Cogs and Contracts

A thrilling quest for glory amidst goblin-engineered machines and human deceit, racing against a 24-hour clock.

In a medieval world devoid of magic, goblins have ingeniously melded steam and simple mechanics to create advanced machinery—contraptions that can shape civilizations. The manual access to these machines is tightly controlled by humans, who view goblins as a necessary nuisance due to their engineering prowess. However, a conspiracy threatens to ignite tensions when a valuable project, rumored to revolutionize transport, is sabotaged and a major contract is about to be unfairly awarded. The adventurers find themselves in the middle of a political wrangling, needing to decipher the puzzle within a whirlwind 24-hour deadline imposed by a natural force—a looming storm expected to destroy the prototype if it’s not moved.

Campaign Image

The World

Context

In this world, goblins have mastered simple mechanics and engineering, crafting vital machinery, while humans wield control over governance. The reliance on goblin technology fosters mutual dependency amidst political tensions, creating opportunities for both innovation and exploitation in unforeseen ways.

Concept

Goblins have engineered steam-driven machines, creating a medieval industrial revolution.

Impact

Humans depend on goblins for machinery, fostering uneasy alliances and political manipulation.

The Plot

Summary

The players arrive in a bustling city where goblins are an underclass of skilled machinists. A prominent transport prototype, a steam-powered caravan, is scheduled for a demonstration to secure a vital contract. However, human conspirators have planted evidence to sabotage the goblins, threatening the deal. The adventurers are recruited to expose the truth and secure the contract for the rightful inventors. Midway, they find out the prototype is in danger from a coming storm that will arrive in 24 hours. The twist is discovering that key figures on both sides have a hidden agenda to monopolize the technology. The adventurers must navigate shifting loyalties and prevent disaster while uncovering the deeper scheme and ultimately ensuring the caravan gets to safety.

Complication

A massive storm is set to damage the prototype in 24 hours.

Hook

A lucrative transport deal could be yours, but sabotage threatens.

World stakes

Loses innovation, setting back human-goblin relations years.

Personal stakes

Failure tarnishes the PCs’ reputation, losing valuable alliances.

The Acts

Act 1

Summary:

The players enter the goblin workshop, finding it in chaos over a human-orchestrated sabotage accusation. The adventurers must uncover the truth behind the forged equipment damages. Tensions are high as humans look to assign blame, and the goblin engineers are desperate to prove their innocence. By gathering evidence and confronting conspirators, the players uncover the false accusations designed to justify breaking the contract.

Location:

Goblins’ sprawling workshop full of ingenious steam machines.

Challenge:

Uncovering conspiracy through investigation within the workshop.

Objective:

Prove goblins’ innocence in the sabotage accusation.

Set Back:

Misplaced tool leads to questioning the adventurers’ trustworthiness.

Revelation:

Humans forged evidence to break the contract.

GM's Guide:

Introduce players to the vibrant workshop, emphasizing the distinct goblin craftsmanship. Balance tension between urgency (imminent storm) and investigation (teamwork with goblins). Encourage creative problem-solving and NPC interaction. Highlight acts of cut-throat politics to enrich player experience.

GM's Move:

City storm preparations heighten urgency and workshop tensions.

Act 2

Summary:

With the conspiracy partially uncovered, the adventurers must navigate the political intrigue at City Hall to push for an immediate hearing to clear the goblin engineers. Here, they encounter powerful politicians with their motives and hidden chapters of the conspiracy. As the hearing unfolds, a frantic message announces the early arrival of the storm, pressuring the adventurers to act decisively to save the prototype.

Location:

City Hall with its grand yet intimidating bureaucratic presence.

Challenge:

Navigating political dynamics to secure a trial.

Objective:

Secure a quick trial to prove goblins' innocence.

Set Back:

The key politician unexpectedly sides with conspirators.

Revelation:

Storm arrives earlier, threatening the workshop and prototype.

GM's Guide:

Emphasize the labyrinthine bureaucratic environment, with players facing ever-shifting alliances. Use political NPCs to introduce layers of conspiracy, expanding on motives. Keep pacing brisk as the storm threat looms to create urgency.

GM's Move:

Surprise storm grows dangerously closer with each hour.

Act 3

Summary:

Realizing that both human and goblin leaders hold secrets about the prototype’s potential, the adventurers must act quickly to save it from the storm. The journey to transport the caravan across city borders is fraught with mechanical challenges and societal pressure as various factions converge. As dawn approaches, players must secure the prototype’s safety and decide which leader’s vision to support, reshaping future human-goblin dynamics.

Location:

Urban streets with storm-ravaged skyline creating urgency.

Challenge:

Preventing prototype destruction or theft in the chaos.

Objective:

Safely transport the prototype out of the storm’s path.

Set Back:

A critical mechanical part breaks mid-escape.

Revelation:

Hidden agendas to monopolize technology are exposed.

GM's Guide:

Heighten drama with environmental chaos (storm) and mechanical dilemmas. Enable players to make impactful decisions on alliances. Maintain tension with dual threats of storm and political pressure.

GM's Move:

Goblin and human allies clash over who gets credit.

Climax:

Players decide the fate of the revolutionary technology and its alliances.