
The crew of the Dead Reckoning face death by SkySquid. And should they survive that peril, an even more ominous threat awaits; the dark interior of the Doomspire. Links Transcript: https://docs.google.com/document/d/1fTPrz_y4iogQMs12PdeQ6kHon3113ysjwpOCEHTvExY/edit?usp=sharing All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/ and Slipstream https://slip.stream/ Twitter @TheLoneAdv Email TheLoneAdv@gmail.com Podbean https://theloneadventurer.podbean.com/ Blog https://carlillustration.wordpress.com/ Ironsworn: Starforged: https://www.ironswornrpg.com/product-ironsworn-starforged Perchance TLA Random event Oracle: https://perchance.org/tla-randomevent Bing AI: https://uk.pcmag.com/browsers/146423/beyond-chatgpt-how-to-use-microsofts-bing-ai-chatbot-and-6-things-to-try-first Mechanics React Under Fire: When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle, envision your approach and roll. If you are… In pursuit, fleeing, dodging, getting back into position, or taking cover: Roll +edge Remaining stalwart against fear or temptation: Roll +heart Blocking or diverting with force, or taking the hit: Roll +iron Moving into hiding or creating a distraction: Roll +shadow Changing the plan, finding a way out, or cleverly bypassing an obstacle: Roll +wits* With Wits [Weak Hit: 2 + 3 + 0 = 5 vs 4 | 6] (extend the shields) On a weak hit, you avoid the worst of the danger or overcome the obstacle, but not without a cost. Make a suffer move (-1). You stay in a bad spot. (hull under pressure and all three squid close in) Withstand Damage: When your vehicle faces a damaging situation or environment, suffer -1 integrity for minor damage, -2 for serious damage, or -3 for major damage. If your integrity is 0, Lose Momentum equal to any remaining damage. Then, if your integrity is 0 or you choose to resist the damage, roll +integrity. [Strong Hit: 5 + 5 + 1 = 10 vs 2 | 9] Shields repel damage On a strong hit, choose one. Bypass: If your vehicle is not battered, take +1 integrity* Ride it out: Take +1 momentum Clash: When you are in a bad spot and fight back against a foe at close quarters, roll +iron*; when you exchange fire at a distance, roll +edge. [Strong Hit: 5 + 1 + 0 = 6 vs 5 | 3] On a strong hit, mark progress twice. You overwhelm your foe and are in control. (approach vents, charge shields with arcanicity, zap!) Gain Ground: When you are in control and take action in a fight to reinforce your position or move toward an objective, envision your approach and roll. If you are… In pursuit, fleeing, or maneuvering: Roll +edge* [Weak Hit: 5 + 1 + 0 = 6 vs 5 | 8] On a hit, you stay in control. On a weak hit, choose one. Mark progress* (8 progress) Take +2 momentum Add +1 on your next move (not a progress move) (Into vents: ironside Doomspire) Take Decisive Action: When you seize an objective in a fight, envision how you take decisive action. Then, roll the challenge dice and compare to your progress. If you are in control, check the result as normal. If you are in a bad spot, count a strong hit without a match as a weak hit, and a weak hit as a miss. [Progress Roll: Escaping the Skysquid: Strong Hit = 8 vs 4 | 3] 9 momentum On a strong hit, you prevail. Take +1 momentum. Escaping the Sky Squid complete Journey to Conflict: one box filled (3/10) Vow: 2 ticks on Disrupt Armada at Conflict (.5/10) Technomancy When you immerse yourself in arcane technology, roll +wits. [Weak Hit: 3 + 3 + 0 = 6 vs 2 | 10] Strong hit : Add the value of the action die to your arcanicity track. You may Secure an Advantage or Face danger +arcanicity to create minor magitech effects. If you do, suffer -1 arcanicity, and take +1 momentum on a hit. Weak Hit: as above, but it's exhausting. Endure Stress (2 Stress). Endure Stress Suf
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