The Lone Adventurer: Recent Episodes

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A solo actual play RPG podcast; I’ll be your narrator, your Game Master and guide

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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:

  • +1 Stress (1 trauma)

Tatters:

  • +2 Stress (2 trauma)

Sallow:

  • Indulge Vice: 1
  • Indulge Vice: 2
  • Indulge vice (1 coin) 4

Crater:

  • Indulge vice: 6
  • Indulge vice: 2

Trace:

  • Indulge vice: 5
  • Train

Spider:

  • Indulge vice: 3
  • Indulge vice: 5

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)

  • Infiltrate the City Council +2

The House of Whispers (II W)

  • Win House Montisario influence on the City Council +1
  • Rise in Tier +1

The Wraiths (II W)

  • Recruit expert thieves +2
  • Secure an arcane ally +2

The Seekers of Truth

  • Secure the benefits of War +1

The Demon Dimensions

  • Infiltrate the mortal world 2/8

Tracking down the Web and arrival order/ method

  • Montisario: Very likely: yes (Valerian)
  • Undying: Very likely: yes (Sallow) Reveal Spirit
  • Unseen: 50/50: yes, but (in small numbers)
  • Blues: Likely: yes, but (surround the building, outside)
  • Seekers: Likely: yes Breech home
  • Cult: Unlikely: no

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

View Details

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

  • Faction: The authorities

SIMPLE Q: Bluecoats? (50/50) Yes

SIMPLE Q: Known NPC? (50/50) No

PROGRESS CLOCK: Destroy the Unseen’s supply lines 12/20

  • The Shipping Company 4/4
  • The Percheron 4/4
  • Warehouse 1 4/4
  • Warehouse 2 0/8

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)

  • Sallow: 2d: 6,1
  • Trace: 3d: 2,3,3: 1 stress for Sallow
  • Spider: 1d: 6
  • Crater: 1d: 3: 1 stress for Sallow

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

View Details

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

  • The Shipping Company 4/4
  • The Percheron 4/4
  • Warehouse 1 0/4
  • Warehouse 2 0/4

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

  • The Shipping Company 4/4
  • The Percheron 4/4
  • Warehouse 1 1/4
  • Warehouse 2 0/4

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

  • The Shipping Company 4/4
  • The Percheron 4/4
  • Warehouse 1 2/4
  • Warehouse 2 0/4

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

  • Unseen & goons arrive with a delivery of powder

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

  • The Shipping Company 4/4
  • The Percheron 4/4
  • Warehouse 1 4/4
  • Warehouse 2 0/4

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)

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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)

  • +2 Stress boxes per crew member
  • Everybody Steals (+1 action rating for each crew member)
  • Synchronised (All Group Action 6’s combine)

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

  • Show of Force (Undying destroy all covert drops)
  • Reprisals (Sawtooth is found flayed)
  • Questioning: Lord Adelaide Phroaig taken in, 2 Coin to release

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

  • Recover (Physicker, Crater Aids): 5d: 2,5,5,6,3: Frazzled gone, Overwhelmed to L1
  • Indulge Vice: 3 (4/11 remaining)
  • Train (1 Coin): Survey +1

Crater

  • Indulge Vice: 3 (4/11 remaining)
  • Reduce Heat: Wreck: 3,4 Heat reduced by 2 to 3

Spider

  • Indulge Vice: 5 (2/11 remaining)
  • Reduce Heat: Consort: 4,1: Reduced by 2 to 1

Trace

  • Recover (Physicker, Spider Aids): 5d: 1,1,3,4,5: 2 segments
  • Recover (Physicker, Spider Aids): 5d: 6,4,3,1,3: 3 segments, Fatigued gone
  • Train (1 Coin)
  • Train (1 Coin): Study +1

Tatters

  • Stress cleared, Trauma (Paranoid)
  • +2 Stress (2 Trauma)
  • Recover (Physicker, Valerian Aids): 5d: 4,5,2,2,6: 3 segments, 1 Coin for 5 segments: Brutalised cleared
  • Train x 4 (3 Coin): +1 Study

Valerian

  • Stress cleared, Trauma (Reckless)
  • +1 Stress (1 Trauma)
  • Train x 2

Faction Clocks

  • Unseen: +1 infiltrate city Council
  • Cult: +1 Awaken Machine, +2 convert unbelievers
  • Wraiths: +1 recruit thieves, +1 secure arcane ally
  • Tortemus: +1 crush Crows, +1 gain arcane secrets
  • Seekers: +1 benefits of war

ENGAGEMENT ROLL Spider, Trace, Crater, Sallow

The Plan: Assault

The Detail: Destroy the Unseen’s supply lines

Loadouts: all Medium

Engagement Roll: 2D

  • Luck: +1D
  • Bold: +1D
  • Vulnerability: +1D
  • Ally (Jeren, Bluecoat archivist): +1D
  • High Tier target: -1D
  • Wanted: -1D

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

  • Secure intel at the Shipping Company 0/4
  • Destroy the Percheron 0/4
  • Destroy Warehouse 1 0/4
  • Destroy Warehouse 2 0/4

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

  • The Shipping Company 2/4
  • The Percheron 0/4
  • Warehouse 1 0/4
  • Warehouse 2 0/4

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

  • The Shipping Company 3/4
  • The Percheron 0/4
  • Warehouse 1 0/4
  • Warehouse 2 0/4

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

  • The Shipping Company 3/4
  • The Percheron 1/4
  • Warehouse 1 0/4
  • Warehouse 2 0/4

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

  • The Shipping Company 3/4
  • The Percheron 2/4
  • Warehouse 1 0/4
  • Warehouse 2 0/4

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

  • The Shipping Company 3/4
  • The Percheron 4/4
  • Warehouse 1 0/4
  • Warehouse 2 0/4

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

  • The Shipping Company 4/4
  • The Percheron 4/4
  • Warehouse 1 0/4
  • Warehouse 2 0/4

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

View Details

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

View Details

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

View Details

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

View Details

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

View Details

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

  • Escape 0/6
  • Cornered 0/6

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

  • Escape 1/6
  • Cornered 1/6

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

  • Escape 3/6
  • Cornered 1/6

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

  • Escape 4/6
  • Cornered 1/6

ACTION: Crater: Skirmish: push lead pursuer off the roof, Risky, Limited, 2d: 6,5 (success)

RACING CLOCK

  • Escape 5/6
  • Cornered 1/6

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

  • Escape 6/6: ESCAPED
  • Cornered 1/6

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

View Details

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

  • Luck: +1D
  • High Tier target: -1D
  • Second Storey: +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

  • Luck: +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

  • Luck: +1D
  • Bold & Daring: +1D
  • Strong defences: -1D
  • Aid (Setarra): +1D
  • High Bad Result (desperate)

SIMPLE Q: Does Setarra double cross her? (Likely) 5,1,1 (Yes But) Temporarily “I didn’t say when”

View Details

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

View Details

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

View Details

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

View Details

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

View Details

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

  • Crows
  • Lord Tortemus, the Night Queen’s Shadow (the Undying)
  • The Fog Hounds
  • The Circle of Flame

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

View Details

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:

  • 2 basic +3 for Higher Tier target: 5 REP
  • 6 COIN

HEAT:

  • 4 (loud and chaotic) +1 (Devil’s Bargain) +1 (Hostile turf): 6 HEAT

ENTANGLEMENTS:

  • Flipped: Laroze lost as a contact (now working for the Unseen)

DOWNTIME ACTIVITIES:

  • Valerian: Recover 1/4 (Sawtooth)
  • Valerian: Vice (shopping) 6 stress cleared (1/9)
  • Tatiana: All stress cleared, Haunted
  • Alphonse: Vice (Dust) 1 stress cleared (5/9)
  • Alphonse: Reduce Heat: Wreck (destroy records) 2d 3: -3 Heat (3/9)

XP

  • Valerian: 2xp deception
  • Tatiana: 2xp desperate 2xp arcane, 1xp vice
  • Alphonse: 1xp desperate 1xp violence
  • Crew: 1xp theft, 1xp higher tier, 1xp reputation

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:

  • Mara Vale: Local, cute female
  • Goals: respect, Methods: espionage, Profession: butcher
  • Traits: candid, Interests: pets, Quirks: decision by committee

NPC 2:

  • Lynthia Vale: Local, wiry female
  • Goals: Happiness, Methods: hard work, Profession: messenger
  • Traits: daring, Interests: drugs, Quirks: a fraud

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

  • Luck: +1D
  • Bold & Daring: +1D
  • Aid (Slate): +1D
  • High Tier target: -1D
  • Second Storey: +1D

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

  • Luck: +1D
  • Bold & Daring: +1D
  • Vulnerability: +1D (Cult helmets)
  • High Tier target: -1D
  • Second Storey: +1D

Result: Mixed (risky)

View Details

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:

  • 2 basic +3 for Higher Tier target: 5 REP
  • 6 COIN

HEAT:

  • 4 (loud and chaotic) +1 (Devil’s Bargain) +1 (Hostile turf): 6 HEAT

ENTANGLEMENTS:

  • Flipped: Laroze lost as a contact (now working for the Unseen)

DOWNTIME ACTIVITIES:

  • Valerian: Recover 1/4 (Sawtooth)
  • Valerian: Vice (shopping) 6 stress cleared (1/9)
  • Tatiana: All stress cleared, Haunted
  • Alphonse: Vice (Dust) 1 stress cleared (5/9)
  • Alphonse: Reduce Heat: Wreck (destroy records) 2d 3: -3 Heat (3/9)

XP

  • Valerian: 2xp deception
  • Tatiana: 2xp desperate 2xp arcane, 1xp vice
  • Alphonse: 1xp desperate 1xp violence
  • Crew: 1xp theft, 1xp higher tier, 1xp reputation

Faction clocks updated

View Details

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

  1. Chaintop (Barrowcleft). Residences and markets for the farmers who work the fields and eeleries.
  2. The Rose Quarter (Brightstone). The grand mansions and luxury shops of the wealthy elite.
  3. The Slopes (Charhollow). A crowded district of tenements and stacked houses.
  4. The Bridges (Charterhall). The city’s civic offices and the hub for shops, artisans, and commerce.
  5. The Mercer’s Quarter (Coalridge). The remnants of Doskvol’s original hilltop mining settlement, now home to laborers and industrial factories.
  6. The Spot (Crow’s Foot). A cramped neighborhood of multi-level streets, ruled by gangs.
  7. The Docks. Rough taverns, tattoo parlors, fighting pits, and warehouses.
  8. The Iron Spire (Dunslough). A labor camp served by convicts and a ghetto for the destitute poor.
  9. The Rat-Run Markets (Nightmarket). The trade center for exotic goods imported by rail. Many vendors also trade in illicit goods.
  10. The Gilded Gardens (Silkshore). The “red lamp district” and artist community.
  11. The Lavenders (Six Towers). A formerly rich district, now worn down and dilapidated.
  12. The Orchidium (Whitecrown). The sprawling estates of the Lord Governor, Hunter Commander, Master Warden, and Doskvol Academy.

Factions

The Unseen (IV S)

  • Infiltrate the City Council 8
  • Expand into other cities 8

The House of Whispers (II W)

  • Win House Montisario influence on the City Council 6
  • Rise in Tier 8

The Cult of the Machine (III W)

  • Awaken the Great Machine 12
  • Convert the Unbelievers 8

The Wraiths (II W)

  • Recruit expert thieves 8
  • Secure an arcane ally 6

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:

  • Bold & Daring: +1D
  • Vulnerability: +1D
  • Aid (Harker): +1D
  • High Tier target: -1D
  • Second Story: +1D

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)

  • Valerian leads: 2 Stress, success with consequence
  • CLOCK: Find Slate: 2/4
  • CLOCK: Alert 2/4

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)

View Details

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/

View Details

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

  • Encourage the Law
  • Hinder Success
  • Spoil beauty

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

  • Operate vigilance
  • Process the church
  • Defile nature

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

  • Produce the populous
  • Assist justice
  • Maintain harmony

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

  • Abduct wealth
  • Plunder gluttony
  • Damage charity

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

View Details

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:

  • Houses
  • Underworld
  • Orders
  • Everyone **

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)

View Details

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

View Details

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

  1. Panic - flee without caution, open self up to opportunistic attack
  2. Surrender - throw down weapons and submit to opponent
  3. Disengage - attempt to divert opponent's attention away from self
  4. Retreat - move towards cover or out of range
  5. Guard - defend only, no attack
  6. Probe - attack cautiously, testing opponent's defenses
  7. Wear down - draw the fight out and try to tire the opponent
  8. Stand-off - wait for opponent to make the next move
  9. Balance - attack and defend evenly, no particular strategy
  10. Feint - try to trick opponent into defending against the wrong move
  11. Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent
  12. Taunt - try to anger or dismay opponent into making a mistake
  13. Press - keep opponent on the defensive and hope their skill is inferior
  14. Strike - try to penetrate opponent's defence with a fast attack
  15. Charge - attack with ferocity, risking injury to wound opponent
  16. Frenzy - attack wildly, risking death to wound opponent

Twist Table

  1. Re-enforce - Call for help from allies/bystanders
  2. Change - weapon/objective/ground
  3. Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head
  4. Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon
  5. Bargain - try to persuade opponent to surrender/back out of combat/change sides
  6. Trick - try to convince opponent they are about to suffer a setback or gain a false advantage

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

View Details

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

View Details

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)

View Details

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)

  • Fulfil charity
  • Comprehend the elite
  • Determine freedom

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

View Details

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

View Details

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)

  1. Fear
  2. Revenge X
  3. Altruism
  4. No Choice

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

  1. Fargalay
  2. Monsitario
  3. Toreth X
  4. Amberen
  5. Other

View Details

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

View Details

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.

View Details

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)

  1. The trail of the Infernal powder X
  2. Something she found there
  3. Take something down there
  4. Get something out of there

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

View Details

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

View Details

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:

  • HP to
  • Battle Ready (prof with martial weapons, use Int for att/ dmg)
  • Spells: Heroism, Shield
  • Extra L1 spell slot
  • Steel Defender
  • Swap 1 Infusion (remove Cap of Water Breathing, add ???)

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)

  • Animated Armour CR 1
  • Gargoyle CR 2
  • 2 x Rug of Smothering CR 2

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)

View Details

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

  1. Fargalay
  2. Monsitario
  3. Toreth
  4. Amberen

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

View Details

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:

  • Mina: 15
  • Cadmus: 12
  • Fanatic: 11
  • Cultists: 10

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

View Details

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

  1. Use a monster, danger, or location move
  2. Reveal an unwelcome truth
  3. Show signs of an approaching threat
  4. Deal damage
  5. Use up their resources
  6. Turn their move back on them
  7. Separate them
  8. Give an opportunity that fits a class’ abilities
  9. Show a downside to their class, race, or equipment
  10. Offer an opportunity, with or without cost
  11. Put someone in a spot
  12. Tell them the requirements or consequences and ask

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)

View Details

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)

View Details

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

  1. Falling
  2. Chased
  3. Burned
  4. Trapped
  5. Shamed
  6. Bereaved
  7. Isolated
  8. Confused

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

View Details

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

View Details

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

  1. Panic - flee without caution, open self up to opportunistic attack
  2. Surrender - throw down weapons and submit to opponent
  3. Disengage - attempt to divert opponent's attention away from self
  4. Retreat - move towards cover or out of range
  5. Guard - defend only, no attack
  6. Probe - attack cautiously, testing opponent's defenses
  7. Wear down - draw the fight out and try to tire the opponent
  8. Stand-off - wait for opponent to make the next move
  9. Balance - attack and defend evenly, no particular strategy
  10. Feint - try to trick opponent into defending against the wrong move
  11. Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent
  12. Taunt - try to anger or dismay opponent into making a mistake
  13. Press - keep opponent on the defensive and hope their skill is inferior
  14. Strike - try to penetrate opponent's defence with a fast attack
  15. Charge - attack with ferocity, risking injury to wound opponent
  16. Frenzy - attack wildly, risking death to wound opponent

Twist Table

  1. Re-enforce - Call for help from allies/bystanders
  2. Change - weapon/objective/ground
  3. Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head
  4. Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon
  5. Bargain - try to persuade opponent to surrender/back out of combat/change sides
  6. Trick - try to convince opponent they are about to suffer a setback or gain a false advantage

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

  • Determine starting gaps (X) and gaps required to escape (X + 3, 4 or 5)
  • Quarry and pursuer roll for complication (DMG pg 254)
  • Quarry and pursuer select appropriate skills and roll, adding any move modifier
  • Success for quarry vs pursuer adds one level of separation (gap).
  • Success for pursuer vs quarry is no change
  • Success for pursuer by 5 reduces 1 gap.
  • Participants move and dash each turn, or lose a gap for each not taken
  • If a pursuer ends their turn with zero gaps they may attack (successful grapple will end the chase and return the scene to normal combat)
  • No opportunity attacks allowed during a chase
  • Participants can dash 3+CON mod times. Each additional dash requires a DC10 CON check, or add 1 level of Exhaustion

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

View Details

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/