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Description

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

 

SIMPLE Q: Bluecoats? (50/50) Yes

 

SIMPLE Q: Known NPC? (50/50) No

PROGRESS CLOCK: Destroy the Unseen’s supply lines 12/20

 

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)

 

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