ZEITGEIST Cypherblade's Zeitgeist campaign

Cypherblade

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Hey folks,
In a couple of months I will start with the Gears of Revolution AP for my roleplay group.
So I'm in the middle of preparations and thanks to a lot of people here, I found a huge amount of advice and material to augment the experience of my players.
Thank you all for this awesome content!

On one thing in chapter 12 'The Grinding Gears of Heaven' I didn't find a satisfactory answer on the boards. let me explain....

In Chapter 12 Part 1, the party crash lands on Av and while trying to save some fey, Av breaks apart, consumed by the grinding gears of the Gyre.
In Part 2 there is some reference to Av as being plane 53 on the map which sits all way back, farthest from the destruction of the cogwheels.

How do I have to understand this? Is this a fundamental flaw in the AP? Did I misread this? Or are the remnants of Av thrown across the Gyre and will they be processed again in some distant future?

Thanks for clarification.

Hope to keep you all posted on further developments in short notice.
 

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The king explains that there are aspects of his office that we do not know about. As king, he is connected to every man and woman in this land (a consequence of agreements with the fey). He cannot pass this power on to others. In addition, he is connected to the land itself: with concentration, he can sense who enters or leaves the country. He can even deny someone entry to the land or expel them from it entirely. Because the Obscurati are in the Bleak Gate, he cannot affect them there. He asks us to find the route the Obscurati use to reach the Bleak Gate and cast them out before his future fiancée arrives—on the 13th of Spring at six in the evening, only five days from now.

According to Delft, we only have two leads. One is someone collaborating with the Obscurati: Lorcan Kell. The small fry beneath him usually know very little, so we need to catch the big fish himself and interrogate him. We do not know where he is hiding, but we do know several places where he or his organization are sometimes active. The local police place fifty officers at our disposal to track him down, under the command of Debby Macon.

The other lead is the “terrorist” Gale, who once traveled to the Bleak Gate with the help of a fey of the Unseen Court—Ekossigan. Perhaps she could help us as well.



The B-Team​


The B-team consists of Josiah, Serena, Gaetan, Dima, Kaea, and Carlao. On the morning of the 8th, the team must go to the harbor because the negotiator from Ber is arriving there: Brakken, also called Heffanita, a minotaur. They are to escort him for the entire day.

His ship, the Fuego Duradero, resembles a galley with oars. On deck stand, among others, a gnoll and a lizardman. The lizardman jumps onto the dock and asks whether we are the five from the RHC. Meanwhile, a goblin unloading cargo gets into an argument with several local dockworkers.

Josiah notices a gnoll aboard the ship giving orders, probably the captain. A large cage is hoisted ashore, covered with a cloth. Suddenly the crate falls open, and a gigantic bear emerges, growling loudly in a defensive posture. At that same moment, a towering minotaur appears on deck.

Ferox, down!

The bear sits obediently—it is his animal companion. The bull-man introduces himself as Brakken and gives us hearty shoulder slaps as though he has known us for years.

He asks us to escort him to his embassy. Ber’s embassy is a ranch on the other side of the city. It is quite a walk. Carlao first gives him a tour of the city center. There are also demonstrators in the streets. When we arrive at Morning Square, the ambassador senses that someone important died here (Sechim). He clearly has a very high EQ—in other words, he is extremely receptive to emotions.

After two and a half hours, we arrive at the ranch. Ferox the bear is allowed to roam freely. Someone comes out of the ranch to greet us: the consul, an orc with a wooden leg named Gerax.

Later that day Brakken has another appointment in the city with the dwarf Steffan Eberhardt. So only half an hour later we head back into the bustle once more.



Team A​

Felix suddenly realizes something: the dimension he was abruptly transported to on the train was Nem, the plane of ruin—a world from which no light comes, lying very far from the sun and visible only as a black spot when it passes in front of another celestial body.

While enjoying the catering, we speak with Debby Macon from the local police. The refreshments are certainly something we should mention in our reports as a suggestion for future RHC meetings. Starting tomorrow morning, fifty officers can be deployed.

Known Kell gang locations include:
  • the Old Theater (in Parity Lake),
  • Machete Hill (in the Nettles),
  • Casa de Kell (in Parity Lake, a large estate surrounded by factories and reportedly equipped with cannons),
  • the Grand Suites (a six-story tower with snipers, also in Parity Lake).
Naturally, the gang likely has additional safehouses and locations.

We may distribute the fifty officers ourselves.

Possible actions for the teams:
  • Scout districts: where is Kell active?
  • Reconnoiter locations.
  • Conduct raids.
  • Run a sting operation.
  • Launch a frontal assault on a location.
  • We ourselves may accompany a team (counting as seven extra men each). We receive a +2 bonus if we have informants in the district (Kane in the Nettles and Felix in Central).
Suddenly there is commotion in the king’s chamber. When we open the door, we see the opposite door standing open as well. The king is seated at a table speaking with several others. The source of the disturbance is the elf with the flaming sword from Axis Island: Asrabey Varal. His sword and shield now hang on his back. He kneels before the king.

He carries a message from the Unseen Court. One of their kind has taken an interest in this city—but without the approval of the Court. He also left behind a poem.


“When spring returns to winter,
The cauldron births a spark.
Steel betrays the vintner,
The silver spurns the arc

The fire-bride’s dissension
Dismissed by green-adorned.
The wheel-woven dead man
Shall wake the cauldron-born.”

Varal requests permission to search the city for this rebel—the Herald of the Four Seasons, Ekossigan himself, indeed the same fey who once traveled with Gale to the Bleak Gate.


He phrases it in some solemn formula, something along the lines of:

“They offer one war that shall never be fought in exchange for one dead season. As greatest warrior of the Court, he may not harm another fey.”
In practice, this means that as a fey he is forbidden from killing another fey—so we must do it in exchange for “eternal peace.” Varal wishes to meet us at the RHC the day after tomorrow to search for Ekossigan.

Felix drafts a deployment plan for the officers. Eight officers will scout each of six districts:

  • Parity Lake,
  • the Nettles,
  • Northshore,
  • Bosum Strand,
  • Central,
  • the Cloudwood.

Debby ensures that her officers will begin operations tomorrow. In the Nettles, Lars and Lopke will assist them.

Finally, we decide to retrieve the amulets from the Vault. If we find a route to the Bleak Gate in the coming days, we will certainly need them.



B-Team​


The minotaur meets a neatly dressed dwarf in the Pardwight district, the university campus quarter. They arranged to meet at the Onça, a student restaurant specializing in cuisine from the Yerasol Archipelago. We eat at a nearby table.

At one point the windows suddenly shatter, and outside the metro derails from the rail bridge. The train crashes heavily to the ground. Along the outside of the restaurant, a dwarf runs past the window without even glancing at the disaster—which is suspicious. We rush outside just in time to see a gargoyle break loose from the building above, likely due to the vibrations of the impact, and land directly on the fleeing dwarf’s head. His skull is completely crushed.

He carries a copy of The Alarm Bell in his pocket, along with a pocket watch running exactly thirteen minutes ahead of the actual time.

We want to call in the aid of the academic hospital when gunshots suddenly ring out and random people around us are gunned down. Carlao rushes toward the clock tower with Josiah and Gaetan close behind him. Fortunately, Eberhardt—the dwarf Brakken had arranged to meet—can also heal people.

There are clearly multiple shooters.

Inside the clock tower, the three agents encounter a serpent-like ice creature. They gun it down and continue climbing upward. A dwarven gunman fires at them from above. Carlao cuts him down with his saber and sees two more enemies higher up: a sniper and a man with a large spyglass.

Meanwhile, Dima hurries toward the library tower, where more snipers are positioned. The dwarven priest also encounters an ice serpent while climbing upward.
 

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We started a year ago, already at session 39. So that's 3 out of 4 weeks...

B-Team​

Kaea captures a dwarven terrorist inside the library tower using Hold Person. He is shackled, but once the spell ends he breaks a poison tooth and commits suicide.

Stefan Eberhart explains that he recognizes the dwarves as members of a terrorist organization from Drakr: The Final Army.

And still it is not over. A deafening explosion completely destroys The Flint Observer. The clock reads 1:40 p.m.—the exact time shown on the crushed dwarf’s pocket watch.



A-Team​

The A-Team hears a dull explosion in the distance. We take a carriage toward the Pardwight district, which drives us through the chaos. Upon arriving in Pardwight, Felix can only watch in despair as the building of The Flint Observer lies completely in ruins. No answer comes when Felix shouts out.

The crushed dwarf had also carried a copy of The Alarm Bell. Tomorrow’s edition! The gossip paper spins conspiracy theories about Hotel Aurum and ideas of control. Felix notices parallels with the pseudo-philosophical ramblings of the Professors.

Ayleen conducts forensic analysis on the explosion. The first bomb had been attached to the top of a pillar beneath the tracks. Witnesses confirm that maintenance work had recently been carried out there.

Regarding the explosion at the Observer, Ayleen estimates that roughly fifty to sixty kilograms of firedust must have been used. That amount would have had to be smuggled in unnoticed.

What The Alarm Bell writes does convince us that the Aurum security team should be warned. They may also be a target for an attack.

Ayleen finds a note in the crushed dwarf’s boot: a work order from “Socknick Repairs”—clearly a forgery—for maintenance on the metro line.

That evening we send a Sending to Gale:

“Gale, could you meet us tomorrow morning at the RHC? And can you tell us how we might contact Ekossigan? It is of the utmost importance. Regards.”



9 Spring​

In the morning at the RHC, where our team spent the night: Serena has partially repaired the “robot” and asks Ayleen for help with the final test. After connecting the last wires, one small eye begins blinking.

In Morse code, according to Ayleen and Gianni:
“Please give me a pen.”

The construct then writes an entire letter from Alexander Grappa, a Mindsmith.

We also receive two letters: an invitation from Captain Dale and one from Vlendam Heid (see handouts). Heid warns us about the followers of Brandis Komanov, a dwarf who twisted his philosophy of endings into a terrorist organization seeking to bring about the end itself. They intend to sabotage the peace summit. Their leader is Gundrun Zubov, along with the sharpshooter Kvarti Gorbatiy, Ayleen’s former mentor.

A little later, someone arrives at the RHC looking for Felix: Bartolomeus Prys of The Price of Progress. He would like to recruit Felix for his newspaper—or at least use him as a source. Felix has no interest in this.

Gale arrives somewhat later. Ekossigan has four personalities (like the seasons) and is therefore not always approachable. Gale also cannot simply contact him whenever she wishes. Normally his season is linked to the current season, though he can apparently change this.

We give her the message from Asrabey Varal, which helps her interpret it. She also reads Ethelyn’s prophecy, though she cannot explain much about it. We also tell her about Isobel. Isobel is much younger than Gale; she was most likely born after the fall of Ssrasama.

Afterward, Kane attempts to cast Remove Curse on the robot to free him from his Geas. Unfortunately, the Geas is too powerful.

Next we head to the foot of Cauldron Hill, to Mayor Captain Dale’s villa. Many extra military tents have been erected there. The villa is still being repaired after the massive crack that split through the building. Captain Dale himself answers the door.

On behalf of Harkover Lee, he has prepared medals for us that will protect us in the Bleak Gate (but not here):
  • Effect: AC +1, +2 to all saving throws, +1 to attack and damage rolls.
  • No attunement required.
  • They function only for 48 hours once removed from their container.
For now, we leave the amulets there, since we do not yet know exactly when we will need them.

After that we head to Hotel Aurum to warn management about a possible attack. They believe security is already being adequately handled by the RHC and the Local police. We recruit colleagues and local officers and begin searching the hotel.

The eastern wing is completely clear. The basement also appears secure.

Then the newly arrived Danoran delegation checks in. They too are thoroughly searched.

Next we investigate the western wing, but Gale interrupts us with a Sending: she can find almost no contacts (meaning Fey contacts). We tell her we are busy, but thus we do not know how to help her further (and Kane does not ask).

The western wing also proves clean despite a thorough investigation.

Debbie Macon arrives with information:
The Kell Guild has roughly 300 members and 1,000 business associates, mainly in the Nettles and Parity Lake. Kell’s right-hand man is a lawyer named Quentin August. In each district there are also five to ten establishments where one can contact the guild—for example, the Sunset Bench. He also maintains several safehouses.

We instruct the Local police to focus on the Nettles and Parity Lake, particularly:
  • the safehouses there,
  • five important locations,
  • the lawyer and bodyguards,
  • and several messengers.

We ourselves also plan to take an active role.
 

sometimes timelines need to be adapted.
We issue arrest warrants for Grundun Zubov and the sharpshooter Kvarti Gorbatiy. We immediately check the last location where Ayleen knew Kvarti to be staying, but a family with five children now lives there.

10 Spring 501 AOV​

Today the B-team must once again accompany the ambassador, who will conduct a first round of talks with the various members of the delegations in order to get acquainted with them.

We station a messenger with Captain Dale so that, in case of emergency and after a Sending, he can quickly bring us the amulets.

Asrabey Varal arrives in the morning. Yesterday he attempted to contact several informants, but most could not be found, including those in the Cloudwood. We tell him that Gale said the same thing; he would quite like to meet her, incidentally. None of the fey Varal spoke with have seen Ekossigan. Varal wonders whether Ekossigan has summoned the missing fey to himself, because they do not yet know that he has been stripped of rank and fallen into disgrace.

We decide to go to the Cloudwood. According to Varal, gremlins might provide a way of finding Ekossigan. We bring an apple pie to lure any gremlins and send Gale a message that we are coming.

We take a carriage to the Cloudwood and continue the final stretch on foot. Felix experiences a strange sensation in the forest; all sound seems muffled. Along the way, we ask for more information about Ekossigan. He came here without the permission of the Unseen Court. He is a rebel, and his personality changes with the seasons. He intends to travel to the Bleak Gate, though it is unclear why. Ekossigan is completely immune to divination, can fey-step through the Dreaming, and his skin is as hard as tree bark. He can also exert influence over other fey. Varal outranks him and is protected from this influence.

We encounter no one on the path toward the settlement in the Cloudwood. At the tent camp we hear commotion: three local police officers are arguing with several druids over stolen food and spoiled milk. The mayor of the Cloudwood, Doyle Idylls, is angry with the druids. The offerings to the fey that have traditionally been made here only cause trouble, and he has forbidden them. Now matters are even worse—creatures are coming inside and stealing food. We tell the mayor that we will take over the investigation, but it is clear he has somehow been influenced into this anger.

Gale has not arrived yet, but someone suddenly comes running through the bushes.
“The little one…”
He has found a dead child.

We follow him deeper into the woods, and after half an hour we arrive at a stream where the naked body of a boy lies. Symbols painted in green cover him—ancient fey sigils dating back to the time when humans and fey were still at war. It is a curse affecting both the child and his family.

Sarïa examines the corpse. It is Kars, one of Kane’s informants!!

Ekossigan is capable of placing such a curse, though he is likely not the only one. Kane raises the question of who counts as the “family” of an orphan. Since the city finances the orphanage, perhaps the city itself is considered the family. Should this therefore be seen as a declaration of war by Ekossigan against Flint?

Kane pulls out a scroll to cast Remove Curse, which does appear to work. Sarïa can now continue examining the body. Kars’s neck is bruised purple—he was hanged. The front of his body is covered in scratches, and Ayleen finds bits of oak bark in them. The boy was hanged elsewhere, but there are no traces of a perpetrator leaving the body here. He was likely murdered around midnight.

We ask the hippies to carry the body back to our carriage.

About five hundred meters from this location stands a ritual oak, according to one of the druids, and we ask to be taken there. Ayleen finds no evidence that Kars was hanged at this tree. According to Varal, we may be able to try capturing a gremlin tonight.

There is still no sign of Gale. She has not responded to our message either. The hippies have not seen her since yesterday. Kane uses a Sending scroll to contact her. She replies that she cannot come—she is occupied.

Kane finds that response strange. Could she be under Ekossigan’s control?

For the rest of the day we return to the city. Tonight we will come back to try and lure out a gremlin.

At the RHC we place Kars’s body in the morgue. Kane casts Speak with Dead:
  • What happened?
    “Kane, help! There was a monster under our bed. They captured all the children and hanged me from a tree.”
  • Where was the tree?
    “The tree at the orphanage.”
  • What did the monster look like?
    “Yellow eyes and sharp teeth. Pointed ears, and they were angry.”
  • What happened to the other children?
    “I don’t know. Captured, I think.”
  • What else did you overhear about possible allies of these monsters?
    “I was too old. Me and Bonnie were too old.”
I contact Lobke via Sending to tell her we are coming to rescue her. She is simply in her bedroom. They cannot leave. There are monsters inside.

We head to the oak tree where the orphanage is built. Just as we arrive, we hear Gale’s voice calling from the forest:
“Kane, Felix, inspectors—promise me that you do not mean Ekossigan any harm right now!”
She heavily emphasizes the words right now.

Felix shouts back:
“What is going on?”
Ayleen answers:
“I promise.”

Gale emerges and begs to place her in shackles. Ekossigan is inside the orphanage with gremlins. At midnight he intends to hang the children in order to create a passage to the Bleak Gate. He has nearly all the fey of the Cloudwood under his control and may intend to take them into the dark dimension.

We send Gianni to fetch Lord Varal. Meanwhile Pipistrella scouts ahead. All kinds of strange critters inhabit the treehouse, dozens of them ranging from tiny to large. On each of the five branch-houses, eight nooses have already been prepared.

When Lord Varal arrives, we ask him what he thinks is the best approach. We can either climb up or take the stairs. Varal lends Kane his slippers of spider climbing.

Using Pass Without Trace, we approach the tree while Lord Varal teleports upward and creates a distraction. We climb toward Ekossigan’s hut. Six gremlins attack us on the balcony. Gianni bursts into the hut, but nobody is there. Ayleen throws a grenade at three gremlins, killing one of them. Kane casts Spirit Guardians. Ayleen cannot fire her pistol and switches to her rapier. Lord Varal lashes around the corner with his whip, striking down several gremlins.

We deal with our six gremlins. Inside the central hall, everything has been smashed to pieces.

Lord Varal also steps into Ekossigan’s hut. A mask hangs suspended in the air, beneath which a cloak of leaves materializes.
 

Maybe I've should have let them capture Quentin Augst (Quentin August in my campaign), but they didn't handle the infiltration very well...

Ekossigan greets us and mocks the Court’s watchdog, Lord Varal. He asks whether we understand what is happening in the Bleak Gate. According to him, Lord Varal’s wife, Kasvarina, is responsible. To uproot the evil at its source, he must enter the gate, and doing so requires the sacrifice of the children.

Ekossigan’s form becomes more solid, and the rain outside begins to freeze.

The great tree starts to tremble as though an army is approaching from outside. Lord Varal rushes out to hold off Ekossigan’s forces, leaving us to deal with Ekossigan himself.

Ekossigan of Winter fully manifests. Three white feline creatures appear and immediately attack Kane. Ekossigan follows with a blast of icy breath that strikes hard. Ayleen fires back, but the damage is disappointing. Sarïa casts Font of Moonlight.

Ekossigan shouts:

“Within the belly of your mountain sleeps a child that must never be awakened!”

Felix unleashes a Chromatic Orb at Ekossigan, knocking the elf unconscious before the spell continues onward into the snow leopards. The cold outside immediately begins to subside.

Kane heals himself while the rest of the group shoots down the cats. Sarïa examines the fallen creature and determines that he is unconscious but not dying.

At the base of the tree, Asrabey Varal is speaking with the fey creatures and appears able to calm them. Before long, they disperse. The orphaned children are safe, though badly shaken. Gianni frees them from their bonds.

Lord Varal returns to the top of the tree and pulls something from his pocket: a cold iron nail. He revives Ekossigan and demands to know where Kasvarina is.

“Inside Cauldron Hill, in the Bleak Gate,” is all Ekossigan knows.

Varal then declares Ekossigan a traitor to the Court and drives the iron nail into his chest. The fey immediately crumbles into dust. The same burst of energy heals us, and the tree spontaneously blossoms.
Lord Varal announces that he will ask the king’s permission to enter the Bleak Gate in search of his wife. He then teleports away.

We spend the night with the children.




B-Team​

That evening Ambassador Brakken wishes to visit the Sunset Bench Club with Geoff Massarde and Captain Rosalyn Taylor of the Danoran Navy to attend a performance by Rock Rackus.

We sit at a table directly in front of the stage, where Brakken casually sends a few people away to make room. Rosalyn, captain of the sailing ship Freux Rouge, has red hair and wears an eyepatch.

In one of the private boxes, two people are engaged in conversation. One of them is Quentin August, Kell’s lawyer.
Rackus announces a performance at the opera house the following day.

Suddenly Quentin shouts from his box:

“That’s a waste of money! We need firepower, not an escape route! Now I’ve missed half the show!”

He storms out, followed by three bodyguards. He gives an order to one of them, who immediately hurls an oil bomb at the bar. Surrounded by bottles of liquor, it erupts into a massive blaze.

The B-team takes down one of the gangsters while the man who had been speaking with August flees in the opposite direction, accompanied by another individual. The crowd panics.

Josiah and Serena run outside in pursuit of the lawyer. Meanwhile, Kaea escorts the ambassador and his guests toward the emergency exit.

Brakken overhears someone say:

“We have to kill him before he can talk.”

Josiah and Serena see Quentin climb into a carriage. Serena jumps onto the roof and lies flat, but the driver spots her.

The two gangster bodyguards dismount and confront us. Lawyer Quentin attempts to magically charm Serena and invites her into the carriage, but she resists.

The carriage drives off again, but Serena catches up.

Josiah receives assistance from Dima in dealing with the two gangsters. Meanwhile, Serena follows the carriage to a mansion where Quentin August disembarks and enters the building. The RHC agent memorizes the address.

Josiah shoots one gangster dead and, after wounding the other, manages to place him in handcuffs.

Dima casts Zone of Truth. Josiah questions the captive. The man knows August’s address but does not know where Kell is hiding.

Behind the club, another body is discovered—the man who had pursued August’s mysterious contact.

Gaetan interrogates the corpse with Speak with Dead.

The dead man’s name was Bjorn. He does not know the name of the man he was chasing, nor what that man discussed with August.
That same man killed him.




After escorting the ambassador home, we consider using a Sending scroll to inform Kane of August’s address, but our supervisor encourages us to handle the matter ourselves.

At the villa, two guards stand watch at the gate in the outer wall.

We climb over the wall and spot two guard dogs in the garden. We attempt to kill the animals. One goes down quickly, but the other manages to bark before it dies.

The guards are alerted and ring an alarm bell.

We sprint toward the house and smash a window to gain entry, arriving in an office.

Two guards stand in the hallway. We dispatch them fairly quickly. We hear movement upstairs, and outside the gate guards come running toward the house.

Carlao blocks the doorway against them, while his teammates behind him gun them down.

When we reach the upper floor, we find a heavy iron security door leading to a shaft.

One floor below, Dima spends ten minutes breaking through a wall. Beyond it lies a tunnel leading into the sewers.

Gaetan finds tracks that eventually emerge from a manhole cover some distance away. We return to the streets.

Suddenly we hear panic nearby, and a gigantic three-eyed ape appears around the corner.

The beast knocks Carlao unconscious twice before finally succumbing to Josiah’s gunfire and the rest of the team’s comparatively minor attacks.
 

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