The Lone Adventurer

The Lone Adventurer

By carlwhiteLeisureGames
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The Lone Adventurer episodes

  • 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 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

     

    30 min
  • TLA Chapter 13 Hell Hath No Fury

    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
  • Revenge X
  • Altruism
  • 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
  • Monsitario
  • Toreth X
  • Amberen
  • Other
  • 30 min
  • 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 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

    30 min
  • 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 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.

    30 min
  • 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 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
  • Something she found there
  • Take something down there
  • 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

    33 min
  • 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 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

    30 min
  • 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

    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)

    31 min
  • 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 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
  • Monsitario
  • Toreth
  • 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

    30 min
  • 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 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

    25 min
  • 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 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
  • Reveal an unwelcome truth
  • Show signs of an approaching threat
  • Deal damage
  • Use up their resources
  • Turn their move back on them
  • Separate them
  • Give an opportunity that fits a class’ abilities
  • Show a downside to their class, race, or equipment
  • Offer an opportunity, with or without cost
  • Put someone in a spot
  • 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)

    25 min

About The Lone Adventurer

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