The Sealed Tethers
The Sealed Tethers
Read aloud
The World-Spindle is wrapped in scaffolds, and Marrowgate’s cart-wheel-sized clamps are already going onto its tether-gates. Odran Pell waits at the service stair with the pulse logs the Council has refused to hear. The Reckoning is weeks away, but the Houses are ready to make their decision before it begins.
Run the session
Cheat sheet
Objectives
- 1Carry the Spindle-keepers’ pulse logs upward and reach the tether-gates before the House preparations finish.
- 2Turn the Council and secure Pledge 10 from Ansel Windgate and the spire-lords.
- 3Prevent the lower tethers from being sealed before the party can make its case.
- 4Resolve the Sealing Motion with Ilsabet Marrowgate and decide whether Elsabet Corvane will break from the House.
The clock
The six-segment Sealing Clock begins with the number of segments carried forward from Act III, scene 3A. Each failed check in the Spiral Stair adds 1 segment. At the start of the tether-crown encounter, the number of clamps already set equals the Clock’s segments, to a maximum of five. Engineers set one additional clamp at the end of each round. If all six are set at the end of a round, the lower tethers are sealed. The Clock can normally reach four under the campaign’s stated progression, but a GM who adds further delays may let it reach six; even then, the party receives one round before the last clamp sets.
Scenes
- 0:004A. The Sealing Clock
- 0:454B. The Spiral Stair
- 2:15Optional. The Quiet Root
- 3:154C. The Turning of the Council
- 4:454D. The Houses’ Champions
- 6:454E. The Sealing Motion
Cast
- Odran PellQuestgiver and Spindle-keeper leader
- Ansel WindgateCouncil ally and presiding spire-lord
- Ilsabet MarrowgateAntagonist
- Elsabet CorvaneHouse dissident and potential ally
The hook
Set the scene
Read aloud: “The Spindle’s flanks are strung with scaffolds you did not see when you left. At every tether-gate, engineers in Marrowgate green bolt on clamps the size of cart-wheels. Odran Pell waits at the foot of the service stair, lantern in hand, his eyes fixed on the dark within the pillar. ‘The Council stopped listening,’ he says. ‘Carry these logs where they cannot look away.’”
How Odran Pell asks
Odran Pell meets the party at the World-Spindle’s service stair with a lantern and the keepers’ pulse logs.
He asks them to carry both copies, the originals and Tobin Reck’s, to the Council and protect the record from being dismissed or lost.
Rumours
Scenes
about 8.5 hours0:00
45 min
socialThe table is here
1. 4A. The Sealing Clock
The World-Spindle service entrance, amid scaffold ropes, iron fittings, and the lantern glow of the keeper station.
Odran Pell explains that the Marrowgate engineers are already at work and entrusts the party with the original pulse logs and Tobin Reck’s copies. A Wisdom (Insight) check reveals his fear is aimed at the root, not the Houses. Protecting or testifying to the records earns Pledge 12 and the keepers’ key to the service stair.
NextWith the logs secured, Odran opens the service door; its hinges groan, and the stair’s cold breath rolls over the party as they begin climbing.
0:45
90 min
exploration
2. 4B. The Spiral Stair
The World-Spindle’s inner stair rises roughly 2,000 feet from Dock Level to the tether-crown. A side stair drops 3,000 feet toward the sealed root vault.
Run the climb as a challenge requiring six successes before three failures at . Athletics, Survival, Arcana, and Constitution saving throws are suggested approaches. Each failure adds one segment to the Sealing Clock. Every ten minutes, the Spindle pulses and each creature makes a Wisdom saving throw or becomes frightened for 1 minute. Roll or choose stair events from the complications table. At the root landing, the party may take the side stair to the optional Quiet Root.
The Spiral StairNextThe final flight opens onto wind and daylight; the lamps behind the party dim as the crown’s gate-winches begin to turn.
2:15
60 min
exploration
3. Optional. The Quiet Root
A sealed vault beneath the World-Spindle, its black basalt door unopened for a generation.
Optional. The black-basalt vault has a lock-plate whose marks match those known to the Ledger. When the Ledger touches it, the door opens onto a round, empty room with a brass instrument aimed down through the floor. The knocking is loud here, answered by the casket in three taps, a pause, and two. An hour of listening and a successful Wisdom (Perception) check grants Reading 4. The Ledger shows no color beside the instrument.
NextWhether the party climbs back to the stair or leaves the vault, the unanswered knocks follow through the stone until the upper wind drowns them.
3:15
90 min
social
4. 4C. The Turning of the Council
The High-Ring’s closed Council chamber, where nine spire-lords sit beneath the windows and Ansel Windgate asks the party to speak.
The Council meets in closed session, with Ansel Windgate presiding and nine spire-lords listening. Run a skill challenge requiring five successes before three failures at . Characters may reveal the True Count, the Eleven Feet, and quiet counts; trade Standing, a seat, or a favor; or hold back a secret and move the Council by other means. The Ledger records each approach. If the party has Elsabet Corvane’s copy of Windgate’s letter, presenting it grants Advantage on one check and exposes Windgate, costing 1 Standing with the High Council of Needlepeaks. Success earns Pledge 10 and completes the Council’s Tier 4 quest.
Turn the CouncilNextWhen the session breaks, Windgate turns his weather-vane away from the party; far above, the gate-winch bells begin ringing through the stone.
4:45
120 min
combat
5. 4D. The Houses’ Champions
An exposed ring of black basalt, open to the autumn sky and crowded with gate-winches, tether-lines, engineers, and clamps.
At the tether-crown, set the initial number of clamps equal to the Sealing Clock’s segments, to a maximum of five. Run the champion encounter while engineers set one additional clamp at the end of every round. Characters can use actions and checks to free clamps. If all six are set at the end of a round, the lower tethers are sealed. The crown’s gale-shear strikes at the start of round 3.
The Tether-Crown ChampionsNextAs the last champion falls or the last clamp is freed, the engineers lower their tools; one lone figure starts up the stair, carrying a folded paper.
6:45
90 min
social
6. 4E. The Sealing Motion
The head of the crown stair, with the freed or sealed clamps visible behind Ilsabet and engineers still moving among them.
Ilsabet Marrowgate arrives alone and offers to surrender, while the engineers behind her continue working. Run a gated conversation of three beats at : answer the Eleven Feet to address the Motion with Charisma (Persuasion); challenge her theory with Intelligence (Arcana or Investigation), with Reading 4 as relevant evidence; and negotiate the Houses’ price of permanent seats in exchange for guaranteeing the air-lanes using Charisma (Persuasion or Intimidation). Winning two beats makes her withdraw the Motion or amend it to a Trial Sealing of the Houses’ own plateaus, and completes the Houses’ Tier 4 quest. Elsabet Corvane breaks from Marrowgate if the party has proof of the sabotaged gaskets or promises the Council will lift the Houses’ share of lane-fees.
NextAs Ilsabet waits for the party’s answer, a gust catches her folded paper and sends it skittering toward the open crown; the next choice carries into the Reckoning.
Behind it
What people believe
With the Dawn Compact’s Reckoning only weeks away, House Marrowgate has begun preparing to seal Zephyria’s lower tethers.
The Spindle-keepers ask the party to bring their pulse logs to the Council, then climb the World-Spindle and stop the clamps before they cut the lines to the Bastions and Mist-Belt. The party must win support in the High-Ring, face the Houses’ champions at the tether-crown, and decide what terms can prevent the Sealing Motion from carrying.
Background
In early autumn of 1400 TF, the Dawn Compact is only weeks from its Reckoning.
On Zephyria, House Marrowgate has begun fitting enormous clamps to the World-Spindle’s tether-gates. If the Sealing Motion carries, the gates will lock and the lines to the Bastion and Mist-Belt anchors will be cut. Zephyria will hang from the Spindle alone, while the lowlands lose the Long Hoist, their air-lane guarantee, and the support the city shares with them. The party must carry evidence upward, turn the Council, and reach the tether-crown before the clamps finish their work.
The stakes
If the six clamps are set, the gates joining Zephyria’s plateaus to the lines running down to the Bastion and Mist-Belt anchors lock, and those lines are cut.
Zephyria then hangs from the World-Spindle alone, while the lowlands lose the Long Hoist, the air-lane guarantee, and the load the city shares with them. Even if the party prevents the immediate sealing, the Council must still decide the terms of the coming Reckoning.
Encounters
3The Tether-Crown Champions
Combat
An open black-basalt ring as wide as a village green, surrounded by gate-winches and enormous clamps. Scaffolds and tether-lines divide the field; a gale-shear strikes at the start of round 3.
Foes
2 Marrowgate spire-mages using the Archmage stat block
2 custom Aevris bound by aether-gas chains
2 Marrowgate Mages using the Mage stat block
Marrowgate engineers, noncombatants operating the clamps
ComplicationAt the end of each round, the engineers set one additional clamp. A character can use an action to attempt a DC 18 Strength (Athletics) check or a DC 18 check with tinker's tools to free one clamp. If all six are set at the end of a round, the lower tethers are sealed. At the start of round 3, a gale-shear forces each creature on the crown to make a DC 15 Strength saving throw or be pushed toward a lower gate-winch. A creature pushed off the ring lands on that lower structure rather than falling into open space.
ScalingThe reference encounter is Moderate for four 18th-level characters. For a smaller or resource-depleted party, remove one Mage and one Aevris. For a larger or exceptionally capable party, add one Mage or increase pressure through faster engineer progress rather than adding more high-level spellcasters.
Turn the Council
Social
A closed High-Ring session beneath high windows, where nine spire-lords sit around a stone table and the party’s evidence is laid within reach of the Unaltered Ledger.
ComplicationThe Council’s challenge is a group skill challenge requiring five successes before three failures at DC 19. Each character chooses an approach, and the Ledger records whether the party revealed evidence, traded support or favors, or withheld information. Revealing the Windgate letter grants Advantage on one check but costs the party 1 Standing with the High Council of Needlepeaks.
ScalingUse the same DC for the whole party. Let each character contribute through a distinct argument or action. A character cannot repeat the same approach unless the circumstances materially change.
The Spiral Stair
Exploration
A roughly 2,000-foot spiral service stair within the World-Spindle, with cold landings, keeper marks, thin air, and a side stair dropping another 3,000 feet toward the root.
ComplicationThe stair requires six successes before three failures at DC 18. Each failure advances the Sealing Clock by 1. Every ten minutes, the Spindle’s lamps dim and its pulse rolls through the stair; each creature must make a DC 17 Wisdom saving throw or become frightened for 1 minute. Keep the clock at no more than six segments.
ScalingFor a less punishing climb, allow relevant spells and equipment to grant Advantage or count a well-justified resource expenditure as one success. The clock still advances only on failed checks, not on time spent roleplaying or exploring.
Cast
4Odran Pell
QuestgiverQuestgiver and Spindle-keeper leader
WantsProtect the Spindle-keepers’ pulse logs and warn the Council. Odran fears what may lie beneath the root more than he fears the Houses, but will not explain the source of that fear as certainty.
“The logs are not a prediction. They are a record of what the Spindle did, and what it stopped doing.”
Ansel Windgate
Council ally and presiding spire-lord
WantsPreserve Zephyria and the lowlands by making the Council face the true count. He wants the Council to act, but will not promise that exposure will be politically painless.
“A city can survive an ugly number. It cannot survive a number everyone knows is a lie.”
Ilsabet Marrowgate
Antagonist, negotiator, and sponsor of the Sealing Motion
WantsSecure a future for House Marrowgate and the air-lanes through a plan she believes may be necessary. She has honestly calculated the case for sealing, but will consider alternatives supported by evidence.
“I have done the arithmetic for twelve years. Show me where it fails, and I will withdraw the motion.”
Elsabet Corvane
House dissident and potential ally
WantsBreak from Marrowgate if the party can prove the sabotaged gaskets or secure relief from the Houses’ share of lane-fees. She wants her twelve hulls used to protect people, not to enforce the seal.
“I will not ask you to trust my House. I am asking you to count what its choice would cost.”
How it ends
Rewards
Items
The Spindle-keepers’ key to the service stair, if the party helps Odran protect or testify to the pulse logs.
Reading 4, if the party chooses to explore the Quiet Root and listens to the instrument for an hour.
On a win
The party prevents the lower tethers from being sealed, or leaves the choice contested rather than completed; earns the Pledges it secured; and reaches the end of the Act at level 19.
The Council’s support, Corvane’s possible defection, and the keepers’ pulse logs become evidence and leverage at the Reckoning. The Ledger advances one stage if the party gives a whole account of a hard truth, subject to the campaign’s prior Ledger state and whether the party withheld anything.
What it leaves open
If it fails
- The party fails to earn five successes before three failures in Turn the Council.
- The Council refuses to pledge support. The party may still proceed to the tether-crown, but must enter the Reckoning without Pledge 10 and with Windgate unwilling to speak for them.
- The party accumulates failures on the stair, delays its ascent, or fails to stop the engineers during the crown encounter.
- One or more clamps begin the crown encounter already set, making the fight’s deadline shorter. At six clamps, the lower tethers are sealed and Act V must include an argument and plan to unseal them, requiring a Willing Hall.
- The party fails to win at least two beats in the gated conversation, or arrives without answering the Eleven Feet.
- Ilsabet keeps the Sealing Motion active. The party can contest it at the Reckoning, but the Houses retain their immediate plan and the lower tethers remain at risk.
- The party cannot show proof of the sabotaged gaskets and does not secure a promise that the Council will lift the Houses’ share of lane-fees.
- Corvane does not publicly break from Marrowgate. Her twelve hulls are not committed to the evacuation in Act V, and Pledge 11 is unavailable unless the party later satisfies her terms.
Complications (d6)
- 1A pulse-lull extinguishes the stair lamps for a full minute. Each creature must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute.
- 2A warm draft rises from below, carrying the smell of wet stone. The next failed check on the stair also costs the group 10 minutes as they regain their bearings.
- 3The party finds Marrowgate engineers’ tools abandoned across a narrow landing. Their chalk marks indicate a quicker route, but following it requires one character to succeed on a DC 18 Intelligence (Investigation) check or the group loses time and the Sealing Clock advances by 1.
- 4A keeper’s marker bears a name and date more than a generation old. A character who stops to copy it gains Advantage on one later Intelligence (Arcana) check concerning the Spindle, but the group loses 10 minutes.
- 5Tally marks appear at every landing, scratched in several hands, grouped in threes and twos. The marks offer no clear explanation; a character who records them can present them as a witness detail during the Council challenge.
- 6A light climbs the stair below the party, then vanishes when watched. Each character must succeed on a DC 17 Wisdom saving throw or have Disadvantage on their next check to keep footing or orientation.
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