The Lone Adventurer

TLA Chapter 1 Night Flight


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In this episode Mina finds herself on the run from a pack of mech-fixated maniacs, and we learn who sent her to investigate them, and why. 

 

Links

Transcript https://docs.google.com/document/d/1EqdqyTweQpTiPuKanq7kYbkstQfMbUx5CjmYmwgyvDE/edit?usp=sharing

Level Up Monstrous Menagerie: https://www.drivethrurpg.com/product/376472/Level-Up-Monstrous-Menagerie-A5E#:~:text=The%20Monstrous%20Menagerie%20provides%20nearly,khalkos%20and%20the%20phase%20monster.

Mythic GM Emulator: https://www.drivethrurpg.com/product/20798/Mythic-Game-Master-Emulator

Kobold Fight Club: https://koboldplus.club/#/encounter-builder

 

Game Mechanics

SCENE 1: Night Flight

MINA Cast Feather Fall (reaction)

FATE Do enemies follow? (Likely) 04 Exceptional Yes (1d6+2=7 enemies)

DESCRIPTION What do they look like? 20 Crazily 67 Modern

FATE Members of a Machine Cult? (Likely) 51 Yes (Level Up MM pg 472)

FATE Does Mina land on Rooftops? (50/50) 57 No (streets)

FATE Streets busy? (unlikely) 11 Yes, and Random Event

EVENT NPC Action (Machine Cultists) 17 Antagonistic 86 Hope (Threaten)

FATE Do all enemies land safely? (50/50) 42 Yes 

FATE Do enemies attack? (A sure thing) 64 Yes

FATE Any into Melee range round 1? (Unlikely) 46 No

Kobold Fight Club 7 Cultists (Deadly)

INITIATIVE

Cultists 20

Citizens 18

Mina 7

 

NPC Tactics

 

NPC opponents have an Aggression rating of 1 to 6, with most starting on 4.

 

To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table.

 

As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does.

 

If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die.

 

NPC Tactic table

  1. Panic - flee without caution, open self up to opportunistic attack
  • 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

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

    Cultists Double Move (Difficult Terrain)

    Citizens (aggro 1) 1 Twist (Trick)

    9 Wear down

    Divert/ distract

    Mina Stealth (ADV) vs PP 10: 15 Success. Move away.

    FATE: Cover nearby? (Likely) 10 Yes

    DESCRIPTION What sort of cover? 24 Defiantly 93 Tranquil (bath house)

    FATE: Does the airship crash this turn? (50/50) 57 No

    Huge explosion  (Infernal Powder)

     

    ROUND 2

    Cultists (aggro 6) Perception vs PS 11: 17 Success.

    1  Same (Chase Mina)

    Citizens (aggro 1) 4 Change Tactic

    6 Retreat

    Remove from Character List

    Mina Crossbow 2 Miss, Move (into bath house)

    FATE Notable occupants? (50/50) 71 No (bathers)

    FATE Does the airship crash this turn? (50/50) 35 Yes

    FATE Any cultists hit? (50/50) 99 Exceptional No (Bath house hit)

    DEGREE (Motif) 1 Minimal damage 

    DANGER (Motif) 1 Easily avoided threats

     

    ROUND 3

    Cultists (Aggro 5) 5 Change Tactic

    8 Probe

    Mina Double Move

    FATE Does she get clear? (50/50) 61 No (spotted in side alley)


    SCENE 2: Street Pursuit (Chaos Rank 6)

     

    SCENE MODIFIED 5 Altered (Fire is spreading rapidly)

     

    https://www.hipstersanddragons.com/new-chase-mechanics-5e-dnd/

     

    Chase Rules

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

    CONDITIONS Mina 2 gaps away from Cultists, needs +4 gaps (6)

     

    ROUND 1

    Mina Comp 19 (none)

    Cultists Comp 20 (none)

    Mina check Athletics 14

    Cultists check Athletics 6

    Result Mina 3 gaps away

     

    ROUND 2

    Mina Comp 3 (stained glass, STR check)

    Cultists Comp 5 (slippery ground, DEX check)

    Mina check STR 9

    Cultists check DEX 12

    Result Mina 2 gaps away

     

    ROUND 3 

    Mina Comp 12 (none)

    Cultists Comp 16 (none)

    Mina check Athletics 17

    Cultists check Athletics 1

    Result Mina 3 gaps away

     

    FLASHBACK

    FATE Was she sent to the airship? (50/50) 39 Yes

    DESCRIPTION Who by? 36 Foolishly 36 Flawless 

    FATE A faction rep? (Somewhat Likely) 65 Yes

    FATE House Montisario? (50/50) 59 Yes

     

    ROUND 4

    Mina Comp 17 (none)

    Cultists Comp 13 (none)

    Mina check Athletics 3

    Cultists CON check 17 (passed)

    Cultists check Athletics 1

    Result Mina 4 gaps away

     

    ROUND 5

    Mina Comp 12 (none)

    Cultists Comp 10 (impassible obstacle, DEX check)

    Mina check Athletics 4

    Cultists CON check 16 (passed)

    Cultists check Athletics 10

    Result Mina 3 gaps away

     

    ROUND 6

    Mina Comp 14 (none)

    Cultists Comp 1 (horse and cart, DEX check)

    Mina check Athletics 14

    Cultists CON check 19 (passed)

    Cultists check DEX 3

    Result Mina 4 gaps away

     

    FLASHBACK

    FATE Were they carrying explosives? (Likely) 43 Yes (Infernal Powder)

    FATE Did Mina set the fire? (Somewhat Likely) 12 Yes 

    FATE Did they see her face? (Unlikely) 80 No

     

    ROUND 7

    Mina Comp 4 (barrels, DEX check)

    Cultists Comp 17 (none)

    Mina CON check 3 (1 level Exhaustion)

    Mina check Athletics 14

    Cultists CON check 9 (1 level Exhaustion)

    Cultists check DEX 5

    Result Mina 5 gaps away

     

    ROUND 8

    Mina Comp 4 (barrels, DEX check)

    Cultists Comp 17 (none)

    Mina CON check 3 (1 level Exhaustion)

    Mina check Athletics 14

    Cultists CON check 9 (1 level Exhaustion)

    Cultists check DEX 5

    Result Mina 5 gaps away

     

    ROUND 9

    Mina Comp 18 (none)

    Cultists Comp 5 (Mina trick, INT check)

    Mina CON check 5 HERO POINT 5 (2 levels Exhaustion)

    Mina check Athletics 6

    Cultists CON check 20 (1 level Exhaustion)

    Cultists check INT 9

    Result Mina 3 gaps away

     

    ROUND 10

    Mina Comp 7 (brawl, DEX)

    Cultists Comp 11 (none)

    Mina CON check 9 HERO POINT 7 (3 levels Exhaustion)

    Mina check Athletics 12

    Cultists CON check 8 (2 level Exhaustion)

    Cultists check Athletics 3

    Result Mina 4 gaps away

     

    ROUND 11

    Mina Comp 2 (crowd, STR check)

    Cultists Comp 19 (none)

    Mina CON check 14 (3 level Exhaustion)

    Mina check STR 10

    Cultists CON check 2 (3 level Exhaustion)

    Cultists check Athletics 5

    Result Mina 5 gaps away

     

    ROUND 12

    Mina Comp 2 (crowd, STR check)

    Cultists Comp 1 (crowd, STR check)

    Mina CON check 10 (3 level Exhaustion)

    Mina check STR 16

    Cultists CON check 2 (4 level Exhaustion)

    Cultists check STR 9

    Result Mina 6 gaps away, and free

    ...more
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