ZEITGEIST Cypherblade's Zeitgeist campaign

Cypherblade

Explorer
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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sorry about that, I only copy/paste (and auto-translate) their session report without checking the consistency. So it might indeed look like there are some missing parts. But I'm willing to elaborate on things if you think it misses some parts.
 

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Sixth session already.
The players risked their lives to capture the 'shadowman' on Cauldron hill, but the sheer number of ghost drove them back to the campfire. After that they got back to McBannin and avoided Lt. Dale and his squad, because they didn't want to waste time on administrative hassle.
When arriving at Heward's factory they saw some delivery being unloaded, and when they hailed the workers, Valanda saw his moment by casting a Wall of fire including the players, the cart and the people unloading the cart.
After that the Brothers retreated (or it would have been a TPK), Staf recognised the content for what it was and the party ran like hell...
At this point in the story the party never met the Waryeyes, they don't know where the delivery will be, they don't know where Von Recklinghausen is being kept. But Gale and Cippiano are still 2 NPC that can point them in certain directions.
It think the players will try to get Gale to refrain from using the wands, which will leave Cippiano with a lot of sellable material. So he might push the inspectors in the right direction....
We walk to the other hilltop in the dark, but again three spirits notice us. Ayleen stays behind with Sechim and the orc in the firepit. She studies the cauldron, which is decorated with figures—skeletons eating people. It also has a crack in it. Ayleen thinks the cauldron could be used for a ritual; the fey wouldn’t like that, our elf muses.

On the other hilltop, the place is swarming with spirits. Kane doesn’t see Agent X among them, so he tries to blend into the mist. Felix deals ice damage with a chromatic orb, but the ghosts he hits are immune. Staf holds completely still, believing that the spirits won’t see him that way. Kane climbs back to the first hill while a spirit tries to possess Staf, but the amulet protects him. However, when he tries to break through the wall of spirits, they take him down. Lion Sarïa dodges the next attacks and drags Staf’s body back up the hill, where Kane heals the bruiser. But as he gets back on his feet, a ghost knocks him down again—our veteran once again shows remarkably little combat experience. Fortunately, we all manage to crawl back into the firepit. Sarïa drags the unconscious Staf into the circle, where Kane revives him again.

Felix heals using the last jar of goat’s blood, reapplying the circle of blood around our pit, which had been disturbed by our movement. He pours the last bit over himself—a bad decision, says Kane, as the blood actually attracts the spirits. We remove the stuff using prestidigitation. Felix says that just before the shadow threw the flare of light, he had a vision of Nilasa, warning him that her killer was on the other hill. So we now have additional confirmation that our attacker was Agent X. The halfling then lies back down to study the night sky. Luckily, the spirits are once again distracted by the circle of goat’s blood and leave us alone.



12 Spring 500 AOV
Around two in the morning, we receive a vision through the bond with Sechim. The stars stretch into lines. To the north, toward Parity Lake, we see a building on fire with yellow and red dancing lights. Two red dragons are sitting on the building, watching the blaze, while screams of fear and pain echo from inside. The next scene shows the building reduced to ashes. The sun is just rising, and on a scorched board we see the name: “Sechim’s Alkahest and Etchings.” Then the vision abruptly ends. Seer Sechim wakes up with us and points to the planet of fire, Jiese. The seer interprets the vision as a warning of something happening tonight or early tomorrow, and suggests we hurry back down the hill.

We consider strategies for making such an escape. Magical light could distract the ghosts. The druids know pass without trace and daylight. Pazamu first heals Ayleen’s hand using a scroll.

Nevard cloaks us with pass without trace. Ayleen’s bat, Pipistrella, lures the ghosts away from the circle using a glowing stone. Then Pipistrella scouts ahead and we begin to creep downhill, slowly but surely. Along the way, Felix and Kane stumble in the dark. Felix nearly falls into a ravine, but Pazamu catches him in time. However, a ghost-worm hears the noise and heads toward us. The creature bites Sarïa, but we manage to take it down fairly quickly.

We continue until we spot Mayor MacBannin’s mansion: clearly a lot is going on. Pipistrella flies ahead to investigate. About ten inconspicuous humanoids are lined up in two rows. They’re well-armed and talking with the mayor. MacBannin is justifying himself to someone he calls lieutenant, explaining that he let us up the hill without notifying them—which, according to the lieutenant, he should have done! The men prepare to storm the hill, so we hide. As they climb, they use hand signals to communicate. They split into a front and rear guard and blend partially into the surroundings. Fortunately, they don’t notice us and pass us by. According to Staf, these are special ops.

Shortly after, we leave our hiding spot and cover the last stretch to the mayor’s house. In the shadow of our carriage stands a soldier guarding the vehicle. We knock on the mansion door, needing to be un-cursed. The soldier speaks to us, saying his colleagues saw light flashes on the hill and came to investigate. We say we’re from the RHC and will debrief the lieutenant tomorrow at headquarters. Meanwhile, Staf is un-cursed by the mayor. As we prepare the horses, we notice the soldier has various seals hanging on his shield. He seems well-protected and is also camouflaged.

We ride into the city at a brisk pace and arrive in Parity Lake’s factory district before sunrise. At Sechim’s factory, four men are unloading large barrels. When we address them, they respond suspiciously. Suddenly, a red dragonborn casts a wall of fire from the rooftop, sweeping through us and past the barrel-laden cart. The four men in the alley are also caught in the flames and collapse immediately, while we’re badly burned. A second red dragonborn appears and breathes fire over the barrels, which now catch ablaze. Staf recognizes the barrels as containing an explosive substance. We sprint away, as do our attackers. Kane heals himself while a large explosion erupts from around the corner. Sechim’s building is on fire. Ayleen rushes inside to rescue any victims. Heward Sechim stumbles dazed down the stairs. We evacuate everyone! More explosions follow. Fortunately, we forced the attackers to act too soon, so their plan wasn’t fully successful. They didn’t manage to smuggle the barrels into the factory and had to light the fire before the full workforce arrived. As a result, the damage is limited and thankfully there are no casualties. Praise be!

According to Sechim, there’s a water reservoir on the roof. Staf runs inside with a worker and climbs the stairs to the roof. Though they’re somewhat overcome by smoke, they make it. Meanwhile, outside, we find a tarp and prepare it at the edge of the building to catch any fall. Staf and the man hack open the large water barrel and water flows out across the roof, extinguishing much of the fire. The situation seems more or less under control. About a third of the factory is destroyed.

We explain to Heward Sechim that his uncle’s vision made us rush over, allowing us to prevent the worst. Dragonborn usually come from Ber, but we don’t know what Ber has to do with our case. Dragonborn are extremely rare here—none of us has ever seen two at once. We take our leave from Sechim to get some sleep—we desperately need it.

After a long rest, we reconvene at the RHC around 4 p.m. A Lieutenant Dale has already asked about us. His soldiers had responded to the light flashes and rushed up the hill. We tell the Chief what happened at Sechim’s factory—he’s already aware of an attack and immediately suspects Gale, but we say it’s very unlikely the fey was involved. We explain that the attackers were dragonborn and that we managed to prevent the worst; the damage is purely material.

The Chief also says that Staf urgently needs to report to Lady Saxby. With a heavy heart, he heads to her office. Twenty minutes later, he returns. He says Saxby wants a report today! In the end, we manage to convince the Chief that our current mission takes priority. He sighs and says he’ll explain it to Saxby.

Kane receives a message from Lobke: on the other side of the bay, in the harbor of Pine Island, there’s supposedly a house standing on stilts in the water. Some Crisillians are said to be there. Could this be the Family’s shipyard?

As we exit, a small yellow canary suddenly flutters around us. We hear a woman’s voice with a Danoran accent: “A friend of mine recommended you. We have a common enemy.” The woman, almost certainly Gale, wants to meet us in the coming days. Ayleen says “now”—it’s urgent. The little bird flutters ahead to show us the way.

funny sidenote: Pipistrella seems to be Italian for bat.
 
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Let's call this the 'Gale'-session ;)

Staf has a brief conversation with the Chief. He wants all dragonborn in the city to be officially registered. The Chief disagrees with his reasoning.

We follow the yellow canary with our carriage, heading once more toward Cloudwood. We eventually have to leave the carriage behind when the trail leads into the forest paths. We climb higher and higher, and for a while it looks like we’re headed to an idyllic waterfall—a known spot for lovers. When we reach the top, where the water plunges down, the bird flies across the stream. The current is strong. Sarïa spots someone emerging from the trees on the far side. It’s a woman. The canary lands on her hand and then vanishes. The woman then floats across the water toward us.

Her eyes glow faintly—a telltale sign of an eladrin. She holds a book in her hands. She had sent Nilasa out to find incriminating material. But she wants to start the story from the beginning.
At the Unseen Court, she has a contact: Ellik, a creepy figure who dwells in shadows. But he's loyal, and he cares for our world. A month ago, the moon aligned with Nem, and Ellik gave Gale access to the Bleak Gate. It was a perilous journey. They spent a few hours in that dark realm. There, she saw signs of activity in the shadow-side of Flint. The buildings were empty, silent—nothing but darkness and shadows. But she saw light: torches and lanterns moving along the canal, heading toward Parity Lake and on to the Nettles. She also heard the sounds of labor. Something is being built there—a thing that should not be, in the realm of the dead.

Nilasa had discovered a lead on this, and it got her killed. She claimed to have information pointing to the construction taking place in the Bleak Gate. We ask if it’s related to the black oil. Gale believes it could very well originate from that realm. She wants to teach us how to detect whether those vials came from the Bleak Gate.

Gale was enraged by Nilasa’s death. She wanted revenge, but Nevard told her the matter was much bigger than just Nilasa, and thus prevented her from acting on her rage.

The book she holds is a copy of several rituals. One of them detects various energies—but you must first be exposed to that energy yourself to sense it. Using the ritual, she detected that Nevard, too, “reeked” of the Bleak Gate yesterday, after our passage on Cauldron Hill. There are places in the city where this stench is more prominent. At the embassy, for example, she found a strong source. It moved—she followed it through three districts. The same energy was detected in factories and among some wealthy industrialists. Gale gives the book to Felix, but he can’t quite decipher it. Kane notices that it’s full of spells and rituals. Ayleen would definitely be able to work with this.

With Detect Planar Energy, you can track a trail for an hour, up to a mile away. Gale followed the trail toward Parity Lake and the Nettles. Since we were on Cauldron Hill, we too can track this dark energy. Stronger sources can drown out the fainter ones.

Gale believes there’s a much larger conspiracy than it first appears. When we ask her about the planned transaction tonight, she confirms it. About 150 wands, each with various spells, are meant to be used by the activists to make the capitalists “listen”—as they only respond to violence. We argue there are other ways to reach them. Staf advises her to speak with Grimsley.

Gale considers contacting the Governor, but he’s currently unreachable. She asks what to do with the wands. Staf suggests turning them over to us. Gale agrees, but she doesn’t know where the exchange is taking place—it’s all handled via intermediaries. In this case: Morgan Cippiano of la Familia. Nilasa arranged the deal. A gnome was also involved—Danisca W..., maybe Warrie or Wawwie—some kind of alchemist working at a pharmacy. Probably the “DW” from the invoice we found.

Gale agrees to hand over the wands. She gives us a way to stay in touch: five feathers and floating orbs—a messenger wind ritual. With a feather, we can contact anyone holding one of the orbs once per day.

She asks us to keep an eye on Nevard. Tomorrow afternoon, he plans to share a series of visions publicly at Dawn Square. She wants us to protect him.

We agree to meet her tomorrow morning at Pine Island, across the bay, near a pharmacy next to a magician’s shop.

We return to the RHC around 9 PM. We write up some reports before going to bed.

Spring 13th, 500 AOV​

Early morning, we head to Pine Island. We find the pharmacy in the north—it's part of a double-building: one side is a pharmacy, the other called “The House Elf.”

Around twenty people are gathered in and around the building. Gale is there with some allies, facing some rough-looking folks near a cart. They seem surprised to see us, but Gale reassures them. She also says someone inside the pharmacy wants to speak to us.

Behind the counter is a female gnome speaking to a well-dressed man. He has an invitation for us. Our names are written in elegant script on a sealed envelope—an invite from Cippiano to have coffee with him. The man introduces himself as Dozi Meccini. The meeting is set for tomorrow morning at 10 AM in a café in the Central District, at the corner of Yearling and Healer Street.

The gnome is Danisca Weary-Eye. We ask what she sold to Nilasa. Fey Pepper, she says—prescription only. Also an invisibility potion, allegedly with the proper papers. We suspect she’s not telling the full truth.

We escort Gale’s cart with the wands to the RHC. Her followers are disappointed but comply. We part ways, promising to stay in contact.

We examine the wands and inform the Chief. Opening the crates, we find they are full—one is made of gold. All are magical, most with two schools. The golden wand feels warm and has an engraving of an old man’s face. It also has text in magical runes. It contains dominate person, and counts as a somatic component for other spells. It also prevents teleportation of the bearer and one chosen target—for one round.

Most wands have enchantment as one of their schools. We identify a wand of burning hands, whose enchantment allows use without a command word. Kaea, our colleague, handles the identifications—but it’s expensive. The fastest and cheapest way is simply to think of the spell to activate it.

We head to Dawn Square. Kars and Lobke are there too. They say Nevard will speak in about an hour. Yesterday, they hauled something into a nearby warehouse—and anyone who gets close now gets sick: nausea and stomach cramps. Something like big cats were brought in.

The front of the warehouse has three doors—two blocked by crates. The middle door is accessible but locked. There are small windows above, some broken. Sarïa turns into a spider and slips inside. It’s a vast space with crates and boxes. Toward the back, she hears voices and sneaks along the rafters.

She returns to report: in the back, a group is talking—half-transparent, shadowy figures. Three cages stand open and empty. An iron ring lies rusting on the ground. And there’s a steel golem.

We ourselves are not affected by the illness. We ask Ayleen to perform the ritual to detect bad energy. She confirms it’s present in the warehouse.

We stack crates to reach one of the broken windows. Meanwhile, Staf finally gets a hammer from the RHC and smashes the lock. We rush inside.

The steel golem steps into a magic circle and fades into shadow—vanishing. Staf leaps in after him—but nothing happens. The figures are gone. All that remains are traces of oil.
 

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No golem fight? Did they make too much noise and give the folks inside warning to flee?

I think this is the only group I've seen that got Gale to agree to hand over the wands. That's quite a win.
After some spying they saw the engineers gathering some stuff as if cleaning up after something. They saw the empty animal cages too, and then they took 15-20 minutes to get back to the RHC to get some equipment to force the door.
It was also nearing midnight in real time, so I decided it was a better cliffhanger seeing the golem dissapear just the moment they arrived (too late).
 
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they had good arguments to let neither party (Kell, Familia, Gale) have the wands and convinced Gale to turn the shipment over to the RHC, in turn they would look into the issue and will bring her in contact with Thames Grimsley.
In Cippiano's eyes there was no problem since he got his share of the deal. He might even be so generous as to give the inspectors some interesting leads in the very near future :)
 

That Lucky Chromatic Orb throwing Sorcerer seems to become a problem :( that character is dealing half of the battlefield damage.

PRE-EVENT NOTES​

In the hangar previously investigated, a metallic ring was discovered embedded into the floor. Ayleen suggested damaging the teleportation ring to neutralize it, but Staf refused. The team instead placed a locked cage atop the ring, secured with the previously removed door lock (repaired via Mending). Ayleen expressed concern that leaving a gateway to the Bleak Gate exposed, even if blocked, was reckless.
Pipistrella (Ayleen’s familiar) was assigned to remain behind in the hangar with instructions to alert Ayleen should any activity occur.


EVENT AT DAWN SQUARE​

Upon arrival at Dawn Square, the crowd had grown to several hundred citizens, among them at least ten druids. A young boy attempted to deliver a note to Staf, who refused it. Ayleen intercepted the note, read it, and passed it to Kane and Sarïa — but deliberately not to Staf. Note withheld for security reasons.
As Nevard Sechim took the stage, a figure at the rear of a nearby wagon pulled open the wagon canvas. A large iron ring tumbled onto the cobblestones — a second teleportation ring.
A grotesque, shadow-like jaguar manifested within the ring. Moments later, a second jaguar appeared across the square.
  • Staf charged forward, delivering a devastating critical strike with his maul that obliterated a skeletal figure dressed only in a cloak and mask — evidently a disguised undead.
  • Sarïa, in lion form, lunged at the jaguar, engaging it in melee.
  • Kane activated Radiance of the Dawn, incinerating three skeletal attackers.
  • Nevard began his speech:
    "I saw a dark figure on Cauldron Hill, towering above our city. The sun set, and its shadow stretched to the sea..."
    — at which point, a third jaguar leapt from a wagon onto the stage and bit Nevard.
Skeletal figures advanced toward Kane, heedless of danger. Felix’s first Chromatic Orb missed, but his second struck true — ricocheting between a jaguar and multiple skeletons. He followed up with Fire Bolt, dropping another skeleton.
  • Sarïa leapt onto the stage to defend Nevard, biting the jaguar that had attacked him.
  • Kane repositioned and unleashed a second Radiance of the Dawn, destroying two more skeletons and damaging both jaguars.
  • One jaguar lunged at Nevard but missed; the other bit Sarïa.
At the center of the fountain — revealed to be a disguised iron ring — the outline of an iron golem began to manifest.
  • Ayleen struck one of the jaguars with a True Strike-guided critical hit.
  • Meanwhile, two additional jaguars caused chaos in the crowd.
  • Felix cast Chromatic Orb again, downing a jaguar; the orb bounced to another and injured it severely.
  • Kane cast Bless, enhancing allies. Ayleen followed up with a second critical strike on a jaguar, which retaliated — but Ayleen narrowly avoided injury.
Felix’s final Chromatic Orb, empowered with lightning, struck both jaguar and golem, dealing full damage.
Sarïa turned her attention to another jaguar.
Kane joined Nevard on the stage — now unmoving — and cast Toll the Dead at the golem (partial effect).
Ayleen stabbed with her rapier, then disengaged.
Staf was attacked by a jaguar, but it missed.
Suddenly, a dark figure appeared beside the fountain — identified as Agent X.
  • The golem began moving toward Ayleen.
  • Felix destroyed another jaguar with magic.
  • Staf charged Agent X, but missed.
  • Sarïa continued her efforts to neutralize a jaguar.
  • Kane missed a Guiding Bolt.
  • Ayleen disengaged from the golem and fired at Agent X, but her radiant shot passed clean through — possibly an illusion or incorporeal form.
The golem redirected to the stage and attacked Kane — who blocked the strike with a Shield spell.
Felix landed a Fire Bolt, but the golem appeared resistant to fire.
Staf crushed the panther previously wounded by Sarïa.
Kane repositioned. Ayleen’s radiant bolt damaged the golem significantly.
The golem retreated toward the fountain, encountering Felix along the way — and struck him unconscious.
However, Felix regenerated (5 HP per round), stood up, and cast twin Sorcerous Burst (lightning) at the golem.
Kane cast Toll the Dead.
Ayleen continued to blast radiant energy at the golem, dislodging a metal plate from its body — but the golem then phased out of existence.
Felix summoned a Modron Duodrone to assist.
Staf downed the final jaguar.


AFTERMATH​

Nevard Sechim was dragged behind the stage.
Despite our efforts, Nevard has passed away. His final visions, however, were already transcribed and published in a special edition of the Flint Observer — already being distributed in the square.
  • Ayleen cast Detect Magic: the jaguars radiated magic, especially from the metal plates embedded in their chests.
  • Each plate contained a rusted amulet, magical in nature.
  • Detect Planar Energy confirmed: jaguars, skeletons, and both teleportation rings reek of planar essence from the Bleak Gate.


RETURN TO THE HANGAR​

Returning to the earlier hangar site, a more thorough search revealed a notebook.
Contents include:
  • Anatomical sketches of jaguar skeletons.
  • Instructions for attaching metal plates.
  • Placement of a glass vial of black fluid behind the plate.
  • Diagrams of the collars used to control the jaguars.
  • Procedure to fully construct these abominations.
Note in back:
"Take the same precautions as with the reservoir in the manor house."
Combined with earlier ritual information, the notebook may allow full replication of these constructs.


CURRENT ACTION ITEMS​

  • All recovered teleportation rings and metal amulets are in RHC custody.
  • Hangar remains under observation.
  • Request submitted to identify all recovered magic wands:
    SpellQuantity
    Magic Missile11
    Burning Hands12
    Grease19
    Ray of Enfeeblement15
    Secrets12
    Web9
    (Remaining wands pending identification)

Due to holidays the next session will be in a couple of weeks
 

Got a question: the players recovered some amulets that were used to send the jaguars to the Waking (just like the scientists in the warehouse). I said these amulets were embedded in the metal plate on their torsos.
Can they use these amulets to travel to the bleak gate?
I would like to avoid that... Maybe there's a ritual needed to do so?
 
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Got a question: the players recovered some amulets that were used to send the jaguars to the Waking (just like the scientists in the warehouse). I said these amulets were embedded in the metal plate on their torsos.
Can they use these amulets to travel to the bleak gate?
I would like to avoid that... Maybe there's a ritual needed to do so?
you need an amulet AND a SET of rusted iron rings to shift into the bleak gate, and even then it only seems like it's a partial shift. so the players can TRY to get into the bleak gate using iron rings and an amulet, but they won't get all the way there.
 

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