Archive for February, 2022

TLA Chapter 7 The Climb

Posted in podcast, The Lone Adventurer on February 23, 2022 by Carl

https://www.podbean.com/media/share/pb-xxwej-11b4e0b

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

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
  2. Monsitario
  3. Toreth
  4. 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

TLA Chapter 6 HydroClan

Posted in podcast, The Lone Adventurer on February 16, 2022 by Carl

https://www.podbean.com/media/share/pb-k6yyy-11aabb7

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

 

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

TLA Chapter 5 Caged

Posted in podcast, The Lone Adventurer on February 9, 2022 by Carl

https://www.podbean.com/media/share/pb-7q76m-11a13fe

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

 

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
  2. Reveal an unwelcome truth
  3. Show signs of an approaching threat
  4. Deal damage
  5. Use up their resources
  6. Turn their move back on them
  7. Separate them
  8. Give an opportunity that fits a class’ abilities
  9. Show a downside to their class, race, or equipment
  10. Offer an opportunity, with or without cost
  11. Put someone in a spot
  12. 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)

TLA Chapter 4 Into the Underpipes

Posted in podcast, The Lone Adventurer on February 2, 2022 by Carl

https://www.podbean.com/media/share/pb-fepfa-1196b40

Mina visits the Necropolis hoping to find clues, but runs into an unforeseen complication. Instead, she’s forced to take a perilous journey into the unknown, in search of answers that she hopes will explain the mystery of the Infernal Powder.

 

CHAPTER 4: Mechanics

SCENE 8 

Chaos Factor 6

SCENE ALTERED? 3 Altered (ceremony in progress)

FATE: Did Mina see the cultists’ meet anyone? (50/50) 46 Yes

DESCRIPTION: who? 80 Partially 98 Watery

FATE: From the underpipes? Yes (piperunners)

FATE: Did the barrels exchange hands? (50/50) 46 Yes

FATE Does Mina know how the tipoff was received? (Very unlikely) 54 No

FATE is access restricted? (50/50) 94 Extreme No (encouraged)

Hunt for clues: Investigation +6: 26

FATE: Is there a clue to be found? (50/50) 94 Extreme No (area scrubbed clean, then ceremony)

Thread closed: investigate necropolis

Thread opened: investigate underpipes

Character added: Piperunners

Chaos Factor: 5

SCENE 9

Chaos Factor 5

SCENE ALTERED? 1 Altered (pipe flooded)

Into the Unknown: 3 Common, Discovery, Danger

16: 2 way junction

6/2 Shaft

11/4 Creature looking for food

12/5/12/2/4/9/6 Fire snake X 2

Initiative

Mina: 18 Dagger: +3 to hit (1d4+1) x2 (piercing) Each hit causes 1hp damage to Mina

Snakes: 19 Bite and Tail: +3/ 4 damage

FATE Melee range? (50/50) 13 Yes 

 

ROUND 1

Snake 1 Bite 12 Miss, Tail 8 Miss

Snake 2 Bite 13 Miss, Tail 20 Hit 4hp (resistance to fire damage underwater)

Mina (34hp) Dagger 15 10hp Snake 1 (12 hp), 1 hp Mina (33hp)

 

ROUND 2

Snake 1 (12hp) Bite 18 Hit 4hp Tail 12 Miss

Snake 2 Bite 9 Miss Tail 12 Miss

Mina (29hp) Dagger 22 8hp Snake 1 (4hp), 1hp Mina (28hp)

 

ROUND 3

Snake 1 (4hp) Bite 12 Miss Tail 14 Miss

Snake 2 Bite 23 Hit 4hp Tail 10 Miss

Mina (24hp)  Dagger 16 10hp Snake 1 (dead) Snake 2 (16hp) Mina 1 (23hp)

 

ROUND 4

Snake 2 (16hp) Bite 11 Tail 8

Mina (23hp) Dagger 13 miss

 

ROUND 5

Snake 2 (16hp) Bite 21 4hp Tail 5

Mina  (Mina 19hp) Dagger 20 10hp (Snake 2 6hp) Mina 1 (18hp)

 

ROUND 6

Snake 2 (6hp) Bite 20 4hp Tail 15

Mina (14hp) Dagger 18 3hp (Snake 2 dead)

Bonus action: Healing surge 11hp (25hp total)