The Lone Adventurer

TLAS2 Chapter 17 To Point the Tempest


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The Web has just one more warehouse to take out, but this is the big one. It holds enough explosives to turn half of the docks into a smoking crater, and somehow the crew have to bypass a small army of security guards and take the powder out without killing half the city. But never fear; the Spider has a cunning plan…

Links

Transcript: 

https://docs.google.com/document/d/12Ahwo8ObPKXc9QN6_v5q2MrSeeI2H6ZudUbGC1LdAtw/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

Faction clocks: https://docs.google.com/document/d/1KWuAPc4iv7hElXLepV0XTqVP9IRAdNsdqwD1wSDyAys/edit?usp=sharing

Ironsworn: Starforged: https://www.ironswornrpg.com/product-ironsworn-starforged










Mechanics

INTRO SCENE: Campaign Elements Oracle

  • Faction: The authorities

 

SIMPLE Q: Bluecoats? (50/50) Yes

 

SIMPLE Q: Known NPC? (50/50) No






PROGRESS CLOCK: Destroy the Unseen’s supply lines 12/20

  • The Shipping Company 4/4
  • The Percheron 4/4
  • Warehouse 1 4/4
  • Warehouse 2 0/8
  •  

    FLASHBACK: GATHER INFORMATION: Spider Consort to find access points into the Underpipes, Push, Crater Assists, Risky, Standard: 4d: 2,3,4,4 (Success with Consequence)

     

    CONSEQUENCE: Worse Position: the entrance is guarded

     

    DESCRIPTOR/ FOCUS: Immersed Machine: half-converted cultist

     

    ACTION ROLL: Crater Skirmish, Desperate, Limited: 3d: 5,5,6 Success, 1XP

     

    PROGRESS CLOCK: Neutralise Warehouse 2: 1/8

     

    GROUP ACTION ROLL: Prowl, led by Sallow to infiltrate the Underpipes undetected, Risky, Limited: Critical Success (2 progress)

    • Sallow: 2d: 6,1
  • Trace: 3d: 2,3,3: 1 stress for Sallow
  • Spider: 1d: 6
  • Crater: 1d: 3: 1 stress for Sallow
  •  

    PROGRESS CLOCK: Neutralise Warehouse 2: 3/8

     

    SIMPLE Q: Who do they avoid? Cultists? No

     

    SIMPLE Q: Known group? Yes

     

    1-2 Piperunners: Yes

    3-4 HydroClan

    5-6 Topsiders

     

    FRINGE GROUP: Raiders

     

    FACTION PROJECT: Consolidate control of valuable commodity

     

    ACTION ROLL: Trace Hunt, to find a route to the warehouse, Sallow Assists, Risky, Standard: 2,5,1 (Success with Consequence)

     

    PROGRESS CLOCK: Neutralise Warehouse 2: 5/8

     

    CONSEQUENCE: Things take Longer

     

    COMPLEX Q: Why? 17, 28: Civilized Enclosure

     

    SIMPLE Q: Machine Cultists? Yes

     

    DERELICT SETTLEMENT ORACLE: 62: Operations: computer core, emergency lighting

     

    ACTION ROLL: Spider Study, to identify appropriate piping, Sallow Assist, Risky, Limited: 3d: 4,3,2: (Success with Consequence)

     

    PROGRESS CLOCK: Neutralise Warehouse 2: 6/8

     

    CONSEQUENCE: Mark Clock Segment

     

    DANGER CLOCK: Detected by Cultist patrols: 2/4

     

    ACTION ROLL: Sallow Tinker, to reroute water pipes, Crater Assist, Desperate, Standard: 3d: 3,3,6: Success. 1XP. 

     

    PROGRESS CLOCK: Neutralise Warehouse 2: 8/8: MISSION ACCOMPLISHED

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