The Pendulum of Morgath
Prevent a conflict ignited by a rogue cosmic entity.
In the bustling city of Arcadium, a cosmic entity has begun influencing the thoughts and desires of its inhabitants, sparking tension and ultimately all-out war between Humans, Elves, Dwarves, and Orcs. Players must investigate the entity's motives and prevent the war from tearing the city apart. As they uncover hidden agendas and form fragile alliances, the entity's power grows stronger, corrupting those in power and threatening to lay waste to the entire city. The climax revolves around convincing key faction leaders to join forces against the real threat — the entity itself in disguise as a benevolent adviser.
The World
ContextArcadium is where raw, chaotic magic intertwines with rigid medieval infrastructure. Citizens harness minor spells for everyday tasks, while grand magical relics power essential city functions. This juxtaposition leads to stark class divides and magical pollution but also vast opportunities for innovative spellwork. Urban tensions simmer beneath this magical veneer, occasionally boiling over into conflicts affecting all races.
ConceptChaotic magic permeates and powers a medieval cityscape.
ImpactThriving under sporadic magical surges, society is prone to class divides and spontaneous chaos.
The Plot
SummaryPlayers start in bustling Arcadium, witnessing small conflicts escalating among city races. Tasked by an independent council of elders, they must investigate the surge in hostilities, discovering that a cosmic entity, Morgath, manipulates pure intent into twisted ambition. This entity thrives in chaos and seeks to push Arcadium into an eternal conflict. The players must navigate tense diplomatic encounters and urban skirmishes to gather evidence and convince leaders to reject Morgath's counsel. Midway, they learn Morgath plans to siphon the energy released from the city's magical war to gain physical form. Preventing this becomes crucial. Players face choices: rely on diplomacy, incite rebellion against Morgath's influence, or directly confront the entity before its transformation completes.
ComplicationMorgath coerces one faction leader into war, fracturing their alliances.
HookA city teeters on the brink of war.
World stakesArcadium devolves into a war-torn landscape.
Personal stakesAllies and their loved ones become casualties.
The Acts
Act 1
Summary:Arriving amidst rising tensions, players witness minor disputes flaring into violent clashes. Sent by the Elder Council to investigate, they uncover signs of manipulation and mistrust seeded by Morgath. A key clue suggests Morgath is masquerading as an influential adviser who exacerbates tensions for personal gain. Players must consolidate evidence and sway the first faction leader to their cause.
Location:Arcadium market: bustling chaos, magic artifacts openly traded.
Challenge:Widespread misinformation and fear.
Objective:Gather evidence of Morgath's manipulations.
Set Back:Initial evidence is dismissed as rumor.
Revelation:Morgath is disguised among high-ranking advisers.
GM's Guide:Set the stage with vivid descriptions of magical urban life, gradually revealing the growing unrest through NPC interactions. Encourage players to leverage their race to gain insights, offering small setbacks to push them towards creative solutions.
GM's Move:Small skirmishes spark citywide concern.
Act 2
Summary:The players must now disrupt Morgath's influence over another faction and appeal to its leader. Diplomacy and cunning will be essential as Morgath manipulates further misunderstandings between races, escalating tensions. In a tense negotiation, players learn about Morgath’s ultimate plan: to harness the war for physical manifestation.
Location:Central council chamber with shifting ambient magic.
Challenge:Negotiations interrupted by magical sabotage.
Objective:Gain a second faction's trust and protect city harmony.
Set Back:An ally is accused of treachery.
Revelation:Morgath aims to manifest fully during the war.
GM's Guide:Balance intrigue and action, weaving Morgath's subtle chaos into normal interactions. Maintain pacing by alternating between tense dialogue and thrilling, strategic moments of action.
GM's Move:Faction leader coerces by Morgath into aggressive postures.
Act 3
Summary:With the clock ticking, players must convince the final faction of Morgath’s deceit. The council is split, and the city on the brink of collapse. The players face Morgath in a climactic confrontation, using evidence and alliances gathered. They must prevent Morgath's transformation and unite the factions to ensure peace.
Location:Collapsing central plaza, crackling with magical energy.
Challenge:Final confrontation with Morgath's fractured influence.
Objective:Unite all factions against Morgath.
Set Back:Factions almost declare all-out war.
Revelation:Morgath's form is unstable, vulnerable to concerted effort.
GM's Guide:Build tension by spotlighting the city's desperation and division. Allow players' decisions to resolutely alter outcomes, offering chances for redemption or deepened conflict based on their successes or missteps.
GM's Move:Morgath uses last ditch lure to start the war.
Climax:Turn factions' magic against Morgath, stabilizing the city.