One Shot: The Clockwork Sanctum w/ Drawn Map
Added 2024-03-08 21:57:27 +0000 UTC
A one shot map I drew up today! Enjoy!
Entrance
The Entrance Hall: A grand entrance with a massive, ornate door. Engraved with celestial cymbols and adorned with intricate clockwork gears. 2 stone statues of mechanical guardians stand on either side, each holding a crystal orb that emits a soft, pulsating light.
- 2 Clockwork Guardians (Animated Armor)
Left Path to the Clockheart Observatory
Cogwheel Corridor: A narrow passage lined with rotating cogwheels on the walls. Adventureres must carefully time their movements to aboid getting caught in the gears. Scurrying across the floor are… mechanical spiders!?
- Players must succeed a Dexterity Saving Throw (DC 14) to avoid being caught in rotating cogwheel or take 1d8 Slashing Damage.
- If a player fails their saving throw, 2 mechanical spiders (Spider) take action.
The Gearforge Workshop: A giant gear shaped forge stands in the middle of the room. Gnomish inventors and clockwork artisans tirelessly work on intricate creations. A puzzle involving assembling and arranging gears to unlock the next door.
- 3 Gnome Tinkerers (See Statblock Image)
- To open the locked door, the players must succeed a DC 14 Investigation check to see that specific gears held by the Gnome Tinkerers fit into empty slots on the door in the correct order.
The Labyrinth of Time: A series of maze like halls that shift and turn. Certain areas cause the players to either move in half time or double time. Players may happen upon crates, cells, the Gnome's sleeping chambers, and a treasure toward the south. The players eventually make their way to the Clockheart Observatory in the center of the map.
- Slowed Time: In this space, character's movement speed is halved, but they gain a +2 bonus to AC as their reflexes seem enhanced.
- 1 Temporal Warden (Minotaur Skeleton) patrols the halls.
Right Path to the Clockheart Observatory
Steam Powered Chamber: A room filled with hissing steam pipes and pressure gauges. A central platform with a lever.
- The lever activates a complex mechanism, revealing 2 doors, the one on the right of the room is opened. When pulling the lever again, both doors activate, leaving one door to close and one to open simultaneously. Only one door in this room can be open at a time.
- The bottom door leads to the Chrono Control Room
- The right door continues the path to the Clockheart Observatory
Chrono Control Room: On top of an elevated portion of the chamber sits a large magical hourglass at the center, which controls the flow of time within the library.
- 2 Clockwork Guardians (Animated Armor)
- When the hourglass is turned upside down, any location that indicates the Slowed Time feature will instead have Accelerated Time: Characters have double the movement speed, but get -2 to AC due to not being able to keep up with their reflexes.
Echoing Cavern: A cavern with mesmerizing echoes. Mysterious whispers and distant footsteps can be heard, creating an eerie atmosphere. Mirrored surfaces reflect and distort reality into a visualized alternate universe.
- Slowed Time: In this space, character's movement speed is halved, but they gain a +2 bonus to AC as their reflexes seem enhanced.
- 4 Echoing Shadows (Shadows) with the ability of Echoing Disruption: The Echoing Shadows have the ability to disrupt the senses and movements of creatures within their vicinity. As an action, a shadow can unleash a wave of disorienting echoes in a 15-foot radius. Each creature within the area must make a DC 14 Wisdom saving throw or be affected by the echoing disruption. The effects last for 1 minute, and a creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Affected creatures have disadvantage on Wisdom (Perception) checks and Dexterity saving throws .Movement within the area costs an additional 5 feet of speed for affected creatures. Attacks made by affected creatures have disadvantage.
The Clockheart Observatory to The Clockwork Sanctum
The Clockheart Observatory: A vast, domed room with a giant, pulsating clockwork heart at its center. Constellations are formed by magical lights on the ceiling. A telescope sits at the center, that when aligned with the correct star, opens the entrance to the final chamber.
- To open the final chamber, characters must point the telescope to the North Star while the clock is at midnight.
- Players must precisely use the hourglass in the Chrono Control Room to move the clock to midnight.
The Clockwork Sanctum: Time itself seems to stand still. A large pit sits at the center of the room. Working in the corner is the Chronomancer Overlord ready to confront the infiltrating party.
- 1 Chronomancer Overlord (see statblock image)
- 2 Clockwork Guardians (Animated Armor)