Bronze Beasts: A Debt to be Paid

In the previous year, Adventurers from Jastrey traveled to the far distant northern shores of Glesmyr to acquire cannons. Three were loaned out with the promise that they would be returned at some point after Jastrey had defended itself. Grimgi, the chief engineer from Lovenia, has made the call for the cannons to be returned, but the cannons were either taken from Jastrey or destroyed by the nearly victorious Sardian Army during the assault. 

Grimgi is not pleased, and there is a debt to be paid. He summons you back to Glesmyr, back to Lovinia, he and his engineers have a task that was deemed suitable as a payment of this debt. 

Story Notes

The Three cannons that were loaned to Gworin and other members of Wolf Clan/ Wyvern Tail were taken from Jastrey after the battle, the survivors of the battle are unaware of this. They are now being held on a Sardian Castle in River's Deep to help defend Sardia from a possible counter offensive from Tarkalsis. And the cannons were used as a blue print for other Sardian ranged weapons. ((This part is useful for other parts of this story))

Grimgi has noticed that the Cannons are missing past the dates of the original loan made by Gworin and company, he wants them back.

The Pipes beneath Lovinia that deliver heat from the nearby volcanic hotsprings have been clogged or tampered with. Grimgi is tasking the heroes from Jastrey with clearing it out and repairing any damages as a just payment for the cannons they lost.

Grimgi is less than friendly as far as allies go, he won't take a break from reminding them of their debt to him and how much those cannons were worth to this city (6000 Jastrey Bucks) The Dwarves of Lovinia do not forget, they were on the verge of blacklisting any person from Jastrey because of the events, but Grimgi, as retributive as he is, decided to give the free folk of Jastrey a second chance and allow them to do some dangerous back breaking work for Lovinia instead. That being said, Grimgi is not a fan of the Jastrians. 

Grimgi is the soul owner of the key that leads to the ice tunnels that have the pipes that carry the fortress's water and waste away. If Grimgi was abandoned in the tunnels or killed, the entire dwarven hold will become hostile once they discover this and Lovinia will declare a passive war against Jastrey (potentially leading to more content) The entire hold knows that Grimgi went down in the tunnels with the strangers from Jastrey, if any of them are seen without Grimgi, they will be confronted... this may lead to some super bad moments for the party. 

If some players choose to try and kill Grimgi and others do not wish to see him harmed, let the players handle it by themselves however they see fit. Players attacking Grimgi who are not flagged immediately take on a red flag and become PvP enabled. 

 

Constant Effects: 
- Party Members carrying the repair kits are under the effect of weakness, unless they have carry, this will negate the effect.
Party Members carrying the repair kits may take a three count to set the repair kit down if they need to, this count can be interrupted, if the count for gently setting the repair kit is interrupted, the player setting the repair kit down will sustain 1 crush damage in addition to whatever effects caused the interruption.
- Players attempting to interact with Grimgi's key will take 3 shock and then the key will shatter dealing 2 hits upon contact. 
 

Materials

Repair kits/ supplies, ((Conjured materials will not be enough)) To simulate the repair kits a simple bag, or a sheet of cardboard would suffice. 

Opening lock mechanism, this should be a simple metal hoop puzzle. ((Use only if the party decides to ditch Grimgi in the tunnels and try to escape without him, his key can not be used by anyone else. Should players try to kill him and take the key... they will have a bad time with this module))

Monsters

Brodart/Wildeb Brodart (Male) Wildeb (Female) matches Lowest Level player on Module. Uses Human Primal Healer card ((Will probably not be in combat...probably))

Grimgi: Ally Use the Artificer class with Dwarf Stigma Card at APL.

Guards: APL and potentially hostile if provoked (Don't do anything that would be illegal and they will treat you nicely) Use the Wolf Clan Warlord class Card with the Dwarf Stigma

Jim and Bean: 2 potentially friendly NPCs in the dark tunnels of the steam pipes. Under APL by a tad. Use the Alchemist Cards with Dwarf Stigma for them.

Yeti (1 for eight or fewer adventurers, 2 for more than eight, 3 for more than fourteen, 4 for more than eighteen)

Ice Spiders, slightly less than APL 

((Parts of this Module are Monster heavy so be certain to pull an appropriate number of den crew Members out to satisfy the needs of the Module))

 

 

>>0 The Debtor's Summons<<

Narrative
>The Call to Adventure<
While Awaiting in the Tavern for something to happen as adventurers such as yourselves are wont to do, a local 'citizen' of Jastrey opens the door and looks around. This figure glances about and then spots whatever it is they are looking for, looks at the sheet of paper they clutch in their hands for verification, and then advances towards you.

>And Away we Go<
[Announce this as the Hook for >>>Bronze Beasts: A Debt to be Paid<<<] ((Wait for party to move outside the Tavern before reading the Narration))
Preparing yourselves in which ever way you see fit for this trip to Lovinia in Glesmyr. You strap on the gear you think you will need, and depart through the main gates of Jastrey to where you are certain a span will be...
After four hours you notice the shift in temperature, the greenery of Jastrey's Shard transitions to the harsh blackened slate and basalt covered in thick layers of ice and snow, you realize without a doubt that you have found your way onto Glesmyr.
[Announce Field 1 Ice Damage]
Scene Notes
- [[The players receiver their summons to Lovenia in this scene.]] -
>The Call to Adventure<

- Brodart (Male), Wildeb (Female) is a neutral NPC -
Brodart/Wildeb was looking at the notice board in Jastrey outside the tavern, and took interest in a document that was posted not too recently. Unsure of what he could do about this, she/he decided to take the letter into the tavern and address this with the famed adventurers that usually handle this sort of stuff.
Brodart/Wildeb is timid and meek when dealing with higher level adventurers, she/he will be more prone to approach lower levels.

The Document Reads:
[[Letter]]
- - - To the Jastrians who borrowed my Bronze Beasts, I Grimgi Clangor of Irons and Chief Engineer of Lovinia, do summon you and your associates here to return my bronze beasts in the coming mest. They have been missing from my forge for an inappropriate amount of time. Should you fail to procure them, a value of 8000 of your Jastrian Gold pieces (Useless currency anyway and weak too boot) then I will be forced to add an interest on them at a 20% increase to the loan per mestune that they remain absent from my forge. Reply with your intentions Jastrians, I recommend that you return with the cannons. - - -
- - - Grimgi Iron Clangor and chief Engineer of Lovinia. - - -
- - - The Sigil and Twine will be your ticket through the Gates - - -
[[End of Letter]]

Brodart/Wildeb will ask that the adventurers to take this seriously and deal with the Grimgi mentioned in the Notice.
((It is possible for them to decline this will end the Module and everyone will be disappointed. If this is the case, suspend the adventure and run at a different time. ))
Should the adventurers accept, move on to mini Scene >And Away we go< Wildeb/Brodart will depart.

>And Away we Go<
[[Announce this as the hook for >>>Bronze Beasts, A Price to be Paid<<<
Move the party outside, allow them to finish up party actions and or don bits of equipment.
Once that has all been taken care of, have the party move out towards the designated point for this adventure to take place within the camp. Encourage some role play between the players (Glysmir is a long ways away, but we also need something to act as a tunnel, the owner's cabin and that sidewalk are perfect for that (so long as players stay on the path and treat the rest of it as a solid wall))
Once on station, move to scene >>Arrival in Lovinia<<
Narrative Effects
- Forecast: Paying Debt good?/Heading towards Lovinia? - Easy (4,6,8 fail) - Success: Going to Lovinia to settle the debt mentioned in this letter is a decent idea, the longer this is set to wait, the worse it will be. - Faiure: There could be adverse effects for not paying off this debt, but they will fall on someone else surely.
-Insight: Brodart/Wildeb - Very Easy (Only 10 fails) - Success: Brodart/Wildeb seems uneasy about approaching you all, you are famed heroes and anti heroes, the sort of person she/he normally does not associate with, but despite her/his timid nature, she/he is genuine about her/his desire to see Jastrey repay this debt. - Failure: This person is too timid to function properly.
- Insight: Bronze Beasts - Easy (1,2,3,4,6,8,10 Succeed) - Success: The Bronze Beasts in this notice refer to the cannons that Gworin and many other members of Jastrey's local adventurers (Le-Roy, Thrakka, Saikubonkare, Onyx Twin Ax, Touska) went to Lovinia to borrow to help defend the town from the Sardian rebuke for keeping the 'undesirables' who were expelled from Sardia safe. The Cannons went missing during the siege of Jastrey. - Failure: Perhaps Grimgi wants some sort of Bronze Beast to be captured and returned to him, it is best to go to Lovinia and ask him for clarification.
- Inspect Aura - Brodart/Wildeb - Very Easy (Only 9 fails) - Success: Brodart/Wildeb Has a pale aura, fear and trepidation mar them like a scar. You realize that you are the source of their fear after examining their movements and words. - Failure: He/She seems to be scarred of something, perhaps a reprisal from Lovinia if the 'Bronze Beasts' are not returned.
- Locate: Grimgi/Lovinia - Automatic. - Grimgi is in Lovinia
- Locate: 'Bronze Beasts' Near Impossible 1-100 (14,41,92 Succeed) - Success: The Cannons are held by the Sardians, One in Mavradore, another two are along the walls of River's Deep in Sardia. There was a powerful ward of antimagic around them but you managed to pierce the veil and see brief glimpses of them, [take 1 shock damage] - Failure: You know the last location where the cannons were, the West wall of Jastrey.
- Track: Bronze Beasts/Cannons - Automatic Failure - They went missing so long ago that any traces of their existence in this town/city have long since gone.

>And Away we Go<
- Adapt Climate: Automatic - You are safe from the weather effects in Glesmyr.
- Explore: Find a way to Glesmyr Automatic - Success: Cut two hours off the trip in total as you find the stacked mountains along the way that seem to be more akin to city spires than natural formations.
- Fly: Adventurers may fly to Lovinia if they prefer, but they will arrive sooner than the others. (Without Adapt Climate, you suffer 2 Ice Damage) If adventurers choose to do this, have them encounter the guards first in the following scene, >>Arrival in Lovinia<<
- Commune Stone/Earth: The road you travel upon (Automatic) ((Yank a Dencrew member to act as a stone)) The blank slate and basaltic rock that makes up the path speak to the demise of several caravans that have traveled this way attempting to seek refuge in Lovinia. it is best that you travel only during the day, and avoid being outside in a storm if at all possible.
- Inspect Nature: The Road (Automatic) Before the Span shifted - The flora and fauna appear to be like that of Jastrey, After the Span Shifted - There is little in the way of life, all is snow and slate and frigid air.

>>0.5 Arrival in Lovenia<<

Narrative
>Chilled Reception<
[Announce: Field 1 ice]
The frozen wastes of Glesmyr: desolate and devoid of notable features save for the road that leads through the dunes of snow and ice crags. Traveling along the road you see a few spots were fragments of wood lay splintered and poking out of the snow, evidence that a wagon or two were either dragged from the road and destroyed, or the bearers of said wagon lost control on the ice and crashed it. Keeping this in mind, you proceed with caution until the mountain presents itself.
Lovinia appears over the edge of the horizon, its spires of shaped ice and stone loom out from within the confines of a large stone wall with many turrets mounted with lovinia's bronze beasts, their barrels pointed out towards you as your approach. Before any shots are fired, the gate opens up and a host of guards spew out from the double wide thick stone doors and at their center.

>The Work Shop<
Grimgi's workshop is as messy, in an organized sort of chaos sort of messy, as it was the last time some of you were in there. Orderlies and assistants dart about pulling on bellows and adding coal to already swelteringly hot fires. At the back, a single muscle bound figure, as wide as he his tall bangs away at an anvil with a hammer the size of a small boulder, before turning it aside and selecting a tiny hammer no larger than a child's fist before resuming his work with much greater care than before. At a knock from one of the dwarven Guards, This worker in the back looks up with a terrible scowl. He regards you all, his thick black beard bristling with anger before he sets down the hammer and gives you an address in Durnamn.
Scene Notes
-- In this scene they arrive in Lovinia and meet Grimgi--
>Chilled Reception<
Once the doors are open, Lovinia's guards will encircle the party and begin to look them over, only dwarves and dwarf friends are permitted entry, any others who desire to enter Lovinia will have to give pretty convincing alibies as to why they desire to enter the dwarven hold in the north. If no such alibi is given, the offending characters will be prevented from entering.
The Dwarves only speak Durnamn. Attempting to speak in anything other than Durnamn will probably result in verbal reprisals.
- - If at any point the seal which came as part of the summons is presented, the entire party are permitted to enter with no more questions asked. - -
The guards will take all who have been granted entry straight to Grimgi's Work Shop.
- The Guards WILL BE VERY PERCEPTIVE for this scene. There are ways to hide on the ground outside Lovinia but it is difficult. The guards are trained in spotting and thwarting attempts to infiltrate Lovinia; they can see when feet from vanished foes are moving through the snow drifts quite easily. Characters activating Sneak, Vanish, or Hide will be asked to "Stop mucking about, or we blow you off the face o dis earth!" ((Or something to that effect, in Cirth if needed)) If they refuse, the dwarves have no time for games and will open fire on the field, and keep doing so until the party dies, or retreats. This will end the Mod right there if that is the case.

>The Work Shop<
Grimgi will berate the party for losing his guns. But it makes no difference, Grimgi has a plan for you.
He will ask you to accept a deal, you do some jobs for him, and he will reduce the debt, or even wave it entirely depending on how well you all do ((spoiler alert, he will not wave the debt wholesale regardless of how great a job the party does))
The First Job he has for you will be simple; help him clear out the tunnels beneath Lovinia. ((Secondary Jobs will be thought of at a different date.))
He will invite you into the back of his workshop to pick up supplies, he passes off five repair kits to the party members and then he will open the doors to the city pipes for you to clean them out. What at first appears to be a boring chore ends up being a hazardous adventure.
- If players ask about possibly buying weapons from Grimgi's forge, he will smile at the attempt, but he will insist that you all get a move on with the task before any sort of business like that can take place.
- Repair Kits. The repair kits are heavy, and will give characters weakness unless they have Carry in their characters builds. Picking up or setting a repair kit down takes a three count to do safely. If repair kits are dropped faster than a three count, the adventurer takes 1 crush damage. The three count to pick up, or set down a repair kit can be interrupted resulting in 1 crush damage to the adventurer holding the repair kit.
Narrative Effects
>Chilled Reception<
- Adapt Climate: Automatic - You are safe from the weather effects in Glesmyr.
- Forecast: Go with Guards? (Automatic) Seems like if you desire to enter Lovinia, that will be the easiest way.
- Inspect Secret: Very Hard (only 1 succeeds) - Success: You notice the amount of fire power that is arrayed against you from the natural crevases in the stone formations, as well as those in the built on towers and walls that surround the city of Lovinia. There is no one could stand on the wastes and be out of line of sight from the dwarves massive barrels of potent high velocity lead based death. In fact, the main gate is designed like a funnel to maximize the amount of guns that can be fired to protect it from intruders. - Failure: There are plenty of places one can hide from the watchers on the walls if one really desired to.
- Speak Durnamn: You can communicate with the dwarven guards of Lovinia. Players without Speak Durnamn on their cards will have to channel their communications through players that do.

>The WorkShop<
- Forecast: Accept Deal? - Easy (Only 8,9,10 fail) - Success: A favorable outcome can be had by accepting Grimgi's deal. - Failure: You are unsure as to what will be lurking for you in the tunnels, but it might be 8000 golds worth of trouble.
- Insight: Grimgi - Hard (6,8,10) - Success: Grimgi acts harsh towards you, but in all honesty he is glad to have someone else to yell at, as the chief engineer it makes him feel important to yell. He means nothing sinister by it. - Failure: Grimgi is rough and rugged, but he is honest, and he will absolve your debt for this undertaking.
- Inspect Arms: Items along the work Shop - Hard (1,2,10) Success: Grimgi's forge and work shop is littered with experimental weapons, most of which look like team devices, many barreled guns and crank operated bullet receivers dot a particular set of benches, most of these devices are unassembled, but a careful eye can spot where each segment is intended to go. - Failure: The forge has some impractical looking devices, some that look more like industrial machines that are unassembled, the more practical and sensible weapons are in the front of the workshop.
- Inspect Aura: Grimgi - Hard (2,6,8) - Success: Grimgi is surrounded by a feeling of loathing like a defensive coat, but underneath that there is a softer heart, that just wants to be loved. - Failure: Grimgi is surrounded by a impenetrable sense of loathing for all of you, it is not sinister, but the air physically tastes like someone preparing to crack down on incompetence.
- Inspect Secret: Grimgi Extra Difficult (only 5 out of 20 succeeds) Success: The Master of Forges and Clangor of Irons carries a key, a master key that can allow him to go anywhere in the city. - ((Also read for successes)) Failure: The Master of Forges and Clangor of Irons appears to be covered in several scars along his back, careful inspection is required to determine what they would be caused by.
- Inspect Wounds: Grimgi's Back - Easy (1,2,3,7,8,9,10) Success: The Scars are the same length and dimension as those that mar many an Uordeq slave, Grimgi has several years worth of these upon his hide. - Failure Grimgi, the Clangor of Irons has a few whip marks along his back, perhaps an overzealous teacher in his past?
- Sabotage: Any Item in the Workshop, or on Grimgi - Difficult ((Dwarven Crafted)) (Only 2 out of 10 succeeds) - Success: You select a device and while eyes are busy elsewhere you [insert how it is broken here, ask the players for clarification on how they intend on breaking an item/device/tool] - Failure: An apprentice from the forge comes over and asks you not to touch that.

>>1: Enter the Frost House.<<

Narrative
The doors of the caverns that support pipes are flung open with Grimgi's keys, the master engineer gives you a grin. And motions for you to step inside the narrow confines of the tunnels, no heat can be felt radiating off of them, a worrying sign for the city, a good sign for you. Ice encrusts most of the walls and some strange light blue glow can be seen coming from the north end of the tunnels. Multiple Branches exist in the tunnels and the pipes extend down each section.
Scene Notes
-- The Adventurers enter the Ice Tunnels that transport Steam throughout Lovinia, this is a travel based scene--
Grimgi will put on a coat after all the supplies have been gathered, and the repair kits distributed, then he will let the heroes go first into the darkness past the grate in his forge. He gave out five repair kits for the party members to hold on to. He can take one at most. The repair kits are heavy, they are extra pipes, Grimgi is not certain how many he needs, so five seems like an appropriate number based on previous experience. Once all the players are through the iron grilled gate that leads to the tunnels, Grimgi will pass through himself and then lock the gate behind them, sealing them in with him into the tunnels to ensure that the task is finished to his liking.
If ever the players ask why he can't do this himself, or why he did not do it already, Grimgi will ask them for the 8000 pieces of Jastrian gold it took to make the cannons back... oh they don't have that, shut up and do as I say. We are letting you off easy for your failures.

As the players moved down the tunnels they come across different paths. Grimgi will state something about each path as they come to them. ((Paths will not be marked, but will exist in the imaginations of the players and the Dencrew. The path that the players are actively on will be marked in some way, such as the paved path that leads to the owners cabin))
The first path they see that branches off to the left, Grimgi will inform them leads to the main city aqueduct at the center of the fortress.
The second path, the one they are already on, proceeds forwards and this is the path that leads deeper into the mountain, towards the geothermal source. Grimgi will declare that they will start there as it would be safer to temporarily shut off the steam before trying to conduct repairs. If players protest this move, Grimgi will probably insult their intelligence and ask: "How would you all like to deal with Steam jutting out at you while attempting to do repairs... No, good carry on as I say."
The third path leads further along to the right and goes to the open ice, this is where the waste from the city is taken.

>Moving down the tunnels A then B then C
<A> They can proceed to the forward towards the geothermal source, which will lead them down the <A> side of the story.
<B> They can turn left towards the hold's internal pipe structure which will take them through the <B> side of the Story
<C> They can turn Right to where the waste from the hold is sent which will take them through the <C> side of the story.
<D> There is a portion of path <A> that can lead to some disastorous effects, if those events occur in scene >>A.2 The Valves<< the story will take a detour to another scene path called <D> following that we will return to <A> then to <B> and then <C> and add all of the <D> notes to the scenes as you arrive at them

While in the Tunnels at all times, be certain to keep the players in bounds ((On the Pathway)). These are meant to be narrow and constrict movement

Constant Effects:
- Party Members carrying the repair kits are under the effect of weakness, unless they have carry, this will negate the effect.
Party Members carrying the repair kits may take a three count to set the repair kit down if they need to, this count can be interrupted, if the count for gently setting the repair kit is interrupted, the player setting the repair kit down will sustain 1 crush damage in addition to whatever effects caused the interruption.
- Players attempting to enteract with Grimgi's key will take 3 shock and then the key will shatter dealing 2 hits upon contact.
From here on out, these effects will be in play so long as repair kits are still available, and Grimgi's key is still in play

Narrative Effects
- Insight: Grimgi - Hard (6,8,10) Success: Grimgi acts harsh towards you, but in all honesty he is glad to have someone else to yell at, as the chief engineer it makes him feel important to yell. He means nothing sinister by it. Failure: Grimgi is rough and rugged, but he is honest, and he will absolve your debt for this undertaking.
- Inspect Aura: Grimgi - Hard (2,6,8) Success: Grimgi is surrounded by a feeling of loathing like a defensive coat, but underneath that there is a softer heart, that just wants to be loved. Failure: Grimgi is surrounded by a impenetrable sense of loathing for all of you, it is not sinister, but the air physically tastes like someone preparing to crack down on incompetence.
- Purge/Sabotage will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) failure, the key retains the effects listed above in the Constant Effects section of the Story Notes.
- Explore: The different passages - Automatic: Send the Exploring players into the next scene by themselves after two minutes, allow the rest of the party to join them. Grimgi will recommend that they all stay together as a group, however.
- Commune Earth/Stone: The Tunnels - Automatic - The stone beneath the layers of ice will inform you that several things, animal things such as yourselves, have made their homes down here, proceed with care, maybe you walking types could be friends with them, or maybe you could be food for them. "Either way, get off me face"

>>A.1 The Pipe's not frozen<<

Narrative
>Opening<
Proceeding forward, the gate which Grimgi locked behind you still visible in the far distance, you can hear the slight tremor of a constrained metal container far up ahead.
>Drawing closer<
Around a slight bend in the tunnel the temperature of the air begins to elivate only slightly, but enough to be noticable.
>Drawing Closelier<
A faint trill of what sounds like a prolonged infant scream in one note carries its way down the passage to you.
>Problem Identified<
There is a sliver of a plume of steam rising from one of the pipes far up ahead.

Scene Notes
-- This is a prelude to a puzzle--
>Opening<
The players will be walking down the central path that leads to the volcanic area where ice is naturally melted and then carried up to the dwarven hold by pressure. One of the pipes is congested and might be prone to exploding.
>Drawing closer<
As the players proceed down this pipe after hearing the narrative for >Opening< in this scene, if they are moving with any sort of caution, the likely hood of the pipes breaking open decreases. Once they come to a certain point (give it ten paces after reading Opening, don't call a hold, just move into the narration for >Drawing closer< At the end of the narrative, the Den Crew member playing Grimgi will express the need to hasten and fix whatever damage is up ahead, those pipes do not usually make those sounds.
>Drawing closelier<
Grimgi will want to hurry down the hall to where this pipe is making that noise.
>Problem Identified<
Grimgi will relay instructions to the party. He will need to have one character with a repair kit stay with him as he needs to install the repairs to the afflicted area quickly, but he needs the rest of the party, or at least one member to rush ahead and quench the flow of pressure to the center valve that leads away from the volcanic area.
Once the players decide who is doing what, the players will split up and those determined to go forward will move into scene >>A.2 The Valves<<
Adventurers moving past the break in the valve will take 1 fire/water damage.

There is one area along this section of pipes that will need to be repaired, costing the party one of its repair kits.

Constant Effects:
((See story notes Constant Effects))
Narrative Effects
- Purge can will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) failure, the key retains the effects listed above.
- Adapt Water: Players can use this to reduce the amount of damage taken by the Steam.
- Breach: The Pipes/ Valves - Hard (4,5,6) - Success: The pipes are shattered and steam erupts outwards bathing you in its scalding scorn. [players take 4 fire/water]
- Commune Nature: Automatic - There is a spider who sits along the pipes, She would ask that you all hurry the pipe might break and kill her eggs. (If the pipes have been broken or breached already, she will urge the adventurers to flee, oh, and do watch out for the larger ice spiders, they moved in recently)
- Commune Earth/stone: The walls, floor - (Automatic) The air in here is not usually this warm, there is a break along the pipes that only started a few days ago, but it is a major rupture that threatens to upset the entire system. Be quick land striders, be quick we'd hate to see your hard work destroyed.
- Explore (Same as before)
- Insight: The Noise - Automatic - it sounds like a kettle that is boiling, also Grimgi is alarmed by the noise. Follow on Insight Check - Must turn off the main valve to begin repairs as soon as possible.

>>A.2 The Valves<<

Narrative
Carrying past the screaming pipes whose steam has quickly spread, you come across more of the pipes sections that seem ready to burst as well. It is not long before you arrive into a room fit to boil the blood from your veins. On the far end of a wall, there are a series of valves nozzles and turning wheels. All of the valves and wheels have labels in Durnamn written above them.

>A.2c Too mu...Kaboom< The valve tightens to an extreme, there is a bolt that suddenly flies out of the machine there is not enough time to react before...
Scene Notes
Have a few den crew members pose as the valves and turning wheels, the center most of them should be the one the party wants to turn. Have the den crew present their arms and weapons out in a twisting configuration. The heroes must turn only the center wheel to the right by full a radian (approximately 115 degrees) If the valve's turning exceeds the proper amount of radians, or any other valve is turned, we move to mini scene >A.2c Too mu...Kaboom<
((As the Narrator, you should be describing the level of pressure, steam sounds as the characters pull and turn the wheels and valves to guide them into the proper positioning. The level of presure in the room should be inversly related to the turning of the wheel, so if it is being turned to the left, less steam and heat is built up in the room as the heat and pressure is sent down the halls to where Grimgi and other party members are waiting.)) If the players turn the vavle in the opposite direction and send too much steam towards Grimgi and party. Tell the players to stand by here and move to optional Scene >>A.3 Oh No!<<

>A.2a Still steam in these pipes< The party does not know that there is still a little pressure inside the pipes, so when the pipes are opened up for repairs at any point from here on (unless a return to this scene is made and the problem is fixed) there will be an initial 2 hits from fire/water as the steam boils out against the people who are attempting the repairs. Grimgi will also mention that perhaps the valve was not turned to the right far enough.

>A.2b Just Tight Enough< The pipes will not be in danger of exploding on you, though they sound rather threatening.

>A.2c Too mu...Kaboom< The players have broken the device. Bad times ensue. The den crew posing as the valves will distribute 1 fire/water hits upon proximity, this is not a burst attack, this is a touch. The den crew will administer 1 hit of fire/water every second until the players either die, or until they flee the room. Then the den crew will link hands and pursue the players out of the room at a run. When they encounter players along the path deliver one hit of fire/water and continue to do so until the players leave. This damage can not be blocked in any way, it may be withstood to a maximum of eight hits after which the steam has been spent .

At the end of this miniscene we move to scene >>D: Damage Report<< and all scenes must be completed once more if they had already been done, as the pipes were destroyed. This time the scenes will have all of the >D< notes applied to them.

No repair kits are required in this room, unless >D< was encountered in which case, 10 repair kits will be required.
If the party has run out of repair kits, they can return to Grimgi's workshop at any point and recover some ((It will only take narrative time, please do not walk the party back down the tunnels physically as this will lengthen the session needlessly and might put us over time, state that the new repair kits, however many of them you needed have been acquired))

Constant Effects:
((See story notes Constant Effects))
Narrative Effects
- Adapt Water: Reduce the amount of damage taken by Water/steam effects for this scene.
- Breach - Same as before
- Commune Nature: Automatic - There is a delighted algae that is ecstatic about the amount of warm water it is absorbing from the pipes.
- Commune Earth/Stone: The Floor/Walls - Automatic - The stone tells you that previous visitors have gazed upon the metal artifacts on the wall for some time, before adjusting any of them. Also it is warm in here.
- Insight/Inspect Arms/Inspect Secret: The valves/wheels - Medium (Evens Succeed) - Success: The Center Valve controls the flow of steam from this room, it looks like it must be turned to the right to slow the flow, and left to open the flow.
- Speak Durnamn: You can read the labels on the Wheels/valves: Center one is the master valve, it should be turned 115 degrees to the right to shut off, 30 degrees more to the left to fully open, and past 130 degrees will cause it to seal off. Warning, ensure that all other auxiliary lines are fully open before sealing this line off, failure to do so will result in catastrophe.

- Purge can will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) failure, the key retains the effects listed above

>>B.1 Left of Center<<

Narrative
>Left of Center< The way is silent and still as though the tunnels were transformed from being a place where the life bearing steam was transported through these frozen hallways to a place as dreary as a crypt. In some places there are fantastic growths of ice that spiral out in fractal formations from where the process of heating and then cooling was the most dramatic down the halls, now that the pipes have been temporarily shut off, the frigid air of Glesmyr holds sway and the growths have grown to be quite tall, and sharp.
((After Completion of >A< and the shutting down of the pipes, or if ever >D< was activated))
[[Announce! Field Slow]] Slow movements: The ground is now slick and there are stalagmites of ice forming as the warmth of the steam pipes has fully dissipated. Characters are under the effects of slow unless they have adapt climate - cold, or have tread. (The narrow confines of the tunnels prevent those with flight from utilizing that ability effectively) [[End Announcement]]
- For Combat [[Announce Players are killing blow active]]
Scene Notes
-- This is a Combat intended scene --
>Left of Center< The players will continue down the tunnels to see if any more sections of the steam pipes have been damaged.
They will move down the halls, on one of their passes ice spiders will drop from the ceiling. Den Crew will be hidden in the ceiling above the adventurers. (But really they will be standing off to the sides out of play until the any of the players looks up or use Inspect Secrete as prescribed below, then they will act as hidden)
The players can sneak past them by sneaking, not the narrative ability, but by actually being silent and moving with caution. If the players do not do so, the spiders will take note of the sounds made by the characters beneath them. They may drop and they will be hostile. ((Keep in mind players do not need to sneak past, but it is an option))
Adventurers attempting to communicate with the Ice Spiders will trigger them, the ice spiders will not be hostile until they are within arms length of any adventurer, then they will spring upon them without mercy and attempt to eat them.
- For Combat, this is the first combat of the mod (intended combat anyway) so send in many waves (max six) of the ice spiders, the adventurers just disturbed a nest, have them be vicious and go after people who are resting. Adventurers are killing blow active so long as they outnumber the dencrew by at least a 3/2s margin.
If the ice spiders look as though they will prevail, Grimgi will run away and fetch some heavier muscle to deal with this problem. Upon his return, any downed players will restart their subdued or slain counters.

Constant Effects:
((See story notes Constant Effects))
Narrative Effects
- Adapt Climate: Cold - See above for Narration
- Commune Nature: The Ice Spiders - Automatic - Who is it? Are you tasty? Are you frozen? You will be soon.
- Commune Earth/Stone: The floor, walls - Automatic - Well met more Land Striders, you at least can speak with us, unlike those eight appendage ones who made a home in the ceiling, what rotters, just moved in and didn't bother asking us if it was ok, how typical of most land striders.
- Inspect Secrete: The Tunnels/the ceiling: - Hard (2,3,6) - Success: There are a few scratches along the walls, scratches that were made by long limbed creatures with jagged ice for appendages... You look up, and see them (Grants Seek for this scene)
- Tread - See above for Narration.
- Purge can will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) failure, the key retains the effects listed above

>>B.2 Left of Center: Jim and Bean<<

Narrative
((After completing >A< successfully)) As you wander down the halls of the frozen tunnels, the thin layer of ice growing steadily thicker as the warmth from the volcanically driven steam becomes more and more of a distant memory.
[[Announce! Field Slow]] Slow movements: The ground is now slick and there are stalagmites of ice forming as the warmth of the steam pipes has fully dissipated. Characters are under the effects of slow unless they have adapt climate - cold, or have tread. (The narrow confines of the tunnels prevent those with flight from utilizing that ability effectively) [[End Announcement]]
Scene Notes
--This is intended to be a role play heavy scene, no combat --
The players will move down the hallway towards the nexus of pipes that distribute the steam mostly evenly towards all the different parts of the dwarven hold. Along the way a unique and permeating smell can be noted. Bourbon/whisky is being distilled up ahead. The two brothers Jim and Bean, two dwarves are in the process of an illegal operation, tapping directly into the hold's steam vents and using the heat therein to aid in the process of making alcohol. They are evading taxes by distilling down here in the tunnels.
Regardless of the paths the players took to be here, Jim and Bean will be here at the same time, either continuing their operation if the steam was still flowing, or looking at their equipment questioningly if the steam was cut off successfully in >A<, or they will be packing up their equipment if the adventure touched >D<

(Should Explore be used, the adventurers with explore will encounter Jim and Bean first. Jim and Bean will act as though they are dealing with a customer instead. Until the rest of the Party shows up. Then...)
Jim and Bean will just be surprised that the party is there, they will not be hostile, but Grimgi will be furious. Grimgi will confront them and rebuke them harshly. Allow the players to do as they will, but this may end up being a NPC heavy scene if the players choose to be aloof during the exchanges. But at some point the brothers Jim and Bean should try to offer Grimgi and the adventurers a bribe of sixty cases of their illegal whisky in an effort to escape Grimgi's sense of Justice.
Grimgi may order the adventurers to seize the two brothers and confiscate all of their equipment, the players are free to do as they will.
If the players choose to accept the bribe from Jim and Bean, Grimgi will need to be convinced not to report them all to the authorities or there will be consequences.
((The person playing Grimgi will have to determine whether or not the adventurer's arguments work, Grimgi is a stern older dwarf who has no time for nonsense and shirking of duties or incompetence; avoiding the law by going down here into the tunnels to avoid paying a distillery license is only slightly higher than outright letting Uordeq into the city to murder citizens, but only slightly))

In any case there is a breach in the pipes that Jim and Bean used to distil their whisky. This must be fixed to satisfy Grimgi and allow him to wave your debts. One Repair kit is required for this scene.
If the party has run out of repair kits, they can return to Grimgi's workshop at any point and recover some ((It will only take narrative time, please do not walk the party back down the tunnels physically as this will lengthen the session needlessly and might put us over time, state that the new repair kits, however many of them you needed have been acquired))

Constant Effects:
((See story notes Constant Effects))
Narrative Effects
- Commune Stone/Earth: The floor, the walls - Automatic - Hello earth strider, please be nice to Jim and Bean, they mean no harm with their work, I hear from my cousins, the flagon stones in the road, that many people enjoy the toxins they produce for recreation. Be safe, polite Land Striders.
- Explore: Automatic success - The adventurers using explore will encounter Jim and Bean without the meddling of Grimgi. Jim and Bean will be much more receptive of them and be much more willing to give them a bribe to just let them go.
- Forecast: Accept Bribe? Good Idea to arrest brothers Jim and Bean? - Easy (1,2,3,4,5,6,10) - Success: Grimgi will not be willing to resolve your debt to him if you accept Jim and Bean's bribe. - Failure: They're dwarves, they wont mind the pursuit of alcohol, what's Grimgi's problem anyway?
- Insight/Inspect Secret: The Distillery - Easy (4,5,6,7,8,9,10) - Success: The Distillery syphons steam away from Lovinia's pipes and into the two brother's illicit operation. - Failure: There are a lot of cases of Alcohol down here.
- Inspect Aura: JIM/Bean - Easy (1,2,3,4,8,9,10) - Success: The two dwarven Brothers seem wary, and concerned. - Failure: The two brothers have an air of conspiracy about them.
- Inspect Evil: The Room (Automatic) There are no inherently evil things or creatures around... ((save for some possible members of the party, if a known follower of the less than holy immortals is in the group, the adventurer using inspect evil hones in on them))
- Purge can will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) - failure, the key retains the effects listed above
- Speak Durnamn. Jim and Bean will only communicate in Durnamn. If there is no one about that can speak Durnamn, then they will do the most broken of Cirth conversations

>>B.3 Left of Center: Copper Fittings<<

Narrative
Before you stands the main complex of clustered pipes, their forms jutting out from the tunnel in a dizzying display of copper and lead acrobatics. Pipes lead from one end of the cavernous underbelly of the dwarven hold like the webs of a gigantic metal enthused spider. The cold has set in and where once the escaped steam condensed and formed, now there are large frozen pools on the ground and making the walls slick.
[[Announce! Field Slow]] Slow movements: The ground is now slick and there are stalagmites of ice forming as the warmth of the steam pipes has fully dissipated. Characters are under the effects of slow unless they have adapt climate - cold, or have tread. The ceiling in this room however is rather high, and the pipes ascend to their fittings, some whole stories above your heads. [[End Announcement]]
((Only if >D< Occurred)) Still there are evidences of where the explosion from the volcanic gathering point had lasting effects in this room, shattered and ruptured pipes can be seen in all directions, but reaching them may be difficult.


((If this is the first tunnel the Heroes chose to enter))
Before you stands the main complex of clustered pipes, their forms jutting out from the tunnel in a dizzying display of copper and lead acrobatics. Pipes lead from one end of the cavernous underbelly of the dwarven hold like the webs of a gigantic metal enthused spider. All about the air is filled with the tang and taste of oxides and dank pools of water.
Scene Notes
-- This is a puzzle Scene --

((If >A< was ignored)) There are two places where steam can be seen seeping out of the pipes.
((If >A< was completed)) There are two places in this room where repair kits are needed. They will not be easy to spot, but the locations of the puddles on the floor will tell Grimgi that there are two breaches to be plugged, now the players will have to find them.
Adventurers can find the Pipes using story actions, or they can outright look for them by acting out searching. If the adventurers look up to examine where the 'pipes' are, make a silent ten count before announcing that they have found the two breaches.
The Breaches are high above the heads of the adventurers.
Grimgi will complain about the ladders missing for this scene.
Think like an engineer to solve this problem: Can't maneuver the pipes to be lowered unless they are disconnected and then reconnected afterwards (There is a setting on the wall that can be found using inspect secrete: the wall, to show that there is a massive gear shift that will disconnect all the pipes down to be at chest level to allow for easy maintenance. Following the instructions written on the wall next to the Pipe Elevator Receiver Shaft Matrix, brings the pipes down one at a time and automatically separates and reattaches them to their housings with loud audible clangs that reverberate through the cavernous space.) (Grimgi does not know about this, it was installed after the nineteenth cleaning, no one told him about it, there have been six hundred cleanings so far.)
Players can rise up to meet the pipes and install the repair kits that way, players attempting to hoist other adventurers up may cause strain on the pipes and could cause a third or even a fourth breach. Using ladders would be best, but where could such ladders be found? (there are ladders past the Yeti's in Scene C.2))
((If >D< was activated)) There are six places to repair in this room.
((For both)) Reaching the top of the tunnels will require some ingenuity, the repairs are out of reach from ground level so one has to rise to where the repairs are needed. Players may use a rope to hoist two other players up to repair the damaged areas; Players may attempt to fly up there as well, Players may NOT attempt to conjure ladders or scaffolding as that is beyond the bounds of what Conjure is. ((The players may think of solutions that are not listed here, think about the plausibility for each solution that they may attempt before determining whether they are successful or not))

If the party has run out of repair kits, they can return to Grimgi's workshop at any point and recover some ((It will only take narrative time, please do not walk the party back down the tunnels physically as this will lengthen the session needlessly and might put us over time, state that the new repair kits, however many of them you needed have been acquired))

Constant Effects:
((See story notes Constant Effects))
Narrative Effects
- Commune Stone/Earth: The floor, walls - Automatic - Hello Earth Strider, I am Ghhrhhguurr[grumbling Rock Noises] Of Lovinia, there are many like me, but I am an original piece of this settlement.
[players ask about pipes above] Oh, those things, they carry water to, and waste away from the short heavy set land striders and stone speakers above. I have seen those metal fittings dance to the wills of the stone folk before, usually after they manipulate that panel of metal over there.
- Fly - to the damaged pipes ((Can not be done while holding a repair kit (they were meant to be super heavy))) Easy (1,3,5,6,7,8,10) Success - You maneuver through the pipes with ease to reach the damaged area, Failure, the pipes are too narrow to squeeze through and you impact them rather hard, take one hit, (players may make a second attempt)
- Inspect Secret: the Wall - Moderate (Odds) - Success: It appears as though there are levers and widgets along the wall, and chains with gears that look as though they attach to the damaged pipes, possibly pulling the right lever will lower the pipes down to you? - Failure: along one of the sections of the wall there appears to be a long inscription in Durnamn next to a series of levers and widgets.
- Inspect Secret - the pipes moderate (5,6,7,8,9) ((Or ask High or low: answer High for success)) Success: You notice that the pipes themselves are meant to sway and move with the varying degrees of pressure flowing through them, they can be rotated around and brought to lower positions by disconnecting them at the source (the entry way to this hallway, note this can only be done if >A< was completed, this action is impossible if >D< was encountered) Thus making it easier to repair them from the ground, and then rotated back to position.
- Propel - Same as Fly minus the Possibility of taking damage. (may cause damage to the pipes at narrator discretion, the heaviest person attempting to climb on those pipes will definitely cause another break)
- Speak Durnamn: The inscription on the pipes - (Automatic) - These are instructions on how to lower and raise the pipes using the Pipe Elevator Receiver Shaft Matrix.
- Purge can will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) failure, the key retains the effects listed above

>>C.1 Right to the Outside<<

Narrative
>A warning to be told< Turning right from the tunnels that lead to Grimgi's shop, you enter a world less of stone and more of ice, the walls expand from the center line for a moment, carved and wittiled away by the heat, but the further down you go, the more constricting the passage ways become, the less heat the pipes bear away, up ahead the unmistakable scent of an entire settlement's spilled sewage drifts down to you. But accompanying that unpleasant aroma, is a soft blue glow of sunlight passing through meters of ice and snow. As you file forth, the glow becomes stronger, and so too the aromatic evidence of a ruptured pipe.

>Yeti seen, Yeti see you<
(A) Before you lies what appears to be the lair of some large and dangerous creature with thick white fur, and enormous feet. The owner of this lair waits patiently facing the other direction looking at the glow of blue through the walls of the ice that surround it. Though this creature seems docile, the carnage around it, the broken bones and shattered skulls, speak to its hyper dangerous nature. [[Announce that the Yeti are Epic Level Monsters]]
(B) A Thunderous roar splits the earlier serine atmosphere as you all make your way down the tunnels, it is not long before the one responsible for making the near cataclysmic noise shows its terrible hide and face. Twin tusks jut from its mouth and it glares at you with an extreme form of loathing, its red eyes becoming much more belligerent as it prepares to face the intruders to the lair it has claimed. [[Announce that the Yeti are Epic Level Monsters]]
Scene Notes
- - This is a combat heavy scene - -
The Pipes to the right of the main passage of the volcanically active area that bears the steam towards the dwarven hold, these tunnels lead to the outside where the waste from the hold is deposited.
>A warning to be told<
Grimgi knows that these tunnels are usually more dangerous as they have access to the tundra and glaciers that provide the most challenging form of Glesmyr's wild life. The Dwarven Engineer will warn the party for signs of Yeti, Large gouges in the ice or rock where their claws are sharpened similar to what a bear would do to a tree. There will also be iridescent hair on the ground, thick mats of it if one were to come across a lair.
It would not be long after those signs are described that they are encountered by the party. Grimgi urges caution, but also notes that if they are in here, there is a high likely hood that they have broken down the grill at the far end of the tunnels and have set up a lair inside... there is also a great likely hood that they have damaged several areas of pipes.

>Yeti seen, Yeti see you<
(A) The party of repairmen and heroes have been acting with caution. If this is the case, they will come up across however many yeti there are (determined by the number of players in attendance) and have the drop on them. Grimgi will urge the party to purge them from the tunnels.
Announce that all Yeti, are Epic Level Monsters
(B) The party have been more careless and attracted the yeti's attention. The yeti split apart and set up an ambush, if there are only two yeti (based on the number of players in attendance) have them separate from each other and have one go out of play and wait. The visible yeti will roar at the players and entice them to come to it. Once the first visible yeti is engaged, the second yeti will burst in and attack the players to the rear. as it emerges and engages [[announce second/third/forth... Yeti as Epics]]

After the Yeti have been dealt with, the party will proceed forwards to where the yeti have purposefully broken the pipes to access some delicious dwarven sewage. Two repair kits are required here.
If the party has run out of repair kits, they can return to Grimgi's workshop at any point and recover some ((It will only take narrative time, please do not walk the party back down the tunnels physically as this will lengthen the session needlessly and might put us over time, state that the new repair kits, however many of them you needed have been acquired))

Constant Effects:
((See story notes Constant Effects))
Narrative Effects
>A Warning to be told<
- Commune Earth/Stone: The Walls, Floor - Automatic - Shhh, there are large land striders in the area, a few of my friends have already been smashed and cracked by their big feet. Don't be too loud, you might bring them this way... and I could be the next one to break.
- Commune Nature: Area - Automatic - [[There is nothing but silence]]
- Inspect Aura: Area - Hard (2,8,10) - Success: The overall feeling is that of fear. Silence. Underneath that first hard layer is a husband and wife's love. - Failure: The only thing to fear, is fear itself, and this area is so ripe with fear it shakes you.
- Purge can will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) failure, the key retains the effects listed above

>Yeti See you, You See Yeti< ((After Combat))
- Commune Corpse with Commune Nature: The deceased Yeti - Difficult (4) - Success: The yeti makes frothy, vicious noises obviously still trying to fight you even in death. After a moment, it stops. Fight you well. When great ice falls and I return as another boulder of ice and fur, I come back to find you. - Failure: The yeti makes frothy, vicious noises obviously still trying to fight you even in death.
- Commune Stone/Earth: the Floor/Walls - Automatic - Thank you for doing this, though many of us were shattered in the fighting, we are at least safer now than we were before, but now we have all these fragments that will need to be consoled. [infant screaming from stone chips and fragments]

>>C.2 The Grill of Lovinia<<

Narrative
>Broken Grill<
Following down the passage way bearing the waste removal pipes, the air becomes so cold that none of the smells are permited by the extreme chill to invade your nostrils. The glow of the glacier shines brighter around you in a dazzling display of seemingly endless blue gems crafted by nature until you reach the surface. There, a grill of iron sits half burried in the snow drifts in a slouch creating a gap, a gap large enough for a yeti or two to clamber through.

>The Call of the Wind<
Returning with the last set of repairs to be made you see the vast tundra of Glesmyr, its plains of untouched white extend until the defining line of the horizon takes over and the endless blue of the sky holds sway.

((Once Repairs have been made.))
The Sun moves along its far distant southern arc to a point where the air fills with crimson light that reflects off the frozen surface of the world. Small snow flurries can be seen off the ridges of some of the taller snow drifts, they catch fire seemingly in the evening's expression of transition from light to dark, and then the sun rapidly fades down below the ridges leaving the world in a state of shadow illuminated by resonating light from over the horizon.
Scene Notes
- - This is a wind down scene, the falling action - -
Grimgi will inspect the damage done to the grill and then make a note of what repairs are to be made. He will begrudgingly thank the players for their assistance to this point, but will ask that they help him carry a new grill down to this area as part of their penance. If this is the last place the players decided to go, then this will be the last scene for the >>1 Frost House<< If there are still places to go, Grimgi will recommend going there first before returning here to fix the grill.
Grimgi will also notice that the ladders needed for scene B.3 are twisted up behind the Grate, an interesting place for them. ((If B.3 has already been taken care of, Grimgi will give a mirthless laugh about it. If not and B.3 still needs to be completed, then Grimgi will be right cross about it, however the ladders can be repaired))

>The Call of the Wind<
The party will return here and conduct their repairs. remove snow drifts and then uninstall and reinstall the grills.
((Once the repairs have been completed)) Read the narration.

Constant Effects:
((See story notes Constant Effects))
Narrative Effects
>At any point in this scene<
- Commune Stone/Earth: For the first time, the stones have nothing to say, perhaps these ones feel neglected that they were never incorporated into the dwarven stronghold.
- Commune Nature: Also silence, at this time of day, all things are settling down for the day.
- Inspect Secret: Behind the Grate - Automatic - The adventurers find the twisted and fragmented ladders. ((If B.3 has already been taken care of, Grimgi will give a mirthless laugh about it. If not and B.3 still needs to be completed, then Grimgi will be right cross about it, however the ladders can be repaired))
- Repair: the Ladders (Takes Three instances, after each instance, the ladders look slightly better than before until they are serviceable once again) ((Grimgi can also repair the ladders, but he does it the dwarven way... with heating and reshaping the metal over a two day process.))
- Purge can will remove the wards on the key effect, and the key will be inert, but usable on the Gates Hard (1,3,7) failure, the key retains the effects listed above

>>D.1 Eruption<<

Narrative
The sound of the explosion resonates through the hold, the walls shake and the fortress is rocked by the event. As the ice dust and steam clears, the sound of running feet can be heard coming down the tunnels.
Scene Notes
The Lovenia guard come down the hall to arrest the party. Play this out as you will.
The guards objective is to apprehend not kill the party. They will be reasonable unless the party chooses to resist, in which case they will subdue the party and then drag them to their prison cells.

- Stone meld, Phase, Blink: can be used to escape through the tunnels and cheat justice, players choosing to do this are dismissed back to the Shady Corners and have dropped off the adventure. This is the only time that these effects may be used in this manner.
Narrative Effects
- Forecast: Go with Guards - Easy (1,2,3,7,8,9,10) - Success: This will not be fun, but it is better that you do not resist. - Failure: They are dwarves, they will treat you with due process.
- Insight: Dwarven Guards - Automatic - They are here to take you to prison, just as they say.
- Inspect Aura: Dwarven Guards - Automatic - Excitement, they have had not had this much to do in a while.

>>D.2 Damage Assessment<<

Narrative
>>Damage Assessment<<
((For those who had to draw from fate)) You awake in a prison cell. The damage sustained to your bodies in the steam explosion has been mostly recovered.
((Those who survived the explosion)) After being taken into custody by the guard you are led through the more refined tunnels of Lovenia. You pass through gawking crowds, the citizens, hundreds of them, of the hold trying their best to break through the guard and do you physical harm...The guard keep them at bay until you are passed along to Lovenia's prison, the notorious Gulock Hougrim, where it is said that none can escape.
It is severely cold in the cell you find yourselves in, a rot iron cage large enough to hold you all, barely. [[Announce 1 cold (Ice) damage]]
Scene Notes
Resolve all effects of the previous scene, A.2 The Valves
Move all the players away from the 'pipes' It has been a full day after wards, players that have gone to draw their fate, unless killed are permitted to rejoin the party. (Killed players have returned to Jastrey)

Once everyone is gathered up, move into Narration. >>Damage Assessment<<
At any point during the narration, players can interrupt and ask to play out a scene instead of having it simply narrated away. ((Keep in mind that this will lengthen the adventure time, if the adventure goes over time for the morning shift, break between scenes allow players to draw from treasure, then move into an optional scene where Grimgi pauses for lunch. eat lunch as part of the adventure, and then continue the prescribed adventure in Open Play))
- Stone Meld, Blink, Phase: Attempting to stone meld or blink out of the cell (like a stinking Uordeq) will result in 2 shock damage and a visit from the guards. Phasing out of the cell is an option, but the guards have detectors that will alert them that you have done this. They will come in and subdue everyone who remains in the cell, and they will hunt down the phasing perpetrator. If this occurs move immediately into scene >>D: The Trial of Uordeq Friends<<
Narrative Effects
- Adapt Climate: Cold - Automatic - Ignore Cold effects.
- Forecast: Try to escape - Automatic - You know that if you try to escape, it will make you appear guilty, and will possibly lengthen or worsen your sentences if you are convicted.
- Inspect Secret: Cells - Difficult (10) - Success: You see that there are wards, small wards along the ceiling and floor that intersect with the iron rungs of the bars, this entire cage has the means to alert and prevent phases, stone/earth melding, blinking,
- Commune Stone: No way traitor!
- Consult: Any Immortal - Automatic - Kragg laughs at you, sorry no calls in or out until you have had your trial. "Bluck is innocent" [If Bluck is in play, the guards will come in and remove him from the group, he is innocent, Kragg has spoken]

>>D.3 Trial of Uordeq Friends<<

Narrative
>Trial Opens<
You have been summoned to the Court of Lovenia for your accounts as to what happened in the tunnels that resulted in the complete destruction of Lovenia's steam ventilation system. You can feel just how cold the entire hold has become since the pipes had burst and the steam no longer evenly distributed heat out to the fortress as it once did. The air in the court room is near freezing, and you can see your breath and those of your accusers.

>Safe from the Frost Laws of Lovinia<
With a mixed chorus of outcry and disappointment by the crowd at large, Judge Granit Fist suspends your trial, so that you may finish your tasks. The dwarven guards once again escort you through the streets, frozen, rotten vegetable matter deflected from their shields, intended for you for sure. You return to the last location you were in, in the Frost House.
Scene Notes
- - This is a legal defense Scene - -
Read Narrative >Trial Opens< and then move into the prosecution's statements. The Prosecution will begin by declaring that all of the adventurers are friends of uordeq and have been sent here to sabotage the dwarven hold. They will lay out the frame work for their case as follows
- First they allowed the cannons Lovenia had graciously lent them to defend Jastrey to fall into the hands of the Sardians, people who have been known to attack dwarves simply for existing.
- Second, Jastrey his a home for many uordeq, a place to be despised above other places. Why such people would wish to defend that settlement is beyond the ability of the court to fathom.
- Third You have been summoned to replace the borrowed cannons, when none of them were presented, you were given a task. A simple task, to escort the chief engineer of Lovenia through his own pipes and repair them. You failed in that task, so horrendously did you fail that the damage you incurred was worth far more than the original price you had to pay.
((Only if they tried to kill Grimgi or escape judgement at the end of Scene >>D: Survived?<<)) Fourthly - You attempted to run/kill the Chief Engineer and escape your judgements.

The prosecution rests to allow the players to defend themselves.
- The Adventurers will have to give ample defense and be ultra convincing. The party will have to address all three of the prosecutors points in order to be successful.
((If players attempted to kill Grimgi, they will all be prosecuted unfairly and be granted fate cards at the end of this scene [Sucks, but it makes sense, one can't simply walk away from murder charges of the Dwarven Chief Engineer inside the Dwarven Hold. The Court will demand justice to the fullest extent of the law, and for them that means execution, lashes, fines... all of the things found in the fate deck]))
If adventurers attempt to flee in some manner, the guards will become aggravated and they will kill all of the adventurers, no exceptions. This will end the module and probably end all >>>Bronze Beast<<< related content. [Also everyone present for this scene will be sent to draw their fate]

The Judge, the Honorable Granit Fist, can be swayed if the players recount exactly what happened in the tunnels with the valves and how they were turned.

There may be room for some cross examinations of the Player's stories/testimonies. But at the end, it will be down to Grimgi, The Honorable Granit Fist will ask him about the events, and after Grimgi makes his own statement about the failed instruction, Granit Fist will admonish Grimgi for allowing the adventurers up ahead to do what he should have done himself, so in Granit Fist's eyes, this whole problem was caused by the chief engineer. The party is released of their charges of being saboteurs, but maybe not as uordeq friends. They are permitted to resume their duties to repay the debt incurred by loosing the cannons.

At the conclusion of the trial
>Safe from the Frost Laws of Lovinia<
Narrative Effects
Sneak, Vanish, Hide, Phase, Stone meld: Auto fail and result in the aggravation of the guards, court will suspend itself as combat ensues.
Commune Stone - As a witness: The stone will vouch for the party as it was there to feel the events go on. The stone will tell the Judge, that the adventurers made an honest mistake.
- Forecast: Tell the truth - Automatic - Please do.
- Insight: The Judge/prosecution - Automatic - These people want to have the truth exposed, and they will accept the truth as it is, if the truth damns you so be it. If the truth sets you free, that is also acceptable.
- Inspect Aura: Court Room/attendees, Judge Granit Fist, Prosecution - Automatic - The Room is filled with anticipation, some want to see your demises.
-

>>2.0 Completion<<

Narrative
Passing back through the tunnels you make your way to Grimgi's workshop, you see the evidence of your effort reflected in the bright shiny copper fittings flexed around the damaged pipes, the bodies of the slain creatures still covering the ground.

((Once all components of the scene have been met, both >A< or >D<)) Grimgi leads you back to the shop where he unlatches the gate and allows you all through before locking it once more. He gives you all a nod and a thankless shrug and tells you to be on your way.
As you pack for the return journey home, a runner comes up from Grimgi's shop simply to say thankyou, and he gives you each a bottle of Jim and Bean's Lovenia Whisky.
Scene Notes
- - This is the final Scene - -
If time is running short, simply talk through the actions, no need to have them acted out.
Grimgi will tell the party to pick up the carcasses of the bottom feeders that liter some areas of the tunnels. This can be simply stated and not played out.
((If the pipes were turned off in >A<)) Grimgi will also take the players back to the valves station and turn the pipes back on.
((If the pipes were turned off violently as in >D<)) Grimgi will take several of you back to the valves station to conduct the extensive repairs for Lovenia's steam delivery system. He will be less than happy about having to do the work, but he will not take it out against the party, as Granit Fist noted; he was responsible for the damages he inadvertently caused by allowing you to try and turn the pipes off in the first place.
- Following all the tasks, Grimgi will grudgingly thank the adventurers and take them back to his forge for the final time.
- Once back in the Forge, he will offer to take off only a portion of the debt because of the party's actions. He will state however, that once his bronze beasts are returned the entire debt will be absolved. 3000 gold reduced to 2500 gold.
Narrative Effects
At the completion of all tasks
- Insight: Grimgi on his deal - Easy (1,2,3,4,5,6,7) - Success: Grimgi is telling you the truth, even with the amount of work that you did, the absolute value of the tasks you underwent were not enough to absolve the entire debt to him. - Failure: You know you did a lot, 3000 gold is a little steep, but come on, only taking off 500 gold seems like the work you did that day was kind of a joke.
- Inspect Arms: Items along the work Shop - Hard (1,2,10) Success: Grimgi's forge and work shop is littered with experimental weapons, most of which look like team devices, many barreled guns and crank operated bullet receivers dot a particular set of benches, most of these devices are unassembled, but a careful eye can spot where each segment is intended to go. - Failure: The forge has some impractical looking devices, some that look more like industrial machines that are unassembled, the more practical and sensible weapons are in the front of the workshop.
- Inspect Aura: Grimgi - Easy (1,5,6,7,8,9,10) - Success: Grimgi has a faint sense of satisfaction to him, ((despite if >D< was encountered)) He feels only a slight appreciation to the party, and wishes to do more work with you. - Failure: Grimgi has a moderate sense of Satisfaction to him.
- Inspect Secret: Grimgi as he opens the Grill to his work shop. - Difficult (2) - Success: You notice that he inserts his key and turns it around twice and whispers a word "Ferun" Durnamn for Iron. - Failure: eh, he used a key.
- Sabotage: Any Item in the Workshop, or on Grimgi - Difficult ((Dwarven Crafted)) (Only 2 out of 10 succeeds) - Success: You select a device and while eyes are busy elsewhere you [insert how it is broken here, ask the players for clarification on how they intend on breaking an item/device/tool] - Failure: An apprentice from the forge comes over and asks you not to touch that.