Abandonment in the Astral Clocktower Plot in Florenic Worlds | World Anvil

Abandonment in the Astral Clocktower

Introduction

The price of knowledge is a strong temptation for the followers of Renaki. With our latest request, it may as well be easier to have sacrificed their peer just for a mundane textbook and save us all the trouble. Because these idiots went into the Astral Clocktower, a Precursor ruin with unpredictable effects, they now come to seek our aid.

You are requested to go in and find their friend, or at least, what remains of them. Before we have the same predicament on our hands, please, do not touch ancient mechanisms you do not know! The Precursors were brilliant geniuses back in the day but their genius work has now eroded. So do be careful. And also get a souvenir while you're at it.

Adventure Overview

The purpose of the Astral Clocktower was to try manipulating the environment through a massive mechanism that gives off an input based on both the alignment of the stars and configuration of the tower. When the right input is set, the weather changes accordingly. This allowed for farming to be viable during the winter years. As the Precursors became more hostile with each other, the Clocktower became militarized. Hazardous configurations were added on to thwart invaders.

Now with the Precursors gone, the tower has slowly been wearing down from time. Students from the University of Renaki formed a trip to head over there and study the tower. However, toying with the contraption has caused disastrous results!

Adventuring Phase

Preparation

The party is advised to find a form of understanding the Precursor language. They can reach out to the University of Renaki for a guide or acquire a few Comprehend Language spells.

Arriving to the Astral Clocktower

The astral clocktower switches to the Windstorm setting with the temp setting aligned to the opposite (currently early summer to late winter).

Along the roadways, eventually a distant chime is heard. The wind begins to pick up as it billows with great strength through the area. In the far off distance, you can actually see a tall clocktower. What one would expect to be numbers of the hour are instead irregular symbols.

Going further on, doing what you can in the wind, there is a tall humanoid machine holding a broomstick as it sweeps debris off a metallic walkway.

The cogwork is out in the open. It does not acknowledge the party unless attacked and only does so in self-defense.

Going further on, the bell chimes once you are over halfway to the tower. The howling wind finally comes to a halt but a deep base ripples out from the clocktower.

Now within the border of the old Precursor village, you can see in the distance another mechanized cogwork but instead, it carries a pike as it marches alone through a street, disappearing behind obscuring buildings.

The cogworks are hostile with the current output.

Clocktower Building Components

Entry Hall

The entry hall contains a terminal for quick access to different facilities within the clocktower.

Entry Terminal

1. Machine Room

The machine room is unlocked. Rebooting it allow for the Entry Hall Terminal to reactivate. It will cause the astral clocktower to activate the next defense output.

2. Security Station

This room is locked until the machine room is reactivated. The security station contains a terminal to unlock the other three rooms. Cogworks station within here to change guards at each hour unless in a conflict.

3. Armory

This room is where Teresse is trapped in a time stop. By toggling the clock into the time stop position, it will toggle the room to open as well.

4. Barracks

This former study became integrated as a makeshift barracks for a small squad. No longer are there any occupants. This place contains the key needed for accessing the Tower Station.

Tower Station

The entry door is locked, requiring a key in the Barracks. Here is where the clocktower functions.

Plot type
Episodic
Related Session Reports

Florenic Discord

Astral Clocktower

The astral clocktower has an effective radius of 5 miles. Note that the astral clocktower was never meant to be used to track time accurately.

Clocktower Configurations

The clocktower has the following configuration options

Seasonal Input

The seasonal input controls the weather. There are 12 slots, all are based on an early, mid, or late season. By turning the input opposite of the current season, the temperature within the radius equals out comfortably. By matching the season, the temperature will rise or fall dramatically.

Defense Input

There are 6 outputs for this tower:

Defense Outcome
1. Windstorm A powerful wind blows, similar to Warding Wind but in a 5 mile radius
2. Clockwork Faceplate All clockwork workers become hostile until defeated or a new output is set
3. Time Stop A broken output that is confined within one room
4. Mass Sleep Every 30 minutes, each creature within the tower’s radius is hit with 22 (5d8) as if the effects of a sleep spell.
5. Heatwave Depending on seasonal input, this can be averted. Each 30 minutes that a creature spends within the clocktower’s radius takes 7 (2d6) fire damage.
6. Blizzard Depending on seasonal input, this can be averted. A blizzard blows through the region, reducing vision to 15 feet.

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