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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
HP26 - 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
  • Additional Limbs a clockwork footman has four arms and three legs; these additional appendages grant them a +2 circumstance bonus to Grapple and Trip checks
  • Net Launcher (Uncommon, Clockwork, Consumable, Gadget) a clockwork footman can launch a net from its shoulder. The launcher itself can contain up to five nets—When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a Medium or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached net.. Some clockwork footmen are outfitted with masterwork or even magic nets, although the clockwork footman presented here is armed with standard nets.
  • Net You can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10- foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.
  • Craft Clockwork A Clockwork Footman can craft common or Clockwork items; they do not keep formula books but instead they "eat" a sheet of paper that has one formula on it. they can craft that item with their craft skill. A footman can only hold one formula this way and the paper is destroyed when another formula replaces it.
  • Repair ClockworkClockwork servants are adept at repairing other clockwork constructs. A clockwork servant can repair damage done to either itself or an adjacent clockwork creature, with a DC 12 Craft Check. Critical Success The Clockwork repairs 2d10 HP . Success The Clockwork repairs 1d10 HP . Failure The Clockwork does not repair any damage.
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).
are stored behind Enchanted Bronze blast doors, they come to life and investigate if any of the machinery inside is initiated.

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
HP80 - 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
  • Axiomatic Halberd +18 +13 / +8 (magical, reach 10 feet, versatile S) Damage Piercing
  • li] Fist +16 +12 / +8 (agile, unarmed) Damage bludgeoning plus grab
 
Special Abilities
  • Attack of Opportunity
  • Activate Defenses One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice. The creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
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
HP50 - 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
  • Locate Inevitable An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, but it cannot sense the range of the inevitable.
  • Electrical Burst (divine, electricity, evocation) The arbiter releases an electrical burst from its body that deals electricity damage (DC 17 basic Reflex save). Following such a burst, the arbiter becomes stunned for 24 hours.
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
HP80 - 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
  • Attack of Opportunity
  • Repair ClockworkClockwork servants are adept at repairing other clockwork constructs. A clockwork servant can repair damage done to either itself or an adjacent clockwork creature, with a DC 12 Craft Check. Critical Success The Clockwork repairs 2d10 HP . Success The Clockwork repairs 1d10 HP . Failure The Clockwork does not repair any damage.
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
Type
Barracks
Parent Location

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