session 6: Gears and claws

Setting: A shadowed clearing beneath one of the colossal, vine-strangled cranes. Moss hangs from iron rails; old signal lamps flicker with blue-green magic. Massive stone-and-metal tracks run between the Wall of Honour and Wall of Spirit, overgrown and haunted by animal calls. The Ivory Order camp is nearby: a collection of tents and rough cabins built from scavenged train parts and planks, surrounded by watchful warriors, settlers, and broken constructs.

Plot points/Scenes

Segment 3: Faction Encounter—Conflict in the Cranes

As the party approaches the gate of the Cranes district, they find Sha’vren Wildgleam—Ivory Order ranger—holding Krarta the Snapping Tortle at spearpoint. Both look battered and deeply out of place among the ancient, rusted machinery.   Sha’vren: Clearly shaken, weapon out but unsure, says: “He tried to run. They want him brought in, but I… I don’t want to see more blood in these grounds. Please, I need to know what’s right.” Krarta: On his knees, clutching his shell, glares and hisses: “You brought your Order’s steel and your walls—now you want to finish us off? Oriria is gone because of you all!” Skill Checks (as before, but slightly reframed):
  • Insight (DC 13): Sha’vren’s fear and guilt are real; Krarta’s trauma is genuine but he’s blaming anyone not of the Herd.
  • Persuasion (DC 15, Sha’vren): She’ll relent if convinced of a peaceful path or a promise to find the truth.
  • Medicine/Perception (DC 12, Krarta): Not wounded, only spent and frantic.
  • History/Arcana (DC 14): Oriria’s loss destabilizes the Grove and Herd—Ivory Order might seize this as a reason to “restore order” or annex the Cranes as a new base.
  • Direct question to Krarta: He saw Oriria collapse during the chaos; claims a “beast” was loose, didn’t see details, blames Order and “outsiders.”
  Notes: There’s tension between Ivory Order loyalists (warriors, led by Tharian Caesin, who want the Herd stamped out) and settlers (want peace, farming, less violence). Faction leaders (Tharian, Ivory paladins) may show up if the party stalls or if things get loud.

Components

Goals

Magical cranes

The cranes have been broken for century' s but the settlers are interested in fixing them. They are led by Vareth Caesin. but their group has few soldiers. They know nothing however about the mechanics or magic behind the systems. Tharian caesinsees them as magical and corrupted, tharian tries to commit to the old ways of the ivory order. Tries to dismantle the carts, to use their part on other projects. Like building regular horse drawn carts.
He has a sizable, majority of the local ivory order following him. Vorrak Vexun is independant but has a good following. He can be persuaded to help the settlers and the party.   Bramthurim Ironeater Disguised as a wild hermit, he’s actually the last “engineer” who can restore the Cranes. He’s initially raving, speaking in broken “machine” metaphors, only becoming lucid if shown respect or given a piece of old machinery.
He is emprisoned in one of the magical carts by Tharian caesinwho thinks he is one of the Herd of Oririacome to create chaos. Bramthrum will act chaotically, but can be engaged when provided with the right questions, or getting him released. He knows the ritual to reboot the cranes, can perform or teach it. can point to strucutral plans and Is an engineer and can help in the train puzzle at the end.   A. Who killed oriria? Tharian Caesin, Ivory Order paladin and party member’s brother, led the charge, hoping to “pacify” the Grove before others moved in. Hinted in the camp: Documents, overheard orders, or direct confrontation with Tharian could reveal this. Who killed Oriria? In truth, it was Hairy-Flower (tabaxi) in beast-form, during the raid’s chaos—but most believe it was the Order, or “some beast.” Hints: Tufts of cat fur, oversized claw marks, delirious survivor accounts. There is however also a owlbear in the forest, the party can be sent on a mission to take down this beast, mistaking it for the killer of oriria.     Missing Magical Child The desperate mother Serrat of the Wildgleam claims her child was taken after she gave birth by two identical figures. No one else saw anything. She cries in a private room at the Pulley Inn, desperate to get help. The barman or the parents of ludwig Vareth Caesinand Myriil Frostvein might say that she needs help. The child was born half in animal form, changing back in a magic process. This hints at the where animal genetics of tlacopani. Hinting at the possible beastial figure of Hairy Flower Nym Laucacian is staying at the Pulley INN, he is hiding out in his room. The bartender might say that there are a number of odd people around camp, herd of oriria refugees but these are mostly emprisoned. Well there is this odd elven felow hiding out in his room. nym is a elven priest, and twin of Nymeria. Juniper Darlingtoncan make a history or insight check to remember them as twins. Or it can come up in conversation. He is troubled by stealing the child, who is taken away by nymeria. But he tries to keep it a secret, he is supposed to locate other children.

Hooks

1. The Cranes and Faction Power Struggle   Background:
  • The Cranes are ancient, broken magical machines for lifting wagons over city walls. Settlers wish to restore them, led by Vareth Caesin (amicable, not militaristic, few soldiers, little technical knowledge).
  • Tharian Caesin (Ivory Order paladin, traditionalist, party member’s brother) sees the cranes as dangerous and magical—prefers to dismantle for parts (mundane carts, etc). He commands the majority of the local Ivory Order.
  • Vorrak Vexun leads an independent faction—can be convinced to side with settlers/party.
    Key Hooks:
  • Political tension: restoring old technology (settlers) vs. tradition (Ivory Order under Tharian).
  • Party can sway Vorrak, shift camp politics, or resolve sabotage/negotiation scenes.

Backdrops

Locations

Daily Routine:
  • Patrols through the overgrown trainyard, hunting for wild animals, missing supplies, or sabotage.
  • Settler-farmers tending to magical crops (some mutated, some dangerous).
  Minor Conflicts: Tensions between warriors and peaceful settlers.       Scavenger’s Market:
  • A tiny market run by desperate settlers—trade in old tech, enchanted components, food, and secrets.
  Work on the Cranes: A crew trying to reactivate a smaller crane; party might help with skills (Arcana, Engineering, Strength), discovering dangerous magical residues or a lurking beast.

Encounters

Crane escape:

Objective: Assemble a working train that can carry all 5 players to safety, either:
  • North to the Hill of Seats (via the brown/golden track).
  • South to the Bowls (via the curved track).
Optional: Hook up the prisoner cart for a moral reward (or useful NPC).   Train Conditions: Each cart fits 4 players, so at least 2 linked carts are needed. 3 working carts are already on the map.   Additional broken carts may be: Repaired (via skill checks). Moved/cleared (STR/DEX or use of the small crane). Or used as extra wagon space (slow but functional).     Powering Rules: Minimum DC 10 Arcana to power the first segment. +1 track segment per 5 points over DC (15 = 2, 20 = 3, etc). If players have the technician NPC → Advantage on check. If players found the rail manual → No minimum DC, just one segment per 5 points. Example: A DC 18 Arcana check with manual = 3 tracks powered.   Small Crane Arm (SW of turntable) Controlled by 2 players simultaneously (coordination puzzle!). Can lift/drop wagons within its turn radius (visually ~90°).   Used to: Clear blocked tracks. Attach wagons together. Move wagons onto the turntable.   Skill Checks: Athletics or Sleight of Hand (DC 12) to position the claw. Arcana or Insight (DC 13) to stabilize magical lifting force.   Turntable (Center Circle) Can rotate wagons onto any adjacent track.   Requires: 1 powered track connection, and Successful lever operation (STR DC 10) or Use of control panel override (1 segment).   Repairing Wagons: Players can: Use preparation time to fix broken wagons. Or repair during the encounter, costing actions/rounds.   Skill Checks: Tinker's Tools / Arcana / Engineering tools (DC 14). Success = cart becomes usable (may be slow or missing brakes). Failure by 5+ = triggers wild spark (lightning/magic surge).