This grand room with high ceilings and a damaged roof houses the Clockwork Tower’s wealth of knowledge. However, adventurers must tread carefully as the Archives are protected by Cogsprocket Spiders, small constructs tasked with repairing and maintaining the historical records which are not particularly fond of intruders.
Read Aloud
The room you’ve entered has a grandeur about it; tall ceilings stretch high above you, bearing evidence of past opulence, now marred by wear and damage over time. Great bookshelves appear throughout the room, though many are toppled or in disarray. Intricate cogs and gears are embedded in the design of the room, especially overhead along the ceiling where there is a set of tracks and mechanisms above the shelving. At several locations the tracks are borken or misaligned.
Curiously, the air is filled with a subtle rhythmic ticking, punctuated by the skittering sound of many legs. As you venture further, you spot mechanical spiders moving among the shelves, their crystalline eyes focused on their tasks or turning toward you with wary caution.
In the Artificer’s Library, employ the Cogsprocket Spiders for intricate combat dynamics. Their repair capabilities present novel hurdles as players grapple with foes that mend themselves continually. The towering bookshelves serve multiple purposes: as cover, climbing aids, or hiding spots. When introducing larger constructs like the Cogsprocket Sentinel or Cogsprocket Weaver, think about enhancing their skill sets to harmonize with the smaller arachnid mechanisms. It’s vital to understand that these spiders prioritize the Library’s upkeep above all; they are guardians, not killers.
Within the Artificer’s Library lies the Chronos Codex, an artifact of unparalleled significance. This tome stands out not just for its rich historical content but also for its powerful magical attributes. Nestled deep within the library’s core, the Codex offers wielders immense power and holds the potential solutions to rectify the temporal distortions plaguing both the Clockwork Tower and the lands that surround it.
Tick and Tock
Read Aloud
tick: “Chirp-chirp! Cogsprocket Sp-sp-spiders lurk, guarding knowledge, their tireless work!”
tock: “Tock-tock! Mind where you s-s-step, or in spiders’ web, you might get swept!”
Books found in the library
Chronosmith’s Compendium of Clockwork Arcana
This hefty, leather-bound tome has a cover adorned with intricate etchings of gears and runes. It was penned by Constantine Chronosmith himself and contains a wealth of knowledge on clockwork devices and temporal magic. Flipping through the pages, adventurers can find a section dedicated to the Chronos Resonator. It not only describes the Resonator’s function but also lists its essential components, making references to the Crank of Quickening, Echoing Cog, and Temporal Fragment. The book also provides clues on proper alignment techniques for these components. A character who spends 1 hour reading this section can make one Arcana check with advantage when attempting to restore the Chronos Resonator.
Temporal Fragments: A Study in Theoretical Arcanodynamics
This scroll is stored in a decorative, cylindrical container that looks much more recent than the surrounding volumes. It’s a highly technical paper, filled with mathematical equations and magical symbols. At the heart of it, the paper theorizes on the nature of “temporal fragments,” which are essential components of devices that manipulate time, such as the Chronos Resonator. A character who takes time to decipher the scroll (requires a DC 15 Arcana check and 30 minutes of concentration) gains a unique insight into the Temporal Fragment needed for the Chronos Resonator. This understanding grants a one-time advantage on the DC 20 Arcana check required to align the Temporal Fragment with the Temporal Core of the Resonator.
Guardians of Gear and Cog: A History of Clockwork Constructs
This historical account describes the origins and advancements in clockwork constructs throughout the ages. It delves into the various types of constructs, their purposes, and their roles in society, from simple clockwork toys to advanced Clockwork Sentinels. Illustrations pepper the pages, showing the intricate designs of these mechanical wonders. A character who spends 2 hours reading this book gains advantage on History or Arcana checks related to clockwork constructs for the next 7 days.
Celestial Orbits and Temporal Flux
The Alchemy of Time: A scholarly tome filled with complex diagrams and charts mapping the flow of celestial bodies and their potential influence on the passage of time. It’s a challenging read, laden with advanced magical theories that ponder the relationship between the heavens and time itself. Characters who successfully read and comprehend this book (requires a DC 18 Arcana check and 2 hours of study) can use the celestial patterns described within to gain a one-time reroll for any failed saving throw against spells or effects that manipulate time.
The Pocket Guide to Arcane Sigils
This small, pocket-sized book offers a comprehensive overview of commonly used arcane symbols, glyphs, and runes. While it is designed to be more of a reference guide than a scholarly text, it provides valuable information for anyone working with arcane arts, including brief notes on potential uses or misuses of each symbol. Characters who spend at least 30 minutes skimming through this guide can add +1 to any single Arcana check related to identifying arcane symbols for the next 24 hours.
The Chronos Codex
The Chronos Codex is a legendary artifact, not merely for its historical value but also for its potent arcane properties. Located at the heart of the Artificer’s Library, it promises both power and solutions to the time anomalies afflicting the Clockwork Tower and its surroundings.
The Codex can be found upon an ornate pedestal, enclosed by a 10-foot radius protective barrier of swirling time energy. If the Codex is disturbed without disabling the defenses (see below), a a Cogsprocket Sentinel emerge from hidden compartments to defend the Codex (one each time the codex is disturbed).
When they first approach the force shield:
Read Aloud
Looking through the swirling field of energy you can see a large book on a lectern.
Chronos Codex Defences
1) Temporal Vortex
Any creature that steps within 10 feet of the Codex without deactivating the protection suffers from a localized time distortion. They must succeed on a DC 15 Constitution saving throw or be affected by the Slow spell for 1 minute. Meanwhile, the Cogsprocket Sentinels are alerted by the disturbance of the barrier and activate to defend the Codex.
The barrier can be deactivated with an Intelligence (Arcana) check or a straight Intelligence check (using tinker’s tools) at DC 17. Finishing and repairing the functional issues of the library also work to weaken the barrier. Successfully completing both tasks deactivates the Temporal Vortex barrier entirely.
Success: The vortex disappears, allowing physical access to the Codex.
When that can see more and/or touch the book:
Read Aloud
This appears to be a large book that literally reeks of magic. There is however no obvious way to open the book as what would normally be the spine goes all the way around.
On what might be the one side are symbols of the sun, Hasp and Celene - Antheros’s two moons - and two other symbols. There are lines forming a grid, but with random crossing lines. You think it might be possible to slide the symbols along the lines.
If anyone asks, the lines and symbols mimic those on the platform in one corner of the room.
2) Temporal Lock
To open the Codex, players must align symbols on the book’s cover corresponding to the current positions of celestial bodies. This requires a DC 18 Intelligence (Investigation) check. Failure by 5 or more triggers a
If the glyph is triggered, a shockwave is produced knocking all creatures withing 10’ back by 10’ and causing 1d8 bludgeoning damage (Dexterity save DC 10 for no damage). Further, if a creature is knocked back into a wall they take an additional 1d6 bludgeoning damage (no save).|Glyph of Warding stored within the book.
If one of the party has read Celestial Orbits and Temporal Flux (above), they will recognize the other two symbols as referencing the stars Ebla and Tabit.
Note that there are (at least) two ways to accomplish this:
Repair the Time-telling pillars (see below) in the corner which will result in the pillars sliding into the appropriate locations.
Have someone who understands astronomy/astrology translate the symbols for them. This person may also note that the symbols as positioned on the book are not in the correct relative positions.
Success: The binding on three sides disappears, allowing the book to be opened.
When the codex is opened:
Read Aloud
As the book opens, you feel as if there is another “time glitch” but it is very short, almost not there at all. On the first page the is a strange symbol.
The glyph is called Mnemosyne and represents memory. A successul Arcana check (DC 12) will recall this meaning.
3) Memory Ward
Those who attempt to read the Codex without disabling the Mnemosyne ward will have their memories of the Codex’s contents erased after 1 hour. The ward can be disabled with a succesful DC 16 Intelligence (Arcana) check.
Deciphering the Codex
The pages are encrypted. Decoding requires an Intelligence (Arcana) check.- DC 14: Takes 1 hour to decipher a page.
DC 17: Takes 10 minutes.
DC 22: Almost instant comprehension.
Importance for the PCs
Restoring Balance: The temporal anomalies affecting the Clockwork Tower and the surrounding area of Haven can be cured using a ritual from the Codex. The ritual requires:- 1 hour of uninterrupted casting.
At least three casters proficient in Arcana.
Expending a spell slot of 5th level or higher.
Personal Stakes: The Codex has the potential to restore a PC suffering from a temporal curse. This would require a caster to make a successful DC 22 Intelligence (Arcana) check and expend a spell slot of 4th level or higher in order to tap into the Codex’s power to reverse time-bound ailments.
Power and Knowledge: Arcane casters who study the Codex for 8 hours and succeed on a DC 25 Intelligence (Arcana) check can temporarily add the spells Time Stop and Haste to their spellbooks or list of known spells for the next 7 days. After 7 days, the knowledge fades, and the spell must be re-learned from the Codex.
Incomplete Work and Wear & Tear
As the adventurers navigate through the grandeur and decay of the Artificer’s Library, the incomplete projects and wear and tear that Constantine mentioned becomes evident. These manifestations challenge the party, but also provide an opportunity for them to make tangible progress in stabilizing the Clockwork Tower.
Incomplete Work: The Time-Telling Totems
Task: On one corner of the library, stands an array of six totem-like pillars, each with intricate carvings of different celestial bodies. A close inspection (DC 15 Intelligence (Investigation) check) reveals that these totems are mechanisms meant to keep track of the positions of the celestial bodies. However, two of the totems are incomplete
Ebla,
Tabit
. Symbols on the other four correspond to:
Antheros (green),
Celene (yellow)
Hasp (blue), and
the sun (red).
Retrieve the parts: Hidden among the library shelves, adventurers can find two intricately carved pieces that fit the two broken totems. A DC 17 Wisdom (Perception) or a DC 14 Intelligence (Investigation) check will help locate these carvings.
Assembly: Once retrieved, a DC 16 Intelligence (Arcana) check or a DC 14 Dexterity check (can use tinker’s tools to gain advantage) will successfully attach the carvings to the totems. Once all totems are complete, they synchronize and slide into relative positions aligning to the current positions of their corresponding celestial bodies. There is also a soft glow that surrounds the Chronos Codex, indicating a weakening of its Temporal Lock (see above).
Wear and Tear: Decaying Book Retrieval System
The library once had an ingenious mechanism to fetch books from high shelves: a series of pulleys, ropes, and mechanical claws. However, over time, these have worn out, making many books inaccessible.
Repairing the mechanism:
Players can use their skills to mend broken ropes, realign pulleys, and recalibrate mechanical claws. This requires:
DC 10 Intelligence check (using tinker’s tools) to mend the broken ropes.
DC 16 Strength (Athletics) check to realign the mechanism’s heavy pulleys.
DC 15 Intelligence check (using tinker’s tools) to recalibrate the mechanical claws.
A total of three successful checks stabilizes the mechanism.
Once operational, the system can be used to retrieve a unique tome, Mechanisms of the Clockwork Realm, from a top shelf. This book provides invaluable insights into the workings of the Clockwork Tower and provides the reader a +2 bonus on skill checks related to understanding or repairing mechanisms within the tower.
While the adventurers are working on these tasks, the Cogsprocket Spiders might perceive this as tampering and become more aggressive. Alternatively, if players can communicate their intentions (perhaps using a spell or ability to speak with constructs or presenting the tools in a non-threatening manner), the spiders might even assist, or at least refrain from hindering the party’s efforts.
Lastly, repairing these mechanisms and completing the unfinished work will not only aid in accessing the Chronos Codex but also stabilize a part of the Clockwork Tower, fulfilling Constantine’s request and bringing the adventurers one step closer to rectifying the tower’s anomalies.
Environmental Actions
On initiative count 20 (losing initiative ties), the Library takes a lair action to cause one of the following effects:
Clockwork Ambush: A hidden compartment in one of the bookshelves slides open, releasing an additional 2 Cogsprocket Spiders. The spiders are focused on their repair tasks and are less aggressive - the won’t attack unless threatened directly.
Temporal Distortion: A device in the room momentarily distorts time. All creatures except the spiders have their speed halved until the next round.
Overdrive: All Cogsprocket Spiders and their variants gain an additional reaction until the end of the next round.
Mechanical Malfunction: Random gears and cogs in the room spin out of control, creating difficult terrain in a 15-foot radius from a random point in the room.
Melee Weapon Attack: +5 to hit , reach 5 ft., one target.
Hit: 5 piercing damage.
Repair
The Cogsprocket Spider can repair a construct, including itself, restoring 5 hit points.
Description
The Cogsprocket Spiders are an essential part of the Clockwork Tower”s day-to-day operations. These mechanical arachnids, each the size of a large housecat, skitter through the halls and across the walls and ceilings of the tower, tending to the machinery with deft precision. Each spider is a wonder of miniature engineering, with a gleaming brass body and eight slender, articulated legs, each tipped with an array of delicate tools. Their crystalline eyes flicker with an inner light, scanning their surroundings for any signs of disrepair. While generally non-aggressive, they will defend the tower if provoked. In numbers, they become a notable threat, attacking intruders with their sharp mandibles and nimble, swarm-like coordination. Always working, always mending, the Cogsprocket Spiders are an ever-present aspect of the tower”s unique ecosystem.