Tidebound: The Stormwheel Mystery

A magical coastal city struggles to control a mysterious storm-generating machine.

The coastal city of Elharbor is plagued by an unnatural storm that threatens to destroy its economy and way of life. At the heart of the chaos is the Stormwheel, a curious device with parts made of both arcane and medieval technology. The party must race against time to repair or dismantle this unstable device before the storm consumes the city entirely. Along the way, they will navigate treacherous waters, literal and political, as various factions vie for control of the Stormwheel's power.

Campaign Image

The World

Context

In a land where magic is as common as breathing, technology has only reached medieval levels. Coastal cities like Elharbor thrive on trade. The Stormwheel, ancient and newly reawakened, blurs the lines between technological possibilities and magical powers, leading to unforeseen consequences and conflicts.

Concept

Melded arcane and mechanical technology called 'Stormwheels' that manipulate weather.

Impact

Stormwheels enable unprecedented control over trade routes but cause environmental chaos, sparking tensions among races relying on the coast.

The Plot

Summary

When Elharbor's once bountiful tides twist into calamitous storms, it's clear something has gone awry with the recently uncovered Stormwheel. The adventurers are tasked with either resetting or destroying it, a morally entangled mission as different city factions have varying motives. The elven seers want it destroyed to restore natural order, dwarves seek to harness its power for metalwork, while orcs and goblins offer aggressive trade deals. As the party delves into the device's heart, they must also deal with sabotage from Briskan, an opportunistic human rogue who believes the Stormwheel can make him a storm lord. The adventure races against a week's time, facing challenges like sorcerous sea storms, mechanical puzzles, and dubious allies. The stakes are high: lose the city to the seas or dominate unprecedented trade routes.

Complication

Briskan sabotages the Stormwheel to frame a rival faction, endangering the city further.

Hook

An unnatural storm threatens to swallow Elharbor.

World stakes

Failure could lead to Elharbor's downfall and regional trade collapse.

Personal stakes

Failure risks players being blamed and imprisoned.

The Acts

Act 1

Summary:

The adventurers arrive in storm-battered Elharbor, meeting the local council eager to stabilize the Stormwheel. As they inspect the device, they navigate the city's multi-racial political dynamics and gather clues. A freak storm underscores the urgency. The act ends with suspicions of sabotage as parts of the device go missing.

Location:

Elharbor's storm-lashed docks, where waves blend magic and hazard.

Challenge:

Navigating political tensions among Elves, Dwarves, Goblins.

Objective:

Determine the Stormwheel's purpose and current issues.

Set Back:

Missing parts delay investigation and repair efforts.

Revelation:

Discover the Stormwheel was intentionally activated.

GM's Guide:

Focus on building the atmosphere of Elharbor, with its stressed populace and diverse political intrigues. Highlight the urgency with a sudden storm, using NPCs to present conflicting perspectives on the Stormwheel. Encourage players to take their own path: diplomatic, investigative, or coercive.

GM's Move:

A deadly storm strikes, threatening more damage.

Act 2

Summary:

The party tracks clues through the storm-ravaged city, uncovering hidden alliances and rivalries. They engage with Briskan's machinations, facing off against conspirators and their hired thugs. Through mechanics and magic, they repair parts of the Stormwheel but realize the full chaos Briskan's circle aims to unleash. Forced to consider allies anew, they must prevent the storm's escalation.

Location:

Under the storm-rent shadows of the merchant quarter.

Challenge:

Face conspirators and infiltrate Briskan's hidden cell.

Objective:

Find and confront the saboteurs disrupting the Stormwheel.

Set Back:

Manipulated intel leads players into a trap, losing time.

Revelation:

The saboteurs plan to control the storm for power.

GM's Guide:

Balance tension with exploration as conspirators react to the party's actions. Use the storm as both a visual and tactical barrier, pushing players to rely on creativity and negotiation. Imagine scenes with clashing wind and rain as both threat and ally.

GM's Move:

Briskan's group openly threatens party members and allies.

Act 3

Summary:

With the conspiracy unraveled, the adventurers head to the Stormwheel to confront their enemies directly. As they battle in a deluge among whirling magical and mechanical elements, they must decide — stabilize and preserve the Stormwheel, or destroy it for good. The resolution depends on their alliances, strategy, and courage as the malevolent stormclouds loom over Elharbor.

Location:

A cliffside overlooking a devastated sea, at the Stormwheel hub.

Challenge:

Confront Briskan in the whirlwind protected by arcane machinery.

Objective:

Stop Briskan and defuse the Stormwheel conflict.

Set Back:

The Stormwheel begins to fail catastrophically mid-fight.

Revelation:

Briskan’s plan would damn Elharbor, profiting only himself.

GM's Guide:

Ramp up tension with countdown mechanics—the storm peaks in a dangerous crescendo. Make the final confrontations dramatic but allow room for player choices to lead them to unique, personal resolutions. Reflect on consequences affecting broader city-state relations.

GM's Move:

Conspiracy enforcers attempt to claim power amidst chaos.

Climax:

The adventurers save Elharbor by their chosen means, reinforcing or shattering alliances.