ZEITGEIST Cypherblade's Zeitgeist campaign

Cypherblade

Explorer
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.
 

B-Team​

Karlao is still alive, but he looks severely battered. His breathing rattles through his dented armor. Dima heals him. All kinds of noise can be heard throughout the area—gunshots, shouting...
Karlao recognizes the sound of volley fire. That can only mean one thing: regular army soldiers are fighting in the streets. And is that... an elephant?

Kaea recognizes it as a mammoth, but one with two trunks. It is black instead of brown. Sure enough, a small detachment of soldiers is firing at the beast, which eventually collapses under their volleys.
According to the sergeant, several such monsters are roaming the city—in fact, all across Flint. That is why the governor has mobilized the army. This is clearly not normal, but we cannot determine where these creatures came from. They are not undead, nor do they resemble the monsters from the Bleak Gate that Team A encountered in the past.
The army appears to have the situation mostly under control, so we decide to investigate the lawyer's villa once more.

In Quentin's villa, Kaea discovers a notebook containing strange descriptions of an experiment. The experiment involved five runes inscribed on a crate positioned at the canal bridges, yet the crate itself never disappeared. The runes possess some kind of magical power, though Kaea cannot determine exactly what it does.

Dima finds another ledger detailing various transactions. Two transactions are scheduled for tomorrow. One concerns narcotics hidden inside a shipping container.
Another entry describes a forced-labor operation. People are presented with a "contract" and coerced into signing it. Tomorrow, these individuals are to be transported somewhere referred to only as "the Factory."

We return to the RHC to deliver our report. By now, the city has become calm again. Apparently between four and six (this is kind of a running gag) monsters emerged from the harbor.



A-Team​

From the city we hear strange sounds—gunfire, shouting, confusion. Odd.

However, since we do not want to leave the children unattended, we remain at the orphanage. Ayleen takes the first watch.

During the second hour, she hears crashing sounds in the forest. A strange reptilian creature with short forelimbs and an enormous head comes snorting through the woods. It passes by the tree without stopping.

Ayleen has seen something similar before in the Malice Lands during the train safari incident, but such a creature certainly does not belong here.

The rest of the night passes quietly, apart from the constant noise of crying children and the smell of soiled diapers.



11 Spring 501 A.O.V.​

In the morning, Gianni sets out to warn the mayor. About an hour later he returns with people who begin restoring the orphanage.

When we return to the city, we learn that several of those strange monsters also wandered through Flint during the night.
Upon arriving at the RHC, we report to Stover Delft. In turn, he briefs us on everything the local police have uncovered and on the activities of Team B. The news that the lawyer escaped is a heavy blow.

Our first task is to meet with Debby Macon, our liaison with the local police stationed at Hotel Aurum. She has identified three genuine safehouses where multiple guild members were hiding. Teams of ten officers have already been dispatched to each location.
Two illegal transactions have been intercepted. The other known Kell properties contain around thirty people in total, while Casa Kell houses twenty-two, and Machete Hill another twenty or so. The lawyer is expected to attend the opera tonight.

The lead concerning Soknik Repairs has not yet been investigated. This is the company whose forged work order was used to facilitate the attacks.

Through a Sending, we also learn that Gale is apparently chatting with Asrabey Varal.

The major question is which lead we should pursue. Those forced laborers being transported to the Factory could very well be headed for the Bleak Gate. Since we ourselves are trying to reach the Bleak Gate, following them may be our best option.



Before making any decisions, we pay a visit to the King. He is in a meeting, so we speak with Harkover Lee instead.

We ask whether Varal has already spoken to the King, but apparently he has not. Harkover recalls that Varal has been searching for his wife for a very long time—years, perhaps even since the fall of Ssrasama.

The King will grant him permission to enter the Bleak Gate. Refusing him is apparently not an option.

We decide to investigate the ship.
At the harbor, we find considerable damage, possibly caused by the strange monsters from last night. In a tavern, Sarïa overhears talk about dwarves dressed entirely in black. Felix questions the witness further.
According to him, twelve dwarves unloaded a ship. They unloaded several large beast cages before the vessel departed again. The cages contained a mammoth, a gorilla, a tyrannosaurus, and a hydra.

We investigate and discover four cages. In one of them, Kane finds mammoth fur. Nearby witnesses confirm the story.
We canvas the district. Every now and then someone reports seeing one of the monsters, but nobody has seen a group of black-clad dwarves.

Suddenly, a young boy approaches Gianni and hands him a note. It is from Morgan Cippiano.

I have men in your organization that tell me Lorcan Kell is priority one. I have men in Kell’s organization who can deliver him to you. Meet me at the Brave Hall fashion show, corner of Yearling and Healers in Central this afternoon, and we can make a deal.—Morgan Cippiano

We stop by the RHC and inform Stover of our plans. He agrees that listening to what the Family has to say is worthwhile, but warns us to be careful.

Ayleen studies the runes Team B recovered. They clearly relate to the Bleak Gate. Each rune moves a person or cargo incrementally closer to the Bleak Gate, and the order in which they are used is important. However, something is missing to complete the process—a focus of some kind.

Possibly an amulet.



Our first stop is the fashion show, where we meet Morgan Cippiano.

He apparently knows that Lorcan Kell is involved with the Obscurati. Since he has an informant inside the Kell organization, he is willing to arrange a trap to lure Kell out.

In exchange, he wants Giovanni Algardi, known as The Sculptor, released from prison. Algardi was capable of animating statues and used them to commit murders.

Cippiano promises to take the man to Crisillyir and even guarantees that the killer will never set foot on Risuri soil again.

We relay the proposal to Stover. He is not entirely opposed to the idea, but only if no alternatives remain—and for the moment, we still have alternatives.



We stop by the opera house in search of Kell's lawyer. He is apparently expected in Box 3.

Afterward, we visit Debby Macon again in the hope that she has additional information. The team sent to investigate Soknik Repairs has not yet returned.

The container full of illegal narcotics has been seized, with an estimated street value of 10,000 gold pieces—a significant blow to the thieves' guild.

During our discussion, an RHC agent arrives with a message: Stover wants us back at headquarters immediately.

Apparently, Kvarti Gorbatiy has voluntarily turned himself in, but he will only speak with Ayleen and the team.

The dwarf admits that he allowed himself to be influenced by Grundun Zubov. Several months ago, he was recruited by Zubov in Drakr. He knew about Grundun's ties to the Philosophy of the End and admits that the dwarf's views were rather extreme.

After witnessing the attacks at the harbor, however, Kvarti no longer wants any part of it.

Today, he was supposed to lie in ambush outside Soknik Repairs, but when two police officers passed by, he could not bring himself to kill them.

He further claims that he was not involved in the university attacks, though he condemns those actions as well.

It appears that the offices of Soknik Repairs will be our next destination, and Kvarti is willing to assist us.

Excellent. Perhaps that cooperation will help reduce the severity of his punishment later—after all, he has already seen the wanted posters bearing his own face.
 

We hurry to Soknik Repairs. Before making our move, we seek advice from Kvarti Gorbatiy on the best approach. A human is running the storefront, and behind the counter is a trapdoor. The shop is merely a front; it no longer conducts any real business.

Kane lures the shopkeeper out from behind the counter, and Gianni knocks him unconscious with a single well-placed blow. We open the trapdoor and discover a natural cave tunnel beneath the shop. The place is eerily silent. Gianni takes point while Sarïa, in Giant Spider form, crawls across the ceiling.

As Gianni steps into what appears to be an innocent puddle, a bolt of lightning erupts from a Glyph of Warding. Both Gianni and Ayleen are shocked, leaving them somewhat drained.

Further along, we enter a cavern containing alchemical equipment. It has not been used today, but certainly within the last few days. Several bottles contain residues of Witch Oil and various other substances. Ayleen detects planar energy, but only the Witch Oil registers. The remaining substances are unfamiliar, except for the gunpowder. She collects the bottles for further analysis.

Another door hangs slightly off its hinges so that it swings shut on its own. Beyond lies a tiny broom closet, barely two metres square. The moment Ayleen steps inside, she plunges into a concealed spiked pit, fortunately escaping with only minor injuries. This was probably nothing more than the privy.

The passage continues. At first it remains a natural tunnel, but soon a marble arch spans the corridor, beyond which the tunnel has clearly been excavated.

Gianni continues ahead until we reach a fork, each branch marked by a marble archway. The right-hand passage shows much heavier traffic, so we take it. Fifteen metres later we reach another junction, where this time the left-hand passage appears more frequently used. Sarïa feels the familiar tingling in her spinnerets and seals off the right-hand tunnel with webs.

At the next intersection, both marble arches are inscribed with dwarven runes—clearly another trap. The runes read: Arc, White, Lost World, Heart, Beyond, Serpent, Cogwheel, Twisting, Ice. Close inspection shows that Ice and Lost World are the most frequently touched symbols, but two symbols are missing from what appears to be a code. Ayleen deduces the correct sequence: Lost World, Twisting, Serpent, Ice. Gianni presses the runes in that order, allowing us to proceed.

Bones litter the floor. They belong to various animals, some butchered with clean cuts. Kane notices thousands of tiny puncture marks covering the stripped bones. We decide to retrace our steps, concluding these are probably the remains of creatures fed to some sort of monster.

The right-hand tunnel contains similar piles of bones. A little farther on, a mass of ants crawls over the tunnel walls. Ayleen sends Pipistrella past them to scout ahead. She discovers the dwarves' living quarters, where two dwarves sit at a table while four cloaked skeletons with glowing red eyes appear to stand guard.

To keep the ant swarm at bay, Kane casts Spirit Guardians. We prepare for battle: Felix casts Blink, while Kvarti readies his musket. Protected by his guardians, Kane wades into the swarm and follows up with Burning Hands. The dwarves react by taking cover behind a table, and both shotgun blasts miss Kane. Kvarti steps forward and fires heavy ammunition straight through the table, dropping one of the dwarves. Ayleen targets the skeletons guarding the room's entrance, blasting two apart. Gianni stomps through the ant swarm while Sarïa finishes it off with Moonbeam. Several skeletons charge us, only to be destroyed by the combined effects of Moonbeam and Spirit Guardians.

Kvarti fires another devastating shot through the table, killing the second dwarf. A swarm of zombies advances, but Felix answers with a 4th-level Chromatic Orb, incinerating five of them. Sarïa sweeps her Moonbeam across the survivors, while Kane's Spirit Guardians finish off the rest.

With that, every opponent has been eliminated—including roughly a dozen zombies and skeletons.

The room has no other exits. On one table lie numerous papers, including instructions concerning shipments arriving by boat from ysveldt. We also discover several maps from different eras, all marked with cellar locations that have been transferred onto more modern maps. Ayleen realizes they correspond exactly to the new metro line due to be inaugurated tomorrow. There is also a letter addressed to Lydia Tarnwell, inviting her—at the governor's request—to attend the opening ceremony.

Kane examines several urns and jars containing different substances: Fire Humor, Phlogiston, Blood, Witch Oil, Chronosium, serpent-scale slurry, and Frostbrand. Among a stack of calculations concerning timing, every figure has been crossed out except one: 26 minutes, 18 seconds.

It seems obvious that the dwarves intend to plant a bomb on the new metro line. Our plan is to use Detect Planar Energy to locate the explosives, which presumably contain Witch Oil and the other unusual reagents.

We visit Harkover Lee at the Hotel Aurum and brief him on the planned terrorist attack. Ayleen advises him to keep Detect Planar Energy active at all times.

Afterward, we locate an entrance to the metro tunnels and begin following the line. After some time, Ayleen detects extraplanar energy. Using the old cellar maps, we determine which basements should be searched to locate the bomb. We then begin looking for entrances from the streets above.

In an alleyway we spot two dwarves. As Felix walks past one of them, he casts Suggestion: "Do not resist, help us with our investigation, and answer our questions truthfully." The dwarf bites down on a concealed cyanide capsule and dies instantly.

The other turns out to be a dwarven cleric, who shrugs off both Sarïa's Sleep and Ayleen's Hold Person. Felix attempts a second Suggestion, this time adding, "Do not commit suicide." The cleric introduces himself as Fredot and, under the spell's influence, begins cooperating.

He reveals that a cellar entrance in a nearby side alley leads to eighteen cultists guarding the bomb.

We debate our next move: intervene now, or wait until tomorrow, when they intend to place the bomb on the metro. Our greatest concern is that they may detonate it the moment they realize they are losing the fight. If that happens, we—and hundreds of houses within a radius of several hundred metres—will be blown apart. On the other hand, acting now would at least prevent the massacre planned for tomorrow, sparing the many high-profile guests as well as the hundreds or perhaps thousands of spectators who otherwise stand to be killed or wounded.

I hope reason will prevail, because now the plan seems to be a head-on attack
 

Kane first casts a Sending to Harkover Lee:
"Dwarves planning massive attack on metro tomorrow. Eighteen terrorists with bomb in cellar beneath Baker Station. We're preparing to raid them. Risky, but necessary."
Harkover Lee replies:
"Wait a moment. Can't we speak in person? Where are you?"
A short while later Lee sends another message:
"Let's meet at the square by Baker Station."
Kane answers:
"We'll wait for you there, but this is urgent."
We instruct the dwarven cleric to remain by the trapdoor while we drag the body of the dead dwarf out of sight. Shortly afterward we meet Harkover Lee and bring him up to speed. The question remains the same: should we strike today or wait until tomorrow?

If we intervene tomorrow, we would first need a location where the bomb could safely be detonated without casualties. The area around the Aurum could potentially be evacuated. The dignitaries aboard the train could then be replaced by military personnel or police officers. We ask Harkover Lee to make the decision, but he leaves it to us.

When we return to the cleric, he tells us the guard shift is about to change. Felix attunes to the Hat of Disguise and assumes the appearance of the dead dwarf, Jacob. Soon the relief arrives, with two dwarves replacing Fredot and Jacob. We lie in ambush while Felix, still disguised, accompanies Fredot downstairs to scout the cellar. The terrorists occupy a long rectangular chamber. In the far corner, two engineers are assembling the bomb.

Felix sneaks back upstairs. The two guards outside address him in Dwarvish, which Felix naturally does not understand. Our team swiftly eliminates them before pushing inside. After casting a few quick buffs, we throw open the cellar door and catch the dwarves completely by surprise.

A Fireball and Spirit Guardians inflict devastating damage immediately. Ayleen picks off one of the engineers at the back of the room, while Felix drops the other. Zubov proves to be the only truly dangerous opponent, but his attacks against Gianni are far less effective than expected, missing twice out of three attempts. We press the assault relentlessly, and dwarves begin falling everywhere. Within moments, every one of them is dead.

Ayleen examines the bomb, which the dwarves had still been assembling. Our expert immediately begins dismantling it while the rest of us search the room.

Among a pile of papers we find pamphlets in which Zubov claims responsibility for the various terrorist attacks carried out earlier this week. He boasts that his men have been operating in the city for weeks and hints that others may yet avenge them. His demands include beer for his followers and the extradition of Nigel Price-Hill, whom he holds responsible for the deaths of allied necromancers. He also insists on speaking with a skyseer before presenting further demands.

Zubov's warhammer is magical and unnaturally cold to the touch. It grants a +1 bonus and deals additional cold damage.

We immediately hurry to the opera house, where Rock Rackus should still be performing Rock to the Moon and Back. Four bodyguards stand outside the private box where Quentin Augst is watching the performance. Felix somehow misses one of them, but they are quickly overwhelmed nonetheless.

The lawyer is inside, and we promptly place him under arrest. Before leaving, we cannot resist shouting "Boo!" at Rock Rackus. We then escort our prisoner back to RHC headquarters.

Augst carries a magical pair of Eyes of Charming and three Alchemist's Fire flasks. Since Sending scrolls are expensive, we dispatch a messenger to inform Harkover Lee.

Felix casts Suggestion on Quentin August, compelling him to cooperate and answer our questions truthfully.

During the interrogation, Augst claims he does not know Kell's current whereabouts. Instead, he must leave a message at a dead drop to arrange a meeting. He provides the locations of two Kell safehouses, both of which we already know.

When asked about the runes carved onto the shipping crates, he explains that they use them to communicate with "the men on the other side" for transporting supplies. Every shipment travels through the canal. The correct runes must be inscribed on each crate. If prior instructions have been given for a boat to be sent, the vessel disappears as expected. Without those instructions, however, the boat simply returns after a few minutes.

They have already transported iron, cement, sand, stone, and other raw building materials, as well as food supplies.

His contact on the other side is a man named Norm.

Yesterday, August had an argument with Norm at the Sunset Bench. Kell wanted to establish an escape route into the Bleak Gate, but Norm refused.

We order August to write down every crime he has committed, beginning with the most serious. We also ask how quickly he could arrange a meeting with Kell. If he were to send a message now, he believes a meeting could take place tomorrow.

Norm, he tells us, is also human, though he speaks with a Danoran accent. Contacting him must likewise be done through dead drops, a process that generally takes around two days.
 

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