ZEITGEIST #7: Schism (4E & Pathfinder)

ZEITGEIST #7: Schism (4E & Pathfinder) 1

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On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis.

Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope.

A fantasy adventure for mindful heroes of levels 15-16 (D&D 4E) or 11-12 (Pathfinder).


On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis.

Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope.

A fantasy adventure for mindful heroes of levels 15-16 (D&D 4E) or 11-12 (Pathfinder).


On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis.

Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope.

A fantasy adventure for mindful heroes of levels 15-16 (D&D 4E) or 11-12 (Pathfinder).


On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis.

Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope.

A fantasy adventure for mindful heroes of levels 15-16 (D&D 4E) or 11-12 (Pathfinder).


On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis.

Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope.

A fantasy adventure for mindful heroes of levels 15-16 (D&D 4E) or 11-12 (Pathfinder).


On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis.

Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope.

A fantasy adventure for mindful heroes of levels 15-16 (D&D 4E) or 11-12 (Pathfinder).
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