Alabaster Jaguar Azimuth Session III

## Ensure:

* Map is Drawn
* Goblin is Rolled
* Miniatures chosen
* Recap is given

## Recap

Last time we delved into Paracelsus, the party was able to return the missing Foldery piece to the Foldery. A parchment craft was constructed to their specifications. Flying between the mountains was smooth sailing until Sky Pirates assaulted the crafts. They wore red sashes and were attempting to pillage the craft as it bore the logos of the Steel Arrow Foldery which makes and flights cargo vessels. Although staying the assault, their craft sustainedenough damageto begin descent. The party jumped fortheir lives through the clouds for their lives.

## Dragon King Anhedral

The players fall through the sky, low lying clouds beneath mountain peaks whip past their faces and obscure their vision. It isn't long before the clear air beneath shows the expanse of the Mountains of One Thousand Disciplines, valleys and rises can be seen for miles with the glittering ocean and sea on either side of the land mass. Directly beneath them, a giant dragon, brass in its sheen with a head to tail length running the distance of around one hundred meter, each of its wing spans equally wide. The dragon has large fans that blow upwards to shoo away birds that would cause mechanical complications. With miraculous luck, it slows the descent of the players above and allows them to fall to the Dragon Safely.

A party wide perception check of :

* +12 for perception can be used to hear alarms underneath the party
* +15 for perception can be used to hear shouting of commands
* +17 for perception can be used to hear many footsteps of engineers and the clanking of tools.
* +20 for perception can be used to hear countless individual pairs of feet with a seemingly unending supply of foes ready to defend their mechanical winged leviathan.

The air vents will be stopped and engineers will crawl out. These vents are too small to enter for anyone who is not a tiny character. An amount of gnome engineers will emerge equal to half the party's numbers (rounded up.) (If five or six party members, three engineers will come out.)

Half of the engineers will have explosive charges that they will try to plant on the ground next to a party member and then run away. When safely underground again, they will detonate the charge. If they can be killed before this happens the detonator can be looted. It is seen easily with a red light up button and is held in their hands as they run. A grapple check of 10 plus can also rip it from their hands. The charge projects an explosive cone that deals 1d10 damage to anyone who fails a +14 dex check.

These explosive charges are labeled '6 Strs'. An intelligence check of 14+ with advantage given to those with any knowledge in explosives or Dust Plain hailitage will know that 'Strs' stands for strengths and is a value for explosion power. An intellegence check of 17+ tells you that one 1 str = 0.66 forts

The back of the dragon has a large bunker door welded hard into a steel barricade that the party could see leading to another section of the dragon, approaching the head. This door has written on it '3 Forts'. An intelligence check of 14+ with advantage given to those with any knowledge in metalwork or building crafts stands for fortitudes and is a value for the ability for a structure or entity to withstand explosives. An intellegence check of 17+ tells you that one 1 fort = 1.5 strengths.

If the players are not evenly spread over each side of the dragon, it will roll and drop players off. The players should be warned that this is going to happen to allow them to spread.

The second zone of the dragon contains a main access hatch for bigger creatures and objects to access the dragon's main chest cavity. This cavity has many supplies and reserves for the maintenance of Anhedral. The place has a few tools. If a player asks for it, rolling 6 on a d6 will decide its presence in the room. The remainder of the room has a stack of 20 barrels numbered from 1 to 20 that can be opened.

1. Acid
2. Basic Poison Powder
3. Empty
4. Acid KEGBOT (Green)
5. Beer
6. Honey
7. Empty
8. Mayonnaise
9. Oil
10. Lubricant
11. Beer KEGBOT (Orange)
12. Vinegar
13. Fresh Water
14. Salt Water
15. Wine
16. Hot Oil KEGBOT (Brown)
17. Empty
18. Fire KEGBOT (Red)
19. Alchemical Slurry
20. Empty KEGBOT (Yellow)

This has a large spanner wielding dwarf that on closer inspection is just five gnomes in a mechanical suit. It can use the abilities below. In lieu of its slow ability, it can spin and apply its mallet attack to all enemies within reach 5 as one of its attacks.

One spanner can be looted and serve as a +1 mace that give advantage on mechanical related checks.

> Crash land in the side of Zhǐ-huā mountain.

> Met by raiders, choose to fight them or go with them

> Meetup with She of the Crimson Standard

> She feels that the land is out of balance. "We cannot steal from a land that is too shallow a well to draw from. When the thieves of a land think the world is unjust, society has truely fallen into turmoil."

> She agrees to help you if you have a way to end his reign. The notion seems all too generous but she assures you that she has her own adgenda not of your concern.

> She states that a sister of hers will personally escort you to your destination.