ZEITGEIST Cypherblade's Zeitgeist campaign

Cypherblade

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Hey folks,
In a couple of months I will start with the Gears of Revolution AP for my roleplay group.
So I'm in the middle of preparations and thanks to a lot of people here, I found a huge amount of advice and material to augment the experience of my players.
Thank you all for this awesome content!

On one thing in chapter 12 'The Grinding Gears of Heaven' I didn't find a satisfactory answer on the boards. let me explain....

In Chapter 12 Part 1, the party crash lands on Av and while trying to save some fey, Av breaks apart, consumed by the grinding gears of the Gyre.
In Part 2 there is some reference to Av as being plane 53 on the map which sits all way back, farthest from the destruction of the cogwheels.

How do I have to understand this? Is this a fundamental flaw in the AP? Did I misread this? Or are the remnants of Av thrown across the Gyre and will they be processed again in some distant future?

Thanks for clarification.

Hope to keep you all posted on further developments in short notice.
 

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Neat talk. My player suggested that maybe Danor controlled printing presses and was working on controlling some of the newspapers in Flint. They could be licensing them out in Flint and strong-arming some editorial control. I'm not sure I want to play that up, I'm working hard to make sure the RHC come across as the Good Guys unquestionably. But I could see an interesting play of a "good" newspaper and a "bad" one, and the PCs having to deal with that.
 

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as you will see this report is written by another player. And suddenly Guy Goodson is prime suspect. This will be fun.
Date: Spring 10th, 500 AOV
Report Writer: Gustaaf Overflorijn

First of all, a correction must be made to Inspector Felix's previous report. Inspector Overflorijn did not act out of emotion. The carriage was attacked by crossbowmen, and an attack on the RHC is the same as an attack on Risur. Following standard procedures, Inspector Overflorijn is obliged to arrest the attackers.

  • Staf recalls that the family of Hana Gale Soliogn is from Danor—something related to mining—but he remembers little else.
  • Staf tried to arrest the men, but due to their numbers and their use of weapons against him, he failed. Fortunately, he reunited the leader with his lover. Given the odds, arresting them wasn’t currently possible.
  • The red-haired woman is named "Morena" and has now been reunited with her husband. She was kidnapped as leverage by Kell's men to expand their territory. We're not entirely convinced by this.
  • Ayleen and Kane dragged the unconscious Kell associate to the carriage, tied him up according to procedure #184, and left him inside. Kane healed him so Ayleen could begin the interrogation.
Interrogation of the Kell Associate:
  • Name: Pjotr Henkens
  • Organization: Kell’s Thieves’ Guild
  • Role: Rabble-rouser
  • Salary: 2–3 gp/day
  • Task: Threaten Lorcan regarding Kell’s expansion into Cloudwood
  • Address: Old Theatre (Theatre of Scoundrels), Parity Lake district
  • Stockpiles in Casa Del Kell, also in Parity Lake
  • Hierarchy: Reports to “De Polle”, but higher leadership unknown. Recruited by “Bjorn”
  • Sadly, Ayleen’s weapon accidentally discharged and Pjotr died, ending the interrogation.
Arrival at the Commune of the Foresters:
  • We were led into a large tent smelling of incense, populated by several people and one orc.
  • Kane brought the news of Nilasa to Nevard Sechim. He had tried to dissuade her from getting involved with Gale, unsuccessfully.
  • Gale still visits from time to time. Nevard agrees we can speak to her—on the condition we do not arrest her.
  • In return, he asks us to climb Cauldron Hill to observe the stars. We’re advised to get permission from Reed Macbannin.
  • The orc Pazamu—a friend from Ber—has the power to temporarily channel others’ abilities. We are unsure about the moral implications.
  • Nevard has only a few months to live. Staf doubts we’ll make it in time, but Kane disagrees.
We return to the city, taking a detour east of Cauldron Hill to seek out Reed Macbannin.

Arrival at Reed Macbannin’s Villa
  • While we wait, we meet a postman with strong opinions about The Nettles.
  • Mayor Reed Macbannin receives us in his office. We request permission to climb the hill. He warns of danger, but as RHC agents, we are undeterred.
  • He agrees to grant protective charms and cleansing rituals upon our return.
  • We may ascend tomorrow afternoon, but for one night only.
    We must go during daylight and carry amulets against spirits.
    Goat blood will be provided to draw a protective circle around our camp to trap spirits.
    Magical light is strictly forbidden.
    This exceptional permission is granted out of respect for the Skyseer’s lifetime of service to Flint.

Back at Nevard Sechim’s Camp
  • He requests a vitality-boosting spell.
    Staf flatly refuses to accept a spell from an orc.
  • Pazamu asks Ayleen what happened to her hand and offers help if the task is completed.
  • Camp residents think Gale’s views are rather extreme.
  • We are fed and get at least eight hours of rest.
At the RHC HQ
  • We inquire about the two other prisoners questioned yesterday by Sarïa (Travis Starter and one more).
  • They claim to have valuable info but want compensation.
  • Stover gives us a report from Luther Ashcroft (Kane’s mentor) mentioning Porter. → See 466 AOV doc (OPERATIVE X)
  • Oil flask results: ALL flasks emit neo-romantic magic. The three with mist emit even more. Likely prepared to receive a spirit.
    The flakes are dried oil.
  • Kane asks us to pick up Kars Starter from the Gallo's School for Boys and Girls (son of Travis Starter).
  • We discuss our strategy for the oil:
    1. Remove all oil
    2. Place an undercover agent to monitor it → Felix disagrees
    3. Post flyers to gather eyewitnesses
  • We brief Stover so he can relay it to the court.
  • A police officer brings Kars Starter. He mentions a Crisillyiri group at Pine Island.
  • We board the Audacious and sail to Goodson Prison with Kars.
At the Prison:
  • Travis Starter is interrogated. We show him Kars to encourage cooperation. He demands weekly visits with his son.
  • He reveals Nilasa had visited for about 30 minutes. She was working for recent city arrivals to smuggle stolen magical wands from Crisillyir.
    She had brokered a deal with “La Familia” scheduled for the 12th.
    The contact was “The House Elf,” and the deal was to occur on one of the Ayres Islands.
    Worth tens of thousands of gold. Name dropped: “Gale.”
  • We let him see Kars for five minutes.
  • Kane asks the prison warden how things are going with Guy Goodson and his future bride.
  • We begin to suspect that Goodson’s island may be the same as the one where Gale's deal is to take place.
 
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The players engaged in a spirited discussion lasting over an hour about how the smuggled cargo should be handled. One thing was certain: Kell would not be getting his hands on it.

The fight at the top of Cauldron hill was a bit of a walkover having 3 healing druids in their midst....

We were just about to depart when a messenger arrived bearing a letter for Miss Ayleen. It was a message from none other than Lorcan Kell, the scoundrel himself. He claims to know the whereabouts of the Doctor, and requests a meeting at the theatre—his headquarters. The rendezvous is set for 2 o’clock in the afternoon. Yet, we are expected at Mayor Reed Macbannin’s estate by 4.

We take the police carriage to the theatre. All the while, the rest of the team makes it quite clear that Ayleen is to refrain from any rash actions. Her promises are vague at best. During the ride, Ayleen lays out her grand stratagem for dismantling the Thieves’ Guild: her plan is to court La Familia, turn them against the Guild, and even lend them a discreet hand—just enough to ensure the Guild is uprooted entirely. Once weakened, La Familia could be eliminated in turn. The reception to this plan is lukewarm at best.

Upon our arrival at the theatre, Inspector Felix notices a woman with a vegetable cart being accosted by a group of thugs. Ayleen fires from the moving carriage but misses. Then, we hear the woman scream: they have taken my baby! Ayleen throws open the carriage door and rolls to the street. Sarïa follows, transforming into a panther in mid-stride. The men flee into what appears to be an alley that leads to a laundry house.

Suddenly, the scene changes—there is no infant, only cabbages. A curtain opens. We find ourselves standing upon the stage of the theatre, surrounded by dozens of bandits with pistols and crossbows trained upon us. In the upper balcony, a finely dressed gentleman reclines—Lorcan Kell, the villain. He invites Ayleen for a private conversation in his box. He is, of course, not alone—five bodyguards accompany him.

Kell claims to know where Doctor von Recklinghausen is hiding—somewhere in The Nettles. In exchange for this information, he asks us to sabotage a forthcoming Chrysillyri deal and deliver the shipment to him. If we comply, he offers to absolve Ayleen’s outstanding debt—for it was he who bought her freedom from prison, and who paid her old mentor.

On the way to Macbannin’s estate, we hold a heated discussion about our course of action. It becomes clear that none of us wish to help Kell. Ayleen, for her part, cares little for his offer of forgiveness. Still, we consider stringing Kell along: we might make an attempt to sabotage the deal, but the goods cannot be handed over to him. Nor do we wish to deliver them to Gale. A dilemma indeed. In the end, the destruction of the cargo may be the wisest course.

When we arrive at Macbannin’s estate, Nevard Sechim has already been brought up the hill in a sedan chair. Pazamu, the orcish druid begins the ritual to link our life energies. Naturally, Staf refuses—for casting spells with an orc is contrary to the doctrines of the Shield Friends Fellowship.

Goat’s blood is mixed into a bowl of milk, from which we each drink. The spell appears rare and powerful, penned upon human skin. Ayleen senses abjuration magic; the effect resembles a Warding Bond. Macbannin hands each of us an amulet against spiritual possession, along with jugs of goat’s blood to pour around our encampment. He reminds us—no fire, no noise; such things attract spirits.

The path up Cauldron Hill is narrow and singular; we cannot get lost. Staf, still grumbling about the orc, carries the jugs. Yet his muttering cannot drown out the eerie sound in the air—a constant wailing, whispering voices drifting on the wind.

By dusk, we reach the summit. Within a ring of stones, we find a pit five paces wide and deep enough for shelter.

The air is bitter cold. Without a fire, we shall surely freeze. While relieving himself, Kane notices something glinting further down the slope. Ayleen retrieves it with an Unseen Servant: a metal cauldron, confirmed by Sarïa to be magical. Meanwhile, Felix studies the stars. Kane, increasingly on edge, believes he sees his name written among them.

As night falls, three spectral figures drift toward us—cloudlike beings that stop at the goat’s blood circle and begin to patrol its edge. Later, a ghostly lion appears, its mane writhing with spectral serpents. It too begins to pace around us, sniffing the boundary.

Suddenly, a blazing white light descends from the opposite hill and lands within our protective circle. The spirits jolt alert. They gaze into the light—and see us. They leap.

We are attacked by a massive ghost-worm, a floating cloak with a scythe, and the lion with the serpent mane.

Ayleen darts out of the circle and flips the cauldron over the torch of white light. But the spirits have seen us. A swarm of ghostly goblins rushes her, though a Shield spell keeps her safe. Staf hurls a (normal) torch to distract the enemies, but it extinguishes midair. Sarïa transforms into a lion—attracting the cloak-like spirit, which swings a great scythe and narrowly misses. Felix releases a chaotic Chromatic Orb, bouncing wildly, and teleports him to a new position. The lion leaps at Staf but fails to strike.

Ayleen conjures a magical wall and hides behind it. Staf hits the lion with his amulet, to little effect. Sarïa strikes the goblin swarm. Felix repeats his earlier feat, banishing the grim reaper with a spell and damaging the others. Staf sustains minor injuries.

Then, a dark figure appears on the opposite ridge—he casts another torch of white flame into our midst. Ayleen lunges at the kobold and pierces him with her rapier, though the blow is weak. The ghost-worm attacks Kane but misses. Staf retrieves the torch and throws it back, or at least part of it—the stranger has an unnerving strength.

Felix obliterates the goblins. The worm and lion finally deal true wounds to Staf. Kane, pushed to his limit, unleashes Radiance of Dawn—a holy blast of light. The worm dissolves. Staf slams the lion to the ground, and Sarïa pounces upon the worm. Felix adds damage, but the worm refuses to die. Even magical attacks struggle to bring it down. But at last the party succeeds in defeating their assailants..
 
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Two things regarding that topic:
1. Kane has a history with ghosts, and he plays it well :)

2. I gave every plane in the current config an explicit effect in the campaign.
So I made them understand ghosts are the strongest of undead (as a result of the influence of Nem, all ghosts have +2 AC and advantage against turning)
I also made fire magic a bit stronger (+1 damage per level of the spell), and overnight healing is not possible
No flying and plane travelling and augmented scrying

When the config changes, the ingame effect will also change.
 



Ah, ok, I wondered why there was an orc druid mentioned as I vaguely remembered that the PCs weren't, so jumped to the only named PC who was in that ballpark... (I think I missed the in between post from a player)
 

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