The Ghost in the Machine
Solve an ancient mystery to stop a month-long haunting.
The characters are summoned by a mysterious encrypted message sent through their every digital device. It leads them to the Technomancer’s Alley—an underground tech market for arcane gadgets. There, they learn the city is under an ethereal siege by the revenant spirit of a brilliant technomancer, whose essence is trapped and spread across the city's digital network. Over the month, this lingering presence gains power, leading to odd manifestations of magic disrupting modern life in eerie ways. Players must collect fragmented memories embedded in digital devices to reconstruct the technomancer’s story, uncover the events leading to her demise, and find a way to release her spirit before it learns to control the city’s infrastructure completely.
The World
ContextIn a sprawling urban world where magic interwoven with technology defines life, humans and undead coexist uneasily. The dead linger in digital limbo, their essence sometimes merging with digital platforms. This leads to ghostly interactions via the high-magic modern tech, creating continuous friction between everyday life and the supernatural realm.
ConceptGhostly souls roam the digital network, merging magic with modern tech.
ImpactDaily life involves digital hauntings; magic spells transmitted like data, creating spectral glitches.
The Plot
SummaryPlayers receive encrypted messages on their devices leading them to the Technomancer’s Alley. There, a group of digital mediums explains their devices’ enchantments have awakened the spirit of Syra, a deceased technomancer. Her essence disrupts the digital realm, creating ghost-like disturbances. Players must collect digital fragments across the city, uncover Syra's tragic tale—caused by betrayal from those closest to her—and redeem her soul, halting an impending ethereal takeover that could paralyze city infrastructure. Throughout their quest, they encounter rival undead who wish to harness Syra's ghostly powers for their own means, adding urgency and competition. The climax involves confronting Syra's digital phantom and negotiating her release.
ComplicationRival undead factions seek to use the haunted network for their gain.
HookDevices haunted by a technomancer's trapped spirit.
World stakesCity gridlock as ghosts disrupt communication networks.
Personal stakesDevices and daily life haunted, constant disturbances ensue.
The Acts
Act 1
Summary:Players are drawn to Technomancer’s Alley by haunted messages. They learn from digital mediums about Syra’s spirit disrupting the network. Discover she's trapped due to betrayal by close allies. A key to freeing her might be found in a digital artifact.
Location:Technomancer’s Alley—underground market with floating spell screens.
Challenge:Decrypting haunted digital messages amidst spectral interference.
Objective:Gather initial information on the haunting and Syra's past.
Set Back:Initial lead ends in a dead-end tech device proving useless.
Revelation:Ally betrayal linked to Syra's entrapment.
GM's Guide:Emphasize the surreal blend of high magic with digital glitches. Keep tension high with eerie phenomena linked to personal devices, and layer clues through NPC interactions.
GM's Move:Digital hauntings become more frequent, agitating city dwellers.
Act 2
Summary:The investigation leads players across the city, seeking other digital fragments in hotspots like haunted servers and glitchy broadcast stations. A rival undead faction intercepts their progress, trying to claim Syra’s power for themselves, making the hunt a race against time.
Location:Citywide—from glitchy broadcast stations to haunted servers.
Challenge:Collecting scattered digital fragments under time pressure.
Objective:Locate digital fragments and piece together Syra’s backstory.
Set Back:Rival group seizes a critical memory fragment first.
Revelation:Syra's power could control city infrastructure.
GM's Guide:Heighten the pressure with rival faction encounters—add urgency by showing rival success and player setback parallels. Use digital glitches as environmental hazards.
GM's Move:Rival faction escalates by sabotaging player efforts.
Act 3
Summary:Players face Syra’s digital ghost within a centralized, magically-enhanced server hub. They must either negotiate or battle against her ethereal presence, persuading her to release her hold over the network. Choices here determine if they succeed in calming her spirit or if rival factions exploit her power.
Location:Magically-enhanced server hub—the epicenter of disturbances.
Challenge:Confrontation with Syra’s powerful digital ghost.
Objective:Release Syra's spirit, ending the digital hauntings.
Set Back:Rivals provoke Syra's wrath, intensifying hauntings.
Revelation:Syra seeks retribution for betrayal, doesn't know identity.
GM's Guide:Focus on emotional tension—highlight personal stakes in negotiations. Ensure the players feel the weight of choices impacting both Syra’s fate and the city’s future.
GM's Move:Syra’s control fluctuations, weaving magic into reality.
Climax:Players resolve haunting via negotiation or force, restoring digital peace.