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.
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
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)
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.
- 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- Re-enforce - Call for help from allies/bystanders
Change - 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 advantageCultists Double Move (Difficult Terrain)
Citizens (aggro 1) 1 Twist (Trick)
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)
Cultists (aggro 6) Perception vs PS 11: 17 Success.
Citizens (aggro 1) 4 Change Tactic
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
Cultists (Aggro 5) 5 Change Tactic
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/
- 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 ExhaustionCONDITIONS Mina 2 gaps away from Cultists, needs +4 gaps (6)
Cultists check Athletics 6
Mina Comp 3 (stained glass, STR check)
Cultists Comp 5 (slippery ground, DEX check)
Cultists check Athletics 1
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
Cultists CON check 17 (passed)
Cultists check Athletics 1
Cultists Comp 10 (impassible obstacle, DEX check)
Cultists CON check 16 (passed)
Cultists check Athletics 10
Cultists Comp 1 (horse and cart, DEX check)
Cultists CON check 19 (passed)
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
Mina Comp 4 (barrels, DEX check)
Mina CON check 3 (1 level Exhaustion)
Cultists CON check 9 (1 level Exhaustion)
Mina Comp 4 (barrels, DEX check)
Mina CON check 3 (1 level Exhaustion)
Cultists CON check 9 (1 level Exhaustion)
Cultists Comp 5 (Mina trick, INT check)
Mina CON check 5 HERO POINT 5 (2 levels Exhaustion)
Cultists CON check 20 (1 level Exhaustion)
Mina CON check 9 HERO POINT 7 (3 levels Exhaustion)
Cultists CON check 8 (2 level Exhaustion)
Cultists check Athletics 3
Mina Comp 2 (crowd, STR check)
Mina CON check 14 (3 level Exhaustion)
Cultists CON check 2 (3 level Exhaustion)
Cultists check Athletics 5
Mina Comp 2 (crowd, STR check)
Cultists Comp 1 (crowd, STR check)
Mina CON check 10 (3 level Exhaustion)
Cultists CON check 2 (4 level Exhaustion)
Result Mina 6 gaps away, and free