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A Snitch in Time

The DM Lair

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in time itself to form, centered on the temple.
CREATURES This rift caused time to “leak” out of the plane
• Clockwork Cultist (half-human, half- and into an endless interdimensional space
clockwork) where time was lost. And now, all time on the
o Use stat block for Clockwork material plane is being slowly pulled into this
Soldier (CC 65, CR 1) rift, and an aura of timelessness – where time
• Clockwork Beetle Swarm (TOB 61, CR 3) stops and all fauna and flora cease to age – is
• Clockwork Abomination (TOB 59, CR 5) slowly expanding.
• Clockwork Mantis (TOB2 67, CR 6)
The immediate problem this is causing is that
• Zeitgeist (TOB2 383, CR 6)
crops no longer grow, babies are no longer
• One-Headed Clockwork Dragon (CC 111,
born, and children remain children. Slowly the
CR 8)
entire circle of life is grinding to a halt, and
• Three-Headed Clockwork Dragon (CC
scholars theorize that when all time has leaked
112, CR 14)
from the material plane, it will cause a
TOB = Tome of Beasts by Kobold Press chronetic reversal culminating in an entropic
explosion.
TOB2 = Tome of Beasts 2 by Kobold Press
In a bid to avoid this fate, the call has gone out
CC = Creature Codex by Kobold Press to adventures far and wide who might stop this
from happening.
DM NOTES
• This adventure is designed for four to LOCATIONS
six level-eleven characters. Temple of Broken Time.
• It’s expected that the party might need
to take a couple long rests over the
NPCS
course of this adventure, but no long
rests. The Clockwork Enclave. A cabal of artificers
that created the Temple of Broken Time.
• Contains treasure from one roll on the
level 11-16 treasure hoard table in Primarch Tempora Chronis. The leader of the
Game Master’s Core Rulebook. cabal of artificers.

BACKSTORY RANDOM ENCOUNTERS


Decades ago, the Clockwork Enclave, a cabal of Build out a handful of random encounters you
artificers, crafted the Temple of Time. Powered can use. You might have a random encounter
by mystical clockwork mechanisms, the temple take place if the heroes try to use more long
floated high in the air above the land. rests than are expected, are in the middle of
Encouraged by this success, the enclave pressed raiding a compound and take a long rest, or
onward to further innovations. With time, they even on short rests.
discovered a way to pause time itself, offering
the opportunity for all who dwelt in the Temple • 1d4 clockwork abominations
of Time to experience immortality. • 1d4+2 clockwork beetle swarms
• 1d4 clockwork soldiers and 1
However, their clockwork innovations violated clockwork mantis
immutable laws of the cosmos and caused a rift • 2 zeitgeists
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INCITING EVENT T1. LANDING ZONE
A local mage and their scholar companion reach There are four clockwork cultists here. When
out to the adventures, explaining that their the group arrives, they request their access
studies have revealed that time in the region is numbers. If the group does not provide the
beginning to slow down. The pair hypothesizes proper numbers (which they don’t have), the
that dire consequences might result if cultists politely ask them to take a number and
something is not done. After further research wait. There is a number machine on a dais in
and inquires to extraplanar entities, they’ve the room that gives the group number 412. A
located what they are certain is the source of display on the wall indicates that number 198 is
the issue: a floating temple in the sky once currently being seen. As time does not flow, the
inhabited by a cabal of artificers known as the number display never progresses.
Clockwork Enclave. The temple was once called
In the corner there is a pile of discarded
the Temple of Time, but with its believed
numbers. Searching the pile and succeeding on
abandonment, folks now know it as the Temple
a DC 15 Perception check uncovers a paper with
of Broken Time. The mage and scholar ask the
the number 412 on it. If this is shown to the
group to investigate and resolve the problem,
cultist, they allow them to proceed further into
promising a treasure that would appeal to the
the temple.
adventurers (left to GM discretion).
If the party tries to go further in without the
TEMPLE OF BROKEN TIME proper number slip, the clockwork cultists
The temple is constructed of stone and intone that they are in violation of ChronoCode
clockwork mechanisms and floats 300 feet 132 and must return or be detained. This
above the ground. The interior walls of the triggers an alarm and two clockwork
temple are covered with gears and other abominations form from the gears and
mechanisms that are constantly in motion. mechanisms on the walls and advance on the
group. If the group doesn’t return to wait, the
clockwork cultists and abominations attack.
ENTERING THE TEMPLE
If the party has access to flying mounts or magic
that allows them to fly, they may easily access
T2. THE ARBORETUM
the temple. This junction is dominated by a clockwork tree
made of gears, springs, and other mechanisms.
Failing that, there is an area of reverse gravity Gears occasionally fall from the tree as though
on the ground below the temple. However, it is they were leaves, and six clockwork beetle
only activated when a riddle is properly swarms move about the branches of the tree.
answered. Before this area on the ground The swarms are not bothered by the group’s
stands a monolith with a clockwork face presence but will become aggressive if the tree
constructed on it. When approached, the is disturbed. The leaflike gears on the ground
clockwork face queries, “Why did the Clockwork may be taken without disturbing the swarm.
Enclave make the Temple of Time float?” When
the correct answer, “To see time fly” is given, Gears. The leaflike gears may be used at other
the area of reverse gravity is activated and points in the temple to repair mechanisms,
creatures float upward and arrive at the landing reducing the difficulty of the final
to area T1. confrontation.

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T3. TREASURE VAULT the side of the sundial. It is only awakened
when the final battle is triggered (see area T10).
This room has broken off from the rest of the
temple. The ten-foot gap in the walkway can be Opening the Dome. A successful DC 17
safely jumped across with a DC 13 or higher Intelligence (Investigation) check reveals that
Strength (Athletics) check. the mechanisms on the sundial are broken.
They can be fixed using the leaflike gears from
The four massive chests in this room hold the
area T2 and a successful DC 15 Intelligence
Clockwork Enclave’s treasure. The outside of
(Tinker’s Tools) check. If the mechanisms are
each chest is covered with gears, springs, and
fixed, the dome opens, allowing light to hit the
other mechanisms. Inspecting the chest and
sundial, and the one-headed clockwork dragon
succeeding on a DC 15 Intelligence
in the gears in this room does not form when
(Investigation) check reveals that a gear is
the final battle is triggered (see area T10).
missing from each chest. If a leaflike gear from
area T2 is placed into the missing gear spot, the
chest is unlocked and opens freely. Otherwise, a
T6. THE TIME OF PAST: WATER CLOCK
DC 18 Dexterity (Thieves’ Tools) check is This room contains a large water clock in its
required to open each chest. center. However, the water clock is not
functioning; time is not being kept. There is as
There are two clockwork mantises built into the dormant one-headed clockwork dragon in the
far wall of the room, disguised as gears and gears on the side of the water clock. It is only
springs. If the chests are opened by any other awakened when the final battle is triggered (see
means than the leaflike gears, they emerge area T10).
from the wall and attack. Furthermore, two
zeitgeists materialize over the gap in the Repairing the Water Clock. A successful DC 17
walkway and attack the group from the rear. Intelligence (Investigation) check reveals that
the mechanisms on the water clock are broken.
Loot. The four chests combined contain 15,000 They can be fixed using the leaflike gears from
gp, 1800 pp, 3 topazes (500 gp each), 7th level area T2 and a successful DC 15 Intelligence
spell scroll (GM’s choice), potion of speed, (Tinker’s Tools) check. If the mechanisms are
potion of supreme healing, slippers of spider fixed, the water clock begins to function once
climbing, and a clockwork broach. again, and the one-headed clockwork dragon in
the gears in this room does not form when the
T4. MEDITATION ROOM final battle is triggered (see area T10).
This room contains a simple rug where
members of the enclave would sit in T7. LIBRARY
contemplation, considering greater heights of The shelves in this room contain books on a
innovation and discovery. wide variety of topics. Many are historical
volumes and others are reams of notes from
T5. THE TIME OF PRESENT: SUNDIAL the artificers who created the temple. These
This room contains a large sundial in its center, notes contain blueprints.
and the roof has a dome that is designed to be
Notes and Blueprints. Studying these notes and
retracted to allow sunlight in. However, the
succeeding on a DC 15 Intelligence
dome is currently closed. There is as dormant
(Investigation) check reveals that the sundial,
one-headed clockwork dragon in the gears on
water clock, and hourglass in areas T5, T6, and
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T9 must be in proper working condition for the springs on the hourglass does not form when
Temple of Time to function properly. the final battle is triggered (see area T10).
Furthermore, it is discovered that when the
temple is not in proper working condition, T10. BROKEN WALKWAY
failsafes are activated which put the temples’
Perched on the edge of this broken walkway is a
defenses on high alert. three-headed clockwork dragon. When the
door to area T9 is opened, the dragon animates
T8. BEDROOM and demands the group state their access
There is a simple bed and table in this room. codes. These access codes do not exist. After
This was the private quarters of Primarch several moments and reiterating the demand,
Tempora Chronis. On the table is the primarch’s the dragon eventually attacks.
private journal.
When the dragon attacks, the roofs of all the
Journal. A studying the journal for at least 30 rooms and corridors float upwards, separating
minutes and succeeding on a DC 18 Intelligence from the walls. This allows the dragon
(Investigation) check reveals that three pages unfettered access form above to all areas.
are covered with what appears to be access Furthermore, three one-headed clockwork
codes. These access codes can be used in the dragons form: one from the gears on the
final confrontation with the three-headed hourglass in area T9, one from the gears on the
clockwork dragon to disable it. It takes one water clock in area T6, and one from the gears
action and an entire round to read one page of on the sundial in area T5. All join the combat.
access codes; only one page can be read at a
What more, if there were any clockwork
time. Reading a page of access codes disables
creatures undealt with in the other areas of the
one of the heads of the dragon, reducing the
temple, at the game master’s discretion, they
number of bite attacks it can make as part of its
join the combat in subsequent waves.
multiattack. Once all three heads have been
disabled, the creature becomes completely
inanimate. RESOLUTION
Repairing the sundial, water clock, and
T9. THE TIME OF FUTURE: HOURGLASS hourglass, and disabling or defeating the three-
headed clockwork dragon fixes the rift into
This room contains a giant mechanical
which time is flowing.
hourglass. Gears and springs cover much of the
surface, and the sand within has been
completely paused and does not flow.

Fixing the Hourglass. A successful DC 17


Intelligence (Investigation) check reveals that
the mechanisms on the hourglass are broken.
They can be fixed using the leaflike gears from
area T2 and a successful DC 15 Intelligence
(Tinker’s Tools) check. If the hourglass is fixed,
the sand begins flowing freely, and the one-
headed clockwork dragon in the gears and

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Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, and Mike Welham. A Snitch in Time, Copyright 2022, Luke
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