Golem's Gambit: Deception in the Clockwork City
Unravel a mechanical conspiracy amidst magic-fueled automatons and traitorous guilds.
In the bustling Clockwork City, where magic animates elaborate mechanical constructs, a shadowy guild threatens to seize control. The players are hired by a clandestine patron promising substantial rewards to stop this power grab. As they navigate between rival factions and magical technologies, they uncover a plan to animate an entire golem army. With only three days until the plot unfolds, players must infiltrate, sabotage, and negotiate their way to the truth, facing moral dilemmas and high-stakes choices along the way.
The World
ContextThe world of Yndral is dominated by an urban sprawl known as the Clockwork City, where magic powers intricate machinery. This fusion creates astounding technologies, from self-operating forges to airborne transports. Each race contributes unique magical talents, fueling political intrigue as guilds vie for influence. Masters of techno-magic hold significant sway, leading to a society where innovation and espionage are entwined.
ConceptMagic-powered mechanical constructs animate the urban fabric, blending fantasy and steampunk vibes.
ImpactMagic-fueled automatons work alongside citizens, centralizing power and creating societal rifts over control.
The Plot
SummaryThe Clockwork City thrives on its blend of high magic and mechanical prowess. When rumors of a hostile takeover by an influential guild surface, the players enter a web of political machinations. They've been clandestinely approached to dismantle plans to animate a golem army, an act that could tip the delicate balance of power. With three days until the impending coup, the characters navigate secretive alliances, sabotage key mechanisms, and uncover the guild’s mole. Each faction offers different resources; choices made will have lasting impacts. The adventure culminates in the heart of the Golem Forge, where players must disrupt the final activation ceremony without plunging the city into chaos.
ComplicationA trusted ally is secretly a guild spy, jeopardizing plans.
HookPrevent a guild's coup by disrupting a golem army activation.
World stakesThe guild gains unchecked power, upsetting the city's stability.
Personal stakesFailure results in the PCs' employer being exposed.
The Acts
Act 1
Summary:The party arrives at the Clockwork City, meeting their elusive employer within a disguised frontline tinker's shop. Given the task to stop a golem coup, they learn about the conflicting factions vying for control. The party starts by infiltrating the guild’s public facade, unaware of the pervasive espionage. They must decipher clues from cryptic communication and strange mechanical anomalies.
Location:The Hidden Gear, a seemingly mundane tinker's shop with mechanical disguises.
Challenge:Navigating a web of spies and coded messages.
Objective:Infiltrate the guild's public operations and gather intel.
Set Back:A misinterpreted signal draws unwanted attention from city guards.
Revelation:The activation ceremony takes place in three days.
GM's Guide:Set a tone of bustling urban life intermingled with mechanical marvels. Encourage role-play and gathering information, sowing the seeds of mistrust and hidden agendas.
GM's Move:Discovering the guild’s cryptic, magically-encoded plans raises stakes.
Act 2
Summary:The players dive deeper into the conspiratorial underbelly, discovering a network of tunnels connecting guild hideouts. Here, they face automated defenses and rival operatives. A key ally, seemingly eager to assist, turns traitor at a critical juncture, throwing their mission into chaos. After regrouping, the party identifies the golems’ assembly point and plans their sabotage.
Location:The Mechanist’s Maze, an underground labyrinth beneath the city.
Challenge:Circumventing automated defenses and traitorous plots.
Objective:Identify and reach the assembly point of the golem army.
Set Back:Key blueprints are stolen by the traitor, delaying plans.
Revelation:The guild's mole holds the blueprint to sabotage.
GM's Guide:Balance tension and action, revealing layers of betrayal and urgency. Emphasize the complexity of alliances and the heightened stakes.
GM's Move:The ally's betrayal accelerates the necessity for a new plan.
Act 3
Summary:Infiltrating the Iron Golem Forge, the players confront double-dealing guilds and their machinations over golem control. Tensions peak when the enemy guild initiates the activation process. The party must disable the core control mechanism while fending off automatons. The final confrontation reveals the manipulations of their employer, challenging players to decide whom to trust.
Location:The Iron Golem Forge, where magic and machines converge dangerously.
Challenge:Disable the activation sequence amid intense final confrontations.
Objective:Prevent the golem army's activation, preserving city stability.
Set Back:A malfunction leaves players temporarily trapped within the Forge.
Revelation:Revelations about the employer’s ulterior motives surface.
GM's Guide:Convey urgency with overlapping challenges. Highlight moral ambiguities in choices to create depth.
GM's Move:Automatons begin activation, forcing immediate intervention.
Climax:Players face decisions about power and trust, with city’s fate at stake.