The Lone Adventurer

TLAS3 Chapter 4 Descent into Darkness

May 31, 2023·32 min
Episode Description from the Publisher

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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