The characters in this session were:

  • Armand Percival Reginald Francois Eustace de la Marche III, a suspiciously pale, apparently human noble and sorcerer, and certainly not a ghoul (how dare such a thing be suggested).
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”
  • Sprigley Gilette, a hardboiled, cigar-chomping human mercenary and veteran of several brutal wars, and a relatively new arrival in Hex.
  • Vespidae, a waspkin bard – a sacred dancer with a deathwish, shunned by the waspkin community for complicated ritualistic reasons. Now a devoted follower of the Queen in Yellow.
  • Yam, an eccentric gnome illusionist and local graduate student at Umbral University. Yam cares little for money. Yam is curious. Yam is Yam.

XP Awarded: 400 XP.

At their usual haunt, the Green Star, the party convened at the request of Yam, who had received word from some of their gnomish brethren in the district of Mainspring that a company of mechanists, Cogswright & Associates, who seemed to have developed what they called an “issue” with their automata. The gnomes were looking for those with strong skills in problem-solving and “robot fighting” to assist them. After stocking up on a few provisions the party set out for the whirring clockwork ghetto of the gnomes.

Mainspring

Stepping into Mainspring was like stepping into another world – a place of churning gears and hissing steam-valves and hammering pistons, where all the doors were made for people under four feet tall. Gnomes make up almost all of the population in the district, and could be seen flitting to and fro across streets, up and down elevators, across bridges, and along moving walkways. It would have been maddeningly difficult not only to navigate the twisted, ever-changing machine that is Mainspring but to even discern the function of a particular building, many of which seem to be multi-use, were it not for Yam, who grew up in the mechanical labyrinth. Amidst the shifting morass of pistons, gears, steam-valves, chimneys, and whirring clocks, it was difficult to tell where one street ends and another began, but with Yam’s guidance they found your way to Coil Street: a meandering street shadowed by an enormous conglomeration of buildings of bewildering size and complexity. A churning street-sweeping automaton rolled by, followed by a mass of smaller litter-collection drones spearing bits of trash with their mechanical spikes and then depositing them in the lumbering, cauldron-shaped incinerator automaton that trailed the robotic train. After a quick visit to Yam’s mother, an artificer of some skill directing construction of a new part of the unfathomable mega-machine that is Mainspring, the party made their way to Cogswright & Associates on Coil Street.

clockwork city

The rusty metal spire of Cogswright & Associates was so interconnected with the surrounding machinery it was hard to tell where it ended and its neighbours begin. Its entrance advertised the company as a “maker of fine automata,” and displayed several samples in a glass window. These included an automaton flamingo that delicately stalked back and forth across the display, an automaton ballerina who occasionally demonstrated its dancing with a twirl, and a hulking clockwork ettin, its two heads swivelling from side to side, appraising passersby. Inside, the party were met by a ten-foot-tall automaton of gleaming brass, armed with a massive halberd. It looks a bit like an oversized gnome. “Welcome, visitors,” the automaton’s voicebox croaked. “Please state your business.”

“Here about the robot fighting,” Yam said, and the robot ushered them inside a large workshop where thousands of automaton components were scattered madly – from coils and springs and gears to chassis parts and painted faces – two gnomes are tinkering. They looked remarkably like one another, though one looks male and the other female.

Tinker1

“Ah, hi Yam,” the female gnome said. “Hello, everyone. I’m Wanda Cogswright.”

“And I’m Edgar Cogswright – owners of Cogswright & Associates,” the male said, wiping a gloved hand on his apron. “Good to see you Yam. Dissertation coming well?”

Yam made a non-committal noise.

“Thank you for coming on such short notice,” Wanda said. “Can we offer you any refreshments? Tea perhaps?”

Eustace gladly accepted, and a scuttling teapot automaton poured them tea.

“You fix the scalding issue?” Yam asked, eyeing the automaton.

“Ah. We’re working on it,” Wanda said.

“You’re adventurers in Hex, so I take it at least some of you have been down in the Old City,” Edgar said, moving on to more pertinent matters. “Most of the upper tunnels have been thoroughly looted already, and it can be very difficult to reach some of the lower chambers. The Librarians put all sorts of traps and protections round the entrances.”

“So we thought, why not circumvent those protections?” Wanda put in. “We gnomes have been making tunnels for centuries. We’re really, really good at it. We don’t need to jump through the Librarians’ hoops. We can just tunnel into the lower levels.”

“Even the most conservative estimates suggest we’ve barely scratched the surface of the Old City,” Edgar went on. “There are miles of tunnels down there, almost all of it totally unexplored. The city up here, big as it seems, is tiny compared to what lies below.”

“So, we did what gnomes do,” Wanda said. “We built automata. Automaton drills to punch through layers of earth and stone and demolitions automata to blast or cut through what can’t be drilled. Automaton protectors to guard our expeditions against the unpleasant things that lurk in the depths of the Old City.”

automaton

“We drilled and delved and drilled and delved, and mostly we just found earth and boring, empty chambers,” Edgar continued. “But then we struck proverbial paydirt. A sector of the Old City hitherto unexplored, deep, deep below Hex, full of everything we’d hoped – books and artefacts and strange machines, all of the wonders of the First Library. Our plan had worked.”

“Unfortunately there’s been something of a snag,” Wanda explained. “We don’t know how it happened, but something down there started messing with out automata. At first just minor malfunctions – bots that wouldn’t take orders properly, or that started doing things on their own. But then…”

“Then things got ugly,” Edgar interjected. “Really ugly. The automata turned on us, started attacking. We lost some of our expedition. More are still down there, possibly trapped or on the run from our constructs.”

“We’ve spent a lot of time and gold on this excavation,” Wanda said. “And we want to know what went wrong. We want you to go down there and see if you can find out what made the automata go haywire – and, if you can, reverse it.”

“Don’t worry about damaging any constructs you encounter,” Edgar said. “Do whatever you need to. We can always use mending to repair them. And, of course, if you come across any of our expedition while you’re down there, do what you can to take them to safety.”

“If you can’t figure out what’s causing the automata to behave like this, there’s sort of a Plan B,” Wanda added. “Well, more like a Plan Z, really, we’ve really worked our way through a lot of plans recently. If there doesn’t seem to be any way to reverse the process we want you to blow the tunnel, seal everything back up. Eventually the automata will wind down on their own, and we can go back in and see if we can make sense of what happened. But if the tunnel remains open, the constructs might come back up… and we definitely don’t want that.”

“In either case, your reward is simple,” Edgar said. “Anything you find down there is yours. If you manage to deactivate the automata or undo whatever has happened to them, we’ll throw in a bonus of five hundred guineas each.”

“Sound fair?” Wanda asks.

The party agreed and were duly equipped with a quantity of explosives before being escorted down a flight of stairs and into a series of tunnels below the workshop, where a cable car awaited them to lead them deeper underground.

cable car

Two metal cables snaked along the ceiling in the tunnel, which descended deep into the earth. Hooked to the cables was a rickety-looking, rusted cable car equipped with a sputtering light, either magical or electric. Complex gear-driven mechanisms were connected to the cables, so that the car can be propelled along them. A lever was set within arm’s reach of the car. Armand, with a flick of the wrist, cast a light spell to arrest the flickering light, and the group piled in, Yam yanking the lever.

With a lurch, the cable car began to move, swaying vertiginously. At first it moved slowly as it approached the shaft plunging down into darkness, but then it began to gather speed before finally hurtling into the chthonic gloom at breakneck speed, the flickering light briefly illuminating the rock walls as the car whizzed downwards, spiraling deeper and deeper, occasionally dropping almost vertically. Occasional side-tunnels and branching passages could be briefly glimpsed during the descent, before the car leveled off, suspended now above a vast, dark cavern below. Stalagmites and the broken stubs of ancient monoliths rose from below, barely visible in the darkness. The car careened back into a tunnel, winding ever downwards, before emerging again into an echoing cave, this one filled with phosphorescent fungi; the party caught a glimpse of a subterranean stream flowing through the inky blackness, and then the car was swallowed once more by a narrow tunnel, bored into the rock.

At last the cable car came to a half at the end of the long, meandering tunnel, within a natural cavern studded here and there with lumps of glimmering crystal. Another tunnel bored by the same great drill that fashioned the shaft leading up to the surface stretched ahead.

crystal-cave-fantasy-wallpaper-3

Beyond a short tunnel lay another natural cavern, this one with walls not of rock but of softly glowing crystal, changing in colour from pale mauve to cerulean blue to bright crimson to gleaming white. Two passages, both obviously artificial, led deeper into the caves. Sister carefully removed some of the crystals here before the party pressed onward, coming now to a sluggish river of lava, quite broad, with occasional lumps of un-melted rock floated on its glowing orange surface. Sister tested one of the crystals here, throwing it at the lava and producing a blinding flash of light that left her eyes stinging. Armand, ignoring this, quickly cast several rays of frost to harden the lava for a few moments, allowing the party to quickly cross the river before the rock-bridge melted once more.

Next the party came to a branch in the path, and decided to head to the left, following the sound of a whirring machine, which became deafening as the party approached their source. At the end of a winding tunnel a huge clockwork machine rammed itself repeatedly into a wall of rock, slowly boring its way further with the massive drill on its front. A mass of churning gears and metal plates, the enormous automaton had six leg-like appendages, the better to navigate difficult terrain, and resembles a gigantic clockwork beetle. There was something disturbing in its aimlessness. In between its assaults on the rock a mechanical voice occasionally spoke in the gnomish language: “MUST GET OUT! MUST ESCAPE!”

Yam distracted the automaton, telling it to “Out is that way! and leading it toward the lava river while the rest of the group got out of the way. The berserk drill swiveled and barreled after Yam, their companions following; as the automaton arrived at the lava river, Yam cast thunderwave, pushing the robot into the river of molten rock. Yam’s companions arrived, Armand and Vespidae leaping on to the machine to try and wrest free its ticking analytical engine.

“MUST GET OUT OF THE ASYLUM!” the machine shrieked madly.

As the drill sunk into the lava it screamed horribly, its metal turning to white-hot sludge, and the pair managed to rip the clockwork brain free, Sprigley grabbing Armand and pulling him back to solid ground. As they did so Sister felt a strange ripple in the air, as if a spirit had passed through her. Upon examination the party determined that the mechanism had been tampered with somehow, though there were no signs of physical force such as tool-marks.

Digger

The party pressed on past the tunnel where the drill had been boring. The smooth, round tunnel broke through at last into a space beyond – a chamber with walls of ancient stone, black as midnight save for the glimmer of weird glyphs that here and there adorn its vast, polyhedral columns. An electric frisson passed through the body upon entering this primeval place, where once dwelt beings of unthinkable knowledge and power. First the party turned left; protruding from the ceiling of the vaguely cylindrical chamber they entered was a huge, complex machine of iridescent metal, terminating in a node suspended directly above a large dais – anyone standing on the dais would be directly beneath the node. To one side of the dais was a console glimmering with the arcane glyphs of the Librarians. Though Yam was eager to experiment the party cautioned against it. Sister removed a mug from her pack and placed on the dais before activating the machine. There was a loud series of unearthly sounds and a beam of light shot from the node to the mug. The mug vanished without a trace – no shards, no smudge marks, it was simply gone. Reasoning it was either a vaporizer or a teleporter the party pressed on, making a note of the machine in case they needed to return to it later. They followed the tunnel to the right to a heptagonal chamber with honeycomb-like shelves in which were piled a number of scrolls. Seemingly trapped within was a roughly humanoid automaton eight feet in height. Its eyes were fashioned from rubies that flashed with red light. The berserk automaton occasionally used these gemstone eyes to try and burn its way out of the room with a searing red beam. Detecting magic, the party ascertained that some sort of illusion was keeping the automaton penned in and decided to leave it be for the time being.

Yam's MapYam’s map of the first level.

Continuing their exploration, the party pressed on, encountering a large, cylindrical chamber with walls adorned with the glyphs of the Librarians. The floor, which at first appeared to be solid stone, became transparent upon entrance, revealing a dark shaft below, while the ceiling likewise became transparent and showed that the shaft also extended upwards. Deep down, what looked like a light could be glimpsed, possibly coming from an exit from the shaft. Puzzled, they left the chamber only to become snared in a trap-corridor which seemed to have two dead ends – the moment they turned around they found the way they had come blocked and utterly impassible. By closing their eyes they found themselves capable of defeating the trap: the wall was only present when perceived. Next the came to a trapezoid hall – some form of shrine, dedicated to an almost indescribable idol of cyclopean size that loomed near the far wall, fashioned of the same night-black stone as the rest of this part of the Old City. The being had a complicated series of many-jointed limbs dangling down from an enormous mass suggestive of a gigantic, angular, and thoroughly inhuman head, but lacking any trace of eye sockets – where eyes might be in a human head there was only smooth stone. The thing’s mouthparts were vaguely lamprey-like or cephalopodan. The overall impression was that some monstrous spider of octopus had crawled into an eyeless skull. Sister identified the deity as the Eyeless Watcher, one of the Unspeakable Ones revered by the Librarians and by some in Hex, renowned for its total omniscience and powers of foresight.

Continuing their survey the party next came to a wall of shimmering energy blocking progress forwards. There was a console to one side with a series of glowing glyph markings on it. Armand and Yam managed to decipher these runes, and after some experimentation they caused the wall to dissipate. Beyond were two rooms of note. In the first, a heptagonal chamber, were seven opalescent pods, emerging from the floor. These pods could be opened and climbed into, though this had no noticeable effect; one also seemed dim and grey. The second chamber, rhomboid in shape, looked to be an arsenal or vault with a number of unusual items. These included some kind of band, fitted for a tentacle but wearable as a bracer; a round plate of glass is set in a glyph-graven frame; a prismatic stone; an impressive-looking weapon somewhat reminiscent of a blunderbuss or short rifle, though fantastically complex and sophisticated; a polyhedral puzzle-box; and a glyph-graven wand of iridescent metal. The party looted the chamber thoroughly.

Yam took the lens. Peering through it, he discovered he could see what looked like a gnome, shouting and waving wildly! The gnome, only visible through the lens, could not be heard or otherwise interacted with; indeed, he could even be walked-through with ease. Yam urged the party to follow the supersensible gnome, who led them back through the Old City to the room with the huge machine. The gnome gestured to the dais and Yam climbed on, handing the lens to Sister and indicating that the party should activate the machine. Light shot from the beam and irradiated Yam, who found themself quite suddenly in a grey, silvery version of the same room – the Ethereal plane. The gnome, however, was suddenly audible. Yam also noticed a mug at their feet – the same mug they’d placed on the dais before.

gnome

“Oh, thank the Magistra,” the gnome exclaimed. “You must be here to get us out of this mess. I’m Isaac.”

“Yam,” Yam responded. It seemed the gnome, one of the explorers who’d delved into the Old City, had fled after the automata attacked, shortly after they’d used some explosives to enter a room on the second floor. Isaac explained that the mysterious cylindrical room with the transparent floor was a mentally-controlled elevator. He fled to this level, pursued by the automaton with cutting eye-beams, and turned himself Ethereal in order to evade it. Isaac was able to explain several other features of this part of the Old City, including the white pods, which he described as “pods of rebirth” capable of returning the dead to life.

Yam, followed by the rest of the party using the lens, proceeded to explore the rest of the same level. Yam first stopped at the room with the automaton trapped inside it, and noted something bizarre: a creature somewhere between a spider, a malevolent squid, and a throbbing brain controlling the automaton like a marionette, its limbs intertwined with the robot’s, its tendrils plunging into its clockwork innards. Next, Yam returned to the arsenal and discovered another prismatic stone identical to the one Sister took, but in the Ethereal plane. Some experimenting soon revealed that the two stones were linked, allowing sounds whispered through one stone to be heard through the other. This allowed Yam to relay everything he’d learned to the rest of the party, who now hastened to the second level, using mental commands to control the telepathic elevator.

Yam's Map 2Yam’s map of the second level.

Pressing on, the party entered an oblong chamber with a throne-like seat at its far end, though the angles suggest it was made for a non-humanoid shape. Complex machinery radiates from the throne, with several spindly metal appendages inert near the top. At the far end of the hall was a console glimmering with arcane sigils. Yam, in the Ethereal plane, noted a peculiar, blade like implement, scalpel-like, made of the same strange metal as many Librarian artefacts. Yam pocketed this and the group moved on, while Isaac speculated about the possible uses of the machine for psychosurgery. The gnome explained that he suspected this section of the Old City to be an asylum, made by the Librarians for those driven mad by the secrets they’d uncovered.

Next the group came across a series of small, hexagonal chambers along a single corridor. Investigating one, Vespidae discovered five niches, one for each wall without a door.  Approaching each niche in turn, the waspkin realized that they could materialize objects: one niche createda small sphere of bland but nutritious whitish sustenance, another materialized a crystal phial of water, a third created a small, chalky tablet, a fourth a vibrantly coloured pill, and the fifth and final niche a set of plain, white garments tailored to her waspkin form. Evidently the room was psychic to some degree. Meanwhile, Armand stopped the door from closing automatically. Intuiting that some additional effect might take place with the door closed, Sprigley volunteered to experiment, telling Armand to release him after five minutes.

800px-Clock_Cogs

The minutes passed, but when Armand opened the door, the Sprigley that emerged was not the Sprigley they’d seen enter – this Sprigley had five months of beard, seemed strangely euphoric, was dressed in white clothes, and seemed reluctant to leave the chamber. When pressed he described his time in the cell, revealed that the door had been locked from the inside. From Sprigley’s point of view, months had passed, with no sign of rescue, and so he had consumed the sustenance provided, including the chalky tablet and vividly coloured pill – one of which proved to be a sleeping tablet, the other which caused intensely pleasurable dreams. The hardened mercenary had spent the last five months of subjective time sleeping, eating, and meditating in the cell, and despite some initial attempts to force his way out, he had eventually lost the will to leave. Somewhat horrified by the evident time-shift effect of the cells, the party hastened onwards, eager to avoid any more temporal accidents.

Pressing on, the party encountered several more gnomes, but as they approached it becomes obvious they were undead creatures – from the look of things they were variously crushed or shot through by beams of energy, with clean, charred holes riddling their bodies. Yam, viewing them in the Ethereal Plane, could see that each gnome zombie was being controlled by a monstrous polyp-like creature riding upon their back or shoulders. They varied in exact appearance but combined unappealing aspects of jellyfish, cephalopod, and brain. As the zombies lurched towards them the party attacked with spells and weapons, a still-spaced Sprigley shooting one zombie dead, Armand and Sister wielding spells of arcane and divine might, Vespidae hurling javelins. Yam, on the Ethereal, attacked one the strange beings and forced it to relinquish its hold on a gnome corpse; it scuttled away down the hall, Yam in pursuit. The gnome passed through a pair of massive doors made from glistening metal, blown open and partially melted. In the chamber beyond was a hall with numerous shelves, containing a handful of small, multi-hued orbs like huge jewels that glimmer softly. Covering the floor were innumerable glittering shards. Some were large enough to recognize as the shattered remnants of orbs like the ones on the shelves. In the middle of the room was a slab of strangely reflective metal, a hand-like clamp at one end. A console and a kind of receptacle containing a black orb like the ones on the shelves stood to one side of the device. Yam was reminded of the Consciousness Extractor the group had encountered on a previous expedition to the Old City.*

Hovering above the broken glass and strange machine, swirling in the centre of the room in the Ethereal, was a roiling, amorphous mass of limbs, tentacles, and brain-matter – a coalescence of disembodied spirits, unable to find hosts. The Librarian Yam had injured scuttled up the wall and launched its at the conglomeration, rejoining the mass. Yam’s eyes widened and they beat a quick retreat, back to where the party had dispatched the remaining zombies. Sister, thinking quickly and noting the presence of the Librarian essences, had conjured an image of the Eyeless Watcher to terrify them, chasing them toward the time-shifted cell-block. Speaking through the prism, Yam described the disembodied spirits they’d seen in the huge hall. The party theorized that when the gnomes blew open the door they must have shattered the crystals containing the consciousnesses or essences or souls of the entities incarcerated in the “asylum.”

Grell3e

They carried the corpses back to the first level, to revive them using the pods of rebirth; en route they encountered an extremely elderly gnome wandering the halls, apparently another inmate of the time-shifted cells who’d been released when a Librarian was ushered inside on the Ethereal plane. The gnome, Anaximander, must have been in the cells for a few days of objective time and thus many decades of subjective time. Dazed, he could only distantly recall the details of the original expedition, but greeted Isaac as a long-lost friend. Together the group put the bodies of the dead gnomes in the resurrection-pods, restoring them to life. The grateful gnomes – Sophia, Cornelius, and Zeb – discussed possible strategies with the rest of the party to deal with the situation. While Sophia suggested use of a room called the “Emergency Time Reversal Chamber,” the party had another plan: phase the explosives they’d been given into the Ethereal plane, then use them to destroy the spirits swirling about below.

While Isaac was rematerialized using the Ethereal-Material Convertor, the party then transferred the explosives to the Ethereal, along with Sophia, the gnome expedition’s demolitions expert.They set off again for the lower level. Meanwhile, Sophia and Vespidae returned to the archive-room with the trapped automaton, pilfering a few of the scrolls contained within and using the spell protection from evil on the automaton to temporarily release it from the insane Librarian controlling it. Exiting the room using the same strategy they’d used to defeat the “dead-end” they’d encountered earlier, they managed to trap the Librarian spirit in the chamber, returning to the corridor outside with the now-obedient automaton in tow.

Down below, Yam and Sophia returned to the hall and began setting up explosives. As they did so several of the Librarians swirling above detached from the conglomeration and attacked, squealing horribly. Yam used colour spray and acid splash to deter several of the creatures while Sophia finished configuring the explosives. The timer ticked down as the two Ethereal gnomes beat a hasty retreat. The explosion was defeaning in the Ethereal but, of course, did not damage in the Material plane. Librarian body parts were strewn about the chamber, the walls painted with their Ethereal ichor, but Yam and Sophia returned quickly to the first level and rematerialized. With everyone back in the Material plane the party hastily retreated from the Old City, once again employing spells to cross the river of lava. Though secrets still remained below, the party had managed to release several of the automata from their immaterial puppeteers, returned the lost gnome expedition-members to life, and looted the complex for several artefacts of doubtless considerably value. Not bad for an afternoon’s work in Hex…

*See Hex Session II: “The Ultimate Contagion”

Images: “Steampunk Wallpaper,” “Tinkerer” from Talisman Miniatures, Skyrim concept art, Fable 3 wallpaper, “Crystal Cave 2” by firedudewraith, screenshot from Atlantis: The Lost Empire, “Rock Gnome” for 5th Edition Dungeons and Dragons by Chris Seaman, Clockwork at the Liverpool World Museum by SomeDriftwood, “Grell” from 3rd Edition Dungeons and Dragons MM.