The Lone Adventurer

TLAS3 Chapter 4 Descent into Darkness


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The crew of the Dead Reckoning face death by SkySquid. And should they survive that peril, an even more ominous threat awaits; the dark interior of the Doomspire.  

Links

Transcript: 

https://docs.google.com/document/d/1fTPrz_y4iogQMs12PdeQ6kHon3113ysjwpOCEHTvExY/edit?usp=sharing

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

Twitter @TheLoneAdv

Podbean https://theloneadventurer.podbean.com/

Blog https://carlillustration.wordpress.com/

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

Perchance TLA Random event Oracle: https://perchance.org/tla-randomevent

Bing AI: https://uk.pcmag.com/browsers/146423/beyond-chatgpt-how-to-use-microsofts-bing-ai-chatbot-and-6-things-to-try-first








 
Mechanics

 

React Under Fire: When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle, envision your approach and roll. If you are…

 

In pursuit, fleeing, dodging, getting back into position, or taking cover: Roll +edge

Remaining stalwart against fear or temptation: Roll +heart

Blocking or diverting with force, or taking the hit: Roll +iron

Moving into hiding or creating a distraction: Roll +shadow

Changing the plan, finding a way out, or cleverly bypassing an obstacle: Roll +wits*

 

With Wits [Weak Hit: 2 + 3 + 0 = 5 vs 4 | 6] (extend the shields)

 

On a weak hit, you avoid the worst of the danger or overcome the obstacle, but not without a cost. Make a suffer move (-1). You stay in a bad spot. (hull under pressure and all three squid close in)

 

Withstand Damage: When your vehicle faces a damaging situation or environment, suffer -1 integrity for minor damage, -2 for serious damage, or -3 for major damage. If your integrity is 0, Lose Momentum equal to any remaining damage.

 

Then, if your integrity is 0 or you choose to resist the damage, roll +integrity.

 

[Strong Hit: 5 + 5 + 1 = 10 vs 2 | 9] Shields repel damage

 

On a strong hit, choose one.

 

Bypass: If your vehicle is not battered, take +1 integrity*

Ride it out: Take +1 momentum

 

Clash: When you are in a bad spot and fight back against a foe at close quarters, roll +iron*; when you exchange fire at a distance, roll +edge.

 

[Strong Hit: 5 + 1 + 0 = 6 vs 5 | 3]

 

On a strong hit, mark progress twice. You overwhelm your foe and are in control. (approach vents, charge shields with arcanicity, zap!)

 

Gain Ground: When you are in control and take action in a fight to reinforce your position or move toward an objective, envision your approach and roll. If you are…

 

In pursuit, fleeing, or maneuvering: Roll +edge*

 

[Weak Hit: 5 + 1 + 0 = 6 vs 5 | 8]

 

On a hit, you stay in control. On a weak hit, choose one.

 

Mark progress* (8 progress)

Take +2 momentum

Add +1 on your next move (not a progress move)

 

(Into vents: ironside Doomspire)

 

Take Decisive Action: When you seize an objective in a fight, envision how you take decisive action. Then, roll the challenge dice and compare to your progress.

 

If you are in control, check the result as normal. If you are in a bad spot, count a strong hit without a match as a weak hit, and a weak hit as a miss.

 

[Progress Roll: Escaping the Skysquid: Strong Hit = 8 vs 4 | 3]  9 momentum

 

On a strong hit, you prevail. Take +1 momentum. 

 

Escaping the Sky Squid complete

 

Journey to Conflict: one box filled (3/10)

 

Vow: 2 ticks on Disrupt Armada at Conflict (.5/10)

 

Technomancy 

When you immerse yourself in arcane technology, roll +wits. 

 

[Weak Hit: 3 + 3 + 0 = 6 vs 2 | 10]

 

Strong hit : Add the value of the action die to your arcanicity track. You may Secure an Advantage or Face danger +arcanicity to create minor magitech effects. If you do, suffer -1 arcanicity, and take +1 momentum on a hit. 

Weak Hit: as above, but it's exhausting. Endure Stress (2 Stress).



Endure Stress

Suffer: Ironsworn: Starforged Rulebook (pg. 202)

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When you face mental strain, shock, or despair, suffer -1 spirit for minor stress, -2 for serious stress, or -3 for major stress. If your spirit is 0, Lose Momentum equal to any remaining stress.

 

Then, if your spirit is 0 or you choose to resist the stress, roll +spirit or +heart, whichever is higher.

 

[Strong Hit: 6 + 3 + 0 = 9 vs 8 | 4] +1 Spirit (4)

 

On a strong hit, choose one.

 

Shake it off: If you are not shaken, take +1 spirit

Embrace the darkness: Take +1 momentum

 

Secure an Advantage

Adventure: Ironsworn: Starforged Rulebook (pg. 148)

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When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act…

 

With expertise, focus, or observation: Roll +wits

[Strong Hit: 5 + 3 + 0 = 8 vs 5 | 1]

 

On a hit, you succeed. On a strong hit, take both. On a weak hit, choose one.

 

Take +2 momentum

Add +1 on your next move (not a progress move) *

 

Infiltrator: When you make a move to break into a secure site, infiltrate a protected area, or hack or manipulate a secure system, add +1 and take +1 momentum on a hit. On a strong hit with a match, access is easier than expected; take another +1 momentum.

 

Undertake an Expedition

Exploration: Ironsworn: Starforged Rulebook (pg. 169)

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When you trailblaze a route through perilous space, journey over hazardous terrain, or survey a mysterious site, give the expedition a name and rank. Then, for each segment of the expedition, envision your approach. If you…

 

Keep under the radar: Roll +shadow

[Weak Hit: 5 + 2 + 2 = 9 vs 10 | 7]

 

On a strong hit, you reach a waypoint. Envision the location and mark progress per the rank of the expedition (1 box)

 

On a weak hit, as above, but this progress costs you. Choose one.

 

Suffer costs en route: Make a suffer move (-2), or two suffer moves (-1).

Face a peril at the waypoint: Envision what you encounter.*

 

Vault Waypoint: 

First Look: Excessive heat,  Signs of invasive lifeforms

Feature: Looted or empty containers

Peril: Toxic atmosphere, Rivals seek what lay within







Doomspire Oracle Arrays

Exploring the Doomspire

  • 1-2 Mechanical Feature
  • 2-5 Vault Feature
  • 6 Consult the Perchance oracle
  •  

    Trouble in the Doomspire

    • 1 Pay the Price
  • 2-3 Mechanical Peril
  • 4-5 Vault Peril
  • 6 Story complication  
  •  

    Post-credit scene: 

    • The event relates to a New NPC
  • They are Bold, Fast and Determined
  • Their CANOE profile is:
    • Conscientiousness: 4
  • Agreeableness: 3
  • Neuroticism: 1
  • Openness: 1
  • Extraversion: 1
  • If required, here's a Starforged Action and Theme: Transform Rival (assimilate)
  • And here's a Starforged Descriptor and Focus: Damaged Creation (emotionally broken assassin)
  •  

    Spends time preparing

    Finishes important tasks right away

    Pays attention to detail

    Enjoys having a set schedule

    Emotionally stable

    Deals well with stress

    Rarely feels sad or depressed

    Doesn't worry much

    Is very relaxed

    Dislikes Change

    Does not enjoy new things

    Resists new ideas

    Not very imaginative

    Dislikes abstract or theoretical concepts

    Prefers solitude

    Feels exhausted when having to socialize a lot

    Finds it difficult to start conversations

    Dislikes making small talk

    Carefully thinks things through before speaking

    Dislikes being the center of attention

     

    Faction: House Montisario

    Is Alexis revealed to be a shapeshifter? 77 (no)

    ...more
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