Preamble
Legend has it that
Eldrin, an old artificer, created the amulet, imbued with the power to alter time in minor ways. The amulet vanished along with Eldrin, lost within the mysterious and shifting passages of the Lost Clockwork Caverns, a sprawling underground complex rumored to hold remnants of Eldrin's inventions.
Eldrin is a Silver Dragon who loves to be in his human form. He's withdrawn from humanity since the passing of his favorite, king Gale III who often commissioned artifacts made by the dragon in exchange for slaves to experiment on. He will not attack unless attacked and is still quite fond of humanity. Scholars believe him dead, a great figure of the past which aspiring artificers admire and appreciate.
The Clockwork Amulet, it's said, can manipulate time briefly, slowing or hastening it. Adventurers seek it for the incredible opportunities it presents, though some whisper of its hidden dangers. This is all people know about though there are 9 more artifacts they can acquire:
Rewards
Once they encounter eldrin, he will greet them with glee, expressing how suprised he is that anyone managed to get past his traps and automations. He expresses how much this entertains them and doesn't want them leaving empty handed so he gifts them the Amulet and lests them each choose to take a trinket of his creation.
hat they don't know yet is that he is a silver dragon and they just walked into his lair. If they attack he will laugh and reveal his true form. As a dragon he will ask if they still want to fight. WHEN they say no he will allow them to leave with just the amulet but nothing else. because he likes them, they have entertainingly stupid gumption.
Clockwork Compass: A pocket-sized compass with rotating brass cogs. Once per day, when activated, it points the way to the nearest intended target. Works for items, places, and people.
Steam-Powered Pocket Watch: An intricate watch that emits a soothing rhythmic ticking. Once per day, the wearer can briefly slow time around them for 6 seconds, giving advantage on a single dexterity-based check or attack roll.
Pneumatic Glove: A sleek leather glove adorned with brass fittings. Once per long rest, the wearer can release a burst of compressed air from the glove, creating a 5-foot cone that pushes all creatures medium or smaller, back 5 feet and prone.
Whistling Gear Amulet: A pendant made of interlocking gears. Once a day, When blown upon, it emits a high-pitched whistle that briefly confuses all creatures within 10 feet for 30 seconds.
Steam-Powered Spyglass: This spyglass allows the user to see through thick fog or smoke once per day, allowing clear vision for 1 minute in such obscured conditions.
Pressure Valve Ring: A brass ring with a tiny pressure valve on the band. Once per day, the wearer can release a burst of steam from the ring, creating a cloud of obscuring vapor in a 10-foot radius around themselves. Stays for only one turn.
Gearwheel Pendant: This pendant, when worn, grants advantage on investigation checks related to any complex system or mechanism.
Steam-Piston Boots: Once per day, the wearer can activate the pistons, granting a brief burst of speed, allowing them to move an additional 10 feet during their turn and evade any opportunity attacks.
Clockwork Amulet:
The Clockwork amulet must be Attuned to someone with a wisdom score of 10 or higher. It grants the wearer the option to forego their d20 roll for a flat 10 on whatever combat check (before modifiers), costs 1 charge. Out of combat, the wearer alone can stop time for 6 seconds per charge. Has 10 charges that regenerate with a 1d4 on short rests, and fully on long rests.
upon exiting the cave, they recieve 250xp each.
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