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The Missing Current and Under the Drill - AI-generated fantasy Quest

The Missing Current and Under the Drill

6 scenes · about 13 hours · 2 encounters

The Missing Current and Under the Drill

Two stolen paths of warmth converge beneath a Sanctum held aloft by borrowed heat.

Read aloud

The sea has not simply cooled, the Ascendancy's missing current has been taken from its course. At the Frostmelt Sanctum, a drill crew has also broken into a warm monolith sacred to the Magma-Forged, and both sides want your help before the Basin's borrowed heat runs out.

Run the session

Scene
1/6
The Open Forum
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Find the source of the missing current and make a deliberate choice about the retuned node.
  2. 2Stop the drilling without needlessly killing the crew or breaking the warm monolith.
  3. 3Confront the competing claims over the Sanctum's shield and borrowed heat.
  4. 4Keep the dispute from becoming a continuing conflict.Optional

The clock

The Draw is an 8-segment clock. Advance it 1 for each full week the party spends on Act III, each failed Open Forum success check, and whenever either quest's Scene 3 resolves by leaving things as they are. Accusing the Ascendancy outright at the Open Forum also advances it 1. At 4 segments, the Sanctum's platforms cool. At 6, cooling reaches Anchor Terrace. At 8, the Anchor weakens, Drift increases by 2, Act V's Siege Assets lose one, and the Count gains an extra mark.

Scenes

  1. 0:00The Open Forum
  2. 2:00A Note Out of Place
  3. 3:15The Heat We Turned Aside
  4. 5:45The Basin's Answer
  5. 8:15The Cold Current
  6. 9:45The Warm Monolith

Cast

  • Prime Weaver Solveig Astral-TideQuestgiver and presiding officer of the Open…
  • Keeper Tormund Ash-LedgerWitness and Keeper
  • Crucible-Mother Ignatha Deep-AnvilQuestgiver and Magma-Forged leader
  • Foreman Drosk HaleAntagonist or negotiation partner at the…

The hook

Set the scene

Black platforms hang over boiling water, each one humming a different note. A choir of ward-singers stands in a shaft of crystal, and when the tide-song swells the floor beneath you hums back. Under it, so low you feel it in your sternum rather than hear it, something rings once and waits. A ward-singer's final note trembles in the crystal as Solveig's attendants open a path toward the Open Forum.

How Navigator-Prime Yseult Star-Wake and Crucible-Mother Ignatha Deep-Anvil asks

Navigator-Prime Yseult Star-Wake requests help aboard the tide-observatory, asking the party to find where the Ascendancy's current went.

Rumours

Roll a rumour

1“The current did not fade away. Something removed it from its route.”
2“Sanctum platforms are held aloft by ward-song, though the ward-singers say the song alone is not enough.”
3“The drill crew's maps show heat-lines in a hand that Ascendancy observers recognize.”
4“The Magma-Forged consider the warm monolith sacred because it is a heat-reservoir, not because they know who made it.”
5“A bell can sometimes be felt beneath the Sanctum, even when no instrument registers a sound.”

Scenes

about 13 hours
  1. 0:00

    120 min

    socialThe table is here

    1. The Open Forum

    The Open Forum, a broad floating platform beneath the Sanctum's crystal shaft, where ward-song vibrates through the floor and the heat ledger is disputed in public.

    Let the party arrive amid the competing sounds of boiling water, ward-song, and a single low ring. Introduce Solveig, Tormund, and the heat-allotment dispute. The party can speak at the Open Forum or watch and gather evidence. To persuade Solveig to open the ledger, the group needs 4 successes before 3 failures: Persuasion ; Insight to spot a Keeper heckler coached by the Ascendancy's choir; Arcana to match the shield's draw to cooling currents; Investigation to present an Ascendancy note or Concordat gauge records; or Religion to offer the Unbanked Ember, unlit, as a witness. Accusing the Ascendancy outright triggers a hush and a recess, advancing The Draw by 1.

    NextWhen the forum breaks, a Keeper's ledger-page or the Navigator-Prime's note leads the party to the tide-observatory, where an empty chart slot marks the current's last recorded course.

  2. 2:00

    75 min

    exploration

    2. A Note Out of Place

    The Ascendancy's tide-observatory, where wet charts cling to copper rails and the missing current's slot is conspicuously empty.

    At the tide-observatory, a navigational correction in a dead dialect is pinned beside the empty slot on the chart. A Wisdom (Insight) or Intelligence (History) check shows that the correction is accurate, which is the unsettling part. A Intelligence (Investigation) check on its handwriting finds the same three-short, one-long cadence as the Floor Log. The party can follow the mark without proving who wrote it.

    NextA charted seam carries the party away from the observatory into open water, where the surrounding warmth begins to form a narrow, unnatural track.

  3. 3:15

    150 min

    skill

    3. The Heat We Turned Aside

    A cold seam across the sea, a thermocline that scatters instruments, and a reach of water where warmth has been redirected in a neat, patient line.

    Run the trail in three legs. First, the party follows a cold seam against the current with a Wisdom (Survival) check; on failure, a character suffers 1 level of Exhaustion from the Killing Cold. Second, crossing the instrument-scattering thermocline requires Navigator's Tools; on failure, the ship loses a day and The Draw advances 1. Third, reading the pattern in the diverted warm water requires Intelligence (Arcana); on failure, the party reaches the node unaware of its guardians. A Intelligence (Arcana) or Wisdom (Survival) check during the overall search identifies the diversion as recent and deliberate.

    The Retuned Node

    NextThe warm trace narrows beneath the vessel, drawing it toward a basalt ring below. Its crystal core glows through the water as the first guardians stir.

  4. 5:45

    150 min

    combat

    4. The Basin's Answer

    The 40-foot basalt ring around the warm-crystal core, where the ley-node's surge presses every fighter toward its center.

    Resolve the Retuned Node encounter. Afterward, the party can restore the current, leave it diverted and tell the Ascendancy it is gone, or re-chart it to a new path with the Navigator-Prime's blessing. If they restore it, the diversion disturbs whatever has relied on that heat. The choice is consequential, not a puzzle with one correct answer. If the party leaves the situation as it is, advance The Draw by 1.

    The Retuned Node

    NextOnce the node's pulse settles or the party withdraws, word from Ignatha's scouts carries the second crisis toward them: a drill has broken into the Boiling Arc's warm monolith.

  5. 8:15

    90 min

    exploration

    5. The Cold Current

    An ice camp a mile from the Boiling Arc, with carefully maintained tools, heat charts, and the distant thud of drilling through stone.

    Bodil Slag-Wright leads the party across the ice to the drill crew's camp and says little unless asked directly. A Wisdom (Survival) or Intelligence (Nature) check follows the crew's tracks. Their tools are well-made, and their maps are much better than they should be: heat charts in a hand recognizable to Ascendancy observers. The camp is an opportunity to learn who is working the site and whether the crew can be approached before the bore becomes dangerous.

    NextThe drill's thuds grow into a steady vibration beneath the ice. Bodil follows the sound to the bore-site, where a broken monolith answers it with a warm, resonant hum.

  6. 9:45

    180 min

    combat

    6. The Warm Monolith

    An 80-foot vertical bore shaft above the Boiling Arc, with a platform ringed by drill-frames, a humming monolith at its center, and a control rail at the edge.

    At the bore-site, the crew has cracked into a monolith of warm stone. Crossing to the platform or disabling the drill without cracking the monolith further calls for Strength (Athletics) or a Strength saving throw, as appropriate to the approach. Run the Bore-Site encounter with the Crack Track as the central objective. Afterward, or before combat if the party finds a way to parley, they can negotiate with Foreman Drosk Hale and High Magma-Shaman Haldor Rift-Binder. Mediation requires 4 successes before 3 failures: Persuasion to show Drosk the maps are not his; Religion or Insight to show Haldor the monolith has no hidden maker or purpose; Persuasion to offer the crew work on the Forged's seams; Religion to offer the Ember unlit; or Investigation to read the Absolute's mark on the maps. Choices include peace between crew and Forged, permanently shutting the bore, or giving the Forged the maps and letting them settle it. If the party leaves the situation as it is, advance The Draw by 1.

    The Bore-Site

    NextAs the drill winds down or the last terms are spoken, the monolith's hum carries across the water. Ignatha's people gather on the rim, waiting to learn whether the crew will leave, bargain, or face the Crucible's response.

Behind it

What people believe

In the winter of 226 HC, the Ascendancy asks the party to trace a current that has vanished from its expected route, while Crucible-Mother Ignatha asks them to stop a drill crew that has broken into a warm monolith at the Boiling Arc.

Background

In the winter of 226 HC, the Frostmelt Sanctum's floating black platforms remain aloft through ward-song and borrowed heat.

The stakes

If the party fails to address either crisis, The Draw continues: the Sanctum's platforms cool at 4 segments, cooling reaches Anchor Terrace at 6, and at 8 the Anchor weakens, Drift rises by 2, Act V's Siege Assets lose one, and the Count gains an extra mark.

Encounters

2
  • The Retuned Node

    Combat

    A 40-foot basalt ring on the seabed surrounds a core of warm crystal. The node's surge pulls creatures toward its center. Include broken basalt ridges and pockets of diverted warm water as cover and hazards.

    Foes

    • 2 Vent-Glass Colossi

    • 1 Hearth-Quencher

    • Ley-surge hazard

    ComplicationOn initiative count 20 each round, the node surges. Each creature within 30 feet makes a DC 21 Constitution saving throw or takes 6d8 force damage and is pulled 10 feet toward the core, taking half damage on a success. A creature adjacent to the core can use an action and succeed on a DC 22 Intelligence (Arcana) check to calm the surge for 2 rounds. Retuning the node requires three DC 22 checks, made over any number of turns.

    ScalingModerate for four level-18 characters. For three characters, remove one Vent-Glass Colossus. For five, add a second Hearth-Quencher.

  • The Bore-Site

    Combat

    A vertical shaft 80 feet across has a narrow platform ringed by drill-frames, with the humming warm monolith at its center and the control rail at one edge. Drill-frames provide half cover, AC 17 and 40 hit points. The platform is broken into sections that can collapse; a lower ledge lies 60 feet below.

    Foes

    • 1 Abyssal Trench-Lord

    • 4 Resonant Crystal Scuttlers

    • 1 Vanguard Siphon-Warden

    • Bore Collapse hazard

    ComplicationThe monolith has a Crack Track from 0 to 6. It gains 1 Crack whenever it takes damage, a drill-frame falls onto it, or a Huge-or-larger creature ends its movement adjacent to it. At 3 Cracks, the humming becomes a whine; creatures within 30 feet make a DC 21 Constitution saving throw at the start of their turns or are deafened. At 6, it breaks, dealing 10d6 fire damage to creatures within 60 feet, with a DC 22 Dexterity saving throw for half damage. The Crucible's response arrives at once, and mediation in Scene 5 fails. On initiative count 20, a 20-foot platform section falls away; creatures there make a DC 21 Dexterity saving throw or fall 60 feet to a ledge, taking 6d6 bludgeoning damage and landing prone. A character can brace a section with a DC 22 Strength (Athletics) check as an action. Destroying the control rail, AC 15 and 30 hit points, stops the drill and ends the collapse hazard for 3 rounds.

    ScalingHigh for four level-18 characters. For three, remove two Scuttlers. For five, add a Hearth-Quencher. If the party first mediates successfully with the crew, remove the Trench-Lord and the Warden; run the remaining Scuttlers as an escort through the bore instead of a stand-up fight.

Cast

4
  • Prime Weaver Solveig Astral-Tide

    Questgiver and presiding officer of the Open Forum

    WantsKeep the Sanctum's shield intact and protect its residents, while resisting demands to reveal the heat ledger before she believes she has a safe alternative.

    “Ending the draw too quickly could break the shield. Do you wish to be the reason a platform falls?”
  • Keeper Tormund Ash-Ledger

    Witness and Keeper

    WantsObtain the heat ledger and make the Sanctum's use of Anchor warmth accountable to the Basin Keepers.

    “Records are not always made public. That is not the same as being secret.”
  • Crucible-Mother Ignatha Deep-Anvil

    Questgiver and Magma-Forged leader

    WantsProtect the warm monolith and the Magma-Forged people who regard it as sacred, without turning a dispute into a massacre.

    “Stop the drill. I ask you to do it without killing the people holding the tools.”
  • Foreman Drosk Hale

    Antagonist or negotiation partner at the bore-site

    WantsKeep the crew alive and finish the work he was hired to do, while avoiding responsibility for whoever supplied the unusually accurate heat maps.

    “The maps were in the crew's hands. That does not mean the maps belong to us.”

How it ends

Rewards

Experience: Use the D&D 5E encounter XP values provided for the Retuned Node and Bore-Site creatures and hazards. Award additional exploration, social, and milestone XP according to the campaign's advancement approach; reaching level 19 is the Act III wrap-up milestone.
Gold: No fixed gold award is specified. The party may negotiate a practical payment with the relevant faction without changing the listed campaign rewards.
In the story: Each quest awards a Cinder when its stated resolution condition is met: the Chart-Cinder drops from the Ember as the node settles; the Slag-Cinder drops when the bore is sealed or peace is signed. Together, these quests bring the party to three Cinders in all, preserving the campaign's four-Cinder requirement for the Siphon-Breaker Greatsword. The choices also determine which hearth the Basin warms first.
Standing: Completing The Missing Current grants Ascendancy Standing 5; the quest requires Standing 2 to receive. Completing Under the Drill grants Magma-Forged Standing 5; it requires Standing 2 to receive.

Items

  • Astrolabe of the Ley-Singer, for resolving The Missing Current

  • Flask of Primordial Magma-Slag, for resolving Under the Drill

  • A Greatsword fragment from each quest

  • Crucible's Seam as a rest site after Under the Drill; a long rest there grants temporary hit points equal to the character's level

On a win

The party has made meaningful choices about both the missing current and the bore-site, whether by restoring or re-charting the flow, negotiating with the crew, shutting the bore, or accepting the consequences of leaving either unresolved.

What it leaves open

The party's choices over the current and the bore-site shape which settlements receive warmth first, leaving room for later consequences in the Basin.
If the party earns both Cinders, each falls from the Unbanked Ember as the relevant crisis settles. Record the Chart-Cinder and Slag-Cinder, their Greatsword fragments, and the Astrolabe of the Ley-Singer and Flask of Primordial Magma-Slag rewards as applicable.
The Open Forum, the Lower Shelves, or both may bring another quiet bell-note from beneath the Sanctum. A DC 21 Wisdom (Insight) check notices it follows the deep rhythm rather than a clock, and that its beats vary as the Third Rhythm did on the Floor.
At the Act's close, advance the Count by 1, plus any extra marks earned. Record The Draw and faction Standing. The next bridge is a courier's arrival with Inquisitor-Dissident Vigdis Rime-Ward's request for a meeting under a flag of truce at the Siphon's rim.

If it fails

The party skips The Missing Current.
The party may still pursue the current's trail, but the Ascendancy withdraws its offer. The Chart-Cinder is not earned, and the Greatsword cannot be completed without a different bargain in Act IV.
The party skips Under the Drill.
The Magma-Forged deal with the drill crew themselves. The Slag-Cinder is lost, and the Greatsword requires a substitute in Act IV.
The party skips the Open Forum or allows The Draw to fill.
The Draw advances by 2 segments if the party skips the Open Forum. If it reaches 8, Drift increases by 2 and Act V's Siege Assets lose one; add an extra mark to the Count.
The Bore-Site Crack Track reaches 6.
A broken monolith brings the Magma-Forged response immediately and ends the possibility of a negotiated peace at the bore-site. Residents may be endangered by the collapse and heat release.
The party resolves a quest's final choice by leaving conditions as they are.
If the party leaves either quest's central problem unresolved, The Draw advances 1 segment. At 4 segments the Sanctum's platforms cool; at 6 the cooling reaches Anchor Terrace; at 8 the Anchor weakens, Drift increases by 2, Act V's Siege Assets lose one, and the Count gains an extra mark.

Complications (d6)

  1. 1A coached heckler at the Open Forum accuses the party of serving the Ascendancy. If the party accuses the Ascendancy in return, the forum takes a recess and The Draw advances 1 segment.
  2. 2A week of travel or delay passes while the party pursues the missing current. Advance The Draw 1 segment.
  3. 3A cold seam crosses the party's route. A character who fails the scene's DC 20 Wisdom (Survival) challenge suffers 1 level of Exhaustion from the Killing Cold.
  4. 4Scattered instruments at the thermocline cost the ship a day. Advance The Draw 1 segment.
  5. 5A drill-frame slips toward the monolith. Unless a character intervenes with a DC 22 Strength (Athletics) check, the monolith gains 1 Crack.
  6. 6A Sanctum platform dips as its borrowed heat thins. Nearby residents are in danger; a successful DC 21 group check using appropriate skills steadies the platform. On a failure, advance The Draw 1 segment and evacuate that platform.

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