Session 8: Clockwork and Mana
Session 8: Clockwork and Mana
Read aloud
Captain Gimblefizz’s tip leads the Storm Dancer to a floating workshop-isle where wagon-sized gears turn without a sound. Then the boarding alarm rings, and Cindreth’s latest leyline readings flare in answer to the engine below. Someone is trying to make a shard power a weapon, and the isle is already waking.
Run the session
Cheat sheet
Objectives
- 1Board the drifting workshop-isle above Azimut.
- 2Stop the shard-powered war engine from corrupting the shard.
- 3Shut down the engine core before the isle collapses.
- 4Secure Cerendal’s Shard and get the party back to the Storm Dancer.
The clock
Once the Vault Dais encounter begins, the engine releases one pulse on initiative count 20 each round. After three pulses, the shard begins to corrupt unless the gauntlet is disengaged or the engine is disrupted. After the core shutdown attempt, any force explosion or significant delay starts the platform’s collapse; give the party a few urgent actions or one brief escape challenge before the isle breaks apart.
Scenes
- 0:00Readings in the Wind
- 0:45The Alarmed Dock
- 1:45Across the Gear Works
- 3:45The Shard on the Dais
- 6:15The Last Power Cycle
Cast
- Captain Gimblefizz GearwhistleQuestgiver and ally
- Veyra QuillAntagonist
- Archmage Cindreth ValeoreanQuestgiver and remote ally
- Pip TallowgearWitness and possible ally
The hook
Set the scene
The Storm Dancer climbs through a bank of cloud toward a workshop-isle hanging improbably still against the wind. Gears the size of wagon wheels turn in lazy, silent arcs beneath its rim. Captain Gimblefizz calls out a final warning over the engine’s roar, but before the ship can settle alongside the docking platform, a red alarm lamp wakes and begins to flash. Somewhere inside the isle, metal strikes metal, then the boarding bell rings.
How Archmage Cindreth Valeorean asks
Cindreth shares his latest readings through a prepared sending or a brief briefing before departure, explaining that they match the captain’s report and urging the party to prevent the engine from completing a full power cycle.
Captain Gimblefizz offers transport on the Storm Dancer and asks the party to avoid bringing the workshop’s defenses down on the ship.
Rumours
Scenes
about 8 hours0:00
45 min
socialThe table is here
1. Readings in the Wind
Aboard the Storm Dancer, amid the warm smell of oiled wood, humming rigging, and the rising wind above Azimut.
Cindreth compares his leyline-flux readings with the captain’s tip and confirms that the workshop’s power signature closely matches the ritual pattern he fears Azkhar is building toward. Gimblefizz sets the Storm Dancer on course, but warns that the isle’s defenses may interpret an approach as an attack.
NextAs Cindreth’s final figures fade from the sending focus, the isle appears through the clouds, and Gimblefizz banks toward its exposed docking platform.
0:45
60 min
skill
2. The Alarmed Dock
The open-air docking platform, where gusts tug at cloaks and the deck trembles beneath the slow sweep of enormous gears.
The party must transfer from ship to platform while the isle drifts against the wind. The boarding alarm begins during the approach. A successful Dexterity (Acrobatics) check allows safe boarding; a failure risks a 30-foot fall unless allies catch the character or a line is secured.
NextOnce the last member reaches the platform, the alarm bell’s clang carries through a service hatch, drawing the party toward the Gear Works.
1:45
120 min
combat
3. Across the Gear Works
A huge assembly floor of rotating mechanisms, chain hoists, waist-high housings, and narrow catwalks, lit by intermittent blue mana flashes.
The party navigates the workshop and confronts its Gearforged guards. Gnomish artificers and sky-pirate lookouts may flee, fight, hide, or be persuaded to provide directions. Machinery is difficult terrain, and moving gear lanes can alter the battlefield.
The Gear WorksNextA frightened mechanic, a captured lookout, or the engine’s own thudding pulse points toward the vault; the party follows the sound deeper into the isle.
3:45
150 min
combat
4. The Shard on the Dais
The vault’s central dais, where a shard turns above a cradle of metal fingers. The air hums against the teeth, and threads of colored light crawl across Veyra’s gauntlet.
At the central dais, Veyra attempts to extract and corrupt the shard through her control gauntlet. Before or during the fight, any character who is in the room may use an action once to reason with her. A Intelligence (Arcana) check that engages with her actual work, or a Charisma (Persuasion) check that names what the guild councils cost her, makes her hesitate and voluntarily disengage the gauntlet. She immediately stops fighting and can be spoken to afterward. A failed attempt changes nothing; the encounter continues. The guardians fight on regardless.
The Vault DaisNextWhen the gauntlet disengages or its wielder is stopped, the engine’s pulse falters; the party must reach the core before its stored power discharges.
6:15
90 min
exploration
5. The Last Power Cycle
The engine core and its narrow bridge, where conduits pulse like bright veins and the entire structure groans around the party.
The party attempts to shut down the core with a Intelligence (Arcana) or Intelligence (Investigation) check. Failure triggers a force explosion. The platform then begins to collapse, so the party must take the shard and flee, choosing whether to rescue a crew member, recover evidence, or prioritize a clear route to the Storm Dancer.
Engine Core ShutdownNextThe Storm Dancer rises to meet them as the workshop tilts, carrying the rescued shard and its first quiet answer into the open sky.
Behind it
What people believe
Captain Gimblefizz Gearwhistle has offered the party passage aboard the Storm Dancer to investigate a floating workshop-isle above Azimut.
Archmage Cindreth’s leyline readings match the isle’s power signature to a dangerous ritual pattern connected to Azkhar. The party must reach the central vault, stop a shard-powered engine, recover its shard, and escape before the platform collapses.
Background
Above Azimut, a workshop-isle drifts beyond ordinary airship routes.
Its engines and suspended gears have begun drawing power from the same strange leyline pattern found in Archmage Cindreth Valeorean’s readings from Dawnvale. The party’s fieldwork and Cindreth’s research now point toward the same danger: a ritual Azkhar is preparing, and a shard-powered engine that may be one of its components.
The stakes
If the engine finishes its cycle, the shard may be corrupted and Azkhar gains a working component for a ritual that threatens far more than the workshop-isle.
A safe shutdown protects the shard and yields evidence about the ritual pattern. Even in success, the platform’s instability may cost lives, equipment, or the party’s chance to learn everything Veyra knows.
Encounters
3The Gear Works
Combat
A cavernous workshop of moving belts, turning gears, tool gantries, and narrow catwalks. The machines provide half cover in places, but the floor is difficult terrain.
Foes
Gearforged Soldiers (Compendium Chapter 9)
Sky-pirate lookouts
ComplicationThe machinery is difficult terrain. On initiative count 20, one exposed gear lane shifts; creatures in that lane must succeed on a DC 13 Dexterity saving throw or be pushed 10 feet. A creature that falls from the platform risks a 30-foot drop, though allies can intervene with ropes, spells, or a successful rescue check.
ScalingFor a small or lower-powered party, use two Gearforged Soldiers and one lookout. For a typical party, use three Soldiers and two lookouts. For a large or highly capable party, add one Soldier and let a lookout use the machinery to create a hazard once per round. Adjust creature numbers rather than changing the listed DCs.
The Vault Dais
Combat
A circular vault surrounding the central dais, with the shard suspended above a control cradle. Conduits cross the floor, and waist-high housings offer cover. The dais is reachable from several sides, but its energy arcs make the shortest approach hazardous.
Foes
Gearforged Soldiers (Compendium Chapter 9)
Veyra Quill
ComplicationThe fight continues even if Veyra stands down. The guardians are loyal to the engine, not to her. On initiative count 20, the gauntlet draws a pulse from the shard; after three pulses, corruption begins unless the party interrupts the process or Veyra has disengaged it.
ScalingVeyra is not a zealot and can be persuaded to disengage before the gauntlet fully engages. For a less experienced or smaller party, have Veyra prioritize the gauntlet and retreat from direct attacks. For a larger or stronger party, add a guardian or let the dais pulse trigger a minor battlefield hazard. Do not prevent negotiation from working.
Engine Core Shutdown
Skill challenge
A cramped engine chamber filled with humming conduits, a trembling control column, and a narrow access bridge. The floor vibrates beneath the characters’ boots, and the air tastes sharply of metal.
Foes
None, unless guardians from the Vault Dais remain active
ComplicationFailure on the shutdown check triggers a 2d6 force explosion. The blast also starts the platform’s collapse clock, giving the party only a brief window to secure the shard and escape.
ScalingThe core requires a DC 15 Intelligence (Arcana) or Intelligence (Investigation) check to shut down safely. Another character can take the Help action by stabilizing a conduit, reading the dial sequence, or holding a control lever. On a failed check, the explosion occurs as written; a second attempt is possible, but each further failure advances the collapse and costs time.
Cast
4Captain Gimblefizz Gearwhistle
Questgiver and ally
WantsA practical sky-ship captain who wants the party delivered safely and the Storm Dancer kept clear of the workshop’s weapons.
““Storm Dancer has brought you this far. Get aboard, keep your footing, and try not to argue with the wind.””
Veyra Quill
Antagonist, potentially an ally
WantsA brilliant artificer seeking recognition after the Azimut guild councils passed her over twice. Azkhar’s agents offered her resources and a chance to prove her designs, and she has convinced herself that the shard can be controlled.
““They called my work impractical twice. Azkhar at least understood that a design is worth nothing if no one dares to use it.””
Archmage Cindreth Valeorean
QuestgiverQuestgiver and remote ally
WantsCindreth wants the party to compare the workshop’s power signature with his Dawnvale readings, stop the dangerous ritual component, and return the shard intact if possible.
““That resonance matches Cindreth’s numbers. Whatever you find up there, do not let it finish its first full pulse.””
Pip Tallowgear
Witness and possible ally
WantsA gnomish mechanic who helped assemble the engine under pressure from the sky-pirates. They fear the engine’s imminent failure, but also fear what the pirates will do if they are seen helping the party.
““The council wanted a safe design. The pirates wanted a weapon. Guess which ones paid on time.””
How it ends
Rewards
Items
Cerendal’s Shard, the Deep-Minded, Knowledge and Wisdom. Once per long rest, its bearer may ask the shard one yes-or-no question about something they have personally witnessed; it answers truthfully to the best of its knowledge. The shard has an influence: it always wants one more fact before committing. On a failed save against its influence, the bearer refuses to act on the current plan until they gather additional information, delaying the party by at least one scene of investigation, questioning, or research even when time is visibly against them.
On a win
The party disables the engine, retrieves Cerendal’s Shard, and escapes aboard the Storm Dancer as the workshop-isle shudders and its silent gears begin to coast.
If Veyra is persuaded, she leaves the dais alive and willing to speak; if not, the party must decide how to handle her after the fight. The shard’s resonance turns toward one or more heroes, offering a personal mystery rather than an immediate answer.
What it leaves open
If it fails
- The party fails to stop the corruption sequence in the Vault Dais.
- Veyra’s control gauntlet completes its sequence before the party can interrupt it. The shard is corrupted, becoming dangerous to handle and harder to use as a reliable source of knowledge. The party can still recover it, but must later cleanse or contain it.
- The party fails the engine-core shutdown check.
- The engine’s force explosion damages the workshop and starts its collapse. The party can escape with the shard only by abandoning equipment, spending time on a rescue, or accepting harm from the failing structure.
- The party delays too long after the engine begins to overload.
- The workshop-isle breaks apart before the party can stabilize it. The shard may be recovered during a dangerous escape, but the Storm Dancer or its crew suffers damage and the party loses any chance to study the intact engine.
Complications (d6)
- 1A gust shears across the docking platform during boarding. Each creature on the exposed span must succeed on a DC 13 Dexterity (Acrobatics) check or slide toward the edge; a creature that fails by 5 or more falls unless caught by an ally or secured line.
- 2A gear train reverses without warning in the Gear Works. The affected machinery becomes difficult terrain, and one creature in it must succeed on a DC 14 Dexterity saving throw or be knocked prone.
- 3A sky-pirate crew member mistakes a party member for an intruder and sounds a hand-bell alarm. Unless the party calms, distracts, or restrains the lookout within a round, one additional guardian joins the nearest fight.
- 4A pressure pipe vents scalding mana-steam across a narrow passage. Creatures crossing it must succeed on a DC 14 Dexterity saving throw or take 2d6 fire damage and have their speed reduced by 10 feet until the end of their next turn.
- 5The engine’s pulse makes a loose shard of metal vibrate in time with the party’s recovered shards. The noise reveals the party’s location to nearby guardians, but grants advantage on one Intelligence (Arcana) check to identify the engine’s resonance.
- 6A torn mooring cable swings through the passage. One creature can use an action and succeed on a DC 14 Strength (Athletics) check to secure it, creating a safe handline; otherwise the cable knocks loose equipment into the lower rigging.
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