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TLAS3 Chapter 4 Descent into Darkness

TLAS3 Chapter 4 Descent into Darkness

Season 3 Episode 48 Published 3 years, 3 months ago
Description

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 com

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