TLA Chapter 17 War in the Underpipes

TLA Chapter 17 War in the Underpipes

It all comes down to this. Mina Monisario, in disguise, must join with her sworn enemies, the fanatical Machine Cultists, in a final, desperate battle against the Piperunners for control of the explosives stashed beneath the Great Machine. And if she fails, the entire city is forfeit! Links Transcript: https://docs.google.com/document/d/1cHMEBI3YqBE-RdihCbuZKqhC7XaGvAXaaXpGMkW8eWg/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/ Advanced 5e Monstrous Menagerie: https://enpublishingrpg.com/collections/level-up-advanced-5th-edition-a5e/products/level-up-monstrous-menagerie-a5e?variant=41366519775426 Kobold Fight Club Plus: https://koboldplus.club/#/encounter-builder Mechanics SCENE 45: Chaos Factor 4 Altered Scene: No FATE: do the Cultists surrender? (50/50) No NPC Tactics NPC opponents have an Aggression rating of 1 to 6, with most starting on 4. 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. Roll 2D6 (gold), 1d6 (black). Black die 1, 2, 3: same tactic as previous round. Black die 4, 5: Gold dice plus Aggression= NPC Tactic Black die 6: Roll again for a Twist 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 Initiative Bandit Captain 21 (A5e MM 470) Starting Aggression 4 Cult Fanatic 20 (A5e MM 472) Starting Aggression 5 Mina 14 Squads of Bandits (x3) 13 (A5e MM 466 & 470) Starting Aggression 4 Squads of Cultists (x4) 10 (A5e MM 466 & 472) Starting Aggression 4 ROUND 1 FATE: Does he try to smash open a barrel? (50/50) yes Bandit Captain: Hatchet: Multiattack: 24 and 21 vs barrel AC15, 7hp and 5hp vs barrel, 6 of 18hp remaining (DMG 246) Cult Fanatic: Hold Person DC WIS: 4: Fail, Bandit Captain Paralysed (1 min, save at end of each turn). Concentration. Mina: Crossbow 16 vs AC 15: 8hp (57/65), draw sword, move to engage Bandit Squad 1. Bonus: Barbican Disarm Barbican: 30ft leap, Athletics check 15 vs DC 16, 4hp falling damage. Disarm (flare) Squad of Bandits 1: Twist: Reinforce FATE: More Bandits? (Likely) no (Jukti, joins next round Init 10) Squad of Bandits 2: Attack: crossbow vs Cultists 1: 17 vs AC 12: 20hp: 25/45 Squad of Bandits 3: Twist: change ground: leap 10’ to barrels, close on Barbican Squad of Cultists 1 (25/45): Move and attack Bandits 2: 14 vs AC 12: 30hp: 14/45 (bloodied) Squad of Cultists 2 Move and attack Bandits 2: 4 vs AC 12 miss Squad of Cultists 3 Move and attack Bandits 1: 14 vs AC 12: 20hp: 25/45 Squad of Cultists 4 Move and attack Bandits 2: 9 vs AC 12: miss ROUND 2 Bandit Captain (paralysed) Will save: 9 fail Cult Fanatic Maintain Concentration, Inflict Wounds vs Bandits 2: 22 vs AC 12: 8hp (7/45) Mina: Crossbow vs Bandits 2 15 vs AC 12: 8hp: squad becomes 2 bloodied bandits. Bonus Barbican: Dodge Squad of Bandits 1 (25/45): Complete portal Squad of Bandits 3 Attack Barbican (DIS) 7 vs AC 15, miss Ouma Jukti: Cone of Cold vs Cultists 4: CON save 15 vs DC 17: 78hp squad becomes 2 bloodied cultists Squad of Cultists 1: Attack Bandits 2: 8 vs AC 12 miss Squad of Cultists 2: Change ground: Attack Jukti. Opportunity attack from Bandits 1: 21 vs AC 12: 20hp (25/45). Attack Jukti 22 vs AC 11: 20hp (29/49). Jukti reaction: Misty Escape Squad of Cultists 3: Attack Bandits 1: 12 vs AC 12 20hp (5/45, bloodied) Bandit 2A (4/9 hp) Crossbow vs Cultists 3: 18 vs AC 12 3hp (42/45) Bandit 2B (4/9hp) Probe: test defences of Cultists 2: Scimitar 12 vs AC 12 7hp 18/45 Bloodied) Cultist 4A (4/9hp) Strike: Bandit 2B 7 miss Cultist 4B (4/9hp) Attack Bandit 2A 19 vs AC 12: 4hp dead ROUND 3 Bandit Captain (paralysed) Will save: 10 fail Cult Fanatic Maintain Concentration, move, Sacred Flame v Bandit 2B saves Mina: Bonus: barbican Dodge, Ready crossbow attack, trigger: Julti appears Squad of Bandits 1 (5/45 Bloodied): Attack Cultists 2: 9 vs AC 12 miss Squad of Bandits 3 Attack Barbican (DIS) 14 vs AC 15 miss Ouma Jukti: Twist: re-enforce: summon ice guard drake next to Cult Fanatic: ring exhausted Interrupt: Mina crossbow: 10 vs AC 11 miss. Jukti Perception to spot Mina: Int 18 vs DC 15 FATE: does she say anything about Cadmus? (50/50) no Squad of Cultists 1: Attack Bandit 2B 13 vs AC 12 dead Squad of Cultists 2: (18/45 Bloodied) Attack Bandits 1: 6 vs AC 12 miss Squad of Cultists 3: (42/45) Attack Bandits 1: 20 vs AC 12 7hp squad becomes 2 bloodied bandits Cultist 4A (4/9hp) Change: Attack Drake 22 vs AC 14 5hp (47/52) Cultist 4B (4/9hp) Advantage Self: Flank Drake (ADV) 21 vs AC 14 5hp (42/52) Guard Drake (42/52) Attack Cult Fanatic: Bite 11 vs AC 12 miss, tail 16 vs AC 12 8hp (31/39), Cult Fanatic Concentration check 17 success Bandit 1A (4/9) Attack Cultists 3: 11 vs AC 12 miss Bandit 1B (4/9) Attack Cultists 2: 11 vs AC 12 miss ROUND 4 Bandit Captain (paralysed) Will save: 2 fail Cult Fanatic (31/39) Maintain Concentration, re-enforce FATE: Cultist squad? (Likely) no (3 Bronze Scouts, near Fanatic) Mina: move, crossbow vs Jukti 15 vs AC 11 16hp (13/39), Bonus Barbican Dodge Squad of Bandits 3 Attack Barbican (DIS) 14 vs AC 15 miss Ouma Jukti (13/39) Conjure Fey (Ice Maiden) near Mina Squad of Cultists 1: Change target: jump, attack Bandits 3: 5 miss Squad of Cultists 2: (18/45 Bloodied) Attack Bandit 1A 14 vs AC 12 dead Squad of Cultists 3: (42/45) Change target: jump, attack Bandits 3 8 vs AC 12 miss Cultist 4A (4/9hp) Twist ADV vs Drake: 15 vs AC 14 4hp (38/52) Cultist 4B (4/9hp) Attack Drake 10 vs AC 14 miss Guard Drake (38/52) Bite 22 vs AC 12 11hp (20/39) Tail 23 vs AC 12 8hp (12/39) Concentration Broken Bandit 1B (4/9) Attack Cultists 2 19 vs AC 12 3 hp (15/45) Bronze Scout 1 Attack Drake Bite 18 vs AC 14 9hp (29/52) Bronze Scout 2 Attack Drake Bite 17 vs AC 14 10hp (19/52) Bronze Scout 3 Attack Drake Bite 24 vs AC 14 9hp (10/52) Ice Maiden: Ice Storm vs Mina Dex 13 vs DC 17 fail, 18hp (48/70) ROUND 5 Bandit Captain FATE Does he have another Flare? (50/50) No Attack Barbican: 2 misses, one hit: regains the flare Cult Fanatic (12/39) Hold Person 15 vs DC 12: spell fails. Drake opportunity attack 12 vs AC 12 4hp (8/39) Mina: crossbow vs Jukti (opportunity attack 20 vs AC 16: 5 miss spend Hero Point CRITICAL HIT!!! 26hp Jukti dead. Bonus Barbican get Flare: Barbican 14 STR vs 5 DEX: regains flare FATE: Are Ice summons negated (Has to be) no Squad of Bandits 3: Attack Cultists 3: 11 vs AC 12 miss Squad of Cultists 1: Taunt, attack Bandits 3: 14 vs AC 12 15hp (30/45) Squad of Cultists 2: (15/45 Bloodied) Attack Bandit 1B Crit (dead) Squad of Cultists 3: (42/45) Change: Defend Barbican (Dodge) Cultist 4A (4/9hp) Attack Drake: 12 vs AC 14 miss Cultist 4B (4/9hp) Disadvantage opponent (hold leg) Guard Drake (10/52) (DIS) Attack Cult Fanatic: Bite 17 vs AC 12 6hp (6/39), Tail 10 vs AC 12 miss Bronze Scout 1 21 vs AC 14: 8hp (4/52) Bronze Scout 2 15 vs AC 15 7hp Drake dead Bronze Scout 3 Continues to attack drake Ice Maiden: Flurry form: Whirlwind: STR save 14 vs DC 13 saved: Mina not flung, 6 cold damage ROUND 6 Bandit Captain (57/65) Advantage Self Attack Cultists 2 (ADV) 21 and 23 scimitar 18hp, squad becomes 2 bloodied Cultists, 24 dagger vs 2A: dead Cult Fanatic (12/39) Hold Person vs Bandit Captain: Wis save 9 vs DC 12: Paralysed Mina (42/70): Leap Athletics 15: attack Bandit Captain with crossbow midair: ADV & Sharpshooter: 15 vs AC 15: 30hp (27/65). “Take out their leader!” Bonus Barbican attack (ADV) 17 vs AC 15 15hp (12/65) Squad of Bandits 3: (30/45) Defend Captain (Cancels ADV) Squad of Cultists 1: 4 vs AC 15 miss Squad of Cultists 3: (42/45) 23 vs AC 15 15hp Bandit Captain dead Cultist 4A (4/9hp) Attack Bandits 3 19 vs AC 12 4hp (26/45) Cultist 4B (4/9hp) Attack Bandits 3 13 vs AC 12 6hp (20/45) Bronze Scout 1 21 vs AC 12 12hp (8/45) Bronze Scout 2 6 vs AC 12 miss Bronze Scout 3 19 vs AC 12 7hp (1/45) Ice Maiden: Fly to Mina, no whirlwind recharge, 2 slams 19 & 23 vs AC 16, 26hp (16/70) End of Turn CON check DC 12: 4 fail (dead) Cultist 2B Surrender: FATE: Bandits surrender? (50/50 no: killed

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