Gears of the Desert Mirage

Uncover a hidden pact amidst the Sands of Sable.

In the arid expanse of the Sands of Sable, where shifting dunes hide ancient secrets and thriving cities, a monumental rock formation known as the Mirage Gears draws adventure seekers. Recently, a secret informant has revealed a dangerous alliance believed to be forging within its shadow—a pact between the ruling human council and a powerful undead faction. The unholy alliance threatens to destabilize the balance of power throughout the desert kingdoms. Over three intense days, adventurers must uncover evidence, navigating political rivalries and undead territories to prevent a catastrophe.

The World

Context

This world seamlessly blends the mystique of high magic with Renaissance technology against a harsh desert backdrop. Enormous gears powered by unknown magical energies rotate above the Mirage Basin, creating shadow canopies that shelter burgeoning cities. Humans wield advanced gadgets harmonized with elemental magics, while sentient undead, bound by forgotten pacts, operate in secretive cabals. This unique environment breeds innovation and animosity in equal measure.

Concept

Enormous, magic-powered gears rotate in the sky above desert cities, creating shaded oases.

Impact

These gears, while providing shelter, fuel a political race for their control and the mystical energy they emit.

The Plot

Summary

The players must infiltrate the grand Mirage Gears city of Zephirium under the guise of attending the Gear Festival, which celebrates the shadows cast by these ancient structures. Tasked with gathering intelligence on an alleged treaty between the city's human rulers and an emerging undead force, the party must navigate joyful yet tense festivities. The mission involves three phases: gaining invites to exclusive gala events, identifying key figures involved in the treaty, and stealthily retrieving or sabotaging the treaty itself. As the festival spans just three days, the protagonists must act swiftly. Uncovering that the treaty involves summoning a colossal undead beast in exchange for eternal control over the gears, players are thrust into a race against time. Political and undead spies alike aim to thwart their efforts, while festival chaos intensifies.

Complication

Festival celebrations hide covert meetings; undead plan to summon sandstorm elemental.

Hook

Secret informant reveals a treaty threatening the city.

World stakes

Unchecked treaty could lead to desert-wide domination.

Personal stakes

Players risk being scapegoated and exiled.

The Acts

Act 1

Summary:

The characters arrive at Zephirium during the bustling Gear Festival, surrounded by festivities and disguised motives. They must locate the informant who will guide them towards key political figures. However, the informant is missing, leaving clues scattered through the vibrant marketplace of mystical goods and intricate automata.

Location:

Zephirium's bustling marketplace, where enchanted automata roam.

Challenge:

Deciphering clues amidst chaotic festival distractions.

Objective:

Find the missing informant's clues.

Set Back:

A misleading clue takes players to a false location.

Revelation:

Key festival gala holds vital political meetings.

GM's Guide:

Encourage players to soak in the festival's high-spirited yet tense ambiance. Allow for creative problem-solving when deciphering clues, and introduce minor NPC traders who might possess useful snippets of information. Balance investigation with tense encounters to maintain momentum.

GM's Move:

A rival faction begins tailing the party.

Act 2

Summary:

Continuing their investigation, the adventurers must gain entry to the opulent gala hosted by the Gear Lords, where the key political figures, both human and undead, converge. As they mingle, they need to ferret out the involved parties and determine the crucial moment of the treaty's signing. Covert discoveries lead them through tense dance floors and masked conversations.

Location:

Opulent gala overlooking the gears' rhythmic shadows.

Challenge:

Masking motives amidst bribery and seduction.

Objective:

Identify key treaty figures and timing.

Set Back:

Player actions attract unwanted attention from guards.

Revelation:

Treaty signing coincides with gear alignment—must intervene.

GM's Guide:

Focus on social interactions and charisma-driven solutions. The gala should be dynamic, with shifting allegiances and subtle power plays. Introduce NPCs glimpsed in the marketplace now wearing new masks—giving continuity while mixing intrigue.

GM's Move:

Rumors of an undead ambush spread through the crowd.

Act 3

Summary:

In the final act, the players must race against the shifting sands' alignment that powers the gears. Navigating secret passages below the gala, they confront the undead leaders and human conspirators to disrupt the treaty signing. Magical interference from the aligning gears introduces chaotic elemental threats, requiring tactical ingenuity to prevail.

Location:

Underground chambers lit by gear-cast light beams.

Challenge:

Overcoming undead leaders amidst magical chaos.

Objective:

Prevent the treaty's finalization.

Set Back:

A powerful undead creature blocks their path to the signing.

Revelation:

Destroy the treaty to halt the undead plan.

GM's Guide:

Ramp up tension with dynamic environments caused by gear alignments. Offer multiple resolution paths—negotiation, sabotage, or confrontation. Ensure any revelations directly tie to character actions, personalized stakes, and cultural impacts.

GM's Move:

Gear alignment unleashes elemental magic disruptions.

Climax:

Players must destroy the treaty amid gear-induced chaos to prevent the undead alliance.