The V.A.L.U.E. of Hydration

Thanks to Boethius - @Bearberry, Hyde - @neon.tetra , Roger - @Tiero , Marnarius @eeni34 and Basil @Col_Mustard_Ret for playing through the Necropolis of the Enchanted Depths

A familiar face, Alermo of Roccaspra who fought with the party against dragons in Treasure of the Bigat and Bride of the Bigat, arrives at the Golden Cockerel to seek the aid of our heroes. They have word that a brotherhood of would-be monster hunters - the Steel Drakes - find the world to civilised and seek to conduct a ritual to unleash monsters so that they might find glory in slaying them as in times of old. Alermo figures this is likely a dreadful idea but is no subtle magician and begs aid from the party to help stop this.

Marshalling their resources the party consult a local sage, finding that there are many, many possible monster summoning rituals varying from leaving out treasure, to Orbs of Dragon Command through to releasing monsters from sealed away vals. Realising the partial copy of the Great Red Book they ‘rescued’ on a previous adventure might hold the answer, they set to trying to locate the old dwarven vaults in the current day. To speed their travel to where Alermo had been invited for the ritual they once more call upon the Miss Fit and also enlist them to help interpret the maps.

Venturing down the coast to Forza aboard the Miss Fit, our heroes arrive into Forza and decide to overnight at the Circular Spine before venturing on to Darkwater, the village where the ritual is to be held. When Hyde shoots the brawler in the fighting pit, a mass melee kicks off which turns into the visitors from the Golden Cockerel taking on the two dozen other patrons. Giant hermit crabs are dual wielded, ceilings collapsed, barrels used to steam-roll patrons and multiple party members downed before they with through to victory.

The next day, venturing out along the road to Darkwater, they come to a shrunken town in the ruins of an old dwarven necropolis, a gaping rift leading down to the depths. Sneaking expertly around down they realise that what life remains here thrives on fishing relics out of the dwarven ruins below. They send Alermo on with instructions to play along with the Steel Drakes. Eavesdropping on the Steel Drakes camp of second sons, cadet-branch nobles and other noble no-accounts they hear of a scheme to open a dwarven vault below and release the monsters within.

Creeping into the ruins ahead of the Steel Drakes grand ritual the alchemists within the party marvel at the dwarven wisdom and capabilities etched on the great bronze walls. They find still functioning alchemical workshops, arcano-technical storage where extinct plants still grow and a great vault full of monsters imprisoned in crystal pillars filled with honey. Hatching a plan, the party cook up an explosive agent using the dwarves own ingredients and equipment, set it to detonate in the vault of crystal-encased monsters and rig the doors to be unopenable for the inside - and then wait.

When the Steel Drakes finally venture down to enact their ritual the party is waiting, warning Alermo to wait behind before trapping the rest of the Steel Drakes in the vault they long sought with a fizzing-fused explosive that shortly detonates, shatters many of the crystal prisons and grants them the monster slaying chance they sought. Once the screams died down the party tripped the ancient purge system to eliminate the monsters. This was only partially effective they found on peering back inside the vault, but decided to seal the doors and leave.

With Alermo to vouch for the plot, supported by the excavation notes and plans from the Steel Drakes, the parties send word to the powers-that-be of their service to the realm and request their just reward.

Everyone gets 150gp reward, after running costs for the Golden Cockerel and feeding of Fluffy, a common potion of your choice from what was found in the dwarven alchemical lab and a +1 weapon of your choice from what was with the horses ‘requisitioned’ from the Steel Drakes. You also have some of your bounties pardoned (50gp worth). The families of some of the Steel Drakes seek to discuss exactly what happened to their relatives, these conversations are probably best avoided.

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