPLE Q Any leads on the Unseen or Cult? (50/50) 5,6 Yes
COMPLEX Q nature of lead 554, 532 (eyeball, two half figures)
Unseen agents identified
WHO? (pg 302)
NPC 1:
NPC 2:
Mara and Lynn, a Cutter and a Hound, sisters.
SIMPLE Q: working for the Unseen? (Very Likely) 6,1,5,3 Yes
ENGAGEMENT ROLL Alpha Team: Spider, Sallow, Crater
The Plan: Stealth
The Detail: Sneak on board the Mustang to kidnap the sisters from the Silver Nails
Loadouts: all Medium
Twist: Moving Target
Engagement Roll: 2D
Result: Mixed (risky)
ENGAGEMENT ROLL Bravo Team: Visitor, Flint, Trace
The Plan: Deception
The Detail: Infiltrate the underpipes disguised as Cultists, to find the source of the powder
Loadouts: all Normal
FLASHBACK: Spider: get 3 Cultist outfits from Jeren, Bluecoat archivist (1 stress, 1/9): Consort + Push (1 stress, 2/9): 3D: 6,5.4: success
Engagement Roll: 3D
Result: Mixed (risky)
The Web, a crew of spies and scoundrels including Valerian, Tatters and Alphonse, have broken into Ironhook Prison disguised as a pair of Bluecoats with a prisoner. Their goal? To spring Slate, the head of a rival crew of spies and thieves known as the Wraiths. Having found their target, all that remains now is to break him out of arguably the highest security compound in the entire city. Of course, they have meticulously planned for this, but you know what they say about the best laid plans…
Links Transcript:
https://docs.google.com/document/d/1sHpH5UuUBycYVdSymtg-yMXVoAkzYzlXz2psuefLcWc/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing
Mechanics Score 1 Scene 3: Running for it Scene start as expected? (50/50) Yes, but: Prisoners fleeing, chaos
DANGER CLOCK: Capture 0/6
ACTION: Tatters: Hunt: follow map to exit to patrol ring, Desperate (1 XP), Standard, 1d +1d (Push, 2 stress, 7/9) +1d (Valerian Assist, 1 Stress, 5/9) 2,6,6 (Crit, increased effect)
CLOCK: Break Slate out of prison 3/8
FLASHBACK: Alphonse Command: threatening prison guard’s family if he doesn’t open the door, Risky, Standard (2 stress, 4/9), 1d +1d (Push, 2 stress, 6/9) +1d (Valerian Assist, 1 Stress, 6/9): 1,3,6: success
CLOCK: Break Slate out of prison 5/8
ACTION: Tatters: Tinker: call lift, Risky, Standard, 1d, 4 (success with consequence)
CLOCK: Break Slate out of prison 7/8
CONSEQUENCE: Take 2 Stress (9/9) Trauma: Haunted. Tatters is out of action.
RESIST (Resolve 1d): 5, 1 stress (8/9)
The team make it to the top of Ironhook
ACTION: Tatters: Attune: Teleportation Ritual, Desperate (1 XP), Great, 2d +1d (Valerian Assist, 1 Stress, 7/9) +1d (Devil’s Bargain: +1 Heat): 5 (success with serious consequence)
CLOCK: Break Slate out of prison 8/8 Complete
CONSEQUENCE: Take 2 Stress (9/9) Trauma: Haunted. Tatters is out of action
Downtime 1
PAYOFF:
HEAT:
ENTANGLEMENTS:
DOWNTIME ACTIVITIES:
XP
Faction clocks updated
Summary Last season, on the Lone Adventurer, the House of Whispers agent Mina Montisario and her companion Cadmus of the Church of Ankhra, learned of a Piperunner plot to destroy the city using vast quantities of high explosives. Working alongside her sworn enemies, the deranged terrorist Cult of the Great Machine, Mina was able to thwart the Piprunners plans, but not the plans of the Cult. They remain intent on bombing the city, and in particular Mina’s own wedding, a high society event organised by her scheming cousin Alexis, new head of the House of Whispers.
This wedding, an alliance between Houses Montisario and Toreth, is intended to shore up both houses’ interests in the face of a deadly new threat; the mysterious criminal organisation of shapeshifters, known only as the Unseen, has made a direct attack on House Montisario, killing the previous Whisperer. This, and the destabilising impact of the Cult’s bombing campaign, has thrown the uneasy alliances that exist between the city’s countless factions into chaos, and the city now teeters on the brink of all-out civil war.
And throughout, Mina’s steps have been dogged by a mysterious Visitor. This man, Valerian, is part of a shadowy espionage organisation led by a woman known as the Spider. Their motives are shrouded in mystery, but they appear to be set against the Cult and the Unseen, and have attempted to use Mina as a pawn in their game. Mina had hoped to draw them into her own plans against the Cult’s attack on her wedding, but the Visitor could not be found.
We’re about to find out why.
Links Transcript: https://docs.google.com/document/d/175HaWAZ_7e7WMm_AG7zk5jmm5UULo6MAWdb95Xp-j7A/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/
Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark
Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing
The City of Kyras LANDMARKS
1 The Void Sea
2 The Underpipes
3 Ironhook Prison
4 The Dominarium
5 The Bloodpits
DISTRICTS
Factions
The Unseen (IV S)
The House of Whispers (II W)
The Cult of the Machine (III W)
The Wraiths (II W)
Mechanics
Starting Situation:
The Unseen at war with the House of Whispers. The Cult of the Machine at war with everyone. Many other factions in open combat. One other faction seeks an alliance to avoid being destroyed.
SCORE 1
COMPLEX Q: Why are we breaking into Ironhook Prison? 334, 263 (wounded hand, crowned skull)
To forge an alliance with Slate, the leader of the Wraiths, by breaking him out.
LINKED CLOCK 1: Find Slate: 0/4
LINKED CLOCK 2: Break Slate out of prison 0/8
The Plan: Deception
The Detail: disguise and infiltration
Loadouts: all Light
Engagement Roll:
Result: Desperate position
SCENE 1 COMPLEX Q: what obstacle do they face? 614, 244 (fish bones, broken helm)
Starving inmates have had enough, and turn on the guards. It’s a full-blown prison riot! How do the crew get out alive?
DANGER CLOCK: Alert: 0/4
FLASHBACK: This riot is part of the plan, set up by Harker (Valerian 1 Stress)
How do the crew fare in the chaos?
FORTUNE (3D): Good Result: provides cover
GROUP ACTION: Prowl to avoid getting drawn into the fighting (Position Risky, Effect Standard)
SCENE 2: sneaking down corridors
Scene start as expected? (50/50) Yes but 256 145 (bird, chemical vial)
Many inmates unconscious. Gassed? Drugged?
FLASHBACK: Valerian Gather Information: get map of the prison from Laroze (1 stress, 4/9): Sway: 2D: 6,6: exceptional detail
ACTION: Tatiana: Hunt: follow map to D wing, Controlled/ Standard 1d+1d (Push, 2 stress 1/9): 4,1 (succeed with minor consequence)
CLOCK: Find Slate: 4/4 Complete
CONSEQUENCE: A new obstacle or threat appears 153 136 (cog, bubbles)
Heavy water cannon at the end of the corridor
ACTION: Valerian Sway: get close to guard so Alphonse can take him out. Risky, Standard, 2d: 3,3: fail, complication
CONSEQUENCE: suffer Harm (moderate): half-drowned
RESIST (Prowess 2d): 6,2: 0 stress Harm (Lesser): battered
ACTION: Alphonse Skirmish: charge the guard and take him out, Desperate (1XP), Standard, 2d+1d (Push, 2 stress, 2/9) +1d (Tatters assist, 1 Stress): 1,6,6,3 (Crit: increased effect)
Cannon crew taken out before they can hit the alarm
ACTION: Tatters: Tinker: open the cell door, Controlled, Standard 1d +1d (Push, 2 stress, 5/9): 4,5 (succeed with minor consequence)
CONSEQUENCE: Mark clock segment
CLOCK: Alarm 4/4 Complete: general alert! Lockdown! (Position +1)
Season 2 is coming, and it’s time to change things up. In this pre-season Session Zero I talk about a new focus for the upcoming episodes, a corresponding mechanical change of approach, and some of the challenges that change may entail.
Links
Transcript: https://docs.google.com/document/d/15HHKCE_G2MBky8pDHbCevi5_4-tUh2a0bjXYg-sPu-k/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
The big day finally arrives. Everyone who's anyone is invited to the social event of the season, including a horde of mad bomber cultists intent on blowing the entirety of Toreth Palace into kindling. Mina has a plan, and she has some contacts, but is that going to be enough?
Links Transcript: https://docs.google.com/document/d/1_3-zNlRrWmUB4jZhKm-ZTxAiTyYHeSoX28SK3jjElIk/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Mythic Assistant: https://play.google.com/store/apps/details?id=hu.glezmen.mythicassistant&hl=en_GB≷=US
Adventuresmith: https://play.google.com/store/apps/details?id=org.steavesea.adventuresmith&hl=en_GB≷=US
CritDice: https://play.google.com/store/apps/details?id=com.vuesoft.critdice&hl=en_GB≷=US
The One Ring: https://freeleaguepublishing.com/en/games/the-one-ring/
Eldritch Horror: https://www.fantasyflightgames.com/en/products/eldritch-horror/
Five Leagues from the Borderlands: https://www.modiphius.net/pages/five-leagues-from-the-borderlands
Five Parsecs from Home: https://www.modiphius.net/pages/five-parsecs
Speedpaint: https://www.thearmypainter.com/speedpaint/
Mechanics SCENE 52: DIGBY AND THE VISITOR Chaos Factor 3
Altered Scene: no
FATE Did Visitor make contact (50/50) exceptional no
EVENT Mistrust Prison (enemy faction boss HQ is on the Hook)
Visit Digby
M/F/NB male
C 4, A 2, N 3, O 3, E 4
Motivations
Relationship: distrustful
Starting Mood: cautious
UNE Response: will he say if the House know the Visitor? No
FATE: does the House know him? (Likely) yes
Mina Insight 19 vs DC 12: she knows he knows
UNE Discussion: Demeanour mysterious, Bearing secrets, Focus current story
The mysterious Digby speaks of secrets regarding the PCs current story
EVENT: what secrets? Relates to NPC action (Cult), Waste Dispute
SCENE 53 THE ALCHEMICAL TUTOR Chaos Factor 4
Altered Scene: Interrupt (Ambiguous Event) Move New Ideas (flyers proposing mass deportations)
Visit Doctor Kropp
M/F/NB non-binary
C 3, A 5, N 3, O 2, E 2
Motivations
Relationship Loved
Starting Mood neutral
UNE Discussion: Demeanour friendly, Bearing happiness Focus parents
FATE: Is Mina’s mother alive? (50/50) no
FATE: does he know how infernal powder be neutralised? (Likely) exceptional yes (he invented the technique)
Mood sociable
UNE Response: will he share the knowledge? Yes
EVENT; how? Vengeance disruption (divinity: Bless!)
FATE: any devotant? (Very Likely) yes
SCENE 54 BEHIND THE SCENES Chaos Factor 3 Altered Scene: no
House Toreth Security Chief Camilla Hargrave M/F/NB: F
C 2, A 2, N 3, O 4, E 2
Motivations
Relationship: friendly
Starting Mood: cautious
UNE discussion Demeanour mysterious, Bearing whispers Focus weapons
UNE BINARY: Do they go along with the plan? Yes
Anhra High Devotant
M/F/NB F
C 5, A 1, N 2, O 4, E 3
Motivations
Relationship: neutral
Starting mood: sociable
UNE discussion Demeanour friendly, Bearing delight, Focus flaws
UNE BINARY: Do they go along with the plan? Yes
SCENE 55 WEDDING DAY Chaos Factor 2
Altered Scene: no
FATE: do the cultists sense a trap? (50/50) exceptional no
FATE: do the cultists resist the blessing? (50/50) no
FATE: Is the High Dominar present? (50/50) no
With only 48 hours to go before her arranged wedding, and the planned terrorist attack, Miona needs to take stock and get a plan in motion. But the news from the House of Whispers is not good, and there’s an unexpected visitor waiting for her there…
Links Transcript: https://docs.google.com/document/d/1pWT5HgwxHBtwaQW8SlbL6D7tddVZ1m37_XM2TWfrmsM/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
UNE: https://www.drivethrurpg.com/product/134163/UNE-The-Universal-NPC-Emulator-rev
Friends: https://happiful.com/international-friendship-day/
Mechanics SCENE 49: Return to the House of Whispers Chaos Factor 2
Altered Scene: Altered (Duke Toreth arrives)
FATE: Is Alexis having to deal with Shadow War (very Likely) yes
FATE: Is he coping well? (Likely) no
FATE: has progress been made against the Unseen? (50/50) exceptional no
EVENT: what has gone wrong? Debase Attention
EVENT: What is the nature of the Shadow War? Triumph Opulence
SCENE 50 Meeting the Duke Chaos Factor 3
Altered Scene: no
UNE: Tris Demeanour Friendly, Bearing Happiness, Focus Power
FATE: Have they met before? (Likely) yes
Age: older
UNE: Tris Demeanour Friendly, Bearing Support, Focus Skills
SCENE 51 Information Gathering Chaos Factor 2
Altered Scene: no
FATE: did Mina find out anything about Tristan influencers? (Very Likely) exceptional no (Alexis interrupted)
FATE: Any news from the monastery? (Likely) yes
EVENT: what news? Arrive Dispute
Between:
Everyone & Everyone
FATE: Does the Visitor make contact? (Likely) no
FATE: Do the Cultists make contact? (50/50) yes
EVENT: How? Abandon Stalemate (attack on the city)
In the aftermath of the war against the Piperunners, Mina is left facing another implacable foe. And even if she does survive, what price will she be forced to pay?
Links Transcript: https://docs.google.com/document/d/1WKIggxPt0wNAMRZvltZHibhznT76I-4VLgWhF6xWLbk/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
The Science of Storytelling: https://www.amazon.co.uk/Science-Storytelling-Stories-Human-Better-ebook/dp/B07J2BN9L7/ref=sr_1_1?adgrpid=62546151740&gclid=Cj0KCQjwma6TBhDIARIsAOKuANxFz_4Wqt22ISs1mh-TnHuAXkKgIrpFX_78lBbSnZ71w0yyIFFgum4aAgVbEALw_wcB&hvadid=310559321985&hvdev=c&hvlocphy=9045978&hvnetw=g&hvqmt=e&hvrand=5718174129616949750&hvtargid=kwd-375593231506&hydadcr=11469_1841735&keywords=the+science+of+storytelling&qid=1651245220&sr=8-1
Sapiens: https://www.amazon.co.uk/Sapiens-Humankind-Yuval-Noah-Harari/dp/0099590085/ref=sr_1_1?crid=YVF6N40MVWEF&keywords=sapiens&qid=1651245256&sprefix=sapiens%2Caps%2C79&sr=8-1
Countdown Clocks: https://www.reddit.com/r/rpg/comments/bft68t/using_clocks_world_bitd_in_any_game/
Mechanics SCENE 46: Chaos Factor 3
Altered Scene: no
FATE: Do the Cultists attack? (50/50) no
FATE: Is she seen as an ally? (50/50) no
FATE: Do they keep her prisoner? (50/50) no
FATE: Is there a quid pro quo? (Likely) Celebrate Opulence
FATE: do the cult know of the entrance to House Toreth? (50/50) exceptional no
FATE: do they know who Mina is? (Unlikely) no
FATE: Does Mina think the machine is made by the dwarves? (Unlikely) exceptional no
FATE: Do the cult have leverage? (50/50) no
SCENE 47
Chaos Factor 4
Altered Scene: no
FATE: does the Cult knows the source of the powder? (Unlikely) yes
Mina persuasion 13 vs Voice DC 15 fail (won’t reveal powder source)
Mina Insight 13 vs Deception 5 (she knows he knows)
Mina persuasion 19 (nat 20) vs DC 15 (Cult will assist with Cadmus recovery)
FATE: Is Mina able to retrieve the ring? (50/50) no
FATE: Has Cadmus been harmed? (Likely) no
FATE: rescued by Antiope? (Likely) Exceptional no
FATE: Antiope killed? (Likely) yes
SCENE 48
Chaos Factor 3
Altered Scene: no
FATE: Do the cultists remain with Mina? (Unlikely) no
It all comes down to this. Mina Monisario, in disguise, must join with her sworn enemies, the fanatical Machine Cultists, in a final, desperate battle against the Piperunners for control of the explosives stashed beneath the Great Machine. And if she fails, the entire city is forfeit!
Links Transcript: https://docs.google.com/document/d/1cHMEBI3YqBE-RdihCbuZKqhC7XaGvAXaaXpGMkW8eWg/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Advanced 5e Monstrous Menagerie: https://enpublishingrpg.com/collections/level-up-advanced-5th-edition-a5e/products/level-up-monstrous-menagerie-a5e?variant=41366519775426
Kobold Fight Club Plus: https://koboldplus.club/#/encounter-builder
Mechanics SCENE 45: Chaos Factor 4
Altered Scene: No
FATE: do the Cultists surrender? (50/50) No
NPC Tactics
NPC opponents have an Aggression rating of 1 to 6, with most starting on 4.
As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does.
Roll 2D6 (gold), 1d6 (black).
Black die 1, 2, 3: same tactic as previous round.
Black die 4, 5: Gold dice plus Aggression= NPC Tactic
Black die 6: Roll again for a Twist
NPC Tactic table
Twist Table
Initiative
Bandit Captain 21 (A5e MM 470) Starting Aggression 4
Cult Fanatic 20 (A5e MM 472) Starting Aggression 5
Mina 14
Squads of Bandits (x3) 13 (A5e MM 466 & 470) Starting Aggression 4
Squads of Cultists (x4) 10 (A5e MM 466 & 472) Starting Aggression 4
ROUND 1
FATE: Does he try to smash open a barrel? (50/50) yes
Bandit Captain: Hatchet: Multiattack: 24 and 21 vs barrel AC15, 7hp and 5hp vs barrel, 6 of 18hp remaining (DMG 246)
Cult Fanatic: Hold Person DC WIS: 4: Fail, Bandit Captain Paralysed (1 min, save at end of each turn). Concentration.
Mina: Crossbow 16 vs AC 15: 8hp (57/65), draw sword, move to engage Bandit Squad 1. Bonus: Barbican Disarm
Barbican: 30ft leap, Athletics check 15 vs DC 16, 4hp falling damage. Disarm (flare)
Squad of Bandits 1: Twist: Reinforce
FATE: More Bandits? (Likely) no (Jukti, joins next round Init 10)
Squad of Bandits 2: Attack: crossbow vs Cultists 1: 17 vs AC 12: 20hp: 25/45
Squad of Bandits 3: Twist: change ground: leap 10’ to barrels, close on Barbican
Squad of Cultists 1 (25/45): Move and attack Bandits 2: 14 vs AC 12: 30hp: 14/45 (bloodied)
Squad of Cultists 2 Move and attack Bandits 2: 4 vs AC 12 miss
Squad of Cultists 3 Move and attack Bandits 1: 14 vs AC 12: 20hp: 25/45
Squad of Cultists 4 Move and attack Bandits 2: 9 vs AC 12: miss
ROUND 2
Bandit Captain (paralysed) Will save: 9 fail
Cult Fanatic Maintain Concentration, Inflict Wounds vs Bandits 2: 22 vs AC 12: 8hp (7/45)
Mina: Crossbow vs Bandits 2 15 vs AC 12: 8hp: squad becomes 2 bloodied bandits. Bonus Barbican: Dodge
Squad of Bandits 1 (25/45): Complete portal
Squad of Bandits 3 Attack Barbican (DIS) 7 vs AC 15, miss
Ouma Jukti: Cone of Cold vs Cultists 4: CON save 15 vs DC 17: 78hp squad becomes 2 bloodied cultists
Squad of Cultists 1: Attack Bandits 2: 8 vs AC 12 miss
Squad of Cultists 2: Change ground: Attack Jukti. Opportunity attack from Bandits 1: 21 vs AC 12: 20hp (25/45). Attack Jukti 22 vs AC 11: 20hp (29/49). Jukti reaction: Misty Escape
Squad of Cultists 3: Attack Bandits 1: 12 vs AC 12 20hp (5/45, bloodied)
Bandit 2A (4/9 hp) Crossbow vs Cultists 3: 18 vs AC 12 3hp (42/45)
Bandit 2B (4/9hp) Probe: test defences of Cultists 2: Scimitar 12 vs AC 12 7hp 18/45 Bloodied)
Cultist 4A (4/9hp) Strike: Bandit 2B 7 miss
Cultist 4B (4/9hp) Attack Bandit 2A 19 vs AC 12: 4hp dead
ROUND 3
Bandit Captain (paralysed) Will save: 10 fail
Cult Fanatic Maintain Concentration, move, Sacred Flame v Bandit 2B saves
Mina: Bonus: barbican Dodge, Ready crossbow attack, trigger: Julti appears
Squad of Bandits 1 (5/45 Bloodied): Attack Cultists 2: 9 vs AC 12 miss
Squad of Bandits 3 Attack Barbican (DIS) 14 vs AC 15 miss
Ouma Jukti: Twist: re-enforce: summon ice guard drake next to Cult Fanatic: ring exhausted
Interrupt: Mina crossbow: 10 vs AC 11 miss. Jukti Perception to spot Mina: Int 18 vs DC 15
FATE: does she say anything about Cadmus? (50/50) no
Squad of Cultists 1: Attack Bandit 2B 13 vs AC 12 dead
Squad of Cultists 2: (18/45 Bloodied) Attack Bandits 1: 6 vs AC 12 miss
Squad of Cultists 3: (42/45) Attack Bandits 1: 20 vs AC 12 7hp squad becomes 2 bloodied bandits
Cultist 4A (4/9hp) Change: Attack Drake 22 vs AC 14 5hp (47/52)
Cultist 4B (4/9hp) Advantage Self: Flank Drake (ADV) 21 vs AC 14 5hp (42/52)
Guard Drake (42/52) Attack Cult Fanatic: Bite 11 vs AC 12 miss, tail 16 vs AC 12 8hp (31/39), Cult Fanatic Concentration check 17 success
Bandit 1A (4/9) Attack Cultists 3: 11 vs AC 12 miss
Bandit 1B (4/9) Attack Cultists 2: 11 vs AC 12 miss
ROUND 4
Bandit Captain (paralysed) Will save: 2 fail
Cult Fanatic (31/39) Maintain Concentration, re-enforce
FATE: Cultist squad? (Likely) no (3 Bronze Scouts, near Fanatic)
Mina: move, crossbow vs Jukti 15 vs AC 11 16hp (13/39), Bonus Barbican Dodge
Squad of Bandits 3 Attack Barbican (DIS) 14 vs AC 15 miss
Ouma Jukti (13/39) Conjure Fey (Ice Maiden) near Mina
Squad of Cultists 1: Change target: jump, attack Bandits 3: 5 miss
Squad of Cultists 2: (18/45 Bloodied) Attack Bandit 1A 14 vs AC 12 dead
Squad of Cultists 3: (42/45) Change target: jump, attack Bandits 3 8 vs AC 12 miss
Cultist 4A (4/9hp) Twist ADV vs Drake: 15 vs AC 14 4hp (38/52)
Cultist 4B (4/9hp) Attack Drake 10 vs AC 14 miss
Guard Drake (38/52) Bite 22 vs AC 12 11hp (20/39) Tail 23 vs AC 12 8hp (12/39) Concentration Broken
Bandit 1B (4/9) Attack Cultists 2 19 vs AC 12 3 hp (15/45)
Bronze Scout 1 Attack Drake Bite 18 vs AC 14 9hp (29/52)
Bronze Scout 2 Attack Drake Bite 17 vs AC 14 10hp (19/52)
Bronze Scout 3 Attack Drake Bite 24 vs AC 14 9hp (10/52)
Ice Maiden: Ice Storm vs Mina Dex 13 vs DC 17 fail, 18hp (48/70)
ROUND 5
Bandit Captain
FATE Does he have another Flare? (50/50) No
Attack Barbican: 2 misses, one hit: regains the flare
Cult Fanatic (12/39) Hold Person 15 vs DC 12: spell fails. Drake opportunity attack 12 vs AC 12 4hp (8/39)
Mina: crossbow vs Jukti (opportunity attack 20 vs AC 16: 5 miss spend Hero Point CRITICAL HIT!!! 26hp Jukti dead. Bonus Barbican get Flare: Barbican 14 STR vs 5 DEX: regains flare
FATE: Are Ice summons negated (Has to be) no
Squad of Bandits 3: Attack Cultists 3: 11 vs AC 12 miss
Squad of Cultists 1: Taunt, attack Bandits 3: 14 vs AC 12 15hp (30/45)
Squad of Cultists 2: (15/45 Bloodied) Attack Bandit 1B Crit (dead)
Squad of Cultists 3: (42/45) Change: Defend Barbican (Dodge)
Cultist 4A (4/9hp) Attack Drake: 12 vs AC 14 miss
Cultist 4B (4/9hp) Disadvantage opponent (hold leg)
Guard Drake (10/52) (DIS) Attack Cult Fanatic: Bite 17 vs AC 12 6hp (6/39), Tail 10 vs AC 12 miss
Bronze Scout 1 21 vs AC 14: 8hp (4/52)
Bronze Scout 2 15 vs AC 15 7hp Drake dead
Bronze Scout 3 Continues to attack drake
Ice Maiden: Flurry form: Whirlwind: STR save 14 vs DC 13 saved: Mina not flung, 6 cold damage
ROUND 6 Bandit Captain (57/65) Advantage Self Attack Cultists 2 (ADV) 21 and 23 scimitar 18hp, squad becomes 2 bloodied Cultists, 24 dagger vs 2A: dead
Cult Fanatic (12/39) Hold Person vs Bandit Captain: Wis save 9 vs DC 12: Paralysed
Mina (42/70): Leap Athletics 15: attack Bandit Captain with crossbow midair: ADV & Sharpshooter: 15 vs AC 15: 30hp (27/65). “Take out their leader!” Bonus Barbican attack (ADV) 17 vs AC 15 15hp (12/65)
Squad of Bandits 3: (30/45) Defend Captain (Cancels ADV)
Squad of Cultists 1: 4 vs AC 15 miss
Squad of Cultists 3: (42/45) 23 vs AC 15 15hp Bandit Captain dead
Cultist 4A (4/9hp) Attack Bandits 3 19 vs AC 12 4hp (26/45)
Cultist 4B (4/9hp) Attack Bandits 3 13 vs AC 12 6hp (20/45)
Bronze Scout 1 21 vs AC 12 12hp (8/45)
Bronze Scout 2 6 vs AC 12 miss
Bronze Scout 3 19 vs AC 12 7hp (1/45)
Ice Maiden: Fly to Mina, no whirlwind recharge, 2 slams 19 & 23 vs AC 16, 26hp (16/70) End of Turn CON check DC 12: 4 fail (dead) Cultist 2B Surrender:
FATE: Bandits surrender? (50/50 no: killed
Links
Corey Mayo’s O Solo Mayo: http://webjudy.com/osolomayo/
Transcript links
Session 0: https://docs.google.com/document/d/1eQFxhCZ8tqDql3PwmYjcwWZM-AcWQOHE3PZayNAsYi8/edit?usp=sharing
Chapter 1: https://docs.google.com/document/d/1EqdqyTweQpTiPuKanq7kYbkstQfMbUx5CjmYmwgyvDE/edit?usp=sharing
Chapter 2: https://docs.google.com/document/d/1BJ6rM2nlHck4PTZekyKmpIKlEPOADiJgIcW4N2Koxb8/edit?usp=sharing
Chapter 3: https://docs.google.com/document/d/1w4TEp_aJN-4FtEd7p9_M5Sg6TX1wWKpd9FHKtzSItKU/edit?usp=sharing
Chapter 4
https://docs.google.com/document/d/11T9fnLz-pXpvO1TjnC6xxzVkdrs6JD4BbTH6hiobTgM/edit?usp=sharing
Chapter 5
https://docs.google.com/document/d/1n568c4YkbsuKocfV-V0TWqrNtEpxrTAS-KXM3P9ALeI/edit?usp=sharing
Chapter 6
https://docs.google.com/document/d/1YnNlVXuY_8_vBHAxWPPti5q_wN-py7xzESU0VRXnX50/edit?usp=sharing
Chapter 7
https://docs.google.com/document/d/1xRd_qCajdPk1J51blWBEwicI5s1ooK7clxQ3wtcbcWI/edit?usp=sharing
Chapter 8
https://docs.google.com/document/d/1ro9GhVcPjAWSFal1sHQyCU4oVPvss3O7VlcQUSv4anw/edit?usp=sharing
Chapter 9
https://docs.google.com/document/d/1YhGRF-ZUfINL8-ea2Mu3LSE9C4gMv-3O9Z5O1vaK4jY/edit?usp=sharing
Chapter 10
https://docs.google.com/document/d/1L--J0_zsmOtoxNXIOwcJS77KRDxbEqduNjomCRWl8xo/edit?usp=sharing
Chapter 11
https://docs.google.com/document/d/1Pzp5ZI6pfV0BoGjlCpB2XszX_uVIi_C_q7xeLbnsuII/edit?usp=sharing
Chapter 12
https://docs.google.com/document/d/1NzofrwSCc7SgKgMcUC1AhcNgfw-Q1sLv6wgqVic2z6A/edit?usp=sharing
Chapter 13
https://docs.google.com/document/d/1JBvJwZrNhl0NWbs0YYV5Mz01N3FY86P6z28Z65qFNWc/edit?usp=sharing
Chapter 14
https://docs.google.com/document/d/1UUCE_Q1j-ICt-EfzhrOECzGqsuiw8FrJvCN1oeXJuCI/edit?usp=sharing
Chapter 15
https://docs.google.com/document/d/19CRry_yqe4hw0AmYD57au1MNqXhIH9rJqyXveLc1Y5I/edit?usp=sharing
Chapter 16
https://docs.google.com/document/d/1kZleqdp8rkFVDwkmOYlLKFatEvqDdFIr-P-PFcblvjo/edit?usp=sharing
Bonus Episode 1
https://docs.google.com/document/d/1PqKhPnYeLkGOYqEFI2aE-avo0uQjEaSs5kOXCZzcyJk/edit?usp=sharing
Mina sneaks her way into Sanctum Eruptio in search of the Infernal Powder, but an unpleasant discovery awaits her. It’s all-out war between the Cult of the Great Machine and the Piperunners, with the very existence of the city at stake!
Links Transcript https://docs.google.com/document/d/1kZleqdp8rkFVDwkmOYlLKFatEvqDdFIr-P-PFcblvjo/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Blades in the Dark
Twitter @TheLoneAdv
Email TheLoneAdv@gmail.com
Podbean https://theloneadventurer.podbean.com/
Blog https://carlillustration.wordpress.com/
Circles in a circle: http://packomania.com/
Gunpowder Plot https://www.newscientist.com/article/dn4338-gunpowder-plot-would-have-devastated-london/
Beirut explosion: https://www.bbc.co.uk/news/science-environment-54420033
Mechanics SCENE 42: Interrupt: EVENT (from last scene and previous scene) Move away from a thread (track down the visitor) trust the intellectual +Abandon Stalemate
Valerian daCosta (The Visitor) (Slide)
Alphonse “Crater” Crabtree (Cutter)
Israel “Flint” Locke (Lurk)
Mordecai Rowe (Leech)
Malory Crow (Hound)
Tatiana “Tatters” Kamidev (Whisper)
The Spider (Spider)
FATE: Has Mina left this plane? (Has to be) yes
EVENT: nature of stalemate: Lie Magic
SCENE 43: Hunting for the Sanctus Eruptio Chaos Factor 2
Altered Scene: Altered (General Alert)
Disguise Self time remaining: 41 minutes remaining
Mina: Investigation to find the Sanctus: 14 vs DC 17: fail by 3. Fail forward (Chapter 5) with consequence.
EVENT: Adjourn Victory (the attack begins, Mina is caught up in defence)
DESCRIPTION: Efficiently Strong (fortified foundations, heavily guarded)
FATE: Piperunners attack the Sanctus? (Very Likely) Exceptional No
FATE: Gas? (50/50) Exceptional No
FATE: Piperunners already in the Sanctus? (Likely) Yes
SCENE 44 Assault on the Sanctus Erupto Chaos Factor 3
Altered Scene: No
FATE: Do the PRs seal the doors? (Likely) no, Random Event
EVENT (PC Negative) Inform Possessions
FATE Disguise seen through? (50/50) no (Barbican)
Mina (Bonus): Barbican attack PRs
FATE Suspicions allayed? (Likely) yes
FATE Barbican damaged? (50/50) no
FATE into storage area? (Likely) exceptional yes
FATE Jukti present? (has to be) no
DESCRIPTION (PR forces) threateningly average
FATE Is there an obvious entry point? (50/50) exceptional no
FATE darkness? (50/50) no
EVENT what are they doing? Create a representative (negotiator)
Chapter 15 Show Notes With a death-defying leap, Mina escapes the battle atop the Great Machine. But more danger is waiting for her below, standing between her and the infernal powder she so desperately seeks. More danger, but also a potential ally…
Links Transcript https://docs.google.com/document/d/19CRry_yqe4hw0AmYD57au1MNqXhIH9rJqyXveLc1Y5I/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Fast Character Generator: https://fastcharacter.com/
Antiope character sheet: https://docs.google.com/document/d/1k5-X1AVWScVFWWfL_yExCkIzPpJYGS0UqQ1qRxCWFAA/edit?usp=sharing
Free Falling: https://keisan.casio.com/exec/system/1231475371
Mechanics SCENE 39: Falling Chaos Factor 5
Altered Scene No
Sending Stone
Feather Fall
FATE: Cadmus reply? (Very Likely) Yes
FATE: As expected? (50/50) No
EVENT: What does he say? (Refuse Good)
FATE Does she see the cache? (Likely) No
FATE Lands unchallenged? (50/50) No
FATE: Cultists? (Very Likely) Yes
FATE: Anything else (50/50) No, Random Event
EVENT (Move Away from a Thread (Track down the Visitor) Abandon Stalemate
FATE Many? (50/50) Yes (1d6+4: 8)
SCENE 40: Chaos Factor 4
Altered Scene: Interrupt (Introduce a New NPC) Kill Nature (Antiope)
Antiope personality rolls 41123
C1 A3 N1 O2 E4
Mina Persuasion 5
FATE Antiope attacks cultists? (Likely) Yes
Combat
Initiative
Antiope 11
Cultists 8
Mina 2
Round 1
Antiope (46hp) 1 hit, 3hp
Cultists (1 @ 6/9, 7@ 9/9) 16hp vs Antiope, 4hp vs Mina
Mina (50/54hp) Interact with Object (open bag of holding), Bonus (Barbican attack)
Barbican: Rend (miss)
Round 2
Antiope (30/46hp) Pack Tactics ADV: 2 hits 5 & 3 hp (Cultist 1 down), Bonus 2nd Wind, 10hp
Cultists (7 @ 9/9) mis v Mina (Barbican reaction for DIS), 16hp v Antiope, 4 hp v Barbican
Mina (50/54) 12hp (cultist 2 down, cultist 3 on 6hp, Bonus (Barbican attack)
Barbican (17/21) 6hp (cultist 3 down)
Round 3
Antiope (24/46) Pack Tactics ADV: Hit, crit: cultist 4 down, cultist 5 on 3hp
Cultists: 4 v A, 4 v B, mis v A (Barbican reaction for DIS)
Mina (50/54) 12 hp (5 down, cleave, 6 down) Bonus (Barbican attack)
Barbican (13/21) 9hp (7 down)
Round 4
Antiope (20/46) Pack Tactics ADV: crit x 2 14+7hp 8 down
SCENE 41 Chaos Factor 3
Altered Scene: No
Antiope motivations (UNE motivation tables)
FATE: treasure? (unlikely) no
FATE does Antiope want to help? (50/50) no, random event
EVENT Move away from a thread (track down the visitor) trust the intellectual (+Abandon Stalemate)
Mina Persuasion (ADV) 20
Mina lays her plans against the Piperunners, but nothing can prepare her for the Hall of the Great machine. Can her desperate scheme possibly succeed, and what new city-shattering revelations lie in wait?
Links Transcript https://docs.google.com/document/d/1UUCE_Q1j-ICt-EfzhrOECzGqsuiw8FrJvCN1oeXJuCI/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
RPG GNS Theory: https://cannibalhalflinggaming.com/2018/05/16/level-one-wonk-does-rpg-theory-gns/
In the Court of the Crimson King https://open.spotify.com/album/1Lzi2p6CUH156zbJTcOjNX
Master of the Universe https://open.spotify.com/search/hawkwind%20master%20of
King Gizzard and the Lizard Wizard https://open.spotify.com/artist/6XYvaoDGE0VmRt83Jss9Sn
Mechanics SCENE 36: Imprisoned Chaos Factor 8
Altered Scene: altered (closely guarded)
FATE: Long Rest? (Likely) Yes
FATE: with Cadmus? (50/50) Yes
FATE with Barbican? (50/50) Exceptional No
Sleight of hand check + Guidance assisted by Cadmus (ADV) vs guard passive perception 10: 21
Create tinker’s tools
Change spells: Extra spell: disguise self Change Guidance to Mage Hand
Create sending stones FATE Has Mina heard of the Grand Duchess? (very likely) Exceptional Yes EVENT What has she heard? Judge Weapons
SCENE 37: The Hall of the Great Machine Chaos Factor 7
Altered Scene: No
FATE does Jukti travel with the group? (Very Likely) Yes
FATE Many piperunners (Likely) Exceptional No
FATE Cadmus? (50/50) No
FATE Barbican (50/50) Yes
DUNGEON Common, Discovery, Danger (Repair Station, Supplies/ Trade goods, slashing trap)
FATE Many Machine Cultists at the Hall? (Likely) Yes
FATE Any Piperunners in the Hall? (50/50) No
FATE Very large? (Likely) Exceptional Yes
FATE Too large? (Likely) Yes
FATE any resistance to Mina approaching/ studying? (50/50) No
FATE Does Mina understand anything she sees? (Unlikely) Exceptional No
Mina Persuasion ADV from recording: Nat 20!
SCENE 38 Chaos Factor 6
Altered Scene: Interrupt (Close a Thread: Track down the Infernal Powder) Malice Randomness
FATE: In the Hall? Yes
Mina Sleight of hand (Bag of holding) ADV from Barbican Help vs Passive Perception 11DC 10: 11
FATE: Do the Machine Cultists attack? (Very Likely) Yes (random event)
EVENT NPC Positive (Jukti) Inspect Travel (Jukti sees Mina, and is watching)
Mina Stealth (to cast Disguise Self unnoticed) no ADV due to Jukti’s focus: 4
Hero Point reroll: 18 Vs Jukti perception 9 success FATE did Jukti bring Mina's gun? (Very Unlikely) No
FATE Jukti defeated? (50/50) Yes
FATE Killed? (unlikely) No
FATE Escapes? (50/50) Yes
Captured by the Piperunners, a helpless Mina and Cadmus discover the true ruthlessness of their foe, and the full terrifying scale of her master plan.
Links Transcript https://docs.google.com/document/d/1JBvJwZrNhl0NWbs0YYV5Mz01N3FY86P6z28Z65qFNWc/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Ring of Winter: http://dnd5e.wikidot.com/wondrous-items:ring-of-winter
Personalities: https://www.verywellmind.com/the-big-five-personality-dimensions-2795422
Mechanics SCENE 34 Chaos Factor 7 Altered Scene: Interrupt (PC Negative) Oppress The Spiritual
FATE: Cadmus hobbled by Mina? (50/50) Yes (had threatened to cut off his feet)
FATE: Repurpose maintenance mechs? (Likely) No
EVENT: what weapon? (Adjourn the Intellectual)
FATE: Is there a CPU of the Pipes? (Likely) Yes
FATE: Is the CPU the Great Machine? (Very Likely) Yes
SCENE 35 Chaos Factor 8
Altered Scene: Interrupt (Move Away from a Thread - The Wedding) Attract Military
FATE: Does she say why she wants to attack the city? (50/50) Yes
Motivation (1d4)
Revenge for what?
EVENT: Stop Friendship (Betrayed)
FATE: Betrayed Personally? (Unlikely) Yes
How long ago? (d100) 86 years
FATE Is she older than she looks? (50/50) Exceptional Yes (Ring of Winter)
FATE: Does she come from the city above? Yes
FATE Noble House? (50/50) Yes
Our heroes must avoid the many dangers of the twisting tunnels of the Underpipes, but there are things far more lethal than magic-eating beetles down here. They soon come face to face with a terrible new foe, as well as a hated old one.
Links Transcript https://docs.google.com/document/d/1NzofrwSCc7SgKgMcUC1AhcNgfw-Q1sLv6wgqVic2z6A/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Names, by the Story Games Names Project: https://www.lulu.com/en/gb/shop/jason-morningstar/story-games-name-project/paperback/product-1qz67dg.html?page=1&pageSize=4
UNE: https://www.drivethrurpg.com/product/134163/UNE-The-Universal-NPC-Emulator-rev
Mythic Deck: https://www.drivethrurpg.com/product/257195/Mythic-Game-Master-Emulator-Deck
Tempting Fate: https://tvtropes.org/pmwiki/pmwiki.php/Main/TemptingFate
Mechanics SCENE 30 (part 2) Stealth: Mina (DIS) 10, Cadmus 17, Barbican 13
Perception Swarm (DIS): 4
SCENE 31: Investigating the pipes Chaos Factor 5
Altered Scene: Interrupt: Move away from a thread (Investigate the Whisperer’s death) Arrive Illusions (discuss Unseen: could be anyone, why a public death?)
DUNGEON: Theme: Incredible Power, Unique (Faction Base), Discovery (Book/ scroll/ map): map of the Underpipes
DESCRIPTION Innocently Poor
FATE: Piperunners? (Likely) Yes, random event
NPC Positive (Piperunners) Heal Suffering (Cadmus is back!)
FATE Captured? (50/50) Exceptional yes (many enemies, disarmed)
SCENE 32 Interrogation Chaos Factor 6
Altered Scene: no
FATE: Piperunners hostile? (Likely) No, random event: Ambiguous Event: Extravagance Pain (flayed Hydroclanner)
UNE: Lively crone (comparable power). Motivation: communicate disbelief, conceive propaganda, complete dissonance. Name: Ouma Jukti
EVENT: why enmity with the surface? Bestow Assist
FATE vs rival factions? (50/50) no (vs the surface)
SCENE 33 Standoff Chaos Factor 7
Altered Scene: Interrupt: NPC Action (Machine Cultists) Antagonise Pleasures (they arrive mid discussion)
EVENT: Why do they need healing? Betray Tension (conflict with other factions)
Mina Investigation: Barrels, Machine Cultists: +6 vs DC 10: 15
FATE: Does she provide Infernal Powder source? (Very Unlikely) No
FATE: Do the machine cultists recognise Mina? (50/50) Yes
FATE: Do they want her dead? (50/50) Yes
FATE: Does Jukti want her alive? (50/50) Yes
FATE: Does this cause conflict between the Piperunners and the Cultists? (50/50) Yes
FATE: Is their alliance an uneasy one? (50/50) Exceptional Yes
FATE: Do the cultists back down? (Likely) Exceptional Yes
Mina and Cadmus have identified a way to reach the Underpipes, hidden beneath the gladiatorial Blood Pits of Kyras. Surely their attempt to sneak in unnoticed will go smoothly, and if they do make it down there, there’ll be nothing awful waiting for them. Right?
Links Transcript https://docs.google.com/document/d/1Pzp5ZI6pfV0BoGjlCpB2XszX_uVIi_C_q7xeLbnsuII/edit?usp=sharing
All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/
Mina character sheet: https://docs.google.com/document/d/18h9OxkNRKUGTruL1-28aPTOj08Q3fDkzIKO_j9Fddlo/edit
Cadmus character sheet: https://docs.google.com/document/d/10sZNAf3091QwA2sXI9volk5vzAyUZfKp2WwsgPdUets/edit
Level Up: https://www.levelup5e.com/
13th Age: https://pelgranepress.com/product-category/d20-games/archmage-engine/13th-age/
13th Age Glorantha: https://www.chaosium.com/13th-age-glorantha-hardcover/#:~:text=For%20Game%20Masters%2C%2013th%20Age%20Glorantha%20includes%3A&text=More%20than%2060%20pages%20of,ve%20never%20heard%20of%20Glorantha.
5e Houserules: https://docs.google.com/document/d/1OGLf6d8k5nQEt2bBWRxScjMzhs2LTm8h7XcwTS8Pqs8/edit
Mechanics SCENE 28: Beneath the Blood Pits Chaos Factor 6
Altered Scene: No
FATE Healing potions (Very Unlikely) No, Event
EVENT Introduce New NPC Intolerance the Innocent (Pit Master)
FATE Human? (50/50) No (Cave Ogre)
FATE Hostile to Cadmus? (50/50) Yes
FATE Does he attack? (Very Likely) No
Persuasion/ Deception at DIS vs WIS 10 (-1) 10 success
Deception -1 vs WIS 10 (-1) 4 failure
Cave Ogre (Pit Master Glugark) (2 x CR 2)
AC12
HP 119 (14d10+42, bloodied 59)
Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 8 (–1) 16 (+3) v 10 (+0) 10 (+0) 8 (–1)
Proficiency +2; Maneuver DC 14
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Traits
Elite Recovery. At the end of each of its turns while bloodied, the ogre can end one condition or effect on itself. It can do this even when unconscious or incapacitated.
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.
Sweeping Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the ogre.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Rock (Only when Bloodied). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.
Reactions (only when Bloodied)
Reflexive Swat. When a creature the ogre can see within 5 feet hits it with a melee attack, the ogre makes a greatclub attack against it.
Furious Smash (1/Day). When it takes damage or is targeted by a spell, the cave ogre roars and smashes the ground, a tree, or another object, sending debris flying in a 30-foot radius around the ogre. Each creature in the area makes a DC 14 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save or half damage on a success. Until the debris is cleared, the area becomes difficult terrain, which the cave ogre ignores.
Combat tactics
Against foes it deems small and weak, the ogre charges into a group and uses its Sweeping Strike. It attacks a lone foe, or one that has proven itself to be a threat, with its greatclub.
Initiative:
Mina 20
Glugark 17
Cadmus 5
ROUND 1
Mina (54/54) Sharpshooter (-5/ +10): +2 vs AC 12: 8 Miss, Move away, Bonus: Barbican attack
Barbican (21/21) Move forward, Rend +6 vs AC 12: 9 miss
Glugark (119/ 119): Move forward, Greatclub vs Barbican: +6 vs AC 15: 25 hit 13 hp (8/21), Prone
Cadmus (28/28) Bless Mina, Barbican, Cadmus (+1d4 attacks/ saves)
ROUND 2
Mina (54/54) Sharpshooter (-5/ +10): +2 +1 (Bless) vs AC 12: 15 Hit, 38hp (81/119) Bonus: Barbican repair
Barbican (8/21) Repair (⅓) 9hp (17/21) Stand from prone
Glugark (81/119) Move, Sweeping Strike (Mina, Barbican), DIS vs Mina 17 (Miss), 14 vs Barbican (Miss)
Cadmus (28/28) Sacred Flame DEX save DC 12: 15 miss, move out of reach
ROUND 3
Mina (54/54) Sharpshooter (-5/ +10): +2 +3 vs AC 12: 19 Hit, 48hp (33/119 bloodied) Reaction: Furious Smash: Dex save DC 14 Mina: 16 5hp (49/54), Barbican 7 10hp (7/21), Cadmus 22 5hp (23/28), 30ft radius is Difficult Terrain
Bonus Barbican repair
Barbican (7/21) Repair (⅔) 7 hp (14/21)
Glugark (33/119) Sweeping Strike (Mina, Barbican, Cadmus) DIS vs Mina 12 miss, 9 vs Barbican miss, 21 vs Cadmus, hit 8hp (20/28), fail STR save, pushed 10ft
Cadmus (20/28): move to distract, Help action (Mina)
FATE: Attract attention? (50/50) Yes
Rounds until reinforcements? 1d4+2: 5
ROUND 4
Mina (49/54) Sharpshooter (-5/ +10): +2 +2 vs AC 12 ADV: 22 hit 46hp Glugark DEAD
Bonus: Barbican Help Cadmus (clear rubble) - cancels DIS
Barbican (14/21) Help
Cadmus (20/28): Perception vs DC 13: 20 success
FATE Do the reinforcements spot the secret entrance? (Unlikely) No
SCENE 29 Pipe Crawl Chaos Factor 5
Altered Scene: Altered (Punish Benefits) Goodberries lost
Mina: Mending (Barbican at full HP)
Cadmus: Goodberry
FATE: Tunnels clear? (Likely) No, Danger: Creature looking for food
Monster (rare) construct, hostile, group (Medium encounter)
FATE From in front? (50/50) yes
Xanka x 4 (Tome of Beasts)
Bronze Scout (Mordenkainen’s Tome of Foes)
BRONZE SCOUT
Medium construct, unaligned
Armor Class 13
Hit Points 18 (4d8) Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+O) 3 (-4) 14 (+2) l (-5)
Skills Perception +6, Stealth +7
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 16
Languages understands one language of its creator but can't speak
Challenge l (200 XP)
Earth Armor. The bronze scout doesn't provoke opportunity attacks when it burrows.
Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects.
ACTIONS
Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
XANKA
Small construct, unaligned
Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4), Speed 25 ft., climb 15 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 4 (–3) 10 (+0) 7 (–2)
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 120 ft., passive Perception 10
Languages Understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP)
Constructed Nature. Xanka do not require air, food, drink, or Sleep.
Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent –1 penalty to damage rolls, after inflicting
damage for this attack. If the penalty reaches –5, the weapon is destroyed. Even magic weapons are subject to this effect.
Magic Weapons. The xanka’s weapon attacks are magical.
ACTIONS
Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature’s turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.
Initiative
Mina 18
Xanka 15
Cadmus 9
Bronze Scout 4
Distance: Long range
FATE: does Cadmus know what they are? (50/50)
Mina: Investigation 13 vs DC 12
ROUND 1
Mina (49/54) 27 (Crit) vs Bronze Scout AC 13 32hp DEAD, 19 vs Xanka 1 AC 15 hit. 14hp (4/18), Bonus Barbican help Mina
Barbican move, provide firing platform
Xanka move 50ft
Cadmus Sacred Flame vs Xanka: DEX save 16 miss
ROUND 2
Mina (49/54) ADV Sharpshooter (-5/ +10): 17 vs AC 15 hit 44hp (Xanka 1 DEAD, Xanka 2 DEAD, Xanka 3 DEAD, Xanka 4 4hp (14/18)
Bonus Barbican attack
Barbican move, DIS Attack 14 vs AC 15 miss
Xanka Absorb 5 vs AC 15 miss
Cadmus Sacred Flame vs Xanka: DEX save 9 hit 5hp (9/18)
ROUND 3
Mina Help Barbican, Bonus attack
Barbican ADV 24 vs AC 15 hit 6hp (3/18)
Xanka Absorb 21 vs AC 15 hit 6hp (15/21) regain 6hp (9/18)
Cadmus Sacred Flame vs Xanka: DEX save19 miss
ROUND 4
Mina Attack at melee range DIS 15 vs AC 15 DEAD
FATE Treasure? (Very Unlikely) No
SCENE 30 Underpipes Round 2 (part 1) Chaos Factor 4
Altered Scene No
DUNGEON Common (4 way junction), Discovery (bridge/ stairs/ ramp), Danger (Creature)
Creature: Sleeping Beast (Bee/ Wasp) Horde (swarm)
FATE: illuminated? (50/50) no
MANABANE SCARAB SWARM
Medium swarm of Tiny beasts, unaligned
Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 20 ft., burrow 5 ft., climb 20ft.
STR DEX CON INT WIS CHA
3 (–4) 16 (+3) 16 (+3) 1 (−5) 13 (+1) 2 (−4)
Skills Perception +3, Stealth +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft.,passive Perception 13
Languages —
Challenge 4 (1,100 XP)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Magic Immunity. The manabane scarab swarm is immune to spells and other magical effects.
Scent Magic. The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet.
Mana Erosion. The manabane scarab swarm consumes magic. Unattended magic items in the swarm’s space at the end of the swarm’s turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm’s space lose 1d6 charges at the start of each of the swarm’s turns; items with limited uses per day lose one daily use instead, and single-use
items such as potions or scrolls are destroyed. Magical effects in the swarm’s space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability).
ACTIONS
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.
Mina is given an unwelcome decision to make by an even more unwelcome visitor, and we learn more about the death of her father. With a decision reached, Mina and Cadmus start to lay their plans, but they are interrupted by an atrocity no-one could have predicted.
Links Transcript https://docs.google.com/document/d/1L--J0_zsmOtoxNXIOwcJS77KRDxbEqduNjomCRWl8xo/edit?usp=sharing
Ranks of peerage: https://debretts.com/peerage/ranks-and-privileges-of-the-peerage/
Mechanics SCENE 25: The Visitor Returns Chaos Factor 9
Altered Scene: Altered (the visitor is a magical projection)
Mina: Mending
FATE does V know who Cadmus is? (Likely) yes
FATE does V know about the wedding plan? (50/50) no
DESCRIPTION Verdict on death of the Whisperer: naturally aromatic
EVENT What does he want? Event Focus NPC Action (The Underpipes) Carry Riches)
Leverage? Praise News
SCENE 26: Decision time
Chaos Factor 8
Altered Scene: altered (innkeeper throws them out)
EVENT: how does Mina think Alexis was involved in Baron Montisario’s death? Intolerance the Intellectual FATE: murdered by ‘lone gunman’? (50/50) Yes
SCENE 27: Prepping for the Underpipes Chaos Factor 7
Altered Scene: Interrupt NPC Positive (Machine Cultists) Praise Fears
FATE Certes? (likely) No
FATE Key? (50/50) Yes
1d6: 1 Ankhra (terrorist attack on the Monastery of Thrice-Blessed Ankhra)
FATE Attackers at the scene? (Unlikely) No
FATE Suicide bombers? (50/50) Yes
FATE Survivors? Yes
FATE Describe attackers? (50/50) Yes
FATE: is Cadmus willing to return to the Underpipes? (Likely) Exceptional Yes
How did Cadmus enter the Underpipes? Triumph Tactics (below the Blood Pits)
How did Cadmus find out about the entrance? Overthrow Misfortune
Entrance description: Gladly Young
FATE: Did Antiope escape? (50/50) Yes
Mina wakes to discover the identity of the new Spymaster, and it’s the last person she would wish it to be. But the bad news doesn’t stop there; the identity of the Whisperer’s murderer could spell doom for House Montisario, and the new spymaster’s plan to deal with the situation puts Mina right in the very last place she wants to be.
Links Transcript https://docs.google.com/document/d/1YhGRF-ZUfINL8-ea2Mu3LSE9C4gMv-3O9Z5O1vaK4jY/edit?usp=sharing
Surprise: https://slyflourish.com/surprise.html
UNE (Universal NPC Emulator): or): https://www.drivethrurpg.com/product/134163/UNE-The-Universal-NPC-Emulator-rev
Mechanics SCENE 22: Cousin Alexis Chaos Factor 8
Altered Scene: No
Who wakes her?
UNE privileged politician, comparable power, motivation: work the world
Demeanor inquisitive
Bearing request
Focus fame
FATE does she know him? Exceptional Yes (cousin, Male/ female/ non-binary: male Alexis Montisatio)
FATE: do they get on? Exceptional No
Mina Punch: miss
FATE does he accept it was murder? (Likely) Yes
FATE is his lackey a soldier? (Likely) Yes
Donjon Name Generator: Theny Veray
Male/ Female/ non-binary: nonbinary
Why the welcome? Expose Intrigues
FATE Shapechangers? (Very Likely) Yes
FATE Captured? (50/50) Yes
FATE Alive? (Impossible) No
SCENE 23: The Reveal Chaos Factor 7
Altered Scene: Interrupt (NPC Negative) Truce Anger (Cadmus)
FATE are shapeshifters a known faction? (unlikely) yes
FATE criminal? (50/50) Exceptional Yes
Event how does Cadmus know of the Unseen? Struggle Opulence
FATE did Cadmus grow up elsewhere than Kyras? (50/50) Yes: Ligzara (Tanth)
FATE: is it the same as what Cadmus saw? (Very Likely) Yes
What does Alexis want? Assist News
SCENE 24: Processing Chaos Factor 8
Altered Scene: Interrupt, NPC Action (The Visitor) Inspect Home (In Mina’s room)
FATE is Duke Toreth fat, old and ugly? (50/50) Exceptional no
FATE does Mina believe Alexis is responsible for her father’s death? (50/50) yes
Mina constructs a companion, and hopes to retain another, but shocking news throws her plans into disarray. With all other avenues seemingly closed, Mina is left with only one option; to return to the infamous House of Whispers.
Links
https://docs.google.com/document/d/1ro9GhVcPjAWSFal1sHQyCU4oVPvss3O7VlcQUSv4anw/edit?usp=sharing
Mechanics
SCENE 17 (Cont)
FATE: Are they able to slip away unnoticed? (Unlikely) No
FATE: Ejected? (50/50) Yes, Random Event NPC Negative: HydroClan: Guide Messages (knocking on pipes)
FATE: Do Devotants have surnames? (Unlikely) No
FATE: Does Cadmus accompany Mina? (Very Likely) Yes
SCENE 18: Level Up Montage Chaos Factor 4
Altered Scene? No
FATE: room for Cadmus? Yes
FATE: Does Cadmus want to go back to the Order? (50/50) Yes
FATE: Will he return to her? (Likely) Exceptional Yes (he intends to leave the Order, swearing himself to her protection)
Level Up:
FATE: does Cadmus return (Very Likely) Yes
FATE: in Order robes? No
FATE: Does Cadmus know anything re Mina’s quest? (Very Unlikely) Exceptional Yes (NPC Negative) The Whisperer, Adversity News
SCENE 19: Plan next steps Chaos Factor 5
Altered Scene? No
FATE: Does Cadmus know how The Whisperer died? (50/50) Yes
How? Event: Release Illness (Plague toxin)
FATE: Others dead? (50/50) No
FATE: Any clues who’s behind it? (Very Unlikely) No
FATE: Has Mina heard of attacks like this before? (Very Unlikely) No
SCENE 20: Return to the Rookery Chaos Factor 6
Altered Scene? No
FATE: Anyone there? (Very unlikely) No
FATE: Does anyone come? (50/50) No
FATE: Is anyone following her when she leaves? (Unlikely) No
SCENE 21: Return to the House of Whispers Chaos Factor 7
Altered Scene? No
FATE: Hostile Reception? (Unlikely) Exceptional Yes
Event: Ambush Stalemate (building defences activated to restrain invaders)
Initiative:
Cadmus 16
Rugs 14
Mina 13
Armour 8
Gargoyle 5
Round 1
Cadmus: surprised
Rug 1: Smother vs Mina: 9 (miss)
Rug 2: Smother vs Barbican: 10 (miss)
Mina: surprised
Barbican: surprised
Amour: Multiattack: Shove vs Mina: 22 vs 17: Mina prone, Grapple (ADV) 21 vs 9 Mina Grappled
Gargoyle: Multiattack: Bite vs Barbican 20 vs AC 15: 5 hp (16/21), Claw 12 vs AC 15: miss
Round 2
Cadmus: Bless (+1d4 attacks/ saves Mina, Cadmus, Barbican), Move 40ft out of melee
Rug 1: Smother vs Mina (ADV) 22 hit, Mina prone, grappled, restrained, blinded
Rug 2: Smother vs Barbican: 21 hit, Barbican grappled, restrained, blinded
Mina: 10hp (44/54) escape DC 13: 4 fail, bonus: Barbican Force Rend
Barbican (16/21): Force Rend + Bless vs Rug 2 (DIS) 17 hit 3hp (30/33), Barbican 3hp (13/21)
Armour: Multiattack Slam vs Mina (ADV) 21 hit 5 hp (39/54) Slam vs Mina (ADV) 13 miss
Gargoyle: Multiattack: Bite vs Barbican (ADV) 5 vs AC 15 miss, Claw 16 vs AC 15: hit 5hp (8/21)
Round 3
Cadmus: Sacred Flame vs Armour DC 12 2 5hp (28/33)
Rug 1: maintain smother
Rug 2: maintain smother
Mina: 10hp (29/54), escape DC 13 5 fail, bonus “get me out of here!”
Barbican: 10hp (dead)
Armour: Multiattack Slam vs Mina (ADV) 20 hit 5 hp (24/54) Slam vs Mina (ADV) 9 miss
Gargoyle: Multiattack: Bite vs Mina (ADV) 23 hit 5hp (19/54), Claw 15 miss
Round 4
Cadmus: Sacred Flame vs Armour DC 12 3 5hp (23/33)
Rug 1: maintain smother
Rug 2: Smother vs Mina (ADV) 20 hit
Mina: 20hp (0/54)
Mina and Cadmus find themselves within touching distance of freedom, but face seemingly insurmountable odds to attain it. Can they possibly overcome the massed might of HydroClan?
Links Transcript https://docs.google.com/document/d/1xRd_qCajdPk1J51blWBEwicI5s1ooK7clxQ3wtcbcWI/edit?usp=sharing
Mina’s character sheet: https://docs.google.com/document/d/1JGnbhd25G18rT_vAqkAUInVhukGgsvRLe960o_bUsi8/edit?usp=sharing
Cadmus’ character sheet: https://docs.google.com/document/d/1iXvGMribhEAZnn5SixCj3G8ZLz_OK4jBEo_hg8DKgKc/edit?usp=sharing
Mythic GM Emulator Deck: https://www.drivethrurpg.com/product/257195/Mythic-Game-Master-Emulator-Deck
Skill Challenge: https://critical-hits.com/blog/2016/08/16/skill-challenges-in-5th-edition-dd/
Noble House Randomiser: https://welshpiper.com/random-noble-houses/
Mechanics SCENE 15 Interrogation Chaos Factor 5
Altered Scene? Interrupt: PC Positive: Arrive Goals
Cadmus reaction: NPC Continues, -2 (Disposition 4) 6 goodberries (20/22hp)
SCENE 16: The Climb Chaos Factor 4
Altered Scene? Altered: they are being pursued.
Skill Challenge: 3 moderate successes DC 15 each, penalties on failure, combat after 3 failures
Cadmus Athletics +3, help (Mina) 8 fail (0 of 3)
Consequence Use a monster, danger, or location move
Event: Persecute Competition (siren sounded, more HydroClan)
Mina Athletics +1 16 success (1 of 3)
Cadmus Athletics +3, help (Mina) 20 success (1 of 3)
Mina Athletics +1 3 fail (1 of 3)
Consequence show signs of an approaching threat
Event Starting liberty ("free the great water spirit!")
Cadmus +3 help (Mina) 15 success;(2 of 3)
Mina +1 fail (1 of 3)
Consequence Turn their move back on them (2 x HydroClan cultists climb faster: combat)
Starting climb height: 80ft, exit at 120’
Mina on 2 of 3 Hero Points, no HD spent
Initiative
Water Weird 23
Mina 21
HydroClan bandits 11
Cadmus 7
HydroClan cultists 2
Round 1
Water weird (58/58 hp): trapped
Mina 34/38hp): Pistol 12 vs AC 12 hit 10hp: cultist 1 dead, cultist 2 8/9hp), Move 15’, Cultist Opportunity attack: 14 vs AC 17 miss: Mina at 95’
6 Hydroclan bandits (all on 11/11hp): Crossbow DIS for long range: 1 hit 5hp Mina (30/38)
Cadmus: Sacred Flame v Cultist 2 Dex 14 vs DC 12: miss, Move 10’, Cadmus at 90’
Hydroclan Cultist 2: move, scimitar 23 vs AC 14: hit Cadmus 4hp (16/22hp)
HydroClan Cultist 3-5 move up ladder, scimitar 8 vs AC 14 miss
Round 2
FATE: Weird released? (Likely): Yes
FATE? Attack HydroClan? (50/50): Yes
Water Weird: Constrict: 11 vs AC 12 miss, move to 60’
Mina (30/38): Pistol 12 vs AC 12 hit 1hp: cultist 2 dead, cultist 3 5/9hp), move (15’ to 110’)
6 HydroClan bandits: Crossbow DIS for long range:1 hit on Mina (25/38hp), 2 hits on Cadmus (6/22hp)
Cadmus: Move, dash (20’ to 110’)
HydroClan Cultists: move, 1 hit on Mina (21/38hp)
Round 3
FATE: Weird attack HydroClan? (50/50) Yes
Water Weird (58/58): Move, constrict 13hp, Cultist 5 dead
Mina (21/38hp): Bonus: healing surge: 6hp (27/38), pistol 20 vs AC 13 hit, Weird takes 18hp (40/58hp) 110’)
6 HydroClan bandits all miss
Cadmus (6/22hp) Move 10’ to 120’, open circular handwheel: Athletics DC 13: DIS 12 fail
HydroClan cultist 3 (5/9hp): hit Mina 4hp (23/38hp)
HydroClan cultist 4 (9/9hp): miss
Round 4
Water Weird (40/58): move, constrict miss Mina
Mina (23/38hp) Bonus: healing surge:7hp (30/38hp), pistol 20 vs AC 13 hit Weird takes 6hp (34/58hp)
6 HydroClan bandits: 1 hit on Cadmus, Parry
Cadmus: (6/22hp) open circular handwheel: Athletics DC 13: DIS 6 fail
HydroClan cultist 3 (5/9hp): miss
HydroClan cultist 4 (9/9hp): miss
Round 5
Water Weird (34/58): move, constrict hit Mina 13 (17/38hp), grappled, restrained escape DC 13
Mina (17/38hp): escape DC 13 STR 14, move (120’)
6 HydroClan bandits: hit Cadmus Parry, hit Cadmus 5hp (1/22hp)
Cadmus: (1/22hp) open circular handwheel: Athletics DC 13: DIS 8 fail, Bonus Healing Word
FATE: Does he heal himself? Yes 4hp (5/22hp) (2/2 L1 spell slots used)
HydroClan cultist 3 (5/9hp): miss
HydroClan cultist 4 (9/9hp): miss
Round 6
Water Weird (34/58hp) miss
Mina (17/38hp) ready action (Cadmus help)
6 Hydroclan bandits: all miss
Cadmus: help
Mina: open circular handwheel: Athletics DC 13 ADV 9 fail Hero Point 16 success, Move
Water Weird Opportunity attack miss Mina
HydroClan cultist 3 (5/9hp) Opportunity attack: hit Cadmus 4hp (1/22hp)
HydroClan cultist 4 (9/9hp) Opportunity attack: miss
Scene 17: To the Surface Chaos Factor 5
Altered Scene? Expected
FATE: Do the attackers continue? (Likely) No (screams from below: Weird attacks cultists)
FATE: Is the way out obvious? (Likely)Yes (tunnel up, grating, steps up from cellar- water pipes)
Cadmus: 3 Goodberries (4/22hp)
Description: Where are they? Joyfully Lavish
FATE: Noble House mansion? Yes
Toreth
House Toreth
Motto: By Quill and By Sword
Sigil: A golden two-headed roc on a scarlet field
An ancient noble house, historically militaristic, now waning in both size and political influence. They seek to reclaim old glories by seeking out power in the outer realms, and are intent on establishing a military presence in these strange new worlds. In Kyras they have secret ties to organised crime.
Scene 17 continued in Chapter 8
Mina and Cadmus stumble upon the site of a battle fought between unknown adversaries, and make much-needed camp. Will they make it through the night without interruption? And what strange new adversaries await them in the depths of the Underpipes?
Links Transcript https://docs.google.com/document/d/1YnNlVXuY_8_vBHAxWPPti5q_wN-py7xzESU0VRXnX50/edit?usp=sharing
Mina’s character sheet: https://docs.google.com/document/d/1JGnbhd25G18rT_vAqkAUInVhukGgsvRLe960o_bUsi8/edit?usp=sharing
Cadmus’ character sheet: https://docs.google.com/document/d/1iXvGMribhEAZnn5SixCj3G8ZLz_OK4jBEo_hg8DKgKc/edit?usp=sharing
Mechanics SCENE 12 Chaos Factor 6
Altered Scene? 9 No
DUNGEON: Common, empty 78
DESCRIPTION 56 Irritatingly 70 Mysterious (incomprehensible machinery)
DUNGEON: Common, empty Waste line
FATE: Does the knocking stop? (Likely) 34 Yes
FATE: Lost? (50/50) 59 Yes
FATE: Deep? (Likely): 5 Exceptional Yes (inside the link!)
DUNGEON: Unique, Discovery, Danger Theme: Shadowy Forces
DESCRIPTION 4 Angrily 64 Messy (smashed outpost)
FATE: Bodies? (very unlikely) 37 Yes
FATE: Old? (50/50) 24 Yes
Discovery: find coins/ gems/ jewelry
Danger: trap: alarm DC 12 to spot (Mina Passive Perception 14, DC 15 to disable
Cadmus Action: 8 NPC Continues -2 (Disposition 6)
Mina Thieves’ Tools +3, Guidance +1 ADV (Cadmus helping) 5, 21 Success
Treasure: 14GP (gems are paste)
Investigate: what destroyed this place? Investigate +6 Guidance +3 18
DESCRIPTION 29 Energetically 65 Mighty (powered construct)
SCENE 13 Choas Factor 5
Altered Scene? Interrupt 86 Passion 22 Energy (drawn by magic)
FATE: Enemy creature? (50/50) 60 No
DESCRIPTION: 81 Peacefully 18 Delicate
FATE Long Rest? (Likely) 50 Yes
Mina full HP
Cadmus 3 levels Exhaustion 22hp
FATE: low on provisions? (Very likely) 8 Extreme Yes (out of provisions)
FATE: creatures edible? (Very unlikely) 38 No
Cadmus: cast Goodberry
SCENE 14 Chaos Factor 4
Altered Scene? 9 No
DUNGEON: Theme (Water) Unique (Control Chamber) Discovery (well) Danger (creature guarding: Human relocating attacking - cult fanatic and 4 cultists Donjon)
FATE: Great Machine? (Likely) 91 No
DESCRIPTION: 2 Adventurously 9 Classy
FATE: Water cult? (Likely) 41 Yes
FATE: Linked to imprisoning Piperunners? (50/50) 94 Exceptional No (implacable enemies)
Aggression: 5
Passive Perception 14 vs 12: Stealth 2 (noticed)
Range: 60ft
FATE: Does Cadmus recognise them? (Very Unlikely) 81 No
Initiative:
Round 1
Mina: move ready action: attack if attacked
Cadmus: Disposition 6: Talks/ Exposition
Cultist Tactic: Probe - attack cautiously, testing opponent's defences
Fanatic: Move to ½ cover, Spell (1/4 L1 slots used)
Mina: Pistol 19 vs AC 14 24hp piercing (Fanatic 15hp remaining)
Command (Mina) DC 12 WIS Save: 9 fail
Cultists: 30 ft, ½ cover
Round 2
Mina: Grovel: prone
Cadmus: Disposition 8: Seeks to end the encounter (surrenders)
Tactic: Aggression 4, attack cautiously, testing opponent's defences
Fanatic: Hold Person (1/3 L2 slots used): DC 12 Cadmus (DIS) 12 15 saves (“seize them!”)
Cultist 1: Move 30’ Grapple vs Mina (prone) STR 11 vs DEX 11 (Mina higher skill Mod, avoids grapple)
Cultist 2: Move 30’ Grapple vs Cadmus STR 6 vs DEX 13 avoids grapple
Cultist 3: Move 30' Grapple Vs Mina STR 5 Vs DEX 9 avoids grapple
Cultist 4: Move 30' Grapple Vs Cadmus 7 Vs 9 avoids grapple
Round 3
FATE In a line? (50/50) 35 Yes 1d3 2 (1 of 2 L1 slots used)
Mina: stand, Tasha’s Caustic Brew DEX DC 14 Cultist 1 12 fail Cultist 3 19 success
Cadmus: Disposition 10: Context Action (under attack)
FATE Both in range? (50/50) 16 Yes
Word of Radiance: CON DC 12 Cultist 2 12 success Cultist 4 14 success
Tactic: Aggression 5 Balance - attack and defend evenly, no particular strategy
Fanatic: Blindness (2/3 L2 slots used) WIS DC 12 Mina 15 success
Cultist 1: 10hp acid damage (dead)
Cultist 2: dagger vs Cadmus AC 22 hit 4hp (18/22hp)
Cultist 3: dagger Vs Mina 19 hit 4hp (28/32)
Cultist 4: dagger Vs Cadmus AC 24 hit 4hp (14/22hp)
Round 4
Mina: Draw dagger (off hand), 17 hit Cultist 2 (7/9hp)
Cadmus: Disposition 12: Context Action
Word of Radiance CON DC 12 Cultist 2 13 Cultist 4 15 both avoid
Tactic: Aggression 4 Twist: Change - weapon/objective/ground “Kill them!”
Fanatic: Close to melee, Inflict Wounds on Cadmus vs AS 9 Miss
Cultist 2 dagger vs Cadmus AC 8 miss
Cultist 3 dagger vs Mina AC 9 miss
Cultist 4 dagger vs Cadmus AC 8 miss
Round 5
Mina: Move 30’ to cover (opportunity attack AC 22 hit 4hp (24/38hp), pistol 10 AC miss, HERO POINT 18 AC hit 24hp (Fanatic dead, cleave to Cultist 4, dead)
Cadmus: Word of Radiance CON DC 12 Cultist 2 6 fail 4hp (5/9hp) Cultist 4 1 fail 4hp (5/9hp)
Tactic: Aggression 2 Stand-off - wait for opponent to make the next move
Cultist 2 (5/9hp) ready attack if attacked
Cultist 3 (9/9hp) ready attack if attacked
Round 6
Mina: “drop your weapons and we won't kill you” (Persuasion 6) ready pistol if they move
Cadmus: move 20’, ready sacred flame if they move
Tactic Aggression 4 Stand-off - wait for opponent to make the next move
End Combat
Mina begins her exploration of the Underpipes, and makes a surprising discovery that makes her reassess her quest. But she’ll need to avoid being discovered herself if she’s going to survive…
Links Transcript https://docs.google.com/document/d/1n568c4YkbsuKocfV-V0TWqrNtEpxrTAS-KXM3P9ALeI/edit?usp=sharing
Mina’s character sheet: https://docs.google.com/document/d/1JGnbhd25G18rT_vAqkAUInVhukGgsvRLe960o_bUsi8/edit?usp=sharing
Cadmus’ character sheet: https://docs.google.com/document/d/1iXvGMribhEAZnn5SixCj3G8ZLz_OK4jBEo_hg8DKgKc/edit?usp=sharing
Apocalypse World: http://apocalypse-world.com/
Ironsworn: https://www.ironswornrpg.com/
Dungeon World: https://dungeon-world.com/
FATE: https://www.evilhat.com/home/fate-core/
Mythic Magazine Volume 1: https://www.drivethrurpg.com/product/342536/Mythic-Magazine-Volume-1
Donjon: https://donjon.bin.sh/
Mechanics SCENE 10 Chaos Factor 4
SCENE ALTERED? 1 Altered (Extremely hot)
Common, Discovery: Heating pipes, find supplies
Investigation vs DC 16 Clues?: 12+2 (Guidance) Fail forward (Complication)
DESCRIPTION: 49 Healthily 43 Harsh
Complication Table
3: Show signs of an approaching threat
Description: 43 Imprison 15 Innocent
Healer? (50/50) 27 Yes
Human? (50/50) 15 Yes
Imprisoned how long? 1d4 (Days to years) months
Sleight of Hand Vs DC 10: lockpicks +3 +3 (Guidance): 19 Success
NPC Behaviour Check
Context: Investigating the Piperunners
Cadmus: starting Disposition 2d10+-2 10 Active
Cadmus First Action: 2d10+2 16 Act out of Self Interest (runs), change context (Escape incareration)
Cadmus Action: 2d10+2 17 Take something (food/ water), change context (tend to Cadmus)
Context Modifier: -2 (Disposition 8, Passive)
FATE: does he know when they are coming back? (50/50) 27 yes
When? 1d4 (now, minutes, tens of minutes, hours) 4 hours
FATE: Does he know another way out? (No Way) 12 No
Result
Action
Context
4 or less
TALKS, EXPOSITION
Character’s Action changes the current Context
5
PERFORMS AN AMBIGUOUS ACTION
6-7
ACTS OUT OF PC INTEREST
8
NPC CONTINUES -2
The Character’s Action is within the current Context
9-10
NPC CONTINUES
11
NPC CONTINUES +2
12
CONTEXT ACTION
13
GIVES SOMETHING
The Character’s Action changes the current Context
14
SEEKS TO END THE ENCOUNTER
15-16
ACTS OUT OF SELF INTEREST
17
TAKES SOMETHING
18 or more
CAUSES HARM
SCENE 11 Chaos Factor 5
SCENE ALTERED? 8 No
Themed, Common, Discovery, Danger (Water, Cooling Pipes, condensation, slashing trap)
Donjon random Trap generator, CR 2 (https://donjon.bin.sh/5e/random/#type=trap;trap-level=2)
Guillotine Blade: DC 15 to find, DC 15 to disable; +8 to hit against one target, 2d10 slashing damage; heroic tier, dangerous
Target: Mina d20+8 17 hit 10hp (22/38hp remaining)
FATE: does Cadmus heal her? (Likely) 73 Yes (just)
Healing Word (3HP)
FATE: was he kidnapped (very likely) 98 extreme no (he came here willingly)
FATE: is he willing to talk? (50/50) 26 Yes
EVENT: why did he come here? 3 Neglect 32 Plans
FATE: Are they all bad? (Unlikely) 22 Yes, Random Event
EVENT: Remote Event 2 Starting 21 Messages (knocking pipes)
Mina visits the Necropolis hoping to find clues, but runs into an unforeseen complication. Instead, she’s forced to take a perilous journey into the unknown, in search of answers that she hopes will explain the mystery of the Infernal Powder.
Links Transcript https://docs.google.com/document/d/11T9fnLz-pXpvO1TjnC6xxzVkdrs6JD4BbTH6hiobTgM/edit?usp=sharing
CHAPTER 4: Mechanics SCENE 8 Chaos Factor 6
SCENE ALTERED? 3 Altered (ceremony in progress)
FATE: Did Mina see the cultists' meet anyone? (50/50) 46 Yes
DESCRIPTION: who? 80 Partially 98 Watery
FATE: From the underpipes? Yes (piperunners)
FATE: Did the barrels exchange hands? (50/50) 46 Yes
FATE Does Mina know how the tipoff was received? (Very unlikely) 54 No
FATE is access restricted? (50/50) 94 Extreme No (encouraged)
Hunt for clues: Investigation +6: 26
FATE: Is there a clue to be found? (50/50) 94 Extreme No (area scrubbed clean, then ceremony)
Thread closed: investigate necropolis
Thread opened: investigate underpipes
Character added: Piperunners
Chaos Factor: 5
SCENE 9 Chaos Factor 5
SCENE ALTERED? 1 Altered (pipe flooded)
Into the Unknown: 3 Common, Discovery, Danger
16: 2 way junction
6/2 Shaft
11/4 Creature looking for food
12/5/12/2/4/9/6 Fire snake X 2
Initiative
Mina: 18 Dagger: +3 to hit (1d4+1) x2 (piercing) Each hit causes 1hp damage to Mina
Snakes: 19 Bite and Tail: +3/ 4 damage
FATE Melee range? (50/50) 13 Yes
ROUND 1
Snake 1 Bite 12 Miss, Tail 8 Miss
Snake 2 Bite 13 Miss, Tail 20 Hit 4hp (resistance to fire damage underwater)
Mina (34hp) Dagger 15 10hp Snake 1 (12 hp), 1 hp Mina (33hp)
ROUND 2
Snake 1 (12hp) Bite 18 Hit 4hp Tail 12 Miss
Snake 2 Bite 9 Miss Tail 12 Miss
Mina (29hp) Dagger 22 8hp Snake 1 (4hp), 1hp Mina (28hp)
ROUND 3
Snake 1 (4hp) Bite 12 Miss Tail 14 Miss
Snake 2 Bite 23 Hit 4hp Tail 10 Miss
Mina (24hp) Dagger 16 10hp Snake 1 (dead) Snake 2 (16hp) Mina 1 (23hp)
ROUND 4
Snake 2 (16hp) Bite 11 Tail 8
Mina (23hp) Dagger 13 miss
ROUND 5
Snake 2 (16hp) Bite 21 4hp Tail 5
Mina (Mina 19hp) Dagger 20 10hp (Snake 2 6hp) Mina 1 (18hp)
ROUND 6
Snake 2 (6hp) Bite 20 4hp Tail 15
Mina (14hp) Dagger 18 3hp (Snake 2 dead)
Bonus action: Healing surge 11hp (25hp total)
This episode sees Mina find some sanctuary, but that doesn’t mean her troubles are over. She faces a dangerous setback and a night of chilling nightmares before the dawn.
LINKS Transcript https://docs.google.com/document/d/1w4TEp_aJN-4FtEd7p9_M5Sg6TX1wWKpd9FHKtzSItKU/edit?usp=sharing
MECHANICS Scene 5: Studying the Folder Chaos Factor 7
SCENE ALTERED? 3 (Altered) 65 Attach 91 Weapons (folder is trapped: Glyph of Warding)
Exhaustion Level 2 (Disadvantage on Ability Checks, Speed halved)
Glyph spotted? Arcana (+6) vs DC 17 at Disadvantage: 10 (fail)
Glyph deals 5d8 (24) thunder damage: 14/38 HP
FATE: does she attract attention? (50/50) 46 Yes
FATE: danger? (Unlikely) 68 No
FATE: thrown out? (50/50) 91 No (Innkeeper investigates
http://chaoticshiny.com/chargen.php
Innkeeper: Caelia, gnome, curious, suspicious
Any tracking or scrying magics spotted? Arcana +6 vs DC 16 at Disadvantage: 15 (fail)
Any clues spotted? Investigation +6 Vs DC 16 at Disadvantage: 12 (fail)
FATE: folder destroyed? (Likely) 17 Yes
DESCRIPTION: where did she first find the cultists'? 94 Softly 42 Hard (monastery)
FATE: does she manage a long rest? (Likely) 94 No
EVENT: 25 Dominate 17 The Spiritual
FATE: nightmares? (50/50) 47 Yes
Scene 6 Nightmares Chaos Factor 8
SCENE ALTERED? 3 altered (wakes up, another nightmare)
Nightmare Generator
4, 2, 6, 5
FATE: does her father leave her a message? (50/50): 29 yes
DESCRIPTION: 69 Ruin 5 Inside (mausoleum)
Scene 7: Montage Chaos Factor 7
SCENE ALTERED? 6 Interrupted
Event focus: Close a Thread: Explain the explosion in the sky
FATE: Does Mina get 2 days to recover? (Likely) 77 Yes, Random Event
Event focus: Move towards a thread: Resolve trouble with the Whisperer
In this episode Mina returns home only to find an unwelcome visitor waiting for her, with a truly nefarious proposition. Will Mina betray her own House, or will she risk conflict with a group capable of penetrating one of the most secret organisations in the city?
LINKS Transcript: https://docs.google.com/document/d/1BJ6rM2nlHck4PTZekyKmpIKlEPOADiJgIcW4N2Koxb8/edit?usp=sharing
MECHANICS SCENE 3: Return to the Rookery (CR 7) SCENE MODIFIED 7
Altered (Lab disrupted)
FATE has someone been here? (50/50) 3 Exceptional yes (they are still here)
FATE The Whisperer? (Somewhat Likely) 100 Exceptional No
FATE A rival House? (50/50) 17 Yes
Description: Who? 74 Naturally 6 Average (nondescript)
Event: 96 Guide 36 Bureaucracy (fraud)
FATE Blackmail? (Likely) 37 Yes
FATE: over tonight's events? (Likely) 74 Yes
SCENE 4: To Arms SCENE MODIFIED: 7 Altered (The box is real)
FATE: Is the box still there? 48 Yes
In this episode Mina finds herself on the run from a pack of mech-fixated maniacs, and we learn who sent her to investigate them, and why.
Links
Transcript https://docs.google.com/document/d/1EqdqyTweQpTiPuKanq7kYbkstQfMbUx5CjmYmwgyvDE/edit?usp=sharing
Level Up Monstrous Menagerie: https://www.drivethrurpg.com/product/376472/Level-Up-Monstrous-Menagerie-A5E#:~:text=The%20Monstrous%20Menagerie%20provides%20nearly,khalkos%20and%20the%20phase%20monster.
Mythic GM Emulator: https://www.drivethrurpg.com/product/20798/Mythic-Game-Master-Emulator
Kobold Fight Club: https://koboldplus.club/#/encounter-builder
Game Mechanics
SCENE 1: Night Flight MINA Cast Feather Fall (reaction)
FATE Do enemies follow? (Likely) 04 Exceptional Yes (1d6+2=7 enemies)
DESCRIPTION What do they look like? 20 Crazily 67 Modern
FATE Members of a Machine Cult? (Likely) 51 Yes (Level Up MM pg 472)
FATE Does Mina land on Rooftops? (50/50) 57 No (streets)
FATE Streets busy? (unlikely) 11 Yes, and Random Event
EVENT NPC Action (Machine Cultists) 17 Antagonistic 86 Hope (Threaten)
FATE Do all enemies land safely? (50/50) 42 Yes
FATE Do enemies attack? (A sure thing) 64 Yes
FATE Any into Melee range round 1? (Unlikely) 46 No
Kobold Fight Club 7 Cultists (Deadly)
INITIATIVE
Cultists 20
Citizens 18
Mina 7
NPC Tactics
NPC opponents have an Aggression rating of 1 to 6, with most starting on 4.
To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table.
As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does.
If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die.
NPC Tactic table
Twist Table
ROUND 1
Cultists Double Move (Difficult Terrain)
Citizens (aggro 1) 1 Twist (Trick)
9 Wear down
Divert/ distract
Mina Stealth (ADV) vs PP 10: 15 Success. Move away.
FATE: Cover nearby? (Likely) 10 Yes
DESCRIPTION What sort of cover? 24 Defiantly 93 Tranquil (bath house)
FATE: Does the airship crash this turn? (50/50) 57 No
Huge explosion (Infernal Powder)
ROUND 2
Cultists (aggro 6) Perception vs PS 11: 17 Success.
1 Same (Chase Mina)
Citizens (aggro 1) 4 Change Tactic
6 Retreat Remove from Character List
Mina Crossbow 2 Miss, Move (into bath house)
FATE Notable occupants? (50/50) 71 No (bathers)
FATE Does the airship crash this turn? (50/50) 35 Yes
FATE Any cultists hit? (50/50) 99 Exceptional No (Bath house hit)
DEGREE (Motif) 1 Minimal damage
DANGER (Motif) 1 Easily avoided threats
ROUND 3
Cultists (Aggro 5) 5 Change Tactic
8 Probe
Mina Double Move
FATE Does she get clear? (50/50) 61 No (spotted in side alley)
SCENE 2: Street Pursuit (Chaos Rank 6)
SCENE MODIFIED 5 Altered (Fire is spreading rapidly)
https://www.hipstersanddragons.com/new-chase-mechanics-5e-dnd/
Chase Rules
CONDITIONS Mina 2 gaps away from Cultists, needs +4 gaps (6)
ROUND 1 Mina Comp 19 (none)
Cultists Comp 20 (none)
Mina check Athletics 14
Cultists check Athletics 6
Result Mina 3 gaps away
ROUND 2
Mina Comp 3 (stained glass, STR check)
Cultists Comp 5 (slippery ground, DEX check)
Mina check STR 9
Cultists check DEX 12
Result Mina 2 gaps away
ROUND 3
Mina Comp 12 (none)
Cultists Comp 16 (none)
Mina check Athletics 17
Cultists check Athletics 1
Result Mina 3 gaps away
FLASHBACK
FATE Was she sent to the airship? (50/50) 39 Yes
DESCRIPTION Who by? 36 Foolishly 36 Flawless
FATE A faction rep? (Somewhat Likely) 65 Yes
FATE House Montisario? (50/50) 59 Yes
ROUND 4
Mina Comp 17 (none)
Cultists Comp 13 (none)
Mina check Athletics 3
Cultists CON check 17 (passed)
Cultists check Athletics 1
Result Mina 4 gaps away
ROUND 5
Mina Comp 12 (none)
Cultists Comp 10 (impassible obstacle, DEX check)
Mina check Athletics 4
Cultists CON check 16 (passed)
Cultists check Athletics 10
Result Mina 3 gaps away
ROUND 6
Mina Comp 14 (none)
Cultists Comp 1 (horse and cart, DEX check)
Mina check Athletics 14
Cultists CON check 19 (passed)
Cultists check DEX 3
Result Mina 4 gaps away
FLASHBACK
FATE Were they carrying explosives? (Likely) 43 Yes (Infernal Powder)
FATE Did Mina set the fire? (Somewhat Likely) 12 Yes
FATE Did they see her face? (Unlikely) 80 No
ROUND 7
Mina Comp 4 (barrels, DEX check)
Cultists Comp 17 (none)
Mina CON check 3 (1 level Exhaustion)
Mina check Athletics 14
Cultists CON check 9 (1 level Exhaustion)
Cultists check DEX 5
Result Mina 5 gaps away
ROUND 8
Mina Comp 4 (barrels, DEX check)
Cultists Comp 17 (none)
Mina CON check 3 (1 level Exhaustion)
Mina check Athletics 14
Cultists CON check 9 (1 level Exhaustion)
Cultists check DEX 5
Result Mina 5 gaps away
ROUND 9
Mina Comp 18 (none)
Cultists Comp 5 (Mina trick, INT check)
Mina CON check 5 HERO POINT 5 (2 levels Exhaustion)
Mina check Athletics 6
Cultists CON check 20 (1 level Exhaustion)
Cultists check INT 9
Result Mina 3 gaps away
ROUND 10
Mina Comp 7 (brawl, DEX)
Cultists Comp 11 (none)
Mina CON check 9 HERO POINT 7 (3 levels Exhaustion)
Mina check Athletics 12
Cultists CON check 8 (2 level Exhaustion)
Cultists check Athletics 3
Result Mina 4 gaps away
ROUND 11
Mina Comp 2 (crowd, STR check)
Cultists Comp 19 (none)
Mina CON check 14 (3 level Exhaustion)
Mina check STR 10
Cultists CON check 2 (3 level Exhaustion)
Cultists check Athletics 5
Result Mina 5 gaps away
ROUND 12
Mina Comp 2 (crowd, STR check)
Cultists Comp 1 (crowd, STR check)
Mina CON check 10 (3 level Exhaustion)
Mina check STR 16
Cultists CON check 2 (4 level Exhaustion)
Cultists check STR 9
Result Mina 6 gaps away, and free
In this preliminary, Session Zero episode, I talk about the what and the why of Solo RPGs, my goals and preparation for this 5th Edition D&D solo game, how I intend to approach the podcast, and the reasons behind some of the decisions I’ve made.
Links
Transcript: https://docs.google.com/document/d/1eQFxhCZ8tqDql3PwmYjcwWZM-AcWQOHE3PZayNAsYi8/edit?usp=sharing
Tale of the Manticore: https://taleofthemanticore.podbean.com/
1 PC 5e houserules: https://docs.google.com/document/d/1OGLf6d8k5nQEt2bBWRxScjMzhs2LTm8h7XcwTS8Pqs8/edit?usp=sharing
Me, Myself and Die: https://www.youtube.com/channel/UCtiBzkVoYrugJkrpW7_75Ag
The Bad Spot: https://www.youtube.com/channel/UCSHZfmwfiIxCpKrQFrr7YyQ
The Mythic GM Emulator: https://www.drivethrurpg.com/product/20798/Mythic-Game-Master-Emulator
Mina’s Character Sheet L1: https://docs.google.com/document/d/1p0CWxi4hF4uLQ131qY0YkhT_smHD7gbZMOwqrZ_W_Xs/edit?usp=sharing
Microscope: https://www.lamemage.com/microscope/