The Lone Adventurer

carlwhite

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

TLA Chapter 1 Night Flight
Jan 20 2022
TLA Chapter 1 Night Flight
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 Up Monstrous Menagerie: GM Emulator: Fight Club:   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 Panic - flee without caution, open self up to opportunistic attack Surrender - throw down weapons and submit to opponent Disengage - attempt to divert opponent's attention away from self Retreat - move towards cover or out of range Guard - defend only, no attack Probe - attack cautiously, testing opponent's defenses Wear down - draw the fight out and try to tire the opponent Stand-off - wait for opponent to make the next move Balance - attack and defend evenly, no particular strategy Feint - try to trick opponent into defending against the wrong move Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent Taunt - try to anger or dismay opponent into making a mistake Press - keep opponent on the defensive and hope their skill is inferior Strike - try to penetrate opponent's defence with a fast attack Charge - attack with ferocity, risking injury to wound opponent Frenzy - attack wildly, risking death to wound opponent  Twist Table Re-enforce - Call for help from allies/bystandersChange - weapon/objective/groundDisadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their headAdvantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weaponBargain - try to persuade opponent to surrender/back out of combat/change sidesTrick - try to convince opponent they are about to suffer a setback or gain a false advantageROUND 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)     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 modifierSuccess for quarry vs pursuer adds one level of separation (gap). Success for pursuer vs quarry is no changeSuccess for pursuer by 5 reduces 1 gap.Participants move and dash each turn, or lose a gap for each not takenIf 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 chaseParticipants 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
TLA Chapter 3: The Missing Link
Jan 28 2022
TLA Chapter 3: The Missing Link
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 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 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 FallingChasedBurnedTrappedShamedBereavedIsolatedConfused4, 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
TLA Chapter 4 Into the Underpipes
Feb 2 2022
TLA Chapter 4 Into the Underpipes
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 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)
TLA Chapter 5 Caged
Feb 9 2022
TLA Chapter 5 Caged
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 character sheet: character sheet: World: World: Magazine Volume 1:   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 Use a monster, danger, or location moveReveal an unwelcome truthShow signs of an approaching threatDeal damageUse up their resourcesTurn their move back on themSeparate themGive an opportunity that fits a class’ abilitiesShow a downside to their class, race, or equipmentOffer an opportunity, with or without costPut someone in a spotTell 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 ( 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)
TLA Chapter 6 HydroClan
Feb 16 2022
TLA Chapter 6 HydroClan
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 character sheet: character sheet:   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: 15Cadmus: 12Fanatic: 11Cultists: 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
TLA Chapter 7 The Climb
Feb 23 2022
TLA Chapter 7 The Climb
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 character sheet: character sheet: GM Emulator Deck: Challenge: House Randomiser:   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 FargalayMonsitarioTorethAmberen  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
TLA Chapter 8 The House of Whispers
Mar 2 2022
TLA Chapter 8 The House of Whispers
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   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, ShieldExtra L1 spell slotSteel DefenderSwap 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 1Gargoyle CR 22 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)
TLA Chapter 9 Alexis
Mar 9 2022
TLA Chapter 9 Alexis
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 (Universal NPC Emulator): or): 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
TLA Chapter 10 Atrocity
Mar 16 2022
TLA Chapter 10 Atrocity
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 of 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) The trail of the Infernal powder XSomething she found thereTake something down thereGet something out of thereLeverage? 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
TLA Chapter 11 Beneath the Blood Pits
Mar 23 2022
TLA Chapter 11 Beneath the Blood Pits
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 music is royalty-free, and courtesy of Pixabay: character sheet: character sheet: Up: Age: Age Glorantha: Houserules:   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.
TLA Chapter 12 The Belly of The Beast
Mar 30 2022
TLA Chapter 12 The Belly of The Beast
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 music is royalty-free, and courtesy of Pixabay: by the Story Games Names Project: Deck: Fate: 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
TLA Chapter 14 In The Hall of the Great Machine
Apr 13 2022
TLA Chapter 14 In The Hall of the Great Machine
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 music is royalty-free, and courtesy of Pixabay: GNS Theory: the Court of the Crimson King of the Universe Gizzard and the Lizard Wizard   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
TLA Chapter 15 The Gladiator
Apr 20 2022
TLA Chapter 15 The Gladiator
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 music is royalty-free, and courtesy of Pixabay: Character Generator: character sheet: Falling: 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 charityComprehend the eliteDetermine 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
TLA Chapter 16 Assault on Silo 13
Apr 26 2022
TLA Chapter 16 Assault on Silo 13
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 music is royalty-free, and courtesy of Pixabay: in the Dark  Twitter @TheLoneAdv Email TheLoneAdv@gmail.com Podbean in a circle: Plot explosion: 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)
TLA Chapter 17 War in the Underpipes
May 4 2022
TLA Chapter 17 War in the Underpipes
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: music is royalty-free, and courtesy of Pixabay: @TheLoneAdv Email TheLoneAdv@gmail.com Podbean 5e Monstrous Menagerie: Fight Club Plus: 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 Panic - flee without caution, open self up to opportunistic attack Surrender - throw down weapons and submit to opponent Disengage - attempt to divert opponent's attention away from self Retreat - move towards cover or out of range Guard - defend only, no attack Probe - attack cautiously, testing opponent's defenses Wear down - draw the fight out and try to tire the opponent Stand-off - wait for opponent to make the next move Balance - attack and defend evenly, no particular strategy Feint - try to trick opponent into defending against the wrong move Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent Taunt - try to anger or dismay opponent into making a mistake Press - keep opponent on the defensive and hope their skill is inferior Strike - try to penetrate opponent's defence with a fast attack Charge - attack with ferocity, risking injury to wound opponent Frenzy - attack wildly, risking death to wound opponent  Twist Table Re-enforce - Call for help from allies/bystandersChange - weapon/objective/groundDisadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their headAdvantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weaponBargain - try to persuade opponent to surrender/back out of combat/change sidesTrick - 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