THE CHIMING CLOCKS KNOWLEDGE (THE PLANES) DC: 21. the chiming clocks

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1 THE CHIMING CLOCKS KNOWLEDGE (THE PLANES) DC: 21 The clocks that chime Do more than tell time Just move the hands To destroy the lands One... Two... Three...(and so on) -Passage from an obscure children s rope-jumping rhyme. This small demiplane is slowly collapsing, falling to pieces as the larger Elemental Plane of Air that envelops it crushes and absorbs it. Originally constructed by the time flayers (see Inhabitants below) for the purpose of unmaking entire worlds, celestial forces seized control of the demiplane a thousand years ago when celestial soldiers entered the realm and slew the band of time flayer warriors within its boundaries. Although the time flayers were slain, the celestial forces did not dismantle the Chiming Clocks for fear of interfering with the worlds that the clocks were bound to. Since that time, the celestial forces have guarded against the return of the time flayers and any others that would use the clocks to interfere with the natural and orderly progression of things. As part of this process, they have allowed the plane to slowly collapse under the pressure of the Elemental Plane of Air, seeing this as the only safe way to remove the Chiming Clocks. Originally, the celestial forces left Suntongue, a very old radiant dragon (see Inhabitants below), as the demiplane s sole guardian. Suntongue successfully protected the demiplane for almost a millennia, keeping the forces of Chaos and Evil at bay until a century ago when the great dragon fell in battle against a hundred and one lesser demons. Although Suntongue was slain by an accumulation of injuries, he managed to kill each and every one of the intruders thus saving the demiplane at the cost of his own life. Today, the celestial forces keep the Clocks well defended. At any time there are four or more celestial warriors on the demiplane (see Inhabitants, below) and the Gong of Alert (see Features, below) may be sounded if the defenders require assistance. 41

2 TRAITS OF THE CHIMING CLOCKS The traits of the Chiming Clocks are: Normal Gravity. Flowing Time: Inside the Chiming Clocks, time moves faster than on the Material Plane. One may travel to this demiplane, spend a day here, and then return to the Material Plane only to find that a single hour has passed. Everything on the Material Plane is only one hour older but for the traveler returning from the Chiming Clocks, and the items, spells, and effects working on him, that day away was entirely real. There is rumored to be a way to adjust the flow of time within this demiplane, to either slow it down or speed it up relative to the Material Plane, but that knowledge was lost with the time flayers. Finite Size: The Chiming Clocks is a tenmile tall tower of gears, chains, bells, and ladders standing atop a dome of rusted metal which itself is one mile across. The square base of the tower is a half-mile in length on a side and stretches up to a point as sharp as any needle. Covering every external face of the tower are uncountable thousands of clocks of all sizes, ranging from a few inches across to one near the tower s base that is over 500 feet across. The entire structure sits in the center of a lush, tropical island that was originally part of the Elemental Plane of Air and was seized by the time flayers for their purpose. Once some twelve miles across at its widest point, the island has been slowly worn away as the Elemental Plane of Air has made inroads and is now only five miles across. The demiplane hangs upside down relative to a sea of small islands floating within the Elemental Plane of Air. Those standing on this demiplane look up to see a sky of islands. As the Elemental Plane of Air continues to encroach upon the demiplane, chunks of the island break off to fall into the Elemental Plane of Air; it is only a matter of time before the Chiming Clocks are destroyed and this demiplane ceases to exist. Alterable Morphic: Objects on this demiplane remain where they are (and what they are) unless affected by physical force or magic. The Chiming Clocks s immediate environment can be changed as a result of tangible effort. Air-Dominant: This demiplane has a breathable, heavily damp and scented atmosphere. When visiting the Chiming Clocks, creatures of the earth subtype are uncomfortable, feeling the intrusion of the Elemental Plane of Air and because there is little natural earth to connect with. They take no actual damage, however. Strongly Law-Aligned: When on this demiplane, creatures of any chaotic alignment suffer a 2 circumstance penalty on all Charisma, Intelligence, and Wisdom-based checks. Enhanced and Impeded Magic: Spells and spell-like abilities that use, manipulate, or create air (including spells with the Air descriptor) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells do not require higher-level slots). Spells and spell-like abilities that use or create earth (including spells with the Earth descriptor and spells that summon earth elementals or outsiders with the earth subtype) are impeded. To cast an impeded spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally. LINKS TO AND FROM THE CHIMING CLOCK On the worlds of the Material Plane, any clock large enough for someone to walk inside is a portal to the Chiming Clocks. By opening and closing the access panel to a Material Plane clock three times, and stepping backward into the clock on the third time, a traveler will find himself standing on the rusted metal dome just outside the tower of the Chiming Clocks. 42

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4 USING THE CLOCKS It is perfectly acceptable for you to leave the clocks as an eternal mystery, the knowledge of how to use the Chiming Clocks and their true purpose having died with the time flayers. On the other hand, you could design an elaborate purpose for the Chiming Clocks. Perhaps the entire structure was designed to bring about the end of the universe and, one day in the future, when all of the clocks chime simultaneously, the universe as it is today will cease to be (whether a new universe arises to take its place is another matter entirely). Or the individual clocks, combined with very specific knowledge, allow someone to alter the time on a specific world. Time travel could be possible in this manner, or specific events or people could be undone. Obviously, such an item would have a profound effect on your campaign and its use should be considered carefully before the Chiming Clocks are introduced into your campaign as anything other than a giant conundrum. To leave this demiplane, travelers may enter a small closet on one floor of the giant clock tower. This closet opens into the Machine Realm, a giant furnace operated by dwarves that exists at the lowest level of the Halls of Order. This gate is one-way only. For more information on the Halls of Order see Book of the Planes. Another exit from this demiplane is through a trapdoor midway down one side of the rusted dome. Locating this trapdoor can be exceedingly difficult, as the rust has blended the outlines of the various panels together; a Search check (DC 30) is required to locate this trapdoor. The trapdoor is frequently stuck, requiring a Strength check (DC 25) to open. Once opened, the trapdoor reveals a bright white void. Stepping into this void deposits the traveler at a random point within the Positive Energy Plane. Travel to and from the Elemental Plane of Air is as simple as flying across the demiplane s border, or stepping off its edge; the rigid boundary that once separated the Chiming Clocks from the Elemental Plane of Air has been largely worn away. FEATURES OF THE CHIMING CLOCKS Each of the individual Chiming Clocks is linked to a specific world and counts the passage of time for that world. Whenever one full day passes on a world, that world s clock chimes once; given the thousands and thousands of clocks, something is always chiming. Beyond this, the celestial forces have never discovered how the clocks relate to or affect their linked worlds, or even which worlds are linked to which clocks. Thus, they have left the clocks alone (the clocks do not appear to need any winding nor repair) to continue on their course and do their utmost to prevent others from interfering with the clocks. The individual clock for a world can be destroyed, dismantled, or even stolen, but at the end of that world s day, when the clock would chime, it reappears in its position upon the tower and chimes. Light suffusing over from the Elemental Plane of Air constantly fills the demiplane, giving it the ambience of a bright summer day. The light streams into the tower and dome through the thousands of clock faces. Reflected and refracted, it fills the inside of the tower and dome with so much light that it appears to be noon at all times. The entire dome is hollow and constructed of plates of steel that are covered in the rust of millennia. Although large enough to fit an entire vil- 44

5 lage, the dome s interior is completely without structures or decoration; its sole purpose is to aid in stabilizing the clock tower. The rough exterior surface of the dome makes walking across its face much easier than when it was new and clean, but a DC 10 Climb check is still required once every 15 minutes. Failure results in the traveler sliding 2d10 feet down the side of the dome until he manages to stop his descent. Falling off of the demiplane is a danger and anyone who does so will find himself falling through the Elemental Plane of Air. The Planar Chronometer This sizable metal box, some 100 feet tall, holds two glass tubes. One tube contains blue sand, the other holds red sand. As a standard action, a traveler can attune the blue sand to the time flow of his native plane with a successful Wisdom check (DC 14). The blue sand then moves in accordance with the normal flow of time for that specific traveler s home realm. Once the blue sand is attuned to a traveler s home realm, the red sand begins to flow at the rate of time of this demiplane, allowing a traveler with at least 1 rank in Knowledge (the planes) to deduce the comparable rates of time between his native plane and the Clocks of Law demiplane. Smaller versions of this device exist and are used by planar travelers (see the boxed text). Gong of Alert Balanced impossibly upon the very top of the tower s needle, this giant brass gong serves as a means for calling upon additional forces in times of need. When struck, the gong resounds across the planes, calling forth 1d10 additional celestial creatures (DM-determined types and strengths appropriate for the situation) on patrol nearby that are gated in within one round. INHABITANTS OF THE CHIMING CLOCK The celestial warriors defending the realm can be of any race and frequently include celestial creatures (they might even be adventurers). In addition to the celestials, watcher scarabs circle the exterior of the dome and tower of the Clocks of Law, always on the alert for intruders. A total of 3d6 watcher scarabs are typically found patrolling the demiplane. All other creatures are considered to be trespassers and are arrested, interrogated, and if necessary eliminated, on sight. Watcher Scarab Diminutive Construct Hit Dice: 4d10 (22 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (perfect) Armor Class: 20 (+4 size, +2 Dex, +4 natural), touch 16, flat-footed 18 Base Attack/Grapple: +3/ 9 Attack: Gore +6 melee (1d2-1 plus 1d6 electricity) Full Attack: Gore +6 melee (1d2-1 plus 1d6 electricity) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Electric shock Special Qualities: Construct traits, remote spells, transmit Saves: Fort +1, Ref +2, Will +4 Abilities: Str 9, Dex 14, Con, Int, Wis 17, Cha 7 Skills: Hide +22, Listen +7, Move Silently +10, Spot +7 Feats: Environment: Any land or underground 45

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7 Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5-12 HD (Diminutive) Level Adjustment: These mobile scrying sensors serve as reconnaissance devices for celestial scouts. They are frequently sent to spy for celestial leaders who are having a difficult time penetrating the scrying wards frequently employed by demons, devils, and other enemies of the upper realms. Watcher scarabs are tied to their masters, so when one is spotted - which is rare - there s sure to be a celestial behind its presence. The body of a watcher scarab resembles a dull gray coconut. Inset in one end of its smooth, nearly spherical shell is a small piece of glass, which serves as its eye. Wings of nearly invisible gossamer propel the scarab along its way. While the construct is actively watching for its master, its eye shimmers with a rainbow pattern like oil on water. Each watcher scarab must be bonded to a master - either the creator itself or another individual - at its creation. Breaking the bond between watcher and master usually involves destroying one or the other. COMBAT Watcher scarabs are designed to watch. If discovered, they are programmed to flee to their masters. If a watcher scarab is cornered or trapped, a small, stone horn springs from a hidden receptacle in its body, crackling with electricity. The scarab attacks with this horn only until an avenue for escape presents itself, at which point it flees. Electric Shock (Ex): A watcher scarab generates a slight electrical charge that it can channel through its horn. Any creature struck by the scarab s gore takes 1d6 points of electricity damage in addition to the normal damage dealt by the horn. Remote Spells (Ex): A watcher scarab can be the subject of spells that its master casts on himself or herself. Any spell with a range of touch or personal that can affect constructs also affects the scarab if it is within 1 mile of its master when he or she casts the spell. Typical spells cast to facilitate the scarab s information search include invisibility, expeditious retreat, and shield. PLANAR CHRONOMETER Almost identical in appearance and function to the larger version in the Chiming clocks, the only physical difference is that this version is only a foot tall and easily carried in a backpack. The red sand of a planar chronometer is permanently attuned to the flow of time within the creator s home plane. When traveling to other planes the planar chronometer s blue sand may be attuned to the foreign plane by its owner with a successful Wisdom check (DC 14), allowing him or her to gauge the relative flow of time between the two realms. Faint divination; CL 3rd; Craft Wondrous Item, Knowledge (the planes) 5 ranks; Price: 125 gp. Transmit (Su): A watcher scarab can t speak, but it has a telepathic link with its master that extends out to a distance of 1 mile. The master can give the scarab simple, one word instruction (such as Stop, Hide, or Flee ) through this link. In addition, this telepathic link enables the watcher scarab to transmit everything it sees and hears back to its master. This ability functions in a manner similar to that of a scrying sensor. Skills: A watcher scarab receives a +8 racial bonus on Hide and Move Silently checks, and a +4 racial bonus on Listen and Spot checks. 47

8 Medium Outsider (Bxtraplanar) Hit Dice: 13d8+39 (97hp) Initiative: +6 Speed: 40 It. (8 squares) Armor Class: 27 (+2 Dex, +l0 natural, +5 insight), touch 17, flat-footed (foresight ability, see below) Base Attack/Grapple: +13/+l7 Attack: +1 greatsword +19 melee (ldl0+7, l9-20/x2) Full Attack: +1 greatsword +19/+14/+9 melee (1d10+7, 19-20/x2) Face/Reach: 5ft./5ft Special Attacks: Temporal displacement, unmaking Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., foresight, outsider traits, reality bend, time immunity, time jaunt Saves: Fort +11, Ref +12, Will +l3 Abilities: Str 19, Dex 15, Con 16, Int 20, Wis 20, Cha 18 Skills: Balance +9, Bluff +l4, Climb +9, Diplomacy +18, Escape Artist +14, Hide +18, Intimidate +20, Jump +14, Knowledge (history) +2l, Knowledge (the planes) +21, Listen +21, Move Silently +18, Search +21, SenseMotive +21, Spot +2l, Survival +21 (+23 on other planes, +23 following tracks) Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Weapon Focus(greatsword) Environment: Plane of Time Organization: Solitary or gang (2-4) Challenge Rating: 12 Treasure: Standard plus +1 greatsword Alignment: Usually neutral evil Advancement: HD (Medium) Level Adjustment: the chiming clocks Time Flayer Time flayers are natives to the Plane of Time and are most often encountered on that plane, the Astral Plane, or the Ethereal Plane. Occasionally a time flayer slips into the Material Plane, but most such encounters occur when a hole is torn in the time continuum and it pulls a time flayer through, depositing it on the Material Plane. When such an event occurs, a time flayer usually looks for a way back to its native plane (which usually consists of a place on the Material Plane where the time fabric has been weakened). Some time flayers purposefully journey to the Material Plane as if they are searching for something sages and scholars are unsure what it is they are looking for. Time flayers coexist on their native plane with time elementals who they detest. Why this animosity exists is unknown, but neither creature likes the other and they always attack each other on sight. Note that time flayers often gain the upper hand in this battle as they are unaffected by the aging attack of a time elemental. COMBAT Time flayers fight with their greatswords in battle all the while attempting to discern the most powerful foe in a group. Once it has targeted such a foe, it uses its temporal displacement ability to effectively remove that creature from combat for a few rounds. If faced with certain extinction, a time flayer rips a hole in the time continuum and slips away using its time jaunt ability. Temporal Displacement (Su): By making a melee touch attack against a foe, a time flayer can send a creature into the future if it fails a DC 18 Fortitude save. The save is Constitution-based. On a failed save, the creature disappears in a flash of white energy. For the next 1 minute (10 rounds), the displaced creature is effective- 48

9 ly nonexistent. No form of magic, effect, or force can detect or aid such a creature. A displaced creature can attempt a DC 22 Wisdom check on its turn to break the effects and end the displacement. The save is Constitutionbased and includes a +4 racial bonus. After 1 minute, the creature reappears in the same space it was in before being displaced. If the space is occupied when the creature returns, it is shunted aside to the first open space and takes no damage. A time flayer can use this ability three times per day. Unmaking (Su): An opponent slain by a time flayer is unmade erased from the very fabric of time. No memories or recollections of the unmade creature exist anywhere in reality. Past events the creature was responsible for are now attributed to an unknown even if they recently took place. For example; suppose a great hero saved a kingdom from certain doom and then suffers the unmaking. The kingdom is still safe, but no one can quite recall who saved it. A creature that suffers the unmaking cannot be raised, resurrected, or restored lo life by any normal means not even a wish can restore an unmade creature. Only the direct intervention of a deity can restore one who suffers this fate. Foresight (Su): A time flayer can see a few seconds into the future. This ability prevents a time flavor from being surprised, caught flatfooted, or flanked. It also grants the time flayer an insight bonus on its AC equal to its Wisdom bonus. This ability can be negated, but the time flayer can restart it as a free action on its next turn. Reality Bend (Su): As a free action, a time flayer can fold the dimensional space surrounding it so its true location is hard to discern. Attackers have a 20% miss chance each time they attack with melee or ranged weapons. This is similar to the miss chance granted by a displacement spell. See invisibility does not reveal the creature s location, but true seeing does. Time Immunity (Ex): Time flayers are immune to all time-related spells and effects (including time stop, temporal stasis, and the like). Time flayers do not age and are not affected by any aging attack. Time Jaunt (Su): As a standard action, a time flayer can slip through the time stream and appear anywhere on the same plane of existence as if by greater teleportation. This ability transports the time flayer and up to four other creatures within a 30-foot radius that the time flayer designates. Unwilling creatures must succeed on a CC 19 Will save to avoid being carried away. This ability is otherwise similar to the greater teleport spell. The save DC is Constitution-based. 49

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