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Stop the Bore Without Breaking the Monolith - AI-generated fantasy Encounter

Stop the Bore Without Breaking the Monolith

Parley under immediate pressure · Low · 6 players, level 18

Stop the Bore Without Breaking the Monolith

The drill threatens the Boiling Arc’s humming heat-reservoir monolith.

Run the talk

Successes
0/4
Failures
0/3

Starts Hostile

Base DC 21

Success Drosk agrees to stop and seal the bore

Failure At 3 failures


Party 6 players, level 18

System D&D 2024

Cheat sheet

The party wants

Secure a peaceful agreement, stop the bore, and preserve the monolith.

Success

Drosk agrees to stop and seal the bore, and Haldor accepts the crew’s departure or reassignment without bloodshed.

Failure

At 3 failures, Haldor orders the rig sealed by the Forged while Drosk’s crew refuses to surrender its tools; the party can still intervene, but peace is no longer agreed.
Clock
4 / 3
successes / failures
Base DC
21
Starts
Hostile

Read aloud

Say this

The drill chatters against the warm stone, shaking grit loose from the bore-site. A low hum answers from the monolith, and meltwater runs over its dark face. Foreman Drosk Hale grips the rig’s brake while Haldor Rift-Binder blocks the crew from reaching it; both turn toward you as Bodil Slag-Wright lowers the heat maps.

Who says what

They wantDrosk wants to protect his crew’s wages and keep them employed; Haldor wants the drilling stopped without turning the monolith into a battleground.

LeverageBodil’s superior Absolute and Ascendancy heat maps expose the copied mark; the crew needs reliable work, and Haldor needs proof the monolith is safe from further drilling.

  • Drosk

    Drosk: “The map came with the contract. You want me to answer for every mark on it, bring me the hand that drew it.”

  • Haldor

    Haldor: “Do not call that stone a tool. Let the drill fall silent, then speak.”

  • Drosk

    After the first success, Drosk lowers the brake but keeps one hand on it.

  • Haldor

    After the second success, Haldor allows the party onto the monolith footing.

  • At 2 failures, the crew begins packing tools; one more failure ends the parley.

Maneuvers

DC 21A character may take the floor and name one practical guarantee: sealed bore, paid work, or a shared inspection.
DC 21A character may support a relevant check by presenting a map, demonstrating careful rig handling, or letting a crew member speak without interruption.
A failed check can still reveal what that speaker fears; it does not count as a success.

What the party can use

Show the heat maps and identify the Absolute’s mark, Investigation DC 20.
Persuade Drosk that the maps were supplied to him, not made by him, Persuasion DC 21.
Show Haldor the monolith has no hidden maker, Religion or Insight DC 22.
Offer the crew work on Forged seams, Persuasion DC 21.
Offer the unlit Ember as a gift, Religion DC 22.
Use the rig brake and handwheel to stop the drill without striking the monolith, Athletics DC 22 or DC 20 Strength save.

The battlefield

Zones

  1. 1

    Bore platform25 ft

    The drill rig sits over a narrow bore, its teeth rattling against warm stone.

  2. 2

    Monolith footing25 ft

    The humming monolith stands within arm’s reach of the rig; warmth beads meltwater along its face.

  3. 3

    Ice camp25 ft

    Crew members huddle by supply sleds and insulated tool chests, watching both sides.

What the party can use

The crew’s map case is open beside the rig; its heat lines match the Ascendancy survey, down to a copied mark.
The monolith hums under the drill’s vibration. Stop the rig before trying to move or strike the stone.
A handwheel releases the drill head slowly; forcing it risks cracking the heat-reservoir monolith.

Treasure

Quest rewards include the Flask of Primordial Magma-Slag, a Greatsword fragment, and Cinder Three: the Slag-Cinder.

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