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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I love it when immersion is high and the players start having in-game discussions. Just yesterday, there was a two-hour debate about what exactly is going on in Flint and a second discussion about whether Chief Delft can really be trusted.
And then there's Staf, who gives an unforseen turn to events. In this case when he claimes to have battle medic knowledge and rolls a 1 on his heal check :ROFLMAO:

We’re back at the RHC headquarters, and Kane is negotiating what spoils we’re allowed to keep. However, Alaric can’t make a decision on the matter and refers us to Lady Saxby (gulp).

Ayleen points out that it’s unclear what we are and aren’t allowed to include in our reports. We plead with Stover for more openness and transparency.

We reflect on the potential invasion from the Bleak Gate. Agent X might have been working on this for thirty years already. Are other nations involved too—Danor, Ber? Nevard’s prophecies are still quite cryptic. The first few paragraphs do seem to reference Agent X. Is he from Flint? He’s said to be driven into the sea by the King, and there he would be cut off from his shadow.

We also chuckle again about the note meant for Staf—which he, alone, didn’t read. Thankfully. Still a pity we don’t know who sent it.

We task the C-team with investigating whether the druidic order has been infiltrated by the skeletal figures in white robes and hoods.

But no concrete lead presents itself. The black oil vials, we suspect, are foci for gathering necromantic energy. Whenever an accident occurs, that energy somehow gets captured in one of these flasks... Could Kane perhaps communicate with one of these bottled spirits?

In the end, we decide it’s best to confront Stover about our management concerns first.

Spring 14th, 500 AOV​

In the morning, we confront Chief Inspector Stover Delft. We tell him we no longer want to self-censor our reports. He agrees, though he warns us of Saxby’s wrath.

Ayleen also explains to Stover that she’s being blackmailed to repay her “training fees” several times over. We discuss the best way to deal with that.

We then head to the tearoom for our meeting with Cippiano “Cappuccino.” He wants to meet us in person after the recent incidents. He says he’s willing to help. First, by locating Dr. Wolfgang Von Recklinghausen—rumor has it he’s hiding in a chapel, in a grotto dedicated to Urian, the Light God, in the Nettles. Second, he brings news about the Dragonborn. Apparently, they’re available for hire for all sorts of shady business. He suggests we might hire them ourselves to set them up for a trap. We’ll need to think about where such a setup could take place. We also subtly signal that we’re open to supporting La Familia in their struggle against Kell’s thieves’ guild, which has been crossing the boundaries of what’s unofficially tolerated.

We make our way to the Nettles. A crowd is gathered near the grotto—people clearly suffering from various ailments. We cut the line and enter the dark tunnel, which opens into a cavern chamber. Kane immediately feels at home. There are ancient decorations honoring a sort of primal father figure with a long beard and four wolves at his side. Urian, perhaps? Further in, we reach a large, dark room. Just before stepping inside, Kane notices a tripwire with little bells. Voices come from a passage ahead and to the left. Pipistrella scouts ahead but finds only hanging curtains in the way.

Upon further scouting, we spot Doctor Von Recklinghausen, a patient, and three shady-looking men. We breach the room from three sides. As soon as we identify ourselves as RHC agents, the men draw weapons and a fight breaks out! Sarïa is the first to be struck by a shortsword. She shifts into a lion and claws back fiercely. Staf throws himself into the fight unarmed. Felix’s Chromatic Orb fails to bounce, but Kane follows up with his death knell, knocking down the first thug. In the confusion, the doctor also draws a rapier and stabs at Staf, but we shout that we only want to talk. After a brief skirmish, the last two Kell thugs are down.


We try to calm the doctor—he’s still suspicious. Staf tries to take over stitching the patient’s wound, but makes it much worse. Doctor Von Recklinghausen quickly jumps back in to put an end to the torture.
 



I really had to push them in the right direction, they still didn't put the puzzle together :(

We identify ourselves as RHC agents. The doctor begins stitching up Staf’s wound. We say we’re investigating the murder of Nilasa and ask him what happened that day. The doctor explains he wanted a visa for Ber to study humanoid races there and search for similarities.

On the day of Nilasa’s death, the doctor saw the young woman fly out of the window. Then shots were fired, from inside. When she was impaled on the fence, a second shot followed. The doctor wanted to help her, but she simply handed him some papers and told him to keep them safe. When we ask for those documents, he hesitates. Staf loses his temper and puts the man in shackles. The papers contain secrets of national importance—we absolutely need them.

Von Recklinghausen is on the run from an agent and sought help from people in the underworld after leaving the Blue Bird in a rush. The shooter who killed Nilasa had been chasing him, and the doctor had injured him, allowing him to escape. His rapier is made of specially treated material, a Danoran specialty. It looks dark, doesn’t shine, and isn’t magical. It’s highly effective against anything not of this world.

Staf grows even angrier with the doctor and then steps out into the central chamber to cool off. As he walks around, he hears what seems to be hammering. Suddenly, in the dark, he’s stabbed in the back. He collapses, unconscious. We hear a thud as his body hits the ground. When I step into the hall and shine my light, it suddenly goes out.

A fight breaks out in the main chamber: Agent X—slightly more manifested—along with two henchmen. X tries to get to the doctor, but we drive him back. The two henchmen go down quickly, and X flees. The exit suddenly closes with iron bars, but X shadow-steps through them.

Outside stands a man in a purple cape, beside him a floating tray with a glass of wine. There are three carts outside, loaded with iron bars and barrels. Several rough-looking men linger nearby. One of the bars floats in the air, aimed at the entrance. From behind the bars, Sarïa fires a starry whisp at X, but the caped man introduces himself as Leone Quitall. He speaks with a Crisillyiri accent. There’s no need for more bloodshed—he only wants the doctor and the documents, and then everyone can leave in peace. He gives us one hour to think it over, sipping from his glass.

Staf tries to pull the bars apart. At that moment, the floating bar shoots him, and he goes down again. I heal him a bit, and we retreat to discuss our options. In the back of the cave, there’s a small passage to a shrine hidden behind a curtain. Natural light filters down from above. Against the wall is another depiction of Urian. One of his eyes seems to glow. I examine it—it’s a button. We quickly retrieve the doctor’s papers from a hiding place in the ceiling, then I press the button. A small compartment pops open. Inside is something white and gold—a priestly vestment with a sun motif, still in perfect condition. I put it on.

Felix, temporarily levitating from his wild magic, flies up through the shrine’s opening and emerges on top of the hill. He throws down a rope for us, and we climb up.

We head away from our enemies, toward the Cloudwood. Felix says he’s seen Agent X in his current form somewhere before but can’t place it. Behind us, we hear an explosion. Felix sends a message to Gale, asking her to meet us at the late Nevard’s camp.

During the walk, I attune to the vestments—Vestments of Blazing Mercy—which allow me, once per long rest, to cast sanctuary, grant me resistance to necrotic damage, and potentially blind any undead that hits me. When I cast a spell to heal a single creature, they gain temporary hit points equal to my cleric level (Wisdom modifier times per day). I cast aid on Sarïa, Staf, and myself.

We keep thinking about where we’ve seen X before and eventually realize he’s MacBannin’s butler.

We arrive at the camp in the Cloudwood. Gale isn’t there yet. We study the papers Nilasa had stolen—many are in the same handwriting. It’s a list of factories with figures on purchases and sales, plus notes on how many vials of black oil were found. At least two, possibly three, of the recent factory owners have been in prison, suggesting they’re likely straw men. All the factories we’ve visited in recent days where social unrest was brewing are on the list. Serious money must be backing this, as these aren’t cheap operations. There’s also an inventory of stolen goods and some official documents that could easily be forged by changing the names.

After a while, Gale arrives. We update her. When we say MacBannin’s butler was X, she replies that the lights she saw in the Bleak Gate also moved toward the Nettles. Staf also tells her about the red dragonborn who started the factory fires—they’re for hire, and we could lure them into an ambush through a contact. We openly offer to help her with this so she can clear her name.

We head back to the RHC with Von Recklinghausen. It’s about seven o’clock when we arrive. We place the documents in the vault, and Felix and I write up a report. After the others left, Felix and I store the papers in a second vault, leaving ordinary documents from Felix’s desk in the first vault. I place one of my gray hairs on that stack of paper.
 

Session 11
Kane, Sarïa, Aileen, and Felix spent the night at RHC headquarters. Dr. von Recklinghausen did as well, since we intended to move him to a safe house in the morning. Sarïa recalled that during her initiation, Harkover Lee had already confided doubts about Mayor Reed Macbannin. We received the arrest and search warrants we needed—ostensibly for Macbannin’s butler.

The previous evening, Staf had leaked the list of factories—managed by criminal directors—to Grimsley Thames. Thames confirmed these were indeed the most dangerous plants, with regular fatalities. Evidence suggests Danoran money may be financing them.

The B-Team would assist us by establishing a perimeter around the villa and distracting the groundskeepers on this fine spring morning. Together, we set out.

At the gates of the estate, Macbannin himself emerged. Kane presented the search warrant. Before we could act further, a sudden earthquake shook the grounds. The rear wing of the villa rose up violently, spewing black oil from multiple fissures. A sinkhole opened beside us.
Creed! Get to the reservoir, you fool! Shut the valve!” Macbannin shouted to someone inside.

Felix managed to compel the mayor’s surrender with a Suggestion, but the groundskeepers and even the window washers turned hostile. Sarïa, in lion form, leapt upon them. Staf missed his strike. Kane restrained Macbannin in irons, and Ayleen deftly retrieved keys and a potion from his pockets. Staf shoved one gardener into the sinkhole; his screams ended as he was swallowed by the black sludge. At Macbannin’s command, the other workers ceased their assault.

We pushed toward the front door—Sarïa still locked in melee outside. Staf battered at the door, but Ayleen unlocked it with the key. Inside, the household staff directed us to the “cellar” in the raised rear wing. Yet this proved to be nothing more than a kitchen pantry.

“Where is Creed?” we demanded. “In the shed, out back.”

There we found the body of a woman, half-sunk into the ground inside an iron ring, clutching six medallions. Staf tried breaking the ring, but Ayleen donned one medallion and phased into the Bleak Gate. There, the ring revealed a stairway downward. The shadow-realm was strange, half-formed. Below, we found a lift and two doors.

Behind one door: a chamber awash in blood and limbs—haunted by a jaguar that immediately mauled Staf nearly to death. Behind the other: an iron golem. Ayleen concealed the doorway with Minor Illusion to keep the beast at bay, while we focused on the golem. Knowing its vulnerability to radiant energy, Sarïa’s Moonbeam tore through it relentlessly. Though Staf fell again, the beam burned through both the construct and, finally, the jaguar.

In the golem’s chamber, a further door opened into a vast machine room—silent, but patrolled by two more jaguars. We sealed the door and descended by lift.

The lift opened onto a narrow walkway suspended above a massive reservoir of black oil, with foul liquid gushing from two pipes. As we crossed, Agent X intercepted us.
“I gave you a chance to join us,” he sneered, driving a syringe of black ichor toward Staf’s neck. The needle snapped. X struck twice with his claws.

Kane passed von Recklinghausen’s rapier to Staf. We unleashed all we had. Black shadow-hands rose from the shadows to seize us, restraining our movement.

Staf hurled his maul at X. Felix, with a final Chromatic Orb, erupted in blinding radiance. Though Ayleen herself was blinded, her aim held true: two shots brought X down. His body—skinned and saturated with black oil—was no longer recognizably human.

At the end of the walkway, we reached chambers half-submerged in oil. A massive crane marked with glowing red runes stood in the corner, fitted with four settings—slow, medium, fast, off—and a lever. Despite repeated attempts, none of the combinations released pressure in the reservoir. We realized grimly: to vent the system, we may need to reactivate the machine above, with the two jaguars still prowling.
 

Session 12, last session of our first adventure
Staf opens the door to the room with the machine where the two jaguars are located. He positions himself in the doorway so the others can attack from a distance. Our fighter takes some more damage, and Kane has to keep him on his feet with healing magic, but we win the fight.

In a back room, we find bandages. Ayleen examines the machine, which is still warm—it has been active recently. Several pipes are warped, but Ayleen repairs them with mending and restarts the machine. It runs normally. When Ayleen turns the corner, she is surprised by a kind of shower of radiant water. Perhaps a control mechanism for the jaguars?

Downstairs, the pressure on the pipes has not decreased. In a back room there are still numerous levers and gauges. Ayleen studies them. Here too, one can control pressure and pumping speed, but currently no pumps are active. Ayleen activates the pump leading downwards, and we hear liquid flowing. Raising the setting increases the flow. In the other pipe, the one leading upwards, where oil had previously been gushing, the pressure gradually decreases. A few minutes later, the level of oil in the flooded rooms also starts to drop. Only the faucet continues to spray, and it does so even when we set the lever to “off.” We switch it back on and let the faucet flow slowly.

Ayleen goes to the faucet; from the back it is not connected to anything, resembling a black void. The faucet itself is not broken. With arcana, Ayleen manages to close the void. The oil continues to recede. We succeeded! While we wait, we investigate the corpse of agent X and the rest of the complex. It is clear more people have been active here recently.

When we want to leave, Kane removes his amulet at the bottom of the stairs. He is immediately and forcefully pushed out of the dimension. We return to our own dimension. Staf goes back briefly to retrieve his maul, but it is completely rusted. He does not throw it away, fortunately, because later he will discover that his weapon now also deals necrotic damage!

When we look at the front of the villa, we see that Macbannin has already been taken away. At the time we entered the house, our colleagues saw five people leaving from the back.

We return to the RHC, bringing the bodies of the gardeners and of X. The earthquake was felt in the city, but the fault line did not extend here. Macbannin has been imprisoned in the courthouse. Tomorrow we must also go there—we will have to present our account to the judge. The chief has filed the necessary paperwork for a reward for us: 500 gp or a wand. Available wands include magic missile, grease, burning hands, enfeeblement, secrets, invisibility, guiding bolt, jump, web, detect magic, and fear. Only Sarïa chooses the wand of invisibility; the rest take gold.

--Players get to level 4 --

Kane goes into the basement and speaks with the dead Kell gang member.
  • What is the nature of your cooperation with Creed and Macbannin?
    We get paid when we do what the boss says.
  • What is the nature of the boss’s cooperation with that organization?
    We don’t know. We were sent there.
  • Who else do you know from Creed and Macbannin’s organization?
    What organization?
  • Where and when is Kell at his most vulnerable?
    He is untouchable.
  • How many people work in Kell’s organization?
    More than a hundred.
After lunch, we return to Macbannin’s villa for further investigation. Macbannin has many archaeological objects dating from before the age of Risur, several thousand years old—Felix estimates six to seven thousand—and extremely valuable. They originate from the time of “The Ancients,” a civilization that lived here before the Eladrin.

There are also ledgers with records of suspiciously large financial transactions. We also find books on necromancy and witchcraft. In Creed’s room we find nothing; the space is perfectly tidy. We collect much evidence.

That evening, Ayleen visits LeBrix to learn how to make a vendetta bullet.

16 Spring 500 AOV​

That night, Staf commissions a fancy suit. True to Overflorijn style, he spends far too much money on it.

Liana Orelis is the judge we are summoned before at the courthouse. She used to be a well-known lawyer, often handling corruption cases, and comes from a merchant family in Flint. She has a reputation as a tough woman.

We meet her in a large hall where others are also present, including the governor. The intention is for us to question Macbannin. He has a halfling lawyer, Mr. Consor Underheart. Suddenly, a guard rushes in, distressed: Macbannin has committed suicide in his cell. We follow the guard downstairs. Macbannin lies on the ground, blood smeared on the wall, his head shattered. Alongside the smell of blood, there is also the scent of Nicodemus. The guard says Macbannin had been talking to himself. Then he requested a specific Nicodemus cigar. The guards bought one (though not exactly the one he asked for). Macbannin smoked it—his mouth still smells of smoke, though his teeth are not stained as with a frequent cigar smoker. The stub lies on the ground. Ten minutes later, when the guards came to bring him upstairs, they found him dead.

The cell is secured against magic, so an invisible intruder cannot have entered—such a person would have become visible and could not have passed through the door magically. The guards confirmed that in those ten minutes, no one entered or exited physically.

A spirit could be possible. Was Macbannin possessed? During the initial questioning the previous evening, it became clear that he sometimes simply could not speak, as though his tongue were cut off whenever he tried to say certain things. Was he magically compelled to silence? It seemed he was forced not to talk.

The judge suggests that raise dead could be an option, but this is not a simple procedure and cannot be arranged quickly. Given the death of the witness, the hearing cannot proceed at this time. The judge cannot do much more for us, but we do inform her that we have gathered a large amount of evidence.
 


How did the players feel about Macbannin's death?
First of all, they failed to interrogate him personally and only learned about his inability to speak on certain matters through hearsay. I had the impression they were very indifferent to the fact of his death. After all, he was the 'enemy'.
The judge promised to try a speak with dead or even a raise dead if possible. But we know what that will lead to...
 
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One of those in-between sessions where players try to do hundred things and don't have the patience to wait on the story unfolding. Especially when they tried to get in to the Pemberton Industry Office on campus. But fun anyway:
16 Spring
Stover arranged for a financial expert to help analyze the ledgers. He also knows someone who can craft magical items for ten days.
Staf looks for Cippiano but only finds one of his lieutenants. With his worst Crisillyiri accent, he inquires after Leone Quital.
17 Spring
A new newspaper appears: The Alarm Bell, a gossip rag trying to smear the RHC. It covers our raid on the factories to remove the oil, the Coaltongue (the new ship built by Danoran engineers for Risur), and even the marriage of Faith Unitas and Guy Goodson, the city’s new society couple. Reed Macbannin’s arrest is also mentioned—according to the paper, he had just called an emergency meeting. The love column goes into even more detail about the Goodson–Unitas wedding.
18 Spring
Stover informs us that Dr. Von Recklinghausen cannot be held. That was never the intent, so we collect his visa and put him on the train to the Beran border mountains.
We head to the courthouse to use Speak with Dead on Macbannin’s corpse. Judge Liana Ornelis had planned to do this tomorrow, since there are still questions about the bigger picture. (The following day, the spell attempt fails.)
Meanwhile, a new mayor of the Nettles has been appointed: Lieutenant Dale of the Special Forces.
We also consider questioning Agent X’s body with Speak with Dead. Possible questions and answers:
  • What is the purpose of the organization?
    There are many visions. A new order, a world without chaos.
  • Which other agents are still active in Risur?
    All of them, as far as I know.
  • What are their names?
    Names don’t matter. What I do is what matters.
  • What is happening in the Bleak Gate?
    That’s just an echo, a ripple of something greater.
  • What actions were still planned?
    The next move has already been made. You’re always behind.
Unused questions included: the purpose of the basement installation, the function of the oil, Agent X’s real name, and where the other lab workers fled (for the dead woman in Macbannin’s barn).

The judge tells us about a strange ring found on Macbannin’s finger: a copper band set with a tiny marble cube. The inscription reads “Overcome black arts.” It is not magical. Sarïa tries it on but feels nothing unusual. We are allowed to keep it.

We visit the new mayor, Lt. Dale. He wonders why Kell’s thugs were working under Macbannin. He also doubts that Creed was Agent X, saying, “he was the very image of inconspicuousness.” He does not recognize Macbannin’s ring.
We show him the passage to the basement and lend him the sixth amulet. However, the woman’s corpse cannot be moved—she seems anchored at the boundary between dimensions. Using a large saw from the lab, we cut the body in half across the planar border.
19 Spring
Jonas Brackwel, the financial expert, arrives to examine the ledgers. Maribelle comes to help craft magical items. Staf wants his undershirt enchanted to +1, but Maribelle cannot manage that request. Instead, she begins crafting a Cloak of Protection +1 for Kane, to be finished on the 29th of Spring.
20 Spring (Saturday)
Speak with Dead on the bisected lab assistant:
  • What were you working on?
    We were conducting experiments for a military project—trying to enhance undead with the witch-oil.
  • Who were your colleagues?
    Kaia Steward (lead researcher), Alistair (theoretician), Miriam (fluids), Tobias (machines), and Edwin (Bleak Gate).
  • Where did they flee?
    Home I suppose.
  • What is the black oil?
    It is receptive to the essence of spirits and then used as fuel.
  • Where exactly is the laboratory basement in planar terms?
    Somewhere between this world and the Bleak Gate.

    We suspect the university may hold traces of them—they must have studied there. On the way, we encounter a newsboy selling the latest Flint Observer:
  • announcement of the new mayor,
  • Felix Greenleaf (RHC) reports on the events at the mayor’s villa,
  • biography of Macbannin: geomancy and infrastructure works (perhaps he built the basement himself?),
  • gang wars in the Cloudwood,
  • tax increase to fund the rail network, while parliamentarian Romana pushes instead for a magical network,
  • Kaibo Arms & Tech Expo,
  • alliance between Risur and Danor planned for next year, with even Ber’s leader attending,
  • dangerous black oil seized for safety reasons.
On campus, we notice a Pemberton Office—sponsored by the arms magnate and industrialist Pemberton. The building is heavily guarded (ten men) and uncooperative.

At the university administration we search student and staff records. We find Kaia Steward, graduated 12 years ago in arcanoscience, planar physics, and alchemy; and Alistair Vexly, in natural philosophy.

Sarïa has her ring examined, but no new information is found.

We visit the Flint Observer offices, as they knew where Kaia Steward lived. Lidia Tarnwell, her friend of twenty years, tells us she last saw Kaia on the 15th. Kaia has fled the country. For the past few years, she worked for Macbannin. “The project fell apart; the earthquake ruined everything.” She does not know who founded The Alarm Bell.

At Kaia’s house we find her packed suitcase—she left in a hurry. No further traces.

21 Spring (Sunday)
A rest day, except for the crafters.
22 Spring (Monday)
Back at the RHC, Felix has to explain the situation to Saxby. She is not amused seeing his name in the newspaper, and that's an understatement. We are taken off the Macbannin case and reassigned to background checks for the upcoming inauguration of the Coaltongue.
 

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