Runar, being the spiritual guru that he is, tells us that he has foretold our success. Our heroes, being covered in mud, blood and all manners of stuff dredged from the flooded fort are not particularity impressed. A deal done, Runar tells us that the IDEA factory will open up to the people of Elmerhult and we can return to Gunvor with the good news. At Gunvor, another deal is done and she gives us the information she has been withholding about the whereabouts of “the Descendants”. Our heroes looks on questioning. “Our deal? The descendants?” We have been slogging through the undergrowth of Elmerhult for such a long time that even our heroes have forgotten what we were here for. Sometimes, the jungle claims all matter of things from one mind.
Gunvor sighs and tells us that the Descendants was the group Alma sent us looking for. The group we are supposed to find. Our heroes seem bored. She tells us that they went to Hammerhill Mine. They picked up a new recruit to the band and apparently that one recruit had some info on the mine. There might have been treasure in it. At the word “treasure” our group starts listening. Gunvor sighs again an points out the mine on our map. We head there immediately. There might be treasure.
The mine has seen better days, like most dungeons. And the mine has become a hive of scum and villainy, like most dungeons. And like some dungeoneering trips, we use Glenn Hysén like a battering ram, holding a smaller battering ram. For five meters, turns out inventory is full and nobody bothered to clear it. A quick trip back to Elmerhult to empty it all out and we're back in the mine. Holding Gleen in front of us as he swings and stomps at anything that moves. It is slow going though. Everyone in our team has reached their potential, and we are sorely lacking some crucial implants. At the end of the mine, there is a safe-room. We enter the safe-room, it isn't very safe. There's something waiting inside, something we have yet to meet. Something terrible, something sinister. Something with “Glenn” written on a sharp blade. That which is waiting for us is a group of Outlaw diggers backed up by a HEALER. This addition to the enemies crew throws our entire group into disarray. Glenn is no longer able to cleave through the ranks of the enemies with abandon, the enemies withstanding his assault with ease. Our entire group is forced to retreat and Glenn almost bites the dust on the way out. With a sliver of health left we go back to Elmerhult.
We spend about 8000kr on implants and juice our team to the teeth. The implants, being made of jars of goop, batteries and “an assortment of sharp needles” are easy to apply to any and all of our members. All that really is needed is to insert the thing with a moderate amount of thrust and a conviction. The goop does the rest.
Upgraded and confident we return to the safe room and this time, we succeed. Turns out the best strategy was to stun the healer, buff Glenn with our new heal/stamina charge/defence charge beam from our Medikus and then throw grenades like it's the sixth of June.
Behind the terrible creature called “healer” is a strong looking door, and as we approach we hear the shrill sound of terrible angry young lady. We call back and she yells at us to let her out. Since this cave has been pretty barren in the way of treasure, we figure this door(and the lady behind it) must be the last obstacles between us and riches. We open the door and an entire crew of people stream out. They've been locked up for a long time and are taking no chances in their escape. It takes a while to calm the situation down, and while Glenn and Carola tend to the other group, we send Ola to take a peak inside the room. He come out shaking his head. “Nothing but a bunch of bars of yellow metal” he says as he leaves. With that done and our hopes crushed, we turn to the people who we just freed. The loudy and shrill lady introduces herself as Mila, leader of the Descendants. After some time, the name finally rings a bell and our heroes explain that we have been sent by Alma to track them down. They thank us and tell us that they will relay a message to her as soon as possible. We ask them what they will do now. A fire starts in Milas eyes as she explains how she will track down “that bitch” who locked them in that room. “That bitch” Glenn asks with no small amount of fear in his voice. “That bitch, she joined our crew, promised us treasure but left us in there to die!”. With those words, Milas crew leave us to our own devices and we spend some time picking about the place before we make the long trek back to Norrmalm.