Warden's Watch
Section of a cosmic prison complex that fell into Gradus after a Quakestorm.
Purpose / Function
Originally built as a guardhouse supporting a larger prison complex.
Architecture
Entryway
four Clockwork Footmen Footmen
Clockwork Footman - Clockwork 1 1
UNCOMMONWHITEMEDIUMCLOCKWORKCONSTRUCTMINDLESS
This four-armed, human-sized clockwork Automoton Since clockwork engineers can’t always be present to make sure their devices are working at full capacity, the clockwork footman was invented to serve that role. Clockwork footmen excel at repairing themselves and other clockworks on the battlefield, proving useful for skirmishes and campaigns alike. Rumors of clockwork footmen with magically imparted intelligence persist among explorers of certain strange ruins—while no smarter than the average human, such “awakened” clockwork footmen have skills and feats as appropriate for their station, and are said to serve in more complex roles than mere repair workers | |
Perception | Expert , Darkvision, Low-Light Vision |
Languages | Common, Utopian |
Skills | Athletics Expert , Craft Expert , Survival Expert |
STR +4 , DEX +3 , CON +2 , INT -5 , WIS +2 , CHA -5 | |
Items | Shoulder Net Launcher, 5 Nets |
AC | 16 |
Saving Throws | Fort +10, Ref +4, Will +7 |
HP | 26 - Immunities bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious - Weaknesses Electricity 3 |
Speed | 30 feet, |
Melee | Fist +9 +5 / +1 (agile, finesse), Damage Bludgeoning |
Special Abilities |
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Wind-Up: DC 19; Time: 1 Min/ 24 Hours: To remain operational, a clockwork footman must be wound with it's key by a creature. After 24 hrs, the footman becomes inactive and immobile until it's wound again. A clockwork footman can be placed into standby mode as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork footman's operational time doesn't decrease in standby. A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). |
The Court Chamber
the central chamber, there is a Clockwork Soldier perched above the entryway and ten-foot round pillar the central pillar opens to form a judicial bench the warden sat at when receiving new prisoners under his charge. Clockwork Soldier
Clockwork Soldier - Clockwork 6
UNCOMMONWHITEMEDIUMCLOCKWORKCONSTRUCTMINDLESS
These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic. Recall Knowledge - Construct (Arcana, Crafting): DC 24 | |
Perception | 1d20+16Master , Darkvision, |
Languages | Common, Utopian |
Skills | Athletics Master (+17 to Disarm, Grapple, or avoid being Disarmed) |
STR +6 , DEX +2 , CON +4 , INT -5 , WIS +4 , CHA -5 | |
Items | +1 halberd |
AC | 24 |
Saving Throws | Fort +16, Ref +14, Will +12 |
HP | 80 - Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious - Weaknesses electricity 5, orichalcum 5 - Resistances physical 5 (except adamantine or orichalcum) |
Speed | 25 feet, |
Melee |
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Special Abilities |
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Wind-Up: DC 22; Time: 1 Min/ 24 Hours: To remain operational, a clockwork Soldier must be wound with it's key by a creature. After 24 hrs, the soldier becomes inactive and immobile until it's wound again. A clockwork soldier can be placed into standby mode as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork soldier's operational time doesn't decrease in standby. A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). |
Rule-of-Three
things tend to happen in threes.Inside the northern chamber, there is a podium in the center the podium has three sunken circular recesses with Zionic symbols inside one with waving spiral (Chaos) one with a snowflake (Ice), and the last with clouds and rays of light (Heaven). failed placements trigger an increasing amount of Arbiters to attack the party. Arbiter
Arbiter - Aeon 1 1
WHITETINYAEONINEVITABLEMONITOR
These spherical inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates. Recall Knowledge - Monitor (Religion): DC 15 | |
Perception | Expert , Darkvision, detect alignment (Red and Black Only), locate inevitable |
Languages | Celestial, Common, Infernal, Utopian |
Skills | Acrobatics Expert , Axis Lore Expert , Diplomacy Expert , Stealth Expert |
STR +1 , DEX +4 , CON +2 , INT +0 , WIS +2 , CHA +1 | |
Items | shortsword |
AC | 22 |
Saving Throws | Fort +5, Ref +7, Will +7 , +1 status to all saves vs. magic |
HP | 50 - Immunities death effects, disease, emotion, poison, unconscious - Weaknesses Red 3, Black 3 - Resistances Electricity 3 |
Speed | 20 feet, fly 40 feet |
Melee | Shortsword +9 +5 / +1 (agile, finesse, White, magical, versatile S), Damage piercing plus Lawful |
Ranged | Two Actions () |
Special Abilities |
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Spells | Divine Innate Spells DC 17; 4th read omens; 1st command, detect alignment (at will, red and black only), mending (x3) |
Center-of-the-Omniverse
there is a center of everything — or, rather, wherever a person happens to be is the center of the Omniverse... from their own perspective, at least. As most planes are functionally infinite, disproving anyone's centricity would be impossible.Inside the Eastern chamber, There are three rings of 100 locks each implanted into the surface of the spherical room. one horizontal and eye-level the other two are verticle and perpendicular to each other. there are two Warden's Jailers posted at the entrance to the room each holding a Jailer's Spear. the lock mechanisms are rather large, about 4 inches wide and half an inch thick. A DC 14 Disable device check will open a lock. failing to disable the lock and disabling the wrong lock will activate a group of Arbiters , continuing to stack with any failed attempts from other rooms, the third failed attempt in this room will activate one of the soldiers. Disabled locks will turn and raise out from the wall a little further and glow with a faint white light. Warden's Jailer
Warden's Jailer - Clockwork 5
RAREWHITEMEDIUMCLOCKWORKCONSTRUCTMINDLESS
These Clockwork soldiers were constructed in Mother Necessity's craftworks to act as the dutiful wardens of Zion's prison. | |
Perception | 1d20+15Master , Darkvision, Low-Light Vision |
Languages | Common, Utopian |
Skills | Athletics Master , Craft Expert |
STR +5 , DEX +4 , CON +2 , INT -5 , WIS +4 , CHA -5 | |
Items | Jailer's Spear, Elysian Bronze Plating |
AC | 22 |
Saving Throws | Fort +15, Ref +12, Will +9 |
HP | 80 - Immunities bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious - Weaknesses Electricity 3 |
Speed | 25 feet, |
Melee | Jailer's Spear +15 +10 / +5 (Devastating) Damage Piercing plus Axiomatic Damage |
Special Abilities |
|
Wind-Up: DC 25; Time: 1 Min/ 24 Hours: To remain operational, a clockwork Soldier must be wound with it's key by a creature. After 24 hrs, the Jailer becomes inactive and immobile until it's wound again. A clockwork soldier can be placed into standby mode as a 3-action activity; a clockwork creature must perform this activity itself. A clockwork soldier's operational time doesn't decrease in standby. A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). |
Unity of Rings
Things are circular, coming back around to where they started.Inside the Southern wall chamber, there are bronze curved and grooved rods all around the surface of the spherical room at eye level. two bronze rings encompass the room perpendicular to each other. The bronze rods are affixed to the wall at their center point a ratcheting device in this joint allows the rods to be set into position. There is an obviously missing rod directly adjacent to the door. this room is inactive until the puzzle is solved.
RUINED STRUCTURE
1
1
Type
Barracks
Parent Location
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