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 Faction: The authorities SIMPLE Q: Bluecoats? (50/50) Yes SIMPLE Q: Known NPC? (50/50) No PROGRESS CLOCK: Destroy the Unseen’s supply lines 12/20 The Shipping Company 4/4 The Percheron 4/4 Warehouse 1 4/4 Warehouse 2 0/8 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) Sallow: 2d: 6,1 Trace: 3d: 2,3,3: 1 stress for Sallow Spider: 1d: 6 Crater: 1d: 3: 1 stress for Sallow 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