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Shadows of Steamfort

Shadows of Steamfort

Campaign: Shadows of Steamfort

Location: Steamfort Deep Mines & The Iron-Grip District Level Range: 1-12

Campaign Overview & Themes

  • The Core Conflict: The industrial powerhouse of Steamfort is grinding to a halt. A seemingly simple labor strike in Shaft 42 over terrible working conditions has unveiled a terrifying secret: the miners have accidentally breached a "void-pocket"—a sealed, ancient dwarven hold from the Age of Ruin. Now, corrupted Aether is leaking upward, infecting the populace with the debilitating "Copper Cough," while ancient, slumbering horrors awaken in the deep. The players must navigate cutthroat corporate politics, union uprisings, and subterranean terrors to prevent Steamfort from being swallowed by the void.
  • Tone & Tropes: Gritty subterranean survival, industrial espionage, corporate greed vs. working-class struggles, cosmic horror creeping into a steampunk setting. Expect toxic environments, moral ambiguity, and claustrophobic encounters.

The Sandbox / Regional Guide

  • Base of Operations: The Rusty Cog Tavern in the Iron-Grip District. A rowdy, oil-stained safe haven run by a retired Shield Bearer. It offers a place to rest, gather rumors from off-shift miners, and purchase black-market Aether-tech.
  • Key Locations:
    • The Smog-Tiers: The upper residential and commercial districts of Steamfort, choked with pollution but filled with wealth and powerful Syndicate bosses. A place of political maneuvering.
    • Shaft 42: The epicenter of the crisis. A sprawling, multi-level mining complex that descends miles into the earth. It is currently held by striking miners, heavily trapped, and filled with environmental hazards like gas leaks and rogue drilling machinery.
    • Karak-Vann (The Silent Hold): The ancient, buried dwarven city accessed through the void-pocket. It is a hostile zone warped by necrotic Aether, featuring gravity anomalies and undead dwarven guardians.
    • The Deep-Water Sump: A flooded cavern network beneath the mines where strange, bioluminescent flora grows, offering rare resources but hiding aquatic aberrations.

Factions & Reputations

  • The Ironbeard Syndicate: The ruthless corporate overlords of Steamfort. Allying with them grants access to superior weaponry and wealth, but alienates the working class and forces the players to act as enforcers.
  • The Shaft 42 Union: Led by the charismatic Brak the Younger. They want fair treatment and the sealing of the lower levels. Allying with them provides a massive network of informants and safe houses, but puts the players at odds with the authorities.
  • The Obsidian Scale: A secretive cult operating in the shadows, obsessed with the void-pocket. They actively sabotage both the Syndicate and the Union to ensure the corrupted Aether spreads.
  • Dynamics: A delicate balancing act. Siding too heavily with the Syndicate might cause a city-wide riot, while fully backing the Union could see the players labeled as terrorists. The Obsidian Scale uses this chaos to further their own apocalyptic goals.

The Villains & Lieutenants

  • The Big Bad: Overseer Vorkas, a high-ranking Syndicate executive who has been secretly indoctrinated by the Obsidian Scale. His goal is to fully open the gates of Karak-Vann, believing the void-energy will grant him immortality and ultimate power over Steamfort.
  • The Timeline of Doom:
    • Month 3: The "Copper Cough" becomes a full-blown epidemic in the lower tiers. The Syndicate quarantines the slums, leaving thousands to die.
    • Month 6: Void-creatures begin hunting in the active mining shafts. Production drops by 70%, leading to food riots and martial law.
    • Month 12: Vorkas successfully shatters the ancient seals. Karak-Vann rises from the depths, collapsing half of Steamfort into a massive sinkhole and unleashing a Lithovore Behemoth upon Aethervale.
  • Lieutenants:
    • "Iron-Tooth" Garm: A cyborg enforcer for the Syndicate. A brutal taskmaster who uses a steam-powered exoskeleton.
    • The Whispering Warden: A corrupted, undead dwarven priest from Karak-Vann who controls the Mist-Stalkers and spreads the void-sickness.

The 5-Act Structure

  • Act I: The Inciting Incident (Levels 1-3): The party is hired by Chief Engineer Kora Flint to investigate the strike at Shaft 42. They must navigate the picket lines, negotiate with Brak the Younger, and discover the terrifying truth about the void-pocket and the mutated miners.
  • Act II: The Sandbox (Levels 4-6): The players explore the Iron-Grip District and upper mine levels. They gather evidence of the Syndicate's negligence, fight off early stage void-creatures, and hunt down Obsidian Scale cultists hiding among the populace. They must acquire experimental Aether-Resistant Suits.
  • Act III: The Turning Point (Levels 7-8): A massive set-piece event. Overseer Vorkas orchestrates a "controlled" cave-in to bury the striking miners and the players. The party survives but is plunged directly into the outer ruins of Karak-Vann. They realize Vorkas's true allegiance and the scale of the threat.
  • Act IV: The Escalation & Assault (Levels 9-10): The players must wage a guerrilla war within Karak-Vann. They face ancient dwarven death-traps, gravity-warped architecture, and battle the Whispering Warden to stop a ritual that would widen the breach.
  • Act V: The Climax (Levels 11-12): The final confrontation. The party races back up to Steamfort's central Aether-Core. They must stop Overseer Vorkas from overloading the core with void-energy. A brutal fight amidst spinning turbines, arcing electricity, and a summoned Lithovore Behemoth.

Dungeons & Set Pieces

  • The Processing Plant (Level 4): A vertical dungeon. The factory gears require players to jump between moving conveyor belts and grinding cogs while fighting Syndicate thugs. The gimmick: Every 3 rounds, the main furnace vents, causing massive fire damage to anyone not behind cover.
  • The Gravity Tombs of Karak-Vann (Level 8): An ancient mausoleum where gravity is broken. Players must walk on walls and ceilings to navigate the maze. The gimmick: Striking certain tuning forks changes the direction of gravity, allowing traversal but also weaponizing heavy objects against enemies.
  • The Core Meltdown (Level 12): The final arena. A circular platform above a raging Aether-reactor. The gimmick: The platform is slowly disintegrating. The magma rises 5ft every round, and players must continuously hack control panels to deploy temporary energy shields to survive Vorkas's devastating void-blasts.

Evolving Loot & Vestiges

  • The Engineer's Heart: A mechanical, steam-powered gauntlet.
    • Dormant (Levels 1-4): Grants +1 AC and allows the wearer to cast Mending and Shocking Grasp.
    • Awakened (Levels 5-9): Grants resistance to lightning damage. Can expend a charge to cast Heat Metal or punch the ground to create a localized tremor (as Earth Tremor).
    • Exalted (Levels 10-12): The gauntlet fuses with the user's nervous system. Grants a +2 to Strength and the ability to cast Chain Lightning once per long rest by drawing power from ambient Aether.