The Clockwork Wilds of Zendor
A ticking menace threatens a fragile peace in the enchanted woods.
In the enchanted wilderness of Zendor, a mysterious clockwork beast has been sighted, threatening peace between the human settlers and native orc tribes. Players must uncover the beast's origin before its destructive power escalates into war. Racing against time, the heroes navigate dense forests, forge precarious alliances, and face moral dilemmas as they strive to dismantle the mechanical menace. With only 24 hours before it reaches a pivotal settlement, they must weigh the cost of magic against technological oversight and find a solution that could avert a brutal conflict.
The World
ContextZendor is a land where magic exists but is tightly governed, ensuring neither humans nor orcs gain supremacy. Technology lags at a medieval level, where crafting clockwork inventions teeters at the edge of forbidden knowledge. Both races cohabit a wilderness rich in resources but fraught with territorial tension, maintained by an uneasy truce. Magic's influence is visible in enchanted flora, guiding the use of permitted magic through vibrant, bioluminescent pathways.
ConceptClockwork creatures powered by regulated enchantments roam the wilderness.
ImpactThese creatures maintain ecological balance, but malfunction creates conflict and threatens settlements.
The Plot
SummaryA rogue clockwork beast has departed from its usual protective path, wreaking havoc in Zendor's wilderness. Originally designed using a fusion of regulated magic and rudimentary mechanics to protect against mystical threats, it now indiscriminately damages both human and orc territories. Players must locate and deactivate the beast within 24 hours, or it will reach the central settlement of Greenspire, risking collapse of the fragile peace. Along the way, they encounter territorial disputes, ethical choices regarding the use of magic, and the enigmatic inventor behind the beast's creation. Resolving these tensions, they must choose whether to reveal the truth, potentially shifting power dynamics and societal views on technology and magic.
ComplicationThe rogue beast is revealed to stem from unapproved magic experiments by a respected leader.
HookA rogue clockwork creature threatens Zendor's fragile peace.
World stakesFailure risks war between humans and orcs.
Personal stakesFailure risks loss of key allies and standing.
The Acts
Act 1
Summary:The players learn of the beast's rampage and set off to find its last known location. Navigating dense forest trails, they face local wildlife and territorial disputes between human foresters and orc scouts. A guide offers insight into the creature's possible origin and nature, suggesting unauthorized magic use.
Location:Dense forest with bioluminescent paths leading the way.
Challenge:Navigating dense forest trails and local wildlife misinformation.
Objective:Identify where the beast was last seen and its path.
Set Back:Local wildlife misleads players, wasting precious time.
Revelation:The beast's path is linked to forbidden enchantment.
GM's Guide:Emphasize tension through environmental challenges and rising urgency as players track the beast. Encourage players to engage with both humans and orcs, using diplomacy or subterfuge to gain allies or information. Keep pacing brisk, reminding players of the looming time limit.
GM's Move:Orc scouts report tensions rising, barely holding ceasefire.
Act 2
Summary:Having confirmed the beast's trajectory, players follow glowing trails enhanced by forbidden magic, leading deeper into orc-dominated territory. Here, they encounter a hidden faction using unregulated magic to bolster defenses. A prominent leader within this faction reveals a deeper conspiracy regarding the clockwork creature's unauthorized creation.
Location:Secretive encampment amidst dense, enchanted shrubbery.
Challenge:Gaining trust in a faction using forbidden magic.
Objective:Uncover the conspiracy behind the beast’s creation.
Set Back:Negotiations with the faction falter, risking discovery.
Revelation:Beast created by respected leader with hidden agenda.
GM's Guide:Highlight moral dilemmas and the complexity of unregulated magic. Prompt players to explore motivations behind the faction's secrecy, urging them to ask questions about governance and power. Balance tense negotiations with action, keeping players aware of the ticking clock.
GM's Move:A treacherous ally tries to sabotage the investigation.
Act 3
Summary:With new knowledge of the conspiracy, players return to Greenspire, prepared to confront the inventor behind the beast's creation. As the clockwork creature nears, tensions flare between human and orc communities, threatening war. Players must decide between exposing the leader, dismantling the expectations of magic and technology, or redirecting the beast's power for balance and peace.
Location:Bustling town square of Greenspire, center of conflict.
Challenge:Defusing tensions while addressing the beast threat.
Objective:Confront the leader and stop the creature.
Set Back:Initial confrontation is misinterpreted as aggression.
Revelation:Leader sought control over magic-technology balance.
GM's Guide:Focus on building tension through emotional stakes and pressing urgency. Encourage players to weigh the moral implications of their decisions. Offer multiple potential resolutions, allowing creative solutions that align with character motivations.
GM's Move:Tensions are at a breaking point in Greenspire.
Climax:Avert war by revealing truth or negotiating a new accord.