The Clockwork Necromancer's Forest

Unravel the mechanized undead plot in a mysterious wilderness.

Deep in an untamed woodland, a hidden factory of clockwork automata powered by necromantic magic is discovered. This unsettling combination threatens the delicate balance between life and death. As the players investigate its origins, they uncover a plot by an outlawed sect attempting to use technology to exploit ancient magical relics. Through exploration and encounters with animated forest creatures, the party must disable the magical engines before the sect uses them to execute a scheme that will grant them control over the land's resources, shifting power away from its rightful rulers.

The World

Context

In a world where magic is rare and enigmatic, blending it with the Renaissance-era's burgeoning technology is daring and dangerous. The wilderness around the human settlements hides secrets of the old world, long forgotten, and the undead—once thought a myth—are real, walking through this fragile ecosystem due to tampered magics.

Concept

Clockwork automata powered by necromantic magic.

Impact

Living citizens fear increased undead automation, leading to conflicts over magical regulations.

The Plot

Summary

The players are drawn to a recently discovered, extraordinary facility deep in the wilderness. This hidden workshop combines intricate Renaissance-era clockwork technology with necromantic magic to automate the undead. Their mission is to infiltrate and shut down this facility before its creations can be deployed. As they navigate the hostile forest, they face off against mechanized sentinels and rogue automatons. Upon reaching the workshop, they uncover a mysterious order manipulating the undead for control of regional resources. They must decide whether to destroy the facility, seize control, or negotiate with its creators. The party's decisions will dictate the future of human and undead relations as well as the balance of power among local rulers. The ticking clock of the facility's production cycle adds pressure, as each day brings more animated constructs into operation.

Complication

The factory is defended by animated forest guardians controlled from afar.

Hook

The discovery of a clockwork-undead factory.

World stakes

The region risks control by rogue necromancers exploiting new magic.

Personal stakes

The players face an imminent threat from powerful undead.

The Acts

Act 1

Summary:

The village near the forest entrusts the players with investigating strange sightings of mechanical constructs. As they enter the wilderness, they must contend with animated animals programmed to deter intruders. Players discover the entrance to a hidden facility and fend off initial defenses.

Location:

Dense, enchanted forest with moving, mechanical plants.

Challenge:

Evade animated wildlife set as traps.

Objective:

Find and reach the hidden facility entrance.

Set Back:

A party member's injury slows their progress.

Revelation:

The factory produces undead automatons.

GM's Guide:

Start with a mysterious ambiance, using descriptions to evoke the sense of being watched by unseen forces. Allow players to engage with the terrain and make scouting or tracking skill checks. Encourage creative solutions to bypass or disable mechanical creatures.

GM's Move:

Encounter increasingly complex and numerous automatons.

Act 2

Summary:

Inside the facility, the adventurers face layers of mechanical defenses designed to protect the necromancers' secrets. As they delve deeper, they encounter undead workers maintaining the automata. Uncovering documents, they learn about the sect's plans to use this technology for local power manipulation.

Location:

Subterranean factory with ornate gear mechanisms.

Challenge:

Disable complex mechanical traps and puzzles.

Objective:

Discover the sect's plans and the facility's layout.

Set Back:

An alarm system tips off the order to the players' presence.

Revelation:

Plans reveal the sect's desire for power.

GM's Guide:

Introduce moral dilemmas regarding the undead workers. Use environmental storytelling—half-built constructs, necromantic blueprints—to hint at the larger scale. Balance combat with investigation and puzzle-solving for pacing.

GM's Move:

The automatons activate in defensive mode, increasing opposition.

Act 3

Summary:

With the facility's purpose known, the players must stop or control it as cult members and their constructs converge on them. They can choose to ally with disgruntled faction members, disable the control nodes, or physically dismantle key components to prevent the plot's fruition.

Location:

Command chamber with intricate magical controls.

Challenge:

Disrupted controls summon rogue undead enforcers.

Objective:

Stop the factory from achieving its goal.

Set Back:

Clock failure increases undead production pace.

Revelation:

The facility's creator is an old local rival.

GM's Guide:

Build to a tension-filled climax by escalating the pace. Push players to make vital decisions that shape the region's future. Encourage negotiation with potential allies and improvisational problem-solving with the environment.

GM's Move:

Factory production is nearly complete, creating urgency.

Climax:

Players determine the facility's fate, reshaping local power dynamics.