```col-mdflexGrow=2.5===# OutlineThis scene takes place in the [[landmark/hall-of-the-council-of-boroughs]], next to the [[landmark/mayors-palace]].The Mayor [[person/elsbeth-windermere]], tasks the adventurers with investigating the mysterious appearance and potential danger of the Clockwork Tower. Mayor [[person/windermere]] could provide the necessary mirrors to restore the [[plots/echo-chamber]]. However, she might request assistance in dealing with the Paradox Phantoms that have started appearing in the Council Chambers, causing havoc with their temporal abilities.> [!read-aloud] **Read Aloud** > > > > As you step into the grand Council Chamber, you're immediately struck by the air of authority that fills the space. Tall windows allow sunlight to pour in, casting a warm glow on the polished hardwood floor. The room is dominated by a large semi-circular desk where council mamer sit. Opposite that is a table for delegates wishing present or simply obseve the procedings. Between them are a speaker's podium and council secretary's desk. > > The room resonates with a palpable sense of power, reflecting the weight of decisions that shape the community. Yet, something is not right. The air itself seems to quiver, almost as if vibrating to a frequency you can't quite hear. From the corners of your eyes, you catch fleeting glimpses of ghostly figures, vanishing as quickly as they appear. > # Additional Information **Identify [[person/olivia-chronosmith]]:** Mayor Windermere hopes to convince the PCs to help the town. She will tell them of the relationship between [[person/olivia-chronosmith]] and the Clockwork Tower. **Deal with the Paradox Phantoms:** Mayor Windermere is plagued by these temporal nuisances, which have been causing chaos in the Council Chambers. If the PCs can get rid of them, she will be more inclined to assist them in their quest.At some point in the conversation with the Mayor, two Paradox Phantoms will appear and fly around room, causing time shifts. **The Crate:** Investigation will show the crate to be labled "Extremely Fragile - Mirrors". **Obtain the Mirrors:** The mayor has the necessary mirrors required to restore the [[plots/echo-chamber]] inside the Clockwork Tower. However, she will only hand them over once the PCs have dealt with the Paradox Phantoms and shown that they are capable and trustworthy. If the PCs ask why the mirrors are in the Council Chambers, Mayor Windermere will explain that the mirrors have been ordered as part of a new cultural display titled by a local artist as “Self¬Reflection.” The mirrors will be needed to repair the [[plots/echo-chamber]] in the Clockwork Tower.# Lair Actions At initiative count 20 (losing all ties), the **Paradox Phantom** can take a lair action to cause one of the following effects:- **Temporal Shift:** The phantom blinks out of time and space, reappearing at another location within the Council Chambers that it can see.- **Temporal Disruption:** The phantom causes a minor time anomaly. Up to two creatures that the phantom can see must succeed on a DC 16 Wisdom saving throw or be affected by ### **Slow** 3rd-level transmutation **Casting Time:** 1 action **Range:** 120 feet **Components:** V, S, M (a drop of molasses) **Duration:** Concentration, up to 1 minuteYou alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.|Slow until the next initiative count 20.- **Chrono Echo:** The phantom manifests ==echoes of past meetings and discussions== in the Council Chambers. These echoes provide a distraction and cause all creatures other than the Phantom to have <u>disadvantage on Wisdom (Perception) checks</u> until the next initiative count 20.# Monster ![[1409609]]|Paradox Phantom (x2)# NPC Mayor [[person/elsbeth-windermere]]# plots/Story Type# Sub-Structures (Scenes)# Themes---# Structure## Exposition## Conflict## Rising Action## Climax## Falling Action## Resolution---# Components## Goals## Hooks## Stakes## Moral Quandaries## Cruel Tricks## Red Herrings---# Relations## Protagonists## Allies## Neutrals## Competitors## Adversaries---# Backdrops## Locations## Threats## Encounters## Past Events / Histories``````col-md![[council-chamber.png]]---![[plots/clockwork-tower/table-of-contents|Table of Contents]]![[~attachments/dndline.png]]**Completion Date:** <br>**Parent Plot:** **Related Characters:****Related Organizations:****Related Locations:**---### World Anvil Metadata**Id:** f8ec5847-9a50-4741-86c5-eb60047c10e6<br>**Entity Type:** Article / plot<br>**Category:** <br>**Tags:** CT-plot```