ZEITGEIST #6: Revelations from the Mouth of a Madman (4E & PATHFINDER)

ZEITGEIST #6: Revelations from the Mouth of a Madman (4E & PATHFINDER) 1

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The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.


The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced.

Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive.

A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).

Available to silver and gold subscribers.
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