In this preliminary, Session Zero episode, I talk about the what and the why of Solo RPGs, my goals and preparation for this 5th Edition D&D solo game, how I intend to approach the podcast, and the reasons behind some of the decisions I’ve made.
Mina is given an unwelcome decision to make by an even more unwelcome visitor, and we learn more about the death of her father. With a decision reached, Mina and Cadmus start to lay their plans, but they are interrupted by an atrocity no-one could have predicted.
Altered Scene: Altered (the visitor is a magical projection)
Mina: Mending
FATE does V know who Cadmus is? (Likely) yes
FATE does V know about the wedding plan? (50/50) no
DESCRIPTION Verdict on death of the Whisperer: naturally aromatic
EVENT What does he want? Event Focus NPC Action (The Underpipes) Carry Riches)
The trail of the Infernal powder X
Something she found there
Take something down there
Get something out of there
Leverage? Praise News
SCENE 26: Decision time
Chaos Factor 8
Altered Scene: altered (innkeeper throws them out)
EVENT: how does Mina think Alexis was involved in Baron Montisario’s death? Intolerance the Intellectual
FATE: murdered by ‘lone gunman’? (50/50) Yes
SCENE 27: Prepping for the Underpipes
TLA Chapter 11 Beneath the Blood Pits
Season 1 · Episode 12
Wednesday, March 23, 2022 • Duration 29:02
Mina and Cadmus have identified a way to reach the Underpipes, hidden beneath the gladiatorial Blood Pits of Kyras. Surely their attempt to sneak in unnoticed will go smoothly, and if they do make it down there, there’ll be nothing awful waiting for them. Right?
Mechanics
SCENE 28: Beneath the Blood Pits
SCENE 29 Pipe Crawl
SCENE 30 Underpipes Round 2 (part 1)
TLA Chapter 12 The Belly of The Beast
Season 1 · Episode 13
Wednesday, March 30, 2022 • Duration 29:37
Our heroes must avoid the many dangers of the twisting tunnels of the Underpipes, but there are things far more lethal than magic-eating beetles down here. They soon come face to face with a terrible new foe, as well as a hated old one.
Altered Scene: Interrupt: Move away from a thread (Investigate the Whisperer’s death) Arrive Illusions (discuss Unseen: could be anyone, why a public death?)
DUNGEON: Theme: Incredible Power, Unique (Faction Base), Discovery (Book/ scroll/ map): map of the Underpipes
SCENE 32 Interrogation
SCENE 33 Standoff
TLA Chapter 13 Hell Hath No Fury
Season 1 · Episode 14
Wednesday, April 6, 2022 • Duration 29:55
Captured by the Piperunners, a helpless Mina and Cadmus discover the true ruthlessness of their foe, and the full terrifying scale of her master plan.
FATE: Cadmus hobbled by Mina? (50/50) Yes (had threatened to cut off his feet)
FATE: Repurpose maintenance mechs? (Likely) No
EVENT: what weapon? (Adjourn the Intellectual)
FATE: Is there a CPU of the Pipes? (Likely) Yes
FATE: Is the CPU the Great Machine? (Very Likely) Yes
SCENE 35
Chaos Factor 8
Altered Scene: Interrupt (Move Away from a Thread - The Wedding) Attract Military
FATE: Does she say why she wants to attack the city? (50/50) Yes
Motivation (1d4)
Fear
Revenge X
Altruism
TLA Chapter 14 In The Hall of the Great Machine
Season 1 · Episode 15
Wednesday, April 13, 2022 • Duration 29:50
Mina lays her plans against the Piperunners, but nothing can prepare her for the Hall of the Great machine. Can her desperate scheme possibly succeed, and what new city-shattering revelations lie in wait?
Sleight of hand check + Guidance assisted by Cadmus (ADV) vs guard passive perception 10: 21
SCENE 37: The Hall of the Great Machine
SCENE 38
TLA Chapter 15 The Gladiator
Season 1 · Episode 16
Wednesday, April 20, 2022 • Duration 30:58
Chapter 15 Show Notes
With a death-defying leap, Mina escapes the battle atop the Great Machine. But more danger is waiting for her below, standing between her and the infernal powder she so desperately seeks. More danger, but also a potential ally…
Mina sneaks her way into Sanctum Eruptio in search of the Infernal Powder, but an unpleasant discovery awaits her. It’s all-out war between the Cult of the Great Machine and the Piperunners, with the very existence of the city at stake!
FATE Any into Melee range round 1? (Unlikely) 46 No
Kobold Fight Club 7 Cultists (Deadly)
INITIATIVE
Cultists 20
Citizens 18
Mina 7
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
1d6: 1 Ankhra (terrorist attack on the Monastery of Thrice-Blessed Ankhra)
FATE Attackers at the scene? (Unlikely) No
FATE Suicide bombers? (50/50) Yes
FATE Survivors? Yes
FATE Describe attackers? (50/50) Yes
FATE: is Cadmus willing to return to the Underpipes? (Likely) Exceptional Yes
How did Cadmus enter the Underpipes? Triumph Tactics (below the Blood Pits)
How did Cadmus find out about the entrance? Overthrow Misfortune
Entrance description: Gladly Young
FATE: Did Antiope escape? (50/50) Yes
Chaos Factor 6
Altered Scene: No
FATE Healing potions (Very Unlikely) No, Event
EVENT Introduce New NPC Intolerance the Innocent (Pit Master)
FATE Human? (50/50) No (Cave Ogre)
FATE Hostile to Cadmus? (50/50) Yes
FATE Does he attack? (Very Likely) No
Persuasion/ Deception at DIS vs WIS 10 (-1) 10 success
Deception -1 vs WIS 10 (-1) 4 failure
Cave Ogre (Pit Master Glugark) (2 x CR 2)
AC12
HP 119 (14d10+42, bloodied 59)
Speed 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 8 (–1) 16 (+3) v 10 (+0) 10 (+0) 8 (–1)
Proficiency +2; Maneuver DC 14
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Traits
Elite Recovery. At the end of each of its turns while bloodied, the ogre can end one condition or effect on itself. It can do this even when unconscious or incapacitated.
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.
Sweeping Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the ogre.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Rock (Only when Bloodied). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.
Reactions (only when Bloodied)
Reflexive Swat. When a creature the ogre can see within 5 feet hits it with a melee attack, the ogre makes a greatclub attack against it.
Furious Smash (1/Day). When it takes damage or is targeted by a spell, the cave ogre roars and smashes the ground, a tree, or another object, sending debris flying in a 30-foot radius around the ogre. Each creature in the area makes a DC 14 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save or half damage on a success. Until the debris is cleared, the area becomes difficult terrain, which the cave ogre ignores.
Combat tactics
Against foes it deems small and weak, the ogre charges into a group and uses its Sweeping Strike. It attacks a lone foe, or one that has proven itself to be a threat, with its greatclub.
Initiative:
Mina 20
Glugark 17
Cadmus 5
ROUND 1
Mina (54/54) Sharpshooter (-5/ +10): +2 vs AC 12: 8 Miss, Move away, Bonus: Barbican attack
Barbican (21/21) Move forward, Rend +6 vs AC 12: 9 miss
Glugark (119/ 119): Move forward, Greatclub vs Barbican: +6 vs AC 15: 25 hit 13 hp (8/21), Prone
Languages understands one language of its creator but can't speak
Challenge l (200 XP)
Earth Armor. The bronze scout doesn't provoke opportunity attacks when it burrows.
Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects.
ACTIONS
Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
XANKA
Small construct, unaligned
Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 4), Speed 25 ft., climb 15 ft.
Languages Understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP)
Constructed Nature. Xanka do not require air, food, drink, or Sleep.
Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent –1 penalty to damage rolls, after inflicting
damage for this attack. If the penalty reaches –5, the weapon is destroyed. Even magic weapons are subject to this effect.
Magic Weapons. The xanka’s weapon attacks are magical.
ACTIONS
Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature’s turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.
Initiative
Mina 18
Xanka 15
Cadmus 9
Bronze Scout 4
Distance: Long range
FATE: does Cadmus know what they are? (50/50)
Mina: Investigation 13 vs DC 12
ROUND 1
Mina (49/54) 27 (Crit) vs Bronze Scout AC 13 32hp DEAD, 19 vs Xanka 1 AC 15 hit. 14hp (4/18), Bonus Barbican help Mina
Barbican move, provide firing platform
Xanka move 50ft
Cadmus Sacred Flame vs Xanka: DEX save 16 miss
ROUND 2
Mina (49/54) ADV Sharpshooter (-5/ +10): 17 vs AC 15 hit 44hp (Xanka 1 DEAD, Xanka 2 DEAD, Xanka 3 DEAD, Xanka 4 4hp (14/18)
Bonus Barbican attack
Barbican move, DIS Attack 14 vs AC 15 miss
Xanka Absorb 5 vs AC 15 miss
Cadmus Sacred Flame vs Xanka: DEX save 9 hit 5hp (9/18)
ROUND 3
Mina Help Barbican, Bonus attack
Barbican ADV 24 vs AC 15 hit 6hp (3/18)
Xanka Absorb 21 vs AC 15 hit 6hp (15/21) regain 6hp (9/18)
Cadmus Sacred Flame vs Xanka: DEX save19 miss
ROUND 4
Mina Attack at melee range DIS 15 vs AC 15 DEAD
FATE Treasure? (Very Unlikely) No
Chaos Factor 4
Altered Scene No
DUNGEON Common (4 way junction), Discovery (bridge/ stairs/ ramp), Danger (Creature)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Magic Immunity. The manabane scarab swarm is immune to spells and other magical effects.
Scent Magic. The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet.
Mana Erosion. The manabane scarab swarm consumes magic. Unattended magic items in the swarm’s space at the end of the swarm’s turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm’s space lose 1d6 charges at the start of each of the swarm’s turns; items with limited uses per day lose one daily use instead, and single-use
items such as potions or scrolls are destroyed. Magical effects in the swarm’s space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability).
ACTIONS
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.
DESCRIPTION Innocently Poor
FATE: Piperunners? (Likely) Yes, random event
NPC Positive (Piperunners) Heal Suffering (Cadmus is back!)
Discover shows related to The Lone Adventurer, based on actual content similarities. Explore podcasts with similar topics, themes, and formats, backed by real data.