War of the Synth Tides
Stop a forbidden fusion threatening a fragile coastal peace.
On the technologically advanced coast of Synthelis, a breach of magical regulation wreaks havoc as an engineered tidal wave of undead threatens to obliterate peace between human, elf, and dwarf coastal settlements. The players must prioritize disabling the control mechanism while deciphering complex moral decisions. As they engage with both elusive backers of this atrocity and desperate victims, the tension shifts, making allies and enemies indistinguishable in the chaos.
The World
ContextIn Synthelis, magic is a regulated resource, used sparingly alongside futuristic technology for civic harmony. Coastal environments serve as bustling hubs where humans, elves, and dwarves interchange innovations. Undead, brought as workers from restricted arcane experiments, seek autonomy, adding layers of conflict and moral doubt to an otherwise regulated coexistence.
ConceptUndead automation merges forbidden magic and technology for labor.
ImpactSocietal tension arises from undead seeking freedom, clashing with technological dependency.
The Plot
SummaryThe adventurers are entrusted by a coalition of factions to prevent the activation of the Tidestone—a mechanized beacon that commands a tidal forceful enough to drown the coast. This disastrous event intends to incite war between factions and liberate the undead, seen by some as an oppressed class. Disabling the Tidestone requires cooperation with dubious fellows and expert navigation through morally gray territories, revealing deeper conspiracies. Players conduct reconnaissance, uncovering sabotage plans and dealing with scrupulous NPC agendas. Complications arise as allegiances shift, unveiling past betrayals within their ranks and external factions. They decipher technological arcana defenses, ultimately reaching the Tidestone's core where an ultimate decision challenges their moral codes—align with the revolution or restore order, understanding consequences on the societal and ecological fabric of Synthelis.
ComplicationAided by undead, a supposed ally reveals betrayal for personal motives.
HookA tidal wave threatens coastal harmony.
World stakesDisastrous division or an enforced harmony between the living and undead.
Personal stakesPlayers must choose allies and philosophies carefully, affecting future life decisions.
The Acts
Act 1
Summary:Players meet at the bustling dockyards of Synthelis, where they receive their mission. Given minimal information, they must scout sources and allies through chaotic undead laborer protests, avoid traps, and gather intelligence on activist groups. A sentinel undead NPC hints at deep-seated resentment, setting the stage for moral dilemmas.
Location:Synthelis Dockyards—compact, lively with a mix of manual and automated loading.
Challenge:Navigate conflicting interests among dockworkers and undercover operatives.
Objective:Identify primary suspect responsible for escalation.
Set Back:A trusted contact is captured, delaying vital intel delivery.
Revelation:Learnt attempts have been made to access Tidestone plans.
GM's Guide:Use vibrant NPC personalities to create vivid imagery and tension. Keep pacing brisk with sudden protest escalations and mysterious 'accidents' impeding progress. Improvise based on player negotiations, as these interactions should influence future ally choices.
GM's Move:A surprise attack implicates a supposed ally, causing trust issues.
Act 2
Summary:Venturing to a secluded tech enclave, players unearth hidden facilities producing arcane-tech hybrid devices controlling undead behavior. They must disarm traps, negotiate reluctant allies' support, and fend off security forces. Unearthing a deeper connection between technology suppliers and sabotage groups forces a reevaluation of their direct mission impact.
Location:Tech Enclave—hidden labs amidst craggy cliffs overlooking turbulent seas.
Challenge:Decipher and neutralize complex arcane-tech security systems.
Objective:Secure a circuit plan necessary to neutralize the Tidestone.
Set Back:Falsified plans lead to trap activation, hindering progress.
Revelation:Discovering the Tidestone's creator's dual role as liberator and war instigator.
GM's Guide:Enhance tension through elaborate security systems and ethical tech-use debates. Encourage players to creatively dismantle arcane-tech setups to progress. Highlight moral ambiguity through NPC testimonials on undead rights.
GM's Move:Multiple faction leaders demand allegiance, offering unique advantages.
Act 3
Summary:Finally confronting the Tidestone's location, players deal with layered defenses, prompted by urgent callings from faction representatives each presenting critical terms. Inside, they face its creator, wielding extreme ideologies aimed at rewriting societal norms. Players' decisions unroll complex narratives of society's future, personal growth, and sacrifice.
Location:Tidestone Cavern—surreal space of oscillating energies vibrating along crystalline structures.
Challenge:Navigate a roiling sea of emotions and devices on the verge of activation.
Objective:Disable or dismantle the Tidestone.
Set Back:A critical circuit is missing, forcing recalibration under pressure.
Revelation:The actions towards liberating the undead were atoning for a personal loss.
GM's Guide:Craft tension through relentless urgency and moral debates. Inspire cooperation between different player approaches, encouraging shared victories or conflicts.
GM's Move:Threatening tidal waves set in motion to test final resolves.
Climax:Climactic decision impacts balance between tech reliance and cultural evolution.