TLAS2 Chapter 17 To Point the Tempest

The Lone Adventurer

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

Email TheLoneAdv@gmail.com

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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