Steel Vaults of Thundercore

Race against time to reclaim stolen magitech in 24 hours.

In the underground centaur city of Thundercore, known for its amalgamation of magic and technology, a notorious thief has seized the Sigil Sphere. This artifact, vital for the city’s energy regulation, was housed in the Steel Vaults—the heart of Thundercore's magitech wonder. Your party is urgently recruited to recover it before the thief can corrupt it within 24 hours, causing catastrophic energy failures. With time ticking, the adventurers must navigate Thundercore's electrified maze-like infrastructure, facing magical and technological traps, elusive centaur gatekeepers, and the cunning machinations of a criminal mastermind. The city thrives on a cooperative synergy between regulated magic and advanced tech. Magic fuels the subterranean infrastructure, stored and transmitted via massive crystalline networks. The theft of the Sigil Sphere, a core of raw magic, disrupts this network, posing a dire threat. Magic here is woven into daily life—from floating transportation platforms to spell-bound conveniences—all dependant on stable sigil channels. The chaos from its theft creates natural obstacles and a city in panic, driving the clock-forward tension.

Campaign Image

The World

Context

Thundercore is a vast underground city dominated by a unique fusion of magic and technology—magitech. Governed by the Centaurs, it thrives on regulated magical resources harnessed through tech to support the subterranean infrastructure. A stolen magic core in this environment threatens societal collapse.

Concept

Magitech-powered underground centaur city.

Impact

Daily life depends on magitech, creating a societal reliance on maintained magic resources.

The Plot

Summary

As trusted outsiders, the adventurers are contacted by a centaur envoy desperate for help. The Sigil Sphere, a magical artifact crucial to Thundercore's magitech network, has been stolen by the technomancer Raknar in an audacious heist. With the imminent breakdown of the city's energy grid, the party has just 24 hours to retrieve it. Navigating through the labyrinthine city central, they must contend with automated defense systems, bypass electrified barriers, and gather clues from city archivists and mages. Information points to the Highline Vaults—a place known for heavy security, where Raknar may be hiding. However, more obstacles await; including enigmatic enchantments that require both technical finesse and arcane insight to dismantle. A mid-adventure twist reveals a secondary agenda: Raknar plans to adapt the Sigil Sphere into a weapon, endangering centaur leadership. Another layer of urgency pushes the party, forcing them to adjust their tactics to prevent a coup AND reclaim the sphere. With divided attention, they must strategize around safeguarding key individuals while stalling Raknar. Ultimately, they must infiltrate Raknar's fortified sanctum, decide which allies to trust, and outwit the villain before time runs out.

Complication

Discover the thief's plan to convert the Sphere into a devastating weapon.

Hook

Retrieve the stolen magical Sigil Sphere.

World stakes

City-wide magitech failure paralyzes Thundercore.

Personal stakes

Failure risks the party's reputation and safety.

The Acts

Act 1

Summary:

The adventurers receive an urgent appeal from Centaur envoy Tela Brightmane. The Sigil Sphere powering Thundercore has been stolen by Raknar, threatening a city-wide blackout. The party starts their investigation at the scene of the crime—the Steel Vaults. Here, they face automated security systems, scouring for leads on Raknar's whereabouts while navigating electrified hazards.

Location:

The electrified Steel Vaults, humming with residual magic.

Challenge:

Bypass advanced magitech security systems.

Objective:

Investigate the theft site at Steel Vaults.

Set Back:

False lead wastes significant time.

Revelation:

Raknar has accomplices inside city security.

GM's Guide:

Set a fast pace to establish urgency. Encourage players to approach each obstacle creatively, integrating both magical and technological solutions. Prompt immediate engagement with their environment, questioning NPCs like vault attendants or guards who provide sketchy details about Raknar's heist strategy.

GM's Move:

Realization of city's gradual shutdown from energy loss.

Act 2

Summary:

The party’s investigation leads them to the Highline Vaults, where they encounter heightened defenses and cryptic enchantments concealing Raknar’s lair. They must unravel security puzzles while deciphering the intentions of potential allies and infiltrators. Amidst the chaos, they learn of Raknar's ulterior motive to weaponize the Sigil Sphere, pushing both urgency and moral decisions.

Location:

Heavily-guarded Highline Vaults, steeped in layered enchantments.

Challenge:

Solve enchantment puzzles to access Raknar’s lair.

Objective:

Uncover and infiltrate Raknar's hideout.

Set Back:

An ally betrays the party's location to Raknar.

Revelation:

Raknar plans a coup using the Sigil Sphere.

GM's Guide:

Create tension by juxtaposing time constraints with complex magical puzzles. Encourage player ingenuity in negotiation and deception with NPCs, providing them opportunities to ally with helpful centaurs or discover traitors among them. Balance action with strategic pauses to heighten suspense.

GM's Move:

Concurrent threats of city leaders being targeted.

Act 3

Summary:

In this final showdown, the adventurers breach Raknar’s sanctum, a hybrid of dazzling magitech and chaotic energy. They must defuse his doomsday device, battling him and his inner circle. Strategic choices will dictate their success: directly confronting Raknar or finding a means to disable the weapon quietly. Quick thinking and adaptability are vital to avert disaster in time.

Location:

Raknar's energy-charged sanctum, crackling with unstable magic.

Challenge:

Disarm the doomsday device mid-battle.

Objective:

Stop Raknar and reclaim the Sigil Sphere.

Set Back:

Final trap disables one critical item or ability.

Revelation:

Raknar was forced into this plot by a greater threat.

GM's Guide:

Focus on high-stakes combat interlaced with cerebral challenges. Permit flexibility in resolving Raknar’s defeat (combat, negotiation, sabotage). Reward creative thinking, ensuring the countdown pressure fuels urgency without stifling ingenuity. Highlight moments where past decisions impact current outcomes.

GM's Move:

Countdown to weapon activation tightens.

Climax:

Disabling the sphere averts disaster; Raknar's plot unravels.