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TLA Chapter 17 War in the Underpipes
Season 1 · Episode 19

TLA Chapter 17 War in the Underpipes

The Lone Adventurer

May 4, 202229m 10s

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Show Notes

It all comes down to this. Mina Monisario, in disguise, must join with her sworn enemies, the fanatical Machine Cultists, in a final, desperate battle against the Piperunners for control of the explosives stashed beneath the Great Machine. And if she fails, the entire city is forfeit!

 

Links

Transcript: https://docs.google.com/document/d/1cHMEBI3YqBE-RdihCbuZKqhC7XaGvAXaaXpGMkW8eWg/edit?usp=sharing

All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/

Twitter @TheLoneAdv

Email [email protected]

Podbean https://theloneadventurer.podbean.com/

Blog https://carlillustration.wordpress.com/

Advanced 5e Monstrous Menagerie: https://enpublishingrpg.com/collections/level-up-advanced-5th-edition-a5e/products/level-up-monstrous-menagerie-a5e?variant=41366519775426

Kobold Fight Club Plus: https://koboldplus.club/#/encounter-builder




Mechanics SCENE 45: 

Chaos Factor 4

Altered Scene: No

FATE: do the Cultists surrender? (50/50) No

 

NPC Tactics

 

NPC opponents have an Aggression rating of 1 to 6, with most starting on 4.

 

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.

 

Roll 2D6 (gold), 1d6 (black). 

Black die 1, 2, 3: same tactic as previous round. 

Black die 4, 5: Gold dice plus Aggression= NPC Tactic 

Black die 6: Roll again for a Twist 

 

NPC Tactic table

  1. Panic - flee without caution, open self up to opportunistic attack
  2. Surrender - throw down weapons and submit to opponent
  3. Disengage - attempt to divert opponent's attention away from self
  4. Retreat - move towards cover or out of range
  5. Guard - defend only, no attack
  6. Probe - attack cautiously, testing opponent's defenses
  7. Wear down - draw the fight out and try to tire the opponent
  8. Stand-off - wait for opponent to make the next move
  9. Balance - attack and defend evenly, no particular strategy
  10. Feint - try to trick opponent into defending against the wrong move
  11. Reverse - rapidly switch from aggressive to defensive fighting to off-balance opponent
  12. Taunt - try to anger or dismay opponent into making a mistake
  13. Press - keep opponent on the defensive and hope their skill is inferior
  14. Strike - try to penetrate opponent's defence with a fast attack
  15. Charge - attack with ferocity, risking injury to wound opponent
  16. Frenzy - attack wildly, risking death to wound opponent

 

Twist Table

  1. Re-enforce - Call for help from allies/bystanders
  2. Change - weapon/objective/ground
  3. Disadvantage opponent - throw a burning candelabra, maneuver into uneven terrain, cut a curtain so that it falls over their head
  4. Advantage self - take the higher ground, move so that they are not facing the sun, draw/pick up a second weapon
  5. Bargain - try to persuade opponent to surrender/back out of combat/change sides
  6. Trick - try to convince opponent they are about to suffer a setback or gain a false advantage



Initiative

 

Bandit Captain 21 (A5e MM 470) Starting Aggression 4

Cult Fanatic 20 (A5e MM 472) Starting Aggression 5

Mina 14

Squads of Bandits (x3) 13 (A5e MM 466 & 470) Starting Aggression 4

Squads of Cultists (x4) 10 (A5e MM 466 & 472) Starting Aggression 4




ROUND 1

FATE: Does he try to smash open a barrel? (50/50) yes

Bandit Captain: Hatchet: Multiattack: 24 and 21 vs barrel AC15, 7hp and 5hp vs barrel, 6 of 18hp remaining (DMG 246)

Cult Fanatic: Hold Person DC WIS: 4: Fail, Bandit Captain Paralysed (1 min, save at end of each turn). Concentration. 

Mina: Crossbow 16 vs AC 15: 8hp (57/65), draw sword, move to engage Bandit Squad 1. Bonus: Barbican Disarm

Barbican: 30ft leap, Athletics check 15 vs DC 16, 4hp falling damage. Disarm (flare)

Squad of Bandits 1: Twist: Reinforce

FATE: More Bandits? (Likely) no (Jukti, joins next round Init 10)

Squad of Bandits 2: Attack: crossbow vs Cultists 1: 17 vs AC 12: 20hp: 25/45

Squad of Bandits 3: Twist: change ground: leap 10’ to barrels, close on Barbican

Squad of Cultists 1 (25/45): Move and attack Bandits 2: 14 vs AC 12: 30hp: 14/45 (bloodied) 

Squad of Cultists 2 Move and attack Bandits 2: 4 vs AC 12 miss

Squad of Cultists 3 Move and attack Bandits 1: 14 vs AC 12: 20hp: 25/45

Squad of Cultists 4 Move and attack Bandits 2: 9 vs AC 12: miss



ROUND 2

Bandit Captain (paralysed) Will save: 9 fail

Cult Fanatic Maintain Concentration, Inflict Wounds vs Bandits 2: 22 vs AC 12: 8hp (7/45)

Mina: Crossbow vs Bandits 2 15 vs AC 12: 8hp: squad becomes 2 bloodied bandits. Bonus Barbican: Dodge

Squad of Bandits 1 (25/45): Complete portal

Squad of Bandits 3 Attack Barbican (DIS) 7 vs AC 15, miss

Ouma Jukti: Cone of Cold vs Cultists 4: CON save 15 vs DC 17: 78hp squad becomes 2 bloodied cultists

Squad of Cultists 1: Attack Bandits 2: 8 vs AC 12 miss

Squad of Cultists 2: Change ground: Attack Jukti. Opportunity attack from Bandits 1: 21 vs AC 12: 20hp (25/45). Attack Jukti 22 vs AC 11: 20hp (29/49). Jukti reaction: Misty Escape

Squad of Cultists 3: Attack Bandits 1: 12 vs AC 12 20hp (5/45, bloodied)

Bandit 2A (4/9 hp) Crossbow vs Cultists 3: 18 vs AC 12 3hp (42/45)

Bandit 2B (4/9hp) Probe: test defences of Cultists 2: Scimitar 12 vs AC 12 7hp 18/45 Bloodied)

Cultist 4A (4/9hp) Strike: Bandit 2B 7 miss

Cultist 4B (4/9hp) Attack Bandit 2A 19 vs AC 12: 4hp dead



ROUND 3

Bandit Captain (paralysed) Will save: 10 fail

Cult Fanatic Maintain Concentration, move, Sacred Flame v Bandit 2B saves 

Mina: Bonus: barbican Dodge, Ready crossbow attack, trigger: Julti appears

Squad of Bandits 1 (5/45 Bloodied): Attack Cultists 2: 9 vs AC 12 miss

Squad of Bandits 3 Attack Barbican (DIS) 14 vs AC 15 miss

Ouma Jukti: Twist: re-enforce: summon ice guard drake next to Cult Fanatic: ring exhausted

Interrupt: Mina crossbow: 10 vs AC 11 miss. Jukti Perception to spot Mina: Int 18 vs DC 15

FATE: does she say anything about Cadmus? (50/50) no

Squad of Cultists 1: Attack Bandit 2B 13 vs AC 12 dead

Squad of Cultists 2: (18/45 Bloodied) Attack Bandits 1: 6 vs AC 12 miss

Squad of Cultists 3: (42/45) Attack Bandits 1: 20 vs AC 12 7hp squad becomes 2 bloodied bandits

Cultist 4A (4/9hp) Change: Attack Drake 22 vs AC 14 5hp (47/52)

Cultist 4B (4/9hp) Advantage Self: Flank Drake (ADV) 21 vs AC 14 5hp (42/52)

Guard Drake (42/52) Attack Cult Fanatic: Bite 11 vs AC 12 miss, tail 16 vs AC 12 8hp (31/39), Cult Fanatic Concentration check 17 success 

Bandit 1A (4/9) Attack Cultists 3: 11 vs AC 12 miss

Bandit 1B (4/9) Attack Cultists 2: 11 vs AC 12 miss

 

ROUND 4

Bandit Captain (paralysed) Will save: 2 fail

Cult Fanatic (31/39) Maintain Concentration, re-enforce

FATE: Cultist squad? (Likely) no (3 Bronze Scouts, near Fanatic)

Mina: move, crossbow vs Jukti 15 vs AC 11 16hp (13/39), Bonus Barbican Dodge

Squad of Bandits 3 Attack Barbican (DIS) 14 vs AC 15 miss

Ouma Jukti (13/39) Conjure Fey (Ice Maiden) near Mina

Squad of Cultists 1: Change target: jump, attack Bandits 3: 5 miss

Squad of Cultists 2: (18/45 Bloodied) Attack Bandit 1A 14 vs AC 12 dead

Squad of Cultists 3: (42/45) Change target: jump, attack Bandits 3 8 vs AC 12 miss

Cultist 4A (4/9hp) Twist ADV vs Drake: 15 vs AC 14 4hp (38/52)

Cultist 4B (4/9hp) Attack Drake 10 vs AC 14 miss

Guard Drake (38/52) Bite 22 vs AC 12 11hp (20/39) Tail 23 vs AC 12 8hp (12/39) Concentration Broken

Bandit 1B (4/9) Attack Cultists 2 19 vs AC 12 3 hp (15/45)

Bronze Scout 1 Attack Drake Bite 18 vs AC 14 9hp (29/52) 

Bronze Scout 2 Attack Drake Bite 17 vs AC 14 10hp (19/52)

Bronze Scout 3 Attack Drake Bite 24 vs AC 14 9hp (10/52)

Ice Maiden: Ice Storm vs Mina Dex 13 vs DC 17 fail, 18hp (48/70)

 

ROUND 5

Bandit Captain 

FATE Does he have another Flare? (50/50) No

Attack Barbican: 2 misses, one hit: regains the flare

Cult Fanatic (12/39) Hold Person 15 vs DC 12: spell fails. Drake opportunity attack 12 vs AC 12 4hp (8/39)

Mina: crossbow vs Jukti (opportunity attack 20 vs AC 16: 5 miss spend Hero Point CRITICAL HIT!!! 26hp Jukti dead. Bonus Barbican get Flare: Barbican 14 STR vs 5 DEX: regains flare

FATE: Are Ice summons negated (Has to be) no

Squad of Bandits 3: Attack Cultists 3: 11 vs AC 12 miss

Squad of Cultists 1: Taunt, attack Bandits 3: 14 vs AC 12 15hp (30/45)

Squad of Cultists 2: (15/45 Bloodied) Attack Bandit 1B Crit (dead)

Squad of Cultists 3: (42/45) Change: Defend Barbican (Dodge)

Cultist 4A (4/9hp) Attack Drake: 12 vs AC 14 miss

Cultist 4B (4/9hp) Disadvantage opponent (hold leg)

Guard Drake (10/52) (DIS) Attack Cult Fanatic: Bite 17 vs AC 12 6hp (6/39), Tail 10 vs AC 12 miss

Bronze Scout 1 21 vs AC 14: 8hp (4/52)

Bronze Scout 2 15 vs AC 15 7hp Drake dead

Bronze Scout 3 Continues to attack drake

Ice Maiden: Flurry form: Whirlwind: STR save 14 vs DC 13 saved: Mina not flung, 6 cold damage

ROUND 6

Bandit Captain (57/65) Advantage Self Attack Cultists 2 (ADV) 21 and 23 scimitar 18hp, squad becomes 2 bloodied Cultists, 24 dagger vs 2A: dead

Cult Fanatic (12/39) Hold Person vs Bandit Captain: Wis save 9 vs DC 12: Paralysed

Mina (42/70): Leap Athletics 15: attack Bandit Captain with crossbow midair: ADV & Sharpshooter: 15 vs AC 15: 30hp (27/65). “Take out their leader!” Bonus Barbican attack (ADV) 17 vs AC 15 15hp (12/65)

Squad of Bandits 3: (30/45) Defend Captain (Cancels ADV)

Squad of Cultists 1: 4 vs AC 15 miss

Squad of Cultists 3: (42/45) 23 vs AC 15 15hp Bandit Captain dead

Cultist 4A (4/9hp) Attack Bandits 3 19 vs AC 12 4hp (26/45)

Cultist 4B (4/9hp) Attack Bandits 3 13 vs AC 12 6hp (20/45)

Bronze Scout 1 21 vs AC 12 12hp (8/45)

Bronze Scout 2 6 vs AC 12 miss

Bronze Scout 3 19 vs AC 12 7hp (1/45)

Ice Maiden: Fly to Mina, no whirlwind recharge, 2 slams 19 & 23 vs AC 16, 26hp (16/70) End of Turn CON check DC 12: 4 fail (dead)
Cultist 2B Surrender: 

FATE: Bandits surrender? (50/50 no: killed