![TLAS2 Chapter 19 A Night at the Opera](https://pbcdn1.podbean.com/imglogo/image-logo/13470968/The_Lone_Adventurer_Logo_3000px_anap3c_300x300.jpg)
With the crew’s hideout compromised, and what looks like every enemy they ever made closing in on all sides, the Web faces one final, desperate battle for survival.
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Transcript:
https://docs.google.com/document/d/1OWKVtw4rmVtwCY1E2mNcxnsXTlclRguqEf2zuMQfFtg/edit?usp=sharing
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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
After the result of each Action roll, change the Chaos factor based on the game state and ask a Simple Question of the Mythic Deck.
After the Mythic roll, make an NPC Tactics roll for each faction
Character List
- 1. Tortemus
- 2. Vampires
- 3. Wade
- 4. Unseen goons
- 5. Sergeant Jablonski
- 6. Bluecoat flatfoots
- 7. Inquisitor Fonseca
- 8. Enlightenment strike team
- 9. Mina, Barbican, Cadmus
- 10. The Web
Thread List
- 11. Infernal Powder
- 12. The building’s collapsing
- 13. Escape route
- 14. Inter-faction conflict
- 15. Civil war
- 16. Intrigue
PCs
- 1. Spider
- 2. Valerian
- 3. Tatters
- 4. Sallow
- 5. Crater
- 6. Trace
Factions
- 1. Unseen: Starting Aggression 5
- 2. Undying: Starting Aggression 2
- 3. Bluecoats: Starting Aggression 4
- 4. Seekers: Starting Aggression 6
- 5. Mina: Starting Aggression 4
Progress Clocks
- 1. Unseen 0/8, Aggression 6
- 2. Undying 0/8 Aggression 2
- 3. Bluecoats 0/8 Aggression 4
- 4. Seekers 0/8 Aggression 6
- 5. Mina 0/8 Aggression 4
- 5. Escape 0/8
NPC Tactics
NPC opponents have an Aggression rating of 1 to 6, with most starting on 4.
To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table.
As they take or inflict wounds, gain or lose the advantage in a fight, NPC opponents' Aggression will raise or lower. Experienced fighters will change only a small amount, while green, frightened or vengeful opponents will change more. Each time someone in the fight (either PC or NPC) suffers a setback, there should be a chance for Aggression to change. If the NPCs are nervous or demoralised, Aggression will drop when they suffer a setback and rise when a PC does. If they are angry or undisciplined, Aggression will rise when they suffer a setback and drop when a PC does.
If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die.
NPC Tactic table
- Panic - flee without caution, open self up to opportunistic attack
- Surrender - throw down weapons and submit to opponent
- Disengage - attempt to divert opponent's attention away from self
- Retreat - move towards cover or out of range
- Guard - defend only, no attack
- Probe - attack cautiously, testing opponent's defenses
- Wear down - draw the fight out and try to tire the opponent
- Stand-off - wait for opponent to make the next move
- Balance - attack and defend evenly, no particular strategy
- Feint - try to trick opponent into defending against the wrong move
- Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent
- Taunt - try to anger or dismay opponent into making a mistake
- Press - keep opponent on the defensive and hope their skill is inferior
- Strike - try to penetrate opponent's defence with a fast attack
- Charge - attack with ferocity, risking injury to wound opponent
- Frenzy - attack wildly, risking death to wound opponent
Twist Table
- Re-enforce - Call for help from allies/bystanders
- Change - weapon/objective/ground
- Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head
- Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon
- Bargain - try to persuade opponent to surrender/back out of combat/change sides
- Trick - try to convince opponent they are about to suffer a setback or gain a false advantage
MYTHIC Q: Do the vampires take damage from the roof impact? (50/50) Yes (a vampire is killed, 1 tick), Event
EVENT: NPC Action (Vampires) Release Suffering (an Inquisitor is killed: 1 tick)
ACTION: Crater Wreck (Desperate, Standard): Shoot out the support strut to collapse the circle where the Unseen are standing. 2d: 5,1: Success with Consequence, 1XP
- 1. Unseen 2/8
- 2. Undying 1/8
- 3. Bluecoats 0/8
- 4. Seekers 1/8
- 5. Mina: 0/8
- 6. Escape 0/8
CONSEQUENCE: Take 2 Stress (ignoring the rubble raining down)
CHAOS FACTOR 6
MYTHIC Q: Does this take the Unseen out of action for now? (Likely) Yes, Event
EVENT: PC Negative (Tatters)
ACTION/ SUBJECT: Release Dreams (Setarra fighting for control)
FACTION ROLLS
- 1. Unseen: Aggression (+1) 6: Balance
- 2. Undying: Aggression 2: Retreat
- 3. Bluecoats: Aggression 4: Probe
- 4. Seekers: Aggression 6: Charge
- 5. Mina: Aggression 4: Feint
ACTION: Trace Hunt (Desperate, Standard): Snipe at the leader of the Enlightenment strike team, Spider Assist (foresight). 3d: 2,3,6 Success, 1XP
- 1. Unseen 2/8
- 2. Undying 1/8
- 3. Bluecoats 0/8
- 4. Seekers ⅜
- 5. Mina 0/8
- 6. Escape 0/8
CHAOS FACTOR 5
MYTHIC Q: Does the leader fall? (50/50) Yes
FACTION ROLLS
- 1. Unseen: Aggression 6: Balance
- 2. Undying: Aggression 2: 6: Retreat
- 3. Bluecoats: Aggression 4: Bargain
- 4. Seekers: Aggression (+1) 7: Taunt
- 5. Mina: Aggression 4: Feint
ACTION: Spider Sway (Desperate, Limited): persuade Seekers that the incident at Kropp’s was an accident, and Heart of Snow’s fault, and anyway, Kropp’s gone, Push, Valerian Assist, 3d: 5,2,3: Success with Consequence, 1XP
CONSEQUENCE: Mark Clock, A new obstacle or threat appears
Danger Clock: Building Collapsing 2/6
COMPLEX Q: nature of new obstacle/ threat? Agree Power (Setarra takes over)
- 1. Unseen 2/8
- 2. Undying 1/8
- 3. Bluecoats 0/8
- 4. Seekers 4/8
- 5. Mina 0/8
- 6. Escape 0/8
- 7. Setarra: 0/8
CHAOS FACTOR 6
MYTHIC Q: Does Setarra attack a foe? (50/50) No (Crater)
FACTION ROLLS
- 1. Unseen: Aggression 6: Balance
- 2. Undying: Aggression 2: 6: Retreat
- 3. Bluecoats: Aggression 4: Twist: Change
- 4. Seekers: Aggression (-1) 6: Taunt
- 5. Mina: Aggression 4: Feint
- 5. Setarra: Aggression 4: Balance
ACTION: Sallow Tinker (Desperate, Limited) Open the trapdoor beneath Setarra to free Crater 3d: 1,1,2: Failure 1XP
CONSEQUENCE: Lose something important, Take 2 Stress
- 1. Unseen 2/8
- 2. Undying 1/8
- 3. Bluecoats 0/8
- 4. Seekers 4/8
- 5. Mina 0/8
- 6. Escape 0/8
- 7. Setarra: 0/8
CHAOS FACTOR 7
MYTHIC Q: Is one of the team lost? (Likely) Yes
Who? Trace
FACTION ROLLS
- 1. Unseen: Aggression 6: Reverse
- 2. Undying: Aggression 2: 6: Twist: Trick
- 3. Bluecoats: Aggression 4: Press
- 4. Seekers: Aggression (-1) 6: Taunt
- 5. Mina: Aggression 4: Guard
- 5. Setarra: Aggression 4: Wear Down
COMPLEX Q: Nature of the vampire trick? Defy Defense (send back gas bombs to Bluecoats)
ACTION ROLL: Valerian Sway (Desperate, Standard) to get the Unseen to shoot at the Seekers (Rook’s Gambit, 2 Stress, Sallow Assist) 4d: 2,3,5,5: Success with Consequence 1 XP
CONSEQUENCE: A new obstacle or threat appears, Mark Clock Segments
Danger Clock: Building Collapsing 4/6
COMPLEX Q: Nature of Threat/ Obstacle: Support Tool (Bluecoat tank)
- 1. Unseen 2/8
- 2. Undying 1/8
- 3. Bluecoats 0/8
- 4. Seekers 7/8
- 5. Mina 0/8
- 6. Escape 0/8
- 7. Setarra: 0/8
CHAOS FACTOR 8
MYTHIC Q: Do the Blues fire on the demon? (Unlikely) Yes
- 1. Unseen 2/8
- 2. Undying 1/8
- 3. Bluecoats 0/8
- 4. Seekers 6/8
- 5. Mina 0/8
- 6. Escape 0/8
- 7. Setarra: 1/8
FACTION ROLLS
- 1. Unseen: Aggression 6: Reverse
- 2. Undying: Aggression 2: Standoff
- 3. Bluecoats: Aggression 4: Twist: Disadvantage opponent
- 4. Seekers: Aggression (+1) 7: Strike
- 5. Mina: Aggression 4: Twist: Trick
- 5. Setarra: Aggression 4: Wear Down
ACTION: Crater Skirmish (Desperate, Standard) beat the crap out of Fonseca (Push, Spider Assist) 5d: 1,3,2,2,6 Success 1XP
- 1. Unseen 2/8
- 2. Undying 1/8
- 3. Bluecoats 2/8
- 4. Seekers 8/8
- 5. Mina 0/8
- 6. Escape 2/8
- 7. Setarra: 3/8
CHAOS FACTOR 7
MYTHIC Q: Do the vampires attack the demon? (50/50) Exceptional No (they aid it)
FACTION ROLLS
- 1. Unseen: Aggression 6: Press
- 2. Undying: Aggression 2: Reverse
- 3. Bluecoats: Aggression 4: Guard
- 4. Seekers: Aggression
- 5. Mina: Aggression 4: Twist: Trick
- 5. Setarra: Aggression 4: Wear Down
SIMPLE Q: Is there a similarity between the Oil mindscape and the polace she is now trapped? (Unlikely) No
ACTION: Tatters Attune (Desperate, Standard) to free herself from the demon’s influence (Push) 3d: 5,3,4 (Success with Consequence)
CONSEQUENCE: Harm
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