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CREDITS

Designer: Dr. Michael LaBossiere


Cartographer: Dr. Michael LaBossiere
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Image: Michael LaBossiere

Contents
Credits .................................................................................... 1
Contents ................................................................................. 1
Introduction .......................................................................... 2
History/Background............................................................. 2
Getting the PCs Involved ...................................................... 3
Map Key ................................................................................. 3
Encounter: T-Rex ................................................................. 4
Encounter: Clock Dog(s) ...................................................... 4
Conclusion ............................................................................ 4
Hooks? ................................................................................... 5
Time Stones .......................................................................... 5
Monsters & NPCS .................................................................. 6
Free Stuff! .............................................................................. 8
Free Map Collections ............................................................ 8
Free Rules .............................................................................. 8
Free Encounters .................................................................... 8
Free Encounters Collections ................................................ 8
Free Character Options......................................................... 8
Stuff to Buy! .............................................................................. 8
Adventures ............................................................................ 8
Class & Character Options .................................................... 9
Karabeth Series ..................................................................... 9
About the Author .................................................................10
Map ....................................................................................... 11

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Dr. Michael C. LaBossiere and published under the Community Content Agreement for Dungeon Masters Guild.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.

1
INTRODUCTION
This is the 72nd in an ongoing series aimed to provide the
overworked DM with ready-to run encounters. The PCs face the
clock dogs, servants of Tempus. Will they triumph or will time run
out for the heroes?
A single clock dog is CR 11. The encounter can easily be
modified by increasing the number of foes.
It includes a history/background for the encounter, a map, and
monster stats. The companion ZIP file contains JPEG versions of
the maps (with and without grid), the Word file of the encounter,
and a Fantasy Grounds Unity Module file.

HISTORY/BACKGROUND
Many realities have one or more gods of time. The best known
of these is Tempus, who is usually appointed or self-appointed as
the guardian of time. Their main task is protecting time from
misuse and abuse by mortals and immortals. While allowed use is
distinguished from misuse primarily by Tempus, Tempus claims
the ability to feel when actual harm is being done to time itself.
Despite the vigilance of Tempus and his dogs, there are still
When the harm is significant, Tempus dispatches the primary
those who persist in meddling with time. Some of these meddlers
guardians of time, the clock dogs to investigate and take
mean well; they wish to undo wrongs or make things better. Others
appropriate action.
act from malice, and some are driven by curiosity. Tempus is not
Tempus is very fond of dogs and creates their clock dogs from
overly concerned with the motives of the meddlers; some of the
the souls of dogs who were abandoned or abused in life. Because
worst damage to time has been done from the best of intentions.
Tempus has access to (almost) all of time, they can recruit dogs
However, the clock dogs do consider why someone is meddling and
from any time. Tempus created his clock dogs at the beginning of
adjust their response accordingly.
time and, as such, clock dogs existed before dogs.
Once time is frayed and weakened, it is almost impossible to set
A clock dog is created by the augmentation of a dog’s soul by
it fully right again. And thus, weak spots are created in time, weak
divine and temporal power. The enhanced soul is then embodied
spots that make it easier (or more dangerous) to engage in
in a construct shell and thus gives it life. A clock dog has limited
temporal magic or meddling. Such places are often regarded as
control over time and can weaponize this in combat. Outside of
haunted by those ignorant of the workings of time. But, perhaps, it
combat, a clock dog can repair metaphysical damage to time. Clock
is not wrong to consider that time travelers are a form of temporal
dogs help keep time from fraying and unraveling and most
ghost haunting their past or future.
creatures who know of them and their task do not interfere with
One area of temporal fray is the ruins of what the locals call Caer
their business.
Rullux, though they do not know its true name. This ancient
Those who misuse or abuse time, even in ignorance, will attract
structure was built by the D’Aroine. The D’Aroine, a proto-fey
the attention of Tempus. Tempus will send a suitable pack of clock
people, found that they could no longer have children. When their
dogs to deal with them and to repair the damage that has been
prayers to the gods went unanswered, they turned to wizardry for
done.
a solution. They did not know that the gods remained silent
Since Tempus has (almost) all of time, the pack might show up
because their fate was ordained by these gods. One of their last
sooner or later. If the first pack is defeated, another pack might be
desperate efforts involved time travel and the hope that a solution
sent years later. Or tempus might let time take care of the
lay in the future. This effort failed disastrously (in one timeline) but
miscreants and then send a pack to repair the damage after time
created a localized fraying of time. The temporal meddling both
has done its work.
destroyed and preserved Caer Rullux; the shattered ruins persist
Before entering service, the souls of the dogs are healed, and
in the face of the scouring of eons.
most clock dogs are thus friendly and good natured. Because of
Because of the temporal fraying, the walls of time are weak in
these traits, clock dogs will usually try to speak with their targets
the area and things sometimes emerge from the past. Some of
to determine if their offense is intentional. In some cases, the clock
these manifestations are partial and when witnessed are seen as
dogs can resolve matters peacefully and from time to time they
ghosts or similar undead. Thus, the ruins have a bad reputation for
befriend those they meet. Some of these people go on to assist the
being haunted. When adventurers investigate, they usually find
clock dogs in protecting time.
nothing. But sometimes they vanish into frayed time and die
But clock dogs are also suspicious of those they do not know,
centuries or millennia before they were born. Sometimes
protective of those they love, and loyal to Tempus and each other.
adventurers do encounter creatures and objects pulled forward in
As such, they approach possible miscreants with caution, are alert
time, sometimes these are hostile. Tempus’ agents have been
for the possibility of deceit and are ready to fight.

2
working to address this fray and the clock dogs will show up just ruins. The PCs could go to the ruins on their own, perhaps simply
as the PCs are entering the ruins. stumbling across them on their journey. Or they could be hired by
the local authorities to investigate and clear the ruins (with the

GETTING THE PCS INVOLVED promise of a suitable reward of gold based on their success).
There are stories that adventurers have found “temporal
While powerful mortals can bend time to their will with spells fragments” or “time gems” in the ruins. According to these tales,
such as slow and time stop, use of such magic is usually tolerated these gems can be used to manipulate time in a way that mimics
by Tempus. That said, excessive use of such magic or the casting such magic as slow, haste and time stop. According to the stories,
of these spells in areas already suffering from temporal fraying can the gems are most often found after something has appeared in the
attract Tempus’ attention and result in a meeting with the clock ruins. The PCs might decide to investigate these tales.
dogs. PCs who overuse such magic might be visited by the clock These tales are true; when a temporal rift opens in the ruins
dogs. fragments of frozen time also appear. In effect, these gems are the
blood of wounded time.

MAP KEY

Tampering with time, intentional or not, will also attract the


attention of Tempus and is likely to result in an encounter with the
clock dogs. In most realities, time travel is damaging to time since
This map shows the ruins where temporal fraying has occurred.
it involves tearing things out of time and then shoving them back
Those entering the ruins can feel their immense age, but they also
into time. If the PCs are travelling in time (willingly or not) they are
get an odd feeling that something is wrong in the area—which it is.
likely to encounter the clock dogs.
The temporal fraying has various odd effects on the localized
While it is uncommon, clock dogs are sometime sent to recruit times. There are some minor temporal effects that the PCs will see.
help from mortals. The PCs might encounter the clock dogs in this One type is time briefly rewinding in a small area. For example, the
way. Tempus might have a task for the PCs, perhaps dealing with PCs might see a small piece of the ruins rise up from the ground
a wizard meddling with time. In this case, the encounter with the and return to the wall from which it fell. Another type is rapid time.
clock dogs would be (hopefully) peaceful. For example, the PCs might see a plant suddenly sprout and grow
Areas of frayed or damaged time also attract clock dogs and the at incredible speed or a small animal suddenly age into bones and
PCs might just happen to be in such an area when the dogs show dust. A third time is temporal freezing. For example, a squirrel
might briefly become frozen in time, suspended in mid air as it
up. Such damage has an obscuring effect on Tempus’ ability to
jumps from a tree or wall. The PCs might be subject to such minor
perceive the area. Clock dogs sent into the damaged area will know
effects as well. For example, they might gain the benefits of a haste
something is going wrong but will not know much beyond that. If
or be subject to the effects of slow (DC 15 Wisdom saving throw).
the PCs happen to be in such an area, they can meet clock dogs. As another example, a PC might have time speed up in some small,
This is the sort of event that the rest of the encounter details. non vital areas of their body. This effect requires a Constitution
As mentioned above, the area known as Caer Rullux is regarded saving throw. A target takes 1d8 necrotic damage on a failed save,
by the locals as haunted. This often attracts adventurers looking for or half as much damage on a successful one.
murder victims and loot. The local authorities are, as would be Casting spells that involve time (chronomancy), such as slow, is
expected, also interested in claiming the ruins or at least dealing risky within the ruins, although the effects can sometimes be
with the alleged hauntings. Because of this, they hire adventurers beneficial. If such a spell is cast, the caster must make a DC 15
Concentration check. If they succeed, the spell works normally. If
from time to time to go to the ruins. Sometimes they find nothing.
they fail, roll on the following table (reroll if a result does not apply):
Sometimes they vanish. Sometimes they encounter some creature
from the past and fight it. Now it is the PCs turn to investigate the

3
S PELL T EMPORAL E FFECTS for its plight and most likely delicious.
The t-rex fights in a straightforward manner, charging at the
d10 Result most delicious looking target and trying to bite it. It will sweep
1-2 The spell affects the caster rather than the with its tail as well. If badly wounded, it will probably try to flee.
intended target. If the caster is the This encounter ends when the PCs defeat the t-rex, flee, or are
intended target, it affects a random killed. If the PCs or the t-rex flee, it will end up becoming a
creature within range. significant menace in the area as it gobbles up livestock and
humanoids.
3-4 The spell fails, but all creatures targeted by
If you wish to add additional encounters, various other
the spell gain the effects of a haste spell.
creatures can appear. If you do not normally include dinosaurs
The spell lasts one minute.
and other ancient creatures in your campaign world, this is a good
5-6 The spell fails, but all creatures targeted by time to make use of them.
the spell gain the effects of a slow spell. The The arrival of the t-rex will create 1d8 time gems.
save DC is 15. The spell lasts one minute.
7-8 The spell fails and the caster is frozen in
time until the end of their next turn; they
ENCOUNTER: CLOCK DOG(S)
cannot affect or be affected by anything. Assuming the PCs defeat the t-rex or at least return to the
ruins, they will be present when one or more clock dogs appear to
9-13 The spell succeeds but its duration and
repair wounded time.
area of effect is halved. Unless the PCS attack immediately, the clock dog(s) will begin
14-18 The spell succeeds but is duration and area by explaining that they are in the ruins at the behest of Tempus
of effect is doubled. and will be healing the wound in time. They will explain that the
19 The spell fails and a temporal disruption process can be dangerous and will insist that the PCs leave the
area for their own safety. If the PCs have any time gems, the clock
with a 30 ft. radius appears centered on the
dog(s) will know this and insist that they be handed over. If the
caster. Each creature in that area must
PCs refuse, the clock dog(s) will warn them again, explaining that
make a DC 18 Constitution saving throw,
the gems are dangerous, and their existence creates problematic
taking 56 (16d6) necrotic damage on a
holes in time itself. If the PCs hand over the gems, the clock
failed save, or half as much damage on a
dog(s) will thank them, and the encounter will resolve peacefully.
successful one. The disruption lasts until
If the PCs refuse, the clock dog(s) will warn them one last time
the start of the casters next turn. and then attack.
20 The caster gains the effects of time stop. In combat, a clock dog will usually begin with time stop and use
the time to haste itself, study its foes and get into an optimal
attack position. During combat, a clock dog will coordinate its
attacks with its fellows and use its temporal disruption against
Sometimes temporal “ghosts” appear: creatures that do not fully
groups of opponents or those who prove difficult to bite. Clock
transition
dogs prefer to not kill their foes and will usually allow foes to
through time
surrender or run away (unless their mission is to capture or kill
and are little
them).
more than
A clock dog will fight until destroyed, knowing that its soul will
projections
return to Tempus for later re-embodiment.
from the
past.
Other
effects
CONCLUSION
The encounter ends when the PCs resolve their interaction
include
with the clock dog(s). If the PCs depart peacefully, the clock dogs
random
will report this to Tempus, and they might consider employing the
objects
PCs as agents at some time. The clock dogs will also repair the
appearing.
rift, and the ruins will be normal.
These
If the PCs are defeated by the clock dog(s), the clock dog(s) will
objects
take any temporal contraband the PCs have (such as time gems)
might
and take them to a safe distance before they heal the wounds of
vanish
time. If they complete their task, the ruins will no longer be
again or
“haunted” as the rift will have been repaired.
remain. Living things also sometimes appear and disappear (the
If the PCs defeat the clock dog (s), then a stronger pack will be
PCs shouldn’t disappear). One living creature that will appear is a
sent to the ruins at some other time to repair the rift. Unless the
T-Rex, thus leading to the first encounter.
PCs were especially badly behaved, the clock dogs will not seek
revenge.
If the PCs were especially bad, clock dogs will be sent to
ENCOUNTER: T-REX correct their behavior at some point. If the PCs defeat these clock
dogs, then chronocats (the next Free Encounter) might be
After the PCs have had a chance to poke about the ruins, a
dispatched to murder them.
confused and very hungry t-rex will emerge from a temporal rift.
Upon sighting the PCs, it will decide that they are both to blame
4
HOOKS? 7th
8th
Very rare
Very rare
18
18
+10
+10
This encounter could lead to additional adventure. If the PCs
defeat the clock dog(s) or you decide that the rift cannot be 9th Legendary 19 +11
repaired, then the PCs might be dragged into a temporal
adventure through one of the rifts and try to find their way back to
their own time. There will be some future Free Encounters TIME STONE: SLOW TIME
featuring time/dimension travel that could be used. Wondrous item, uncommon
If the PCs interact peacefully with the clock dog(s) and impress As an action, you can throw this stone up to 60 feet away.
them, Tempus might decide to recruit them to serve as agents. When it reaches the end of its trajectory, the stone casts slow on
This can also lead to time themed adventures. up to six creatures within a 20 ft. radius of the impact point. If
If the PCs kill the clock dog(s) they could become enemies of there are more than six creatures, roll randomly to see which are
Tempus, leading to future conflicts. Tempus has all the time in affected. The save DC for the spell is 15. The effect lasts 1
the world and rarely rushes to vengeance.
minute. The stone is consumed upon use.

TIME STONE: DISRUPTED TIME


TIME STONES Wondrous item, uncommon

Time stones, also known as temporal fragments, are “frozen” As an action you can throw the stone up to 60 ft. away. When it
pieces of time. They are created when time is “wounded”, which reaches the end of its trajectory, the stone creates an area of
is why some call them the “blood of time.” Most time stones are disrupted time in a 20 ft. radius. Each creature in that area must
larger than a grain of rice but smaller than a grapefruit. However, make a DC 15 Constitution saving throw, taking 8d6 necrotic
there are tales of much larger time stones. damage on a failed save, or half as much damage on a successful
While the shape an appearance of time stones varies, they often one.
look like a fragment of brilliant glass. Looking into a stone
provides a glimpse at the moment in time from whence the stone TIME STONE: FAST TIME
came. Wondrous item, uncommon
Based on the nature of the time they contain and the type of As an action, you can absorb this stone into your body, gaining
wound they sprang from; time stones have varying qualities. the benefits of haste. The spell lasts 1 minute.
Some of the known stones are as follows.
TIME STONE: STOPPED TIME
Wondrous item, legendary
TIME STONE: CHRONOMANCY As an action you can activate the stone. You must make a DC
Wondrous item, uncommon to legendary
19 Wisdom save. If you succeed, you gain the effect of a time stop
A chronomancy stone contains a spell that manipulates time, spell. If you fail, you are frozen in time for 1d4+1 turns in a row.
such as slow. If the spell is on your class’s spell list, you know During this time, you cannot act or be acted directly upon. You
what spell is contained in the stone and can cast its spell without can, however, be carried or moved. As a metaphorical guide, you
providing any material Components. Otherwise, you cannot use become an indestructible statue during this time.
the stone. Casting the spell by freeing the trapped magic requires
the spell’s normal Casting Time. Once the spell is cast, the stone
returns to time, vanishing from sight. If the casting is interrupted,
the stone is not lost.
If the spell is on your class’s spell list but of a higher level than
you can normally cast, you must make an ability check using your
Spellcasting ability to determine whether you cast it successfully.
The DC equals 10 + the spell’s level. On a failed check, the stone
disappears with no other Effect.
The level of the spell in the stone determines the spell’s saving
throw DC and Attack bonus, as well as the stone’s Rarity, as
shown in the following table:

Spell Level Rarity Save DC Attack Bonus


Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very rare 17 +9

5
MONSTERS & NPCS
   
Huge beast, unaligned Large construct, lawful neutral

Armor Class 13 (natural armor) Armor Class 21 (natural armor)


Hit Points 136 (13d12 + 52) Hit Points 195 (17d10+102)
Speed 50 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1) 22 (+6) 16 (+3) 22 (+6) 10 (+0) 16 (+3) 12 (+1)

Skills Perception +4 Saving Throws Dex +7


Senses passive Perception 14 Skills Perception +7
Languages -- Damage Immunities poison
Challenge 8 (3,900 XP) Condition Immunities blinded, exhaustion, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive
Proficiency Bonus +. roficiency Bonus +3 Perception 17
Languages Common, Primordial
ACTIONS Challenge 11 (7,200 XP)

Multiattack. The tyrannosaurus makes two attacks. Pack Tactics. This creature has advantage on an attack
one with its bite and one with its tail. It can't make roll against a creature if at least one of this creature's
both attacks against the same target. allies is within 5 feet of the creature and the ally isn't
incapacitated.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 33 (4d12 + 7) piercing damage. If the Innate Spellcasting. The clock dog's innate spellcasting
target is a Medium or smaller creature, it is grappled ability is Wisdom (spell save DC 15, +7 to hit with spell
(escape DC 17). Until this grapple ends, the target is attacks). It can innately cast the following spells,
restrained, and the tyrannosaurus can't bite another requiring no material components:
target. 3/day each: Haste, Slow
1/day each: Time Stop
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.
ACTIONS
Description: A typical t-rex, but has a special Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
fascination with butterflies. creature. Hit: 22 (3d10+6) piercing plus 3d6 necrotic
damage.

Temporal Disruption. The dog disrupts time in a 30-


foot cone. Each creature in that area must make a DC
18 Constitution saving throw, taking 56 (16d6) necrotic
damage on a failed save, or half as much damage on a
successful one.

Description: A clock dog is a temporal agent of the


god(s) of time. The soul of what was once a dog
provide the spark of life to the metal construct that
serves as its body. The body is typically designed to be
like the dog’s original body but is a clock work
mechanism. So, for example, a husky clock dog would
look like a clockwork husky.
A clock dog usually has glowing eyes and glowing
temporal runes on its metal shell; but they can
extinguish these at will when stealth is needed. The
glowing features were designed by Tempus to make
the clock dogs look imposing and impressive.
6
While no longer normal dogs, they retain most of the
classic dog traits and are generally friendly to
humanoids who are friendly to them. But, like most
normal dogs, they are suspicious of those they do not
know.
While having excellent vision, clock dogs also have a
temporal sense that allows them to “see” time and its
contents with their mind. This grants them an effective
form of blindsight.
While charged with defending time, clock dogs can
create localized disruptions of time. In effect, they
weaponize time. This process concludes with the
restoration of the disruption and a clock dog can undo
the damage caused by its temporal disruption by taking
one minute to effect repairs to time.
If a clock dog is slain, valuable treasure can be taken
from its body. Each clog dog has three metal “scrolls”
within its body that provide its spells (haste, slow and
time stop) and these scrolls can be used by a suitable
caster.

7
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8
Tower of Zakelana

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K1 Trip to Town (pay what you want)
K1.5 Where the Dead Speak (pay what you want)
K2 Lelathon Village (Pay what you want)

9
ABOUT THE AUTHOR
Dr. Michael LaBossiere is a gamer/runner from Maine who went
to school in Ohio and ended up a philosophy professor in Florida.
While acquiring his doctorate in philosophy at Ohio State
University, he earned his ramen noodle money by writing for
Chaosium, GDW, R. Talsorian
Games, and TSR. After
graduate school, he became a
philosophy professor at
Florida A&M University. His
first philosophy book, What
Don't You Know?, was
published in 2008. He
continues to write philosophy
and gaming material. He is
also a blogger, but these days
who isn't?
When not writing, he enjoys running, gaming and the martial
arts. Thanks to a quadriceps tendon tear in 2009, he was out of
running for a while, but returned to the trails and wrote a book
about it, Of Tendon & Trail. He can be contacted at
ontologist@aol.com.

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