25 min listen
TLAS3 Chapter 4 Descent into Darkness
ratings:
Length:
32 minutes
Released:
May 31, 2023
Format:
Podcast episode
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 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
Suffer: Ironsworn: Starforged Rulebook (pg. 202)
keyboard_arrow_down
When you face mental strain, shock, or
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
Suffer: Ironsworn: Starforged Rulebook (pg. 202)
keyboard_arrow_down
When you face mental strain, shock, or
Released:
May 31, 2023
Format:
Podcast episode
Titles in the series (52)
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