Campaign summary of Clockwork Dawn, set in the World of Kiynan (5E compatible, based on Wizard of the Coast’s SRD 5.2.1).
The party’s investigation began at the Spire City Prison. While Oren initially suggested gathering intelligence at the Gray Market first, the group decided to pursue their most direct lead: the bribed guard, Barnaby. Upon arriving, they were directed to the office of Warden Thorne. The meeting was tense, and while Bitoh prodded at the Warden’s failure, it was Ethane’s sharp taunts about needing outsiders to fix his mistakes that finally caused the man to snap, making him defensively admit that the prison had been understaffed and underfunded for years.
Next, the heroes examined Aldred’s former cell. Shep’s initial, humorous theory that someone might have broken in was quickly debunked by Oren’s expert eye, which determined the explosion originated from inside the cell. Their investigation uncovered three crucial clues: fragments of the explosive device bore a small, scratched symbol of a cobra’s head; the residue on the wall had a distinctive yellow tinge, which Oren identified as coming from picric acid, a powerful and rare explosive component; and a small, empty syringe that had likely contained a chemical stimulant. Oren remembered that the cobra symbol was associated with a notorious criminal organization in Spire known as the Serpent’s Head.
The party then confronted Barnaby, who was being held in solitary confinement. The disgraced guard was a nervous wreck, at first denying any involvement. However, his resolve crumbled after Bitoh offered him some chewing tobacco and then cleverly bluffed that it was poisoned. Barnaby confessed to smuggling packages for Aldred, which he received from a twitchy, greasy-haired contact in the Gray Market who he believed worked for the Serpent’s Head. Before leaving the distraught prisoner, Ethane lingered behind for a private and intimate encounter, offering the lonely man a moment of compassion in his signature House Lust style.
With this new lead, the group headed to the labyrinthine Gray Market. Oren, familiar with the city’s underbelly, not only recognized the twitchy contact, a man nicknamed “Fingers” Finn, but also wisely gathered intel from a more reliable merchant first. He learned that Finn was considered a low-level wannabe within the Serpent’s Head, a useful piece of information that shaped their strategy. In a stroke of brilliance, Ethane used his magic to disguise himself as Barnaby and approached Finn directly. The ruse worked, confirming that Finn was in contact with Aldred and the Serpent’s Head, but Finn angrily paid “Barnaby” to disappear, making it clear no further information would be given willingly.
Realizing a subtle approach was no longer an option, the party ambushed Finn in an alley. The situation immediately escalated as Finn’s allies, including a deadly-looking rogue and a grenadier, emerged from the crowd. A chaotic brawl erupted in the middle of the crowded market. Oren deployed his alchemical tools, launching a vial of irritant gas to control the battlefield, while Bitoh unleashed his fury, smashing foes with his warhammer. Throughout the desperate fight, Shep proved to be a vital anchor, delivering significant healing to his battered allies. The confrontation took a dark, yet comical, turn when Oren attempted to non-lethally disable their primary lead for questioning. Instead of a simple disabling shot, his powerful pistol blew Finn’s leg clean off, killing him almost instantly and leaving the party without their main contact. With Finn unexpectedly eliminated, the group quickly focused on capturing the remaining henchmen, successfully knocking out both the rogue and the grenadier. Demonstrating his practical knowledge, Shep immediately administered first aid to the unconscious rogue, stopping his bleeding and stabilizing him for later questioning.
With the battle ended, the adventurers were left standing alone in the deserted and demolished market, catching their breath and trying to determine their next move.
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