TLAS2 Chapter 19 A Night at the Opera

TLAS2 Chapter 19 A Night at the Opera

With the crew’s hideout compromised, and what looks like every enemy they ever made closing in on all sides, the Web faces one final, desperate battle for survival. Links Transcript: https://docs.google.com/document/d/1OWKVtw4rmVtwCY1E2mNcxnsXTlclRguqEf2zuMQfFtg/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 After the result of each Action roll, change the Chaos factor based on the game state and ask a Simple Question of the Mythic Deck. After the Mythic roll, make an NPC Tactics roll for each faction Character List 1. Tortemus 2. Vampires 3. Wade 4. Unseen goons 5. Sergeant Jablonski 6. Bluecoat flatfoots 7. Inquisitor Fonseca 8. Enlightenment strike team 9. Mina, Barbican, Cadmus 10. The Web Thread List 11. Infernal Powder 12. The building’s collapsing 13. Escape route 14. Inter-faction conflict 15. Civil war 16. Intrigue PCs 1. Spider 2. Valerian 3. Tatters 4. Sallow 5. Crater 6. Trace Factions 1. Unseen: Starting Aggression 5 2. Undying: Starting Aggression 2 3. Bluecoats: Starting Aggression 4 4. Seekers: Starting Aggression 6 5. Mina: Starting Aggression 4 Progress Clocks 1. Unseen 0/8, Aggression 6 2. Undying 0/8 Aggression 2 3. Bluecoats 0/8 Aggression 4 4. Seekers 0/8 Aggression 6 5. Mina 0/8 Aggression 4 5. Escape 0/8 NPC Tactics NPC opponents have an Aggression rating of 1 to 6, with most starting on 4. To find an opponent's tactic for the round, roll 2D6 of the same colour and one of a different colour. If the single die comes up a 1, 2 or 3, continue the same tactic from the previous round. On a 4 or 5, total the two same-coloured dice and add Aggression, then pick from the Tactic table. If it shows a 6, roll it again and pick an action from the Twist table. 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. If you don't want to bother with Aggression, roll 3D6 for a tactic. If you want a more straightforward fight, without unexpected moves, drop the Twist die. 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 MYTHIC Q: Do the vampires take damage from the roof impact? (50/50) Yes (a vampire is killed, 1 tick), Event EVENT: NPC Action (Vampires) Release Suffering (an Inquisitor is killed: 1 tick) ACTION: Crater Wreck (Desperate, Standard): Shoot out the support strut to collapse the circle where the Unseen are standing. 2d: 5,1: Success with Consequence, 1XP 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 1/8 5. Mina: 0/8 6. Escape 0/8 CONSEQUENCE: Take 2 Stress (ignoring the rubble raining down) CHAOS FACTOR 6 MYTHIC Q: Does this take the Unseen out of action for now? (Likely) Yes, Event EVENT: PC Negative (Tatters) ACTION/ SUBJECT: Release Dreams (Setarra fighting for control) FACTION ROLLS 1. Unseen: Aggression (+1) 6: Balance 2. Undying: Aggression 2: Retreat 3. Bluecoats: Aggression 4: Probe 4. Seekers: Aggression 6: Charge 5. Mina: Aggression 4: Feint ACTION: Trace Hunt (Desperate, Standard): Snipe at the leader of the Enlightenment strike team, Spider Assist (foresight). 3d: 2,3,6 Success, 1XP 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers ⅜ 5. Mina 0/8 6. Escape 0/8 CHAOS FACTOR 5 MYTHIC Q: Does the leader fall? (50/50) Yes FACTION ROLLS 1. Unseen: Aggression 6: Balance 2. Undying: Aggression 2: 6: Retreat 3. Bluecoats: Aggression 4: Bargain 4. Seekers: Aggression (+1) 7: Taunt 5. Mina: Aggression 4: Feint ACTION: Spider Sway (Desperate, Limited): persuade Seekers that the incident at Kropp’s was an accident, and Heart of Snow’s fault, and anyway, Kropp’s gone, Push, Valerian Assist, 3d: 5,2,3: Success with Consequence, 1XP CONSEQUENCE: Mark Clock, A new obstacle or threat appears Danger Clock: Building Collapsing 2/6 COMPLEX Q: nature of new obstacle/ threat? Agree Power (Setarra takes over) 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 4/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 0/8 CHAOS FACTOR 6 MYTHIC Q: Does Setarra attack a foe? (50/50) No (Crater) FACTION ROLLS 1. Unseen: Aggression 6: Balance 2. Undying: Aggression 2: 6: Retreat 3. Bluecoats: Aggression 4: Twist: Change 4. Seekers: Aggression (-1) 6: Taunt 5. Mina: Aggression 4: Feint 5. Setarra: Aggression 4: Balance ACTION: Sallow Tinker (Desperate, Limited) Open the trapdoor beneath Setarra to free Crater 3d: 1,1,2: Failure 1XP CONSEQUENCE: Lose something important, Take 2 Stress 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 4/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 0/8 CHAOS FACTOR 7 MYTHIC Q: Is one of the team lost? (Likely) Yes Who? Trace FACTION ROLLS 1. Unseen: Aggression 6: Reverse 2. Undying: Aggression 2: 6: Twist: Trick 3. Bluecoats: Aggression 4: Press 4. Seekers: Aggression (-1) 6: Taunt 5. Mina: Aggression 4: Guard 5. Setarra: Aggression 4: Wear Down COMPLEX Q: Nature of the vampire trick? Defy Defense (send back gas bombs to  Bluecoats) ACTION ROLL: Valerian Sway (Desperate, Standard) to get the Unseen to shoot at the Seekers (Rook’s Gambit, 2 Stress, Sallow Assist) 4d: 2,3,5,5: Success with Consequence 1 XP CONSEQUENCE: A new obstacle or threat appears, Mark Clock Segments Danger Clock: Building Collapsing 4/6 COMPLEX Q: Nature of Threat/ Obstacle: Support Tool (Bluecoat tank) 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 7/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 0/8 CHAOS FACTOR 8 MYTHIC Q: Do the Blues fire on the demon? (Unlikely) Yes 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 0/8 4. Seekers 6/8 5. Mina 0/8 6. Escape 0/8 7. Setarra: 1/8 FACTION ROLLS 1. Unseen: Aggression 6: Reverse 2. Undying: Aggression 2: Standoff 3. Bluecoats: Aggression 4: Twist: Disadvantage opponent 4. Seekers: Aggression (+1) 7: Strike 5. Mina: Aggression 4: Twist: Trick 5. Setarra: Aggression 4: Wear Down ACTION: Crater Skirmish (Desperate, Standard) beat the crap out of Fonseca (Push, Spider Assist) 5d: 1,3,2,2,6 Success 1XP 1. Unseen 2/8 2. Undying 1/8 3. Bluecoats 2/8 4. Seekers 8/8 5. Mina 0/8 6. Escape 2/8 7. Setarra: 3/8 CHAOS FACTOR 7 MYTHIC Q: Do the vampires attack the demon? (50/50) Exceptional No (they aid it) FACTION ROLLS 1. Unseen: Aggression 6: Press 2. Undying: Aggression 2: Reverse 3. Bluecoats: Aggression 4: Guard 4. Seekers: Aggression 5. Mina: Aggression 4: Twist: Trick 5. Setarra: Aggression 4: Wear Down SIMPLE Q: Is there a similarity between the Oil mindscape and the polace she is now trapped? (Unlikely) No ACTION: Tatters Attune (Desperate, Standard) to free herself from the demon’s influence (Push) 3d: 5,3,4 (Success with Consequence) CONSEQUENCE: Harm

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