The Lone Adventurer

TLAS2 Chapter 1 The Hook


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Summary

Last season, on the Lone Adventurer, the House of Whispers agent Mina Montisario and her companion Cadmus of the Church of Ankhra, learned of a Piperunner plot to destroy the city using vast quantities of high explosives. Working alongside her sworn enemies, the deranged terrorist Cult of the Great Machine, Mina was able to thwart the Piprunners plans, but not the plans of the Cult. They remain intent on bombing the city, and in particular Mina’s own wedding, a high society event organised by her scheming cousin Alexis, new head of the House of Whispers. 

This wedding, an alliance between Houses Montisario and Toreth, is intended to shore up both houses’ interests in the face of a deadly new threat; the mysterious criminal organisation of shapeshifters, known only as the Unseen, has made a direct attack on House Montisario, killing the previous Whisperer. This, and the destabilising impact of the Cult’s bombing campaign, has thrown the uneasy alliances that exist between the city’s countless factions into chaos, and the city now teeters on the brink of all-out civil war. 

And throughout, Mina’s steps have been dogged by a mysterious Visitor. This man, Valerian, is part of a shadowy espionage organisation led by a woman known as the Spider. Their motives are shrouded in mystery, but they appear to be set against the Cult and the Unseen, and have attempted to use Mina as a pawn in their game. Mina had hoped to draw them into her own plans against the Cult’s attack on her wedding, but the Visitor could not be found. 

We’re about to find out why.

Links

Transcript: https://docs.google.com/document/d/175HaWAZ_7e7WMm_AG7zk5jmm5UULo6MAWdb95Xp-j7A/edit?usp=sharing

All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/

Twitter @TheLoneAdv

Podbean https://theloneadventurer.podbean.com/

Blog https://carlillustration.wordpress.com/

Blades in the Dark: https://www.evilhat.com/home/blades-in-the-dark/

Alone in the Dark: https://www.drivethrurpg.com/product/282013/Alone-in-the-Dark-Solo-Rules-for-Blades-in-the-Dark

Solo Oracles: https://docs.google.com/document/d/1J_GVM_dVe3YMYAQaP-KIqOC91vFk56y9HOPKMybY_sk/edit?usp=sharing

The City of Kyras

LANDMARKS

1 The Void Sea

2 The Underpipes

3 Ironhook Prison 

4 The Dominarium

5 The Bloodpits

 

DISTRICTS

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

    Factions

    The Unseen (IV S)

    • Infiltrate the City Council 8
  • Expand into other cities 8
  • The House of Whispers (II W)

    • Win House Montisario influence on the City Council 6
  • Rise in Tier 8
  • The Cult of the Machine (III W) 

    • Awaken the Great Machine 12
  • Convert the Unbelievers 8
  • The Wraiths (II W)

    • Recruit expert thieves 8
  • Secure an arcane ally 6
  •  

    Mechanics

     

    Starting Situation:

    The Unseen at war with the House of Whispers. The Cult of the Machine at war with everyone. Many other factions in open combat. One other faction seeks an alliance to avoid being destroyed. 

     

    SCORE 1

     

    COMPLEX Q: Why are we breaking into Ironhook Prison? 334, 263 (wounded hand, crowned skull)

     

    To forge an alliance with Slate, the leader of the Wraiths, by breaking him out. 

     

    LINKED CLOCK 1: Find Slate: 0/4

    LINKED CLOCK 2: Break Slate out of prison 0/8

     

    The Plan: Deception

    The Detail: disguise and infiltration

    Loadouts: all Light

     

    Engagement Roll: 

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

     

    SCENE 1 

    COMPLEX Q: what obstacle do they face? 614, 244 (fish bones, broken helm)

    Starving inmates have had enough, and turn on the guards. It’s a full-blown  prison riot! How do the crew get out alive? 

     

    DANGER CLOCK: Alert: 0/4

     

    FLASHBACK: This riot is part of the plan, set up by Harker (Valerian 1 Stress) 

    How do the crew fare in the chaos?

    FORTUNE (3D): Good Result: provides cover

    GROUP ACTION: Prowl to avoid getting drawn into the fighting (Position Risky, Effect Standard)

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

    SCENE 2: sneaking down corridors

    Scene start as expected? (50/50) Yes but 256 145 (bird, chemical vial)

    Many inmates unconscious. Gassed? Drugged?

     

    FLASHBACK: Valerian Gather Information: get map of the prison from Laroze (1 stress, 4/9): Sway: 2D: 6,6: exceptional detail

     

    ACTION: Tatiana: Hunt: follow map to D wing, Controlled/ Standard 1d+1d (Push, 2 stress 1/9): 4,1 (succeed with minor consequence) 

    CLOCK: Find Slate: 4/4 Complete

    CONSEQUENCE: A new obstacle or threat appears 153 136 (cog, bubbles)

    Heavy water cannon at the end of the corridor

     

    ACTION: Valerian Sway: get close to guard so Alphonse can take him out. Risky, Standard, 2d: 3,3: fail, complication

    CONSEQUENCE: suffer Harm (moderate): half-drowned

    RESIST (Prowess 2d): 6,2: 0 stress Harm (Lesser): battered

     

    ACTION: Alphonse Skirmish: charge the guard and take him out, Desperate (1XP), Standard, 2d+1d (Push, 2 stress, 2/9) +1d (Tatters assist, 1 Stress): 1,6,6,3 (Crit: increased effect)

    Cannon crew taken out before they can hit the alarm

     

    ACTION: Tatters: Tinker: open the cell door, Controlled, Standard 1d +1d (Push, 2 stress, 5/9): 4,5 (succeed with minor consequence)

    CONSEQUENCE: Mark clock segment

    CLOCK: Alarm 4/4 Complete: general alert! Lockdown! (Position +1)

    ...more
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    The Lone AdventurerBy carlwhite

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