Clockwork Tower

Info

Foreward

What follows is based on the ** Clockwork Tower ** module from Penny Blood Adventures (full credits, below). It has been changed to fit the world of Antheros and the Haven Irregulars campaign (and to adjust some grammar that bothered me).

Overview of the Adventure

The adventure begins when the characters are invited to the City Chambers by Mayor elsbeth-windermere. They might be well-known adventurers, experts in their fields, or simply opportunistic individuals who are willing to investigate the mysterious tower. The mayor asks them to find out why the tower has suddenly appeared and if it poses any threat to the city.

Finding the Key

Clues will lead the party to the-watchmakers-shop, where olivia-chronosmith, a descendant of constantine-chronosmith, works. She has a music box that plays the “Song of the Gears”. Once they acquire this, the party can approach the Clockwork Tower. When they play the song, the tower will reveal its entrance.

You can introduce some roleplaying encounters here as they try to convince Olivia to lend them the music box. Olivia is eager to learn

more about the tower and might ask to accompany the party or request they bring back any findings from the tower.

Entering the Clockwork Tower

Inside the tower, the party can see that it appears very old, run down, and failing. This may lead them to understand that the tower needs to be repaired and completed. They will encounter the spirit of Constantine, who asks them to find blueprints hidden in his old residence to help complete his masterwork so that he may transport the tower to another time.

Objectives to the Game

Constantine has three problems with the tower that the PCs need to resolve:

  • Incomplete Work: As the party delves deeper into the tower, they’ll begin to find Constantine’s notes and blueprints, hinting at the fact that his masterpiece, the time control device, was never fully completed. Unfinished mechanisms, half-assembled constructs, and erratic time anomalies give evidence to his rushed work. To solve this, the party will need to finish what Constantine started, possibly learning new skills or finding lost blueprints to do so.
  • Wear and Tear: The age of the tower is apparent not only in its aesthetic but also in its functionality. Doors jam, gears grind, and the once seamless clockwork mechanisms now clunk and whir erratically. The party will need to repair these mechanisms as they progress, which could involve finding spare parts within the tower, using their own skills to fix broken machinery, or even recruiting the tower’s constructs to aid them.
  • Unstable Power Source: The fluctuations in power create unstable conditions within the tower. Rooms flicker in and out of existence, constructs behave unpredictably, and the constant hum of the tower’s energy ebbs and flows erratically. This instability presents a major challenge for the adventurers. They’ll need to find a way to stabilize or replace the power source, which might involve venturing into dangerous parts of the tower, mining fresh Earthheart Emeralds, or delving into arcane energy manipulation techniques.

Players Introduction

Read Aloud

As the first rays of dawn break over the horizon, an ominous shadow falls over the city of Haven. The inhabitants wake to a strange spectacle - a colossal, intricate tower stands in the heart of their city - in Guilder’s Park (O16) - where nothing had been the night before. This massive edifice, humming with an unseen power, reaches towards the heavens. Its strange metallic surface shimmers in the morning light, and various parts of the tower shift and move like a grand clockwork mechanism come to life.

Meanwhile, you find yourselves in the bustling city of Haven. The city is usually alive with activity, cobblestone streets regularly filled with people and the lively sounds of busy marketplaces. Yet, an eerie quiet seems to have descended over the city today. The reason becomes quite apparent as you pass the once-empty square of Haven where a giant tower now stands, as though it had sprung up overnight.

In a short time, you are summoned to the the Council Chambers in the Mayor’s Palace. Mayor Elsbeth Windermere is a pragmatic woman, known for her determination and her love for the city she governs. She greets you in the grand Council Hall, appearing grave and worried.

Her voice echos off the tall ceiling, as she says: “Welcome. I’m sure you’re by now aware of our… unusual predicament. We don’t know why the tower has appeared, or what it portends. That is where you come in, adventurers.”

She looks at each of you intently. “We need your help to investigate this tower and determine if it poses any threat to our city.”


Credits

Author: M A D (aka, Matthew David)

Editor: Alysson Wyatt

Game Testing: Team Wyatt

Artists: Aishbil, Art Team, Mushfiq K., Nishat Zahan, Muhammad Kaleem, JP Vilela, Adobe Stock Art, Adobe Firefly, Shutterstock, Midjourney