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
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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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