TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E.  Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast and the author.  To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document.  To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries.  This material is 
  protected under the copyright laws of the United States of America.  Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.  and the author.  This product is a 
  work of fiction.  Any similarity to actual people, organizations, places, or events is purely coincidental.  © 2005 Wizards of the Coast, 
  Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  GEO5-07 
   
   
   
   
   
  Bound in Clockwork 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Grand Duchy of Geoff Regional Adventure 
  Version 1.0 
   
  by Brad Lester and Eric Menge 
  Circle Reviewer: Steve Conforti 
  Playtesters: Eric Bluntzer, Alisa Clary, Sean Hillman, Jose Ortiz, Byron Roberts, Wes Wright 
   
   
  The two moons of Oerth, Luna and Celene, continue their dance across the heavens.  Slowly their faces 
  change to the match the ancient chart.  The time has come.  The key is turned, and the gate opens to a 
  prison fashioned from time itself.  A Grand Duchy of Geoff regional adventure for APLs 8-12, and Verse 
  Three of the Song of the Queen in Solitude.  At least one character in the party must have played GEO5-
  05 A Key with No Teeth. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game.  A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours.  The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game.  The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game.  Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.   
  Preparation  
   
   
   
   
  First you should print this scenario.  This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well.  There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.   
  Read this entire adventure at least once before you 
  run your game.  Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure.  It may help to highlight particularly 
  important passages.   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual.  We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun.  It is also a good idea to have a way to track 
  movement during combat.  This can be as simple 
  as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event.  As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her.  The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top.  This makes it easier for the players (and 
  the judge) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  That said, you as the judge can bar the 
  use of even core rulebooks during certain times of 
  play.  For example, the players are not free to 
  consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only.  Text for the players 
  will be in bold italics.  It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud.  Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their 
  own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure.  To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
   
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above.  Add each 
  character’s animals separately.  A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL.  Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face.  APLS are given in even-numbered 
  increments.  If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure.  Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience and 
  gold a PC may gain at the end of the adventure.  If 
  a player character is three character levels or 
  more either higher or lower than the APL at which 
  this adventure is being played, that character will 
  receive only one-half of the experience points for 
  the adventure.  Further, if the PC is three 
  character levels or more lower than the APL at 
  which this adventure is being played, that PC will 
  receive one-half gold for the 
  adventure as well.  This 
  simulates the fact that either 
  the PC was not challenged 
  as much as normal or relied 
  on 
  help 
  by 
  higher-level 
  characters 
  to 
  reach 
  the 
  objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher.  Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure.  If a group is APL 1 there 
  are two things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them.  All riding 
  dogs are considered trained to attack.  PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10).  
  Failure indicates that the animal will not attack 
  that round.  This is a move action (spoken 
  command) that may be attempted each round. 
   If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Grand Duchy of Geoff.  Characters 
  native to Grand Duchy of Geoff pay one Time Unit 
  per round, all others pay two Time Units per 
  round. 
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit.  
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  
  GEO5-07 Bound in Clockwork 
   
  Page 3 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  GEO5-05 A Key with No Teeth is the second 
  verse in the Song of the Queen in Solitude.  This 
  story arc consists of three, one-round modules: 
  GEO5-03 The Weight of Words, GEO5-05 A Key 
  with No Teeth, and GEO5-07 Bound in Clockwork. 
    
  Heike Heinriksdotter is a cloud giant who was 
  once a spy in the High Court of Gyruff.  As a result 
  of the Hochcon interactive delve; the PCs 
  captured Heike at Caer Rhiniog.  During her 
  interrogation (conducted online using Yahoo 
  groups) by the PCs, Heike revealed that the 
  relationship between the cloud giants and the 
  Sakhut is strained.  Actions by the Sakhut 
  (banning worship of certain gods, bringing the 
  formians into the empire, associating with evil 
  creatures such as the Spawn of Thyrm, and the 
  punishment of Maira Lachlansen for simply 
  questioning the Sakhut’s actions) leave the cloud 
  giant leadership open to consider alternatives.  
  The PCs forced Heike (by giving her freedom) to 
  swear an oath to help the Tyv (the common races 
  of the Flanaess).  She promised to introduce them 
  to the cloud giant leadership to make their case.   
  GEO5-03 The Weight of Words dealt with the 
  journey to a cloud giant fortress deep in the 
  Crystalmist Mountains and the great debate that 
  led to the cloud giants finding that the tyv were 
  worthy of sharing air with the giants.  This 
  determination meant that the giants could treat 
  with the smaller races and make a peace. 
  While at the cloud giant fortress, the PCs 
  discovered Queen Maeve’s puck.  He is being 
  forced to serve the Sakhut because they hold his 
  mistress captive.  He begged the PCs to free her 
  so that he does not have to serve the giants any 
  more.  Heike overheard this conversation and 
  began digging.  After several months, she 
  discovered where the Sakhut are hiding Queen 
  Maeve.  She could not take any further action 
  herself, so she wrote the resourceful tyv who won 
  the cloud giant debate. 
  In GEO5-05 A Key with No Teeth, the PCs learned 
  some of the truth about Queen Maeve.  She is the 
  Faerie Queen of the Pits of Sharpest Frost, a 
  realm in the Lands of Dark Winter.  The PCs also 
  collected the four tones needed to open the 
  gateway to the Clockworks where Maeve is being 
  held on the Plane of Time.  The portals will only 
  open when Luna is full and Celene is waning half. 
    
  This adventure begins on the 19th of Patchwall 
  when the moons are in their proper alignment. 
  Adventure Summary 
  Introduction 
  This section describes the setting and makes the 
  PCs aware that the gate to the Plane of Time will 
  soon open. 
  Encounter One 
  The PCs meet Gwydion of the Twained Elm who 
  recommends that the PCs free Queen Maeve at 
  all costs to restore the Balance and break the 
  Sakhut’s hold over the goblins.  They also meet 
  Burkan, the leader of the Cyvrin, who suggests 
  that they leave Maeve imprisoned but try and 
  break the Sakhut’s control over the goblins.  
  Archmage Aedan’s familiar, Tathan, delivers a 
  questionnaire for the PCs regarding the Plane of 
  Time. 
  Encounter Two 
  The party crosses through the gate into the Plane 
  of Time and arrives on a massive hour hand a 
  good distance away from the Clockworks.  The 
  PCs become familiar with the Winds of Time and 
  the Erratic Nature of Time.  They learn the 
  difficulties involved in changing levels within the 
  Clockworks.  Before exploring the Clockworks, the 
  PCs meet the modrons that maintain the place 
  and the zelekhut that protect it from damage.  The 
  zelekhut tell the PCs where the prisoner is being 
  kept. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 4 
  Encounter Three 
  The party arrives at the upper level of the 
  Clockworks near the location where Queen Maeve 
  is held.  They encounter the Sakhut’s special 
  guards protecting the entryway.  The PCs must 
  collect the missing clock weights and clock faces 
  to repair the door mechanism before they can 
  open it and gain access to Queen Maeve. 
  Encounter Four 
  The party ascends to the upper level of the prison 
  and locates Queen Maeve enveloped in a column 
  of temporal energy.  After overcoming the dazing 
  effects of the Eternal Circle, the PCs must figure 
  out a way to move the Queen out of the column of 
  energy and/or a method of breaking the Sakhut’s 
  hold over the goblins. 
  Encounter Five 
  As soon as Queen Maeve’s fascination is broken, 
  she immediately realizes that she has been 
  imprisoned and takes her anger out on the PCs.  
  She believes that they are the Sakhut.  The PCs 
  must calm her down before she kills them. 
  Encounter Six 
  Once Queen Maeve tells the PCs the back story of 
  the Sakhut or they break the chain connecting 
  Maeve to the Sakhut’s demiplane, Arbrozzar, a 
  frost giant wizard who serves as the Sakhut’s 
  warden, arrives with his jailers.  The PCs must 
  defeat the Sakhut’s forces before they can leave 
  the Clockworks. 
  Encounter Seven 
  As they depart the prison, a Sakhut shows up with 
  overwhelming force to recapture Maeve or re-
  establish the control over the goblins.  The PCs 
  retreat through the Clockworks and flee through 
  the portal which closes behind them. 
  Conclusion 
  Four possible outcomes: 
  The PCs free Queen Maeve, break the Sakhut’s 
  control over the goblins, and exit the Plane of 
  Time. 
  The PCs do not free Queen Maeve, but do break 
  the Sakhut’s control over the goblins, and exit the 
  Plane of Time. 
  The PCs do not free Queen Maeve, do not break 
  the Sakhut’s control over the goblins, but exit the 
  Plane of Time. 
  The PCs do not free Queen Maeve, do not break 
  the Sakhut’s control over the goblins, and do not 
  exit the Plane of Time. 
  Preparation for Play 
  At least one of the PCs must have played GEO5-
  05 A Key with No Teeth.  Collect the chord 
  information from those players and determine 
  which portal or portals the PCs can go through.  
  The PCs will choose a portal in Encounter Two. 
  Collect the following information from the players. 
  • 
  Player Name and RPGA Number 
  • 
  Character’s Name 
  • 
  Character’s Race/Class/Level(s) 
  • 
  Character’s Init Bonus 
  • 
  Character’s Spot Bonus 
  • 
  Six random d20 rolls 
  To speed things up during play, the authors 
  recommend that the DM randomly roll a d6 to 
  determine the order in which to use the PCs’ 
  random d20 rolls.  Add the PCs Spot bonus to the 
  first roll for use in Encounter Two.  Add the PCs’ 
  Init bonus to the other d20 rolls to determine 
  initiative for use in later Encounters.  You can do 
  this while character introductions take place. 
  Tell the players to keep a list of spells that are 
  present on their person (with durations) handy for 
  the DM’s reference. 
  Spellcasting: There are NPC clerics, druids, and 
  wizards of available both before and after the 
  adventure.  Their maximum level is 15th, and the 
  availability 
  of 
  spells 
  is 
  limited 
  to 
  Player's 
  Handbook spells only. 
  Divinations: No divinations work over the 
  northwestern corner of Geoff or over the fallen city 
  of Derelion in the Dim Forest. 
  Introduction 
  The adventure begins as 19 Patchwall CY 595 
  approaches.  At least one of the PCs must have 
  played GEO5-5 A Key with No Teeth.  Read the 
  following to those PCs who have played the earlier 
  adventure. 
  Time marches on.  The two moons of Oerth, 
  Luna and Celene, continue their dance across 
  the heavens.  As the month of Patchwall slips 
  by, you notice that the moons are approaching 
  
  GEO5-07 Bound in Clockwork 
   
  Page 5 
  the phase that will reveal the gates to the Plane 
  of Time. 
  You have in your possession four forks, each 
  holding a chord.  These chords will open one 
  of the gates when the forks are struck against 
  the portal in a particular order.  Somewhere 
  beyond the gate are the Clockworks, the place 
  where Unseelie Queen Maeve is held prisoner. 
  The PCs who have the chords must round up 
  other PCs to help.  The PCs must create the 
  reasons why they should come together for this 
  adventure.  If necessary, remind the PCs with the 
  chords that traveling to other planes is highly 
  dangerous. 
  Allow the PCs to come together and make 
  introductions.  The PCs can make preparations to 
  enter the Plane of Time as they see fit.  Note what 
  spellcasting and other actions that the PCs take. 
  During their preparations, the PCs are approached 
  by three important NPCs.  Go to Encounter One. 
  Encounter One: Personal 
  Requests 
  Before the PCs travel to the plane of time, several 
  interested parties approach them and ask them to 
  take certain courses of action while they are in the 
  Plane of Time.  None of these NPCs know 
  anything regarding the status of any fey NPC or 
  the cloud giant Heike. 
  Unleash Queen Maeve 
  The first to approach the PCs is Gwydion of the 
  Twained Elm, who asks the PCs to free Queen 
  Maeve.  He finds the PCs wherever they are. 
  Several days before you plan to depart, a man 
  with a mandolin strapped across his back 
  approaches.  “Ah <insert PC’s name that played 
  GEO5-05>, I thought I might find you here.  I 
  wish to discuss something with you regarding 
  an upcoming event.  Is there someplace we—" 
  his gesture includes the entire group, "can talk 
  privately?” 
  Assuming the party talks to Gwydion, continue 
  with the box text below. 
  “My thoughts have been troubled ever since 
  you brought to my attention the situation 
  involving Queen Maeve.  I am concerned for 
  the Balance.  Queen Maeve is a natural part of 
  the Balance, although an unseelie one.  If she 
  has been held prisoner outside her realm, I 
  fear that this is disrupting the Balance in 
  Faerie.  When things happen in Faerie, they 
  tend to flow over into our realm." 
  "Only the gods would know what things might 
  befall us if the Balance is not restored.  I 
  implore you to quickly seek the release of 
  Queen Maeve and see her back to her realm.  
  Only with her safely back in her realm can the 
  Balance be restored.” 
  Gwydion of the Twained Elm is an Old Lore Bard 
  and part of the College of Canaith.  He is very 
  friendly with any fellow collegians and respectful to 
  members of the Old Faith, nobility, and clergy of 
  Old Faith gods.  He is unfailingly polite and witty.  
  He is more than willing to help the PCs on their 
  quest. 
  Gwydion of the Twained Elm: male human 
  Brd6/Drd6; hp 80; see Appendix Five. 
  Gwydion has the following information points to 
  include in the conversation. 
  • 
  Maeve is an unseelie queen of Dark Winter.  
  She is a powerful fey spirit of cold and night. 
  • 
  Maeve rules her land of snow from a castle 
  chiseled from ice. 
  • 
  Maeve’s court contains goblins, spriggans, 
  and redcaps. 
  • 
  Maeve is married to the seelie King Merilin 
  who rules the Home Beneath the Snowy 
  Boughs, a fey realm of Dark Winter. 
  • 
  Maeve appears in many fairy tales as a 
  sinister force.  She is capricious, selfish, and 
  unpredictable.  Blizzards are often blamed on 
  her. 
  • 
  There is a tale of Maeve tempting children 
  away using sugared delicacies.  Each time 
  she appears, she is a bit further inside the 
  woods.  Eventually the children are lost in the 
  woods and never find their way home.   
  • 
  Gwydion knows quite a bit regarding Queen 
  Maeve.  However, he has never met her face 
  to face.  He is aware of the information 
  presented about Queen Maeve in Appendix 
  Five.  When relaying this information to the 
  PCs, make it very general sounding; Gwydion 
  would not mention a specific item, for 
  example. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 6 
  When the conversation is over, Gwydion wishes 
  the PCs well and asks them to tell him about the 
  journey when they return. 
  Bind Queen Maeve 
  Burkan ap Carteira has inherited the library of 
  High Mage Abinar and is now leading the Cyvrin.  
  He provided information on the planar gates in 
  GEO5-05 A Key with No Teeth.  PCs that played 
  that module recognize him. 
  Burkan asks the PCs to leave Queen Maeve.  He 
  finds the PCs wherever they are. 
  The next day, a group of five men approach 
  you—all of them displaying an Army of 
  Liberation armband of the Cyvrin.  Four of the 
  men protect the fifth who has a frown on his 
  face that speaks volumes about the concerns 
  filling his mind. 
  If anyone but the party is within listening distance, 
  Burkan has the guards drive them off before 
  beginning. 
  After looking around to make sure no one is 
  eavesdropping, Burkan drops his voice and 
  says, “<insert PC’s name that played GEO5-05>, 
  I have started going through some of High 
  Mage Abinar’s notes in the library.  Based on 
  his scribblings, I must warn you not to release 
  that fey queen, oh what was her name? Maeve, 
  yes, do not release Queen Maeve.  I fear that 
  releasing 
  her 
  would 
  bring 
  nothing 
  but 
  suffering down on us and the rest of humanity 
  in the Flanaess.  Such a creative group as you 
  should be able to undo whatever bind is upon 
  her without releasing her.  Things are bad 
  enough as they are without introducing 
  another threat." 
  Burkan, a serious and intense man, has risen to 
  become the head of the Cyvrin.  He is not the High 
  Mage of Geoff but is the next best thing.  Burkan 
  hates the giants with a passion as they ate his 
  family, and he is determined to see them thrown 
  out of Geoff. 
  Burkan ap Carteira: male human Wiz13 
  (diviner); 
  hp 
  65; 
  Craft 
  (alchemy) 
  +13, 
  Knowledge (arcana) +19, Knowledge (history) 
  +10, Knowledge (local) +10, Knowledge 
  (planes) +12; Knowledge (religion) +10, Sense 
  Motive +8, Spellcraft +19. 
  Burkan has the following talking points to weave 
  into the conversation. 
  • 
  The fey are dangerous and chaotic creatures. 
   They cannot be trusted and should be 
  avoided if at all possible. 
  • 
  Cold iron terrifies the fey.  They share this trait 
  along with their rampant chaotic natures with 
  the demons.  Burkan believes that the two 
  may have had common roots at some point. 
  • 
  Queen Maeve is rotten to the core.  She is a 
  force of cold, dark, and evil.  She torments 
  humanity whenever she can and sows chaos 
  among mortals.  Having her locked away is a 
  good thing for Geoff. 
  • 
  "Do the ends justify the means? Vargalian 
  brought down a curse upon the Keo to 
  defend Geoff.  While this worked, the curse 
  created the swordwraiths that plagued the 
  Stark Mounds for centuries.  Many heroes 
  argued passionately that I should not use 
  this knowledge to lash out at the giants, 
  and I have refrained from doing so.  
  Releasing a power for chaos and winter is 
  not much different from creating the 
  swordwraiths." These events were covered 
  in SHE3-03 Shades of Gray. 
  Discovery on the Plane of Time 
  The Archmage Aedan of the Russet Tower sends 
  his familiar, Tathan, to ask the PCs to collect 
  information on the Plane of Time.  Aedan recently 
  acquired the blink dog Tathan from the winner of 
  the Brewfest Familiar Pit Fighting contest in 
  Aberglain.  Tathan is able to locate the PCs 
  wherever they are. 
  The day before you head out to the gateway, a 
  yellow dog approaches your group, his nose 
  sniffing the ground as he moves along.  The 
  unusual thing about this dog is that after 
  taking a few steps it vanishes and reappears 
  twenty feet or so closer to you, still sniffing.  
  As he gets close to <insert name of the most 
  attractive female PC (or other character if an 
  attractive one is not available) who played GEO5-
  05>, he raises up his head and says, “I have a 
  message 
  for 
  you 
  from 
  Master 
  Aedan.” 
  Attached to his collar is a scroll. 
  If the PCs do not allow Tathan to approach, modify 
  the box text accordingly.  He stops at a respectful 
  distance and talks to the PCs. 
  Before you can bend down to take the scroll, 
  the dog rears up on its hind legs and places its 
  front paws on your shoulders and gives you a 
  
  GEO5-07 Bound in Clockwork 
   
  Page 7 
  fresh round of sniffing with its wet nose.  The 
  dog says, “Master Aedan requires information 
  regarding your journey to the Temporal Energy 
  Plane.  Once your task is complete, please fill 
  out this questionnaire and return it to him.  He 
  can be found at the Russet Tower.” 
  Wait until the PC says they are taking the 
  message, then continue.  Give the party Player 
  Handout #1. 
  At the adventure premiere, the PCs must complete 
  the handout at the end of the module and return it 
  to the DM.  The DM should submit it with the 
  Critical Events Summary. 
  After you remove the scroll, the dog gives you 
  a big wet lick on the side of the face and then 
  drops back down to the ground.  It walks a 
  tight circle in front of your party then sits down 
  facing you. 
  Give the players a chance to read the handout 
  before continuing. 
  “Master Aedan was most adamant that I 
  remind you to be as thorough as possible 
  when completing the form.  Master Aedan also 
  said that you probably already forgot, so I was 
  to remind you to strike the forks against 
  something solid to make them release their 
  chord.  Stone works best, but a hard wood or 
  metal will do." 
  Tathan knows quite a bit regarding the Plane of 
  Time.  However, neither he nor Aedan have ever 
  traveled there personally.  Tathan is generally 
  aware of the items listed in Appendix Seven.  
  When relaying information to the PCs, make it 
  very general and do not mention anything specific. 
  If the PCs ask Tathan a question that cannot be 
  answered from the information points above and 
  the DM decides an Archmage’s familiar would not 
  know, then Tathan’s answer is “I am sorry, but 
  Master Aedan did not mention anything about 
  that.” 
  When the conversation is over, Tathan says, 
  “Very well, good luck and Master Aedan looks 
  forward to seeing your report.” The dog starts 
  walking away from you and then vanishes. 
  When the PCs ready to enter the Plane of Time, 
  go to Encounter Two. 
  Encounter Two: The 
  Clockworks 
  The portal that the PCs go to depends upon which 
  chords they collected in GEO5-05 A Key with No 
  Teeth.  If more than one PC collected chords, the 
  PCs can choose which portal they use.  Please 
  see Judge Aid #1 for a map of the locations.   
  1. Rena, Losa, Mor, and Abado: An outcropping 
  overlooking Pregmere that has a hot spring 
  boiling at its base.  This locale was introduced 
  in GEO2-05 One Good Turn.   
  2. Mor, Rena, Dora, and Losa: The drainage 
  lagoon in old Midwood.  This locale was 
  introduced in GEO2-01 A Wise Man's Son. 
  3. Losa, Rena, Mor, and Vela: An abandoned 
  mine in the Crystalmist Mountains.  This locale 
  was introduced in GEO2-02 Veins of Trust.   
  4. Abado, Tun, Losa, and Rena: A partially 
  collapsed tunnel beneath the Griffon’s Watch. 
   It was a side tunnel off the main tunnel to the 
  abandoned gnomish town of Dewerd.  This 
  locale was introduced in GEO2-03 Last of 
  Nine. 
  5. Losa, Tun, Rena, and Dora: An old chamber 
  in the foothills of the Barrier Peaks.  This 
  locale was introduced in GEO4-08 Massacre 
  at Clearsky. 
  6. Rena, Losa, Tun, and Vela: A cavern in the 
  Oytwood that once laired a wyvern.  This 
  locale was introduced in GEO1-08 Floating 
  Down the River. 
  The PCs will need to find a hard surface to strike 
  the forks against; any solution that is close to the 
  requirement stated by Tathan works.  Anything 
  reasonable that the PCs suggest will work. 
  When the PCs have gathered themselves together 
  and are ready to play the chords, read the 
  following. 
  You strike the forks against the <insert hard 
  surface description the PCs chose> one after 
  another.  The sounds do not fade away, 
  instead they build upon each other.  Once all 
  four chords are struck, their combined sound 
  is loud, but not unpleasant.  The sound fills the 
  area and echoes in your ears.  Shortly after the 
  last chord is struck, ripples emanate from the 
  surface of the <insert hard surface description> 
  like when a pebble is dropped into a still pond. 
   The air near you becomes a swirl of opaque 
  
  GEO5-07 Bound in Clockwork 
   
  Page 8 
  mists; you can see the vague shape of 
  something vast beyond the mists. 
  The portal is now open to the Plane of Time.  
  When the PCs pass through the gate and enter 
  the Plane of Time, read the following. 
  You step through the swirling portal.  Your 
  insides are shifted and pushed.  Your balance 
  leaves you, and you stumble forward.  A 
  chiming bell can be heard in the distance and 
  the ticking of a hundred clocks surrounds you. 
  And then you are through.   
  You are standing atop a long strip of metal that 
  is suspended in mid-air.  The end of the metal 
  strip, where you are standing, widens into the 
  shape of a spade.  Behind you is the wispy 
  portal back to the Flanaess.   
  The sky above and below you is dark, but 
  spirals of dust whip across the empty void, 
  carried by a fiercely blowing wind.  The metal 
  path leads to a massive clockwork structure 
  some distance away. 
  Use one of the random d20 rolls plus the PCs 
  Spot bonus to determine each PCs Spot check.  A 
  successful check (DC 10+APL) allows the PC to 
  notice the following. 
  Determine the type of debris that would be around 
  the gate chosen by the PCs.  For example, if they 
  chose the Crystalmist mines, use ‘gravel’ in the 
  box text below. 
  As you examine your new surroundings, you 
  notice some <insert debris type> falling from the 
  portal.  As it falls a short distance from the 
  metal path, an invisible wind quickly pushes it 
  away.  It breaks up and scatters on the wind. 
  The metal path is a giant minute hand 1,000-ft.  
  long and 20-ft.  wide.  The PCs have only one way 
  to go, towards the massive clockwork structure at 
  the other end of the minute hand.  The PCs can 
  leave the minute hand, if they have a means of 
  flying.  However, if they fly more than 10 ft.  from 
  the path (or from anywhere in the Clockworks), the 
  PCs suffer the Winds of Time.  See Appendix 
  Seven for information. 
  The PCs can send their animal companions and 
  familiars back into the Prime Material Plane if they 
  so choose.  The gate is two-way. 
  If the PCs rest (i.e.  to recover spells or heal up), 
  while they are in the Plane of Time, they incur one 
  TU in addition to the TU cost for the module per 
  rest stop due to the erratic nature of time.  This 
  happens each time the PCs stop to rest.  Nothing 
  bothers them when they do so. 
  Ask the PCs how they intend to move down the 
  path.  A form of movement other than a 5-ft.  step, 
  single move, or double move requires a roll on the 
  erratic time chart in Appendix Eight.  This 
  includes charging, flying, using the extra attacks 
  provided by the haste spell or similar effects.  This 
  applies to NPCs as well. 
  Regardless of how fast the PCs move along the 
  path, the minute hand moves away from the gate 
  behind them.  When the PCs are halfway between 
  the gate and the Clockworks, read the following:  
  Shortly after you begin your journey along 
  metal path toward the clockwork structure, a 
  loud “TOCK!” sound resonates around you, 
  and the path suddenly shifts to the left.  
  Looking back, the path no longer ends at the 
  gate.  It now ends almost a hundred feet to the 
  side of the glowing portal. 
  The movement of the hand completes a revolution 
  once a year.  The hand does not move again while 
  the PCs are in the Clockworks. 
  PCs whose weight is supported by the minute arm 
  (i.e.  those who are not floating or flying) must 
  make a Balance check (DC 10) or fall down from 
  the sudden movement.  Those that fail by more 
  than 5 must succeed a Reflex Save (DC 10+APL) 
  to catch the side of the minute hand or they fall off 
  the hand entirely and plummet down into the 
  Winds of Time below.   
  PCs whose weight is not supported by the minute 
  arm find themselves 25 ft.  away from the arm (in 
  the Winds of Time) as it sweeps out from 
  underneath them.  Since gravity is subjective away 
  from the Clockworks, the PCs can move 
  themselves to within 10 ft. of the arm, before 
  downward gravity kicks back in.  PCs capable of 
  flying can fly back to the arm, but experience the 
  consequences of the erratic time chart. 
  The Winds of Time is full of tiny dust particles that 
  suffocate the PCs.  PCs that fall off the hand or 
  are left behind as it moves must be rescued 
  quickly before they suffocate per the rules in the 
  DMG (pg.  304). 
  When the minute hand moved, the end of the 
  minute hand shifted 70 ft.  clockwise from the 
  portal.  PCs have to fly or use another means to 
  get back to that portal. 
  When the PCs get closer to the main Clockworks, 
  read the following. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 9 
  Ahead of you is a massive structure made 
  entirely out of clockwork; gears the size of 
  palaces turn slowly.  Cogs, springs, and 
  chains link them together, so that every part 
  spins in perfect unison.  Your eyes try to take 
  it all in, but it’s too vast and the movement is 
  too complex. 
  Above the whirling collection of cogs is a 
  slowly turning disk that dwarfs the structure 
  below it.  The outer rim of the disk is divided 
  by color.   The half currently further from you 
  is white, while the closer half is black.  Inside 
  the disk is a series of geometric designs.  
  Energy, like sheets of lightning, fills the open 
  spaces of the disk. 
  The disk spins very, very slowly.  A pillar of 
  energy 
  lances 
  down 
  to 
  the 
  mechanical 
  structure below, providing the energy that 
  turns the gears. 
  The disk overhead is a physical manifestation of 
  the Eternal Circle.  PCs can identify what it is with 
  a successful Knowledge (Nature), Knowledge 
  (Religion), or Knowledge (Planes) check (DC 15). 
  Climbing through the Clockworks 
  When the PCs enter the clockwork structure, it 
  seems odd and bizarre.  Cogs, springs, and gears 
  all move.  Clocks of all sorts (sundials, water 
  clocks, hourglasses, etc.) are on everything.  
  Impress upon the PCs that this environment was 
  not meant for humans to travel through. 
  The clockwork construction is a maze of 
  moving parts.  The only way into the whirling 
  mass of material off the metal walkway is to 
  find a gear or chain heading up and then hold 
  on for dear life.  Hopefully, you can get out of 
  the way without getting caught in something. 
  PCs must make a Balance, Climb, or Jump check 
  (DC 5+APL) to weave from the minute hand onto 
  the first level of the clockworks.  A successful 
  check allows the PC to jump off onto the next level 
  without injury.  A failed check means the PC made 
  it to the next level, but got caught in the clockwork 
  mechanism somehow (be imaginative) and takes 
  lethal crushing damage as follows: 1d4 at APL 8, 
  2d4 at APL 10, and 3d4 at APL 12. 
  PCs making a successful Knowledge (architecture 
  and engineering) check (DC 5+APL) gain a +2 
  bonus to the Balance, Climb, or Jump check.  
  They must make the Knowledge check for each 
  Balance, Climb, or Jump check they attempt.  
  Animal companions do not willing enter the 
  Clockwork structure.  PCs must make a one-time 
  successful Handle Animal check (DC 15+APL) to 
  get the creature to “climb” into the structure.  
  However, if the creature fails a Balance, Climb, or 
  Jump check, they take d6 damage instead of d4 
  damage.  Animals cannot benefit from the 
  Knowledge (architecture and engineering) check.  
  PCs can leave their animals on the minute hand at 
  the entrance to the Clockworks. 
  After they make the first difficult climb from the 
  minute hand to the Clockworks, the PCs 
  encounter the inhabitants of the prison.  Most of 
  the inhabitants are near mindless constructs that 
  are so similar to modrons that they are the 
  essentially the same creatures. 
  After making your way up from the metal 
  pathway, you find yourself in a small clearing 
  of sorts.  Several small humanoid shaped 
  clockwork creatures are performing various 
  tasks.  Some are cleaning various surfaces; 
  lubricating parts; repairing damaged or worn 
  gears, springs, or chains; adjusting tension 
  springs and wind clocks; and pouring water 
  into water clocks.  The tick-tock noise here is 
  quite loud. 
  Unless stated otherwise, the PCs suffer a –8 
  penalty to Listen checks due to the background 
  noise while they are in the Clockworks. 
  If asked whether the creatures look different from 
  one another, explain that they all radiate the same 
  red color and the only way to tell them apart is to 
  watch what function they fulfill.  Or the PCs can 
  ask the creatures directly.  When roleplaying the 
  clockwork creatures, use a metallic voice with a 
  short and choppy speech pattern. 
  If the PCs want to talk to a modron and do not 
  specific which type, use the box text as is.  
  Otherwise, modify it as necessary.  To get its 
  attention, the PC must touch the modron. 
  You approach the clockwork creature.  It does 
  not acknowledge your presence; it keeps 
  devoutly performing its assigned duty. 
  Assuming the PC touches the modron. 
  The mechanical creature stops and turns to 
  face you.  It scans up and down your body.  
  Just when you think it would start speaking, it 
  sprays a foul smelling liquid on your shoes 
  and begins wiping it off.  It says in short 
  stuttered Common, “Very dirty, must clean.” 
  Several moments later, several other similar 
  
  GEO5-07 Bound in Clockwork 
   
  Page 10 
  mechanical creatures appear and begin the 
  same task on each member of the party. 
  Although the creature tries to answer the PCs 
  questions, it never stops trying to clean the PCs 
  shoes.  This portion of the encounter should be 
  really short; the modron passes the PCs off to the 
  guardian if the questions get too difficult. 
  Q: What is this place? 
  A: "The Clockworks." 
  Q: What does this place do? 
  A: "Measure Time." 
  Q: What are you? 
  A: "A modron." 
  Q: What is a modron? 
  A: It blinks at you in incomprehension. 
  Q: What do you do? 
  A: "Clean." 
  Q: Where is Queen Maeve? 
  A: "Information not known." 
  Q: Where is the prisoner?  
  A: "Information beyond my function." 
  Q:   Is their somebody higher up I can talk to? 
  A: “You can speak with the protectors.” 
  Q: Where are the protectors? 
  A: The modron looks around the area then 
  says, “Around.” 
  The modron’s sole purpose in life is to fulfill its 
  primary task.  Except for the information provided 
  above, if the information is not related to its 
  primary task, the modron does not know.  “It is 
  beyond my function.” or "Information not 
  known." 
  If the PCs ignore the modrons or when they move 
  on after talking to them, go to the meeting with the 
  Zelekhut.  The PCs must make another round of 
  Balance, Climb, or Jump checks as described 
  above. 
  Give the PCs a Listen check (DC 15+APL), do not 
  forget the -8 penalty, to hear the wall open up for 
  the Clockwork guardian.  Those that hear the wall 
  open see the creature step out of its closet.  
  Otherwise, they are startled to see it appear out of 
  nowhere. 
  The zelekhut’s speech patterns are not broken as 
  with the modrons.  It is easier to understand.  Use 
  a deeper voice for these creatures. 
  This clockwork creature resembles a centaur 
  in shape.  It wears ornate golden armor over 
  alabaster skin.  A bright red energy glows from 
  within.  It carries no weapons or other 
  equipment, but it blocks the way further into 
  the structure.  In a slow, deep tone it says, 
  “This Protector does not recognize you.  
  Identify yourselves and state your purpose for 
  being here.” 
  The PCs may pass as long as they do not say 
  they are here to damage the Clockworks.  
  Assuming they do not, the zelekhut allows them to 
  pass with the following warning. 
  “Conduct your operations and depart.  If you 
  damage the Clockworks, the protectors will 
  hunt you down, regardless of where you go in 
  the multiverse, until punishment is meted out.  
  Verify that you have received this threat.” 
  Damage to the Clockworks means damaging any 
  of the clocks or the inhabitants of the Clockworks. 
   Punishment is imprisonment on Mechanus for 10 
  TU.  The only exception to this rule is that the PCs 
  may damage the guards at Queen Maeve’s prison 
  door because they have been corrupted by the 
  Storm King.  The protector does not mention this 
  exception, however. 
  If the PCs do damage the Clockworks or attack 
  the protectors, the constructs fight back.  Use 
  multiple groups as necessary to subdue the PCs 
  or drive them out of the Clockworks. 
  All APLs 
  Zelekhut (Inevitable) (10): hp 82; see 
  Monster Manual p.  160. 
  If the PCs ask the protector questions, here are 
  some common answers. 
  Q: What is this place? 
  A: "This place is termed the Clockworks." 
  Q: What does this place do? 
  A: "This place measures time." 
  Q: What are you? 
  A: "I am a zelekhut." 
  Q: What is a zelekhut? 
  A: "My instructional etching says I am a 
  Protector." 
  
  GEO5-07 Bound in Clockwork 
   
  Page 11 
  Q: What do you do? 
  A: "Stop those that damage the Clockworks, 
  find them if they flee." 
  Q: Where is Queen Maeve? 
  A: "I am not aware of such a mechanism in 
  the Clockworks." 
  Q: Where is the prisoner? 
  A: "A being is being held in suspension in the 
  spike of temporal energy." It points to the top 
  of the Clockworks under the great spinning 
  circle. 
  Q: How do we get there? 
  A: “Make your way through the Clockworks”. 
  Unless it is a question related to the information 
  above, the protector answers all questions with, 
  “That is beyond my purpose.” 
  When the conversation is over, continue with the 
  following. 
  The creature steps in to an alcove and the 
  walls close up around it.  Once the walls are 
  closed you cannot see the creature, although 
  you get the feeling that it can see you. 
  When the PCs continue through the Clockworks, 
  climbing up toward the circle, they must make 
  another round of Balance, Climb, or Jump checks 
  as described above. 
  After two hours of false starts, dead ends, 
  sometimes-cramped quarters, and a near-
  death maze of moving parts between levels, 
  you 
  finally 
  approach 
  the 
  top 
  of 
  the 
  Clockworks.  Along the way, you see many 
  more modrons and various other constructs 
  moving around. 
  The 
  majority 
  of 
  mechanical 
  creatures 
  are 
  functional variations of the cleaning modron.  No 
  other guards are seen; although the PCs can find 
  locations where they think guards may be located 
  behind the walls. 
  Go to Encounter Three. 
  Encounter Three: Bound in 
  Time 
  Eventually, the PCs find Maeve's prison, but a 
  gate and a puzzle block the entrance. 
  You have never seen so many ways of marking 
  time.  Some you recognize, others you do not.  
  You make your way among the spinning gears, 
  gouts of water, and the sharp points of 
  sundials.  You deftly avoid the swinging 
  pendulums 
  and 
  sinking 
  counterweights.  
  However, nothing looks out of place—as far as 
  you can tell, every piece in this place has a 
  purpose.  All the while, the large spinning disk 
  can be made out above—its white-hot energy 
  lancing down into the Clockworks.  Its 
  simplicity is striking. 
  You climb up, nearly reaching the center of the 
  maelstrom of mechanical activity.  A smooth, 
  solid cylinder stands out from the rest of the 
  mechanical surroundings; it is easily hundreds 
  of feet tall and more than ten yards in diameter 
  with a perfectly smooth, but dull, surface. 
  Atop the cylinder is a very large cog spinning 
  in time with the wheel above.  This cog drives 
  all of the other mechanisms around it.  The 
  lance of white-hot energy from the wheel 
  above appears to penetrate deep into the 
  cylinder.   
  The only entrance into the cylinder is a large 
  doorway which is sealed shut.  To the right of 
  the portal, a single modron works on a 
  mechanism that is the only one of its kind on 
  the cylinder. 
  The PCs have reached the gate to Maeve's prison 
  in the Clockworks.  The PCs must solve an 
  elaborate mechanical puzzle to gain access to 
  her. 
  Once the Storm King bound Maeve here, he 
  destroyed the mechanism that opened the gate to 
  her prison.  Unfortunately for him, the modrons 
  constantly repair the mechanism.  So he sends 
  Arbrozzar back from time to time to destroy it 
  anew. 
  Put the PCs in a marching order and use Judge 
  Aid #2.  When the first PC gets within 20 feet of 
  the door, a proximity alarm spell alerts the Sakhut-
  controlled protectors and they pop out of the walls 
  before the PCs can speak with the modron.  The 
  modron continues to perform its repairs as the 
  fight ensues. 
  The guards here radiate purple energy instead of 
  the red energy radiated by the other guards.  They 
  announce, “Prevent unauthorized entry!” They 
  cannot be talked out of attacking the PCs.  If the 
  PCs flee the map, the NPCs do not follow.  
  However, they take up positions around the door.  
  The PCs cannot talk the other guards in the 
  
  GEO5-07 Bound in Clockwork 
   
  Page 12 
  Clockworks into attacking the Sakhut’s guards as 
  they are not a threat to the Clockworks. 
  APL 8 (EL 11) 
  Zelekhut (Inevitable) (2): hp 82; see Monster 
  Manual p.  160. 
  APL10 (EL 13) 
  Zelekhut, Advanced (Inevitable) (2): hp 130; 
  see Appendix Two. 
  APL 12 (EL 15) 
  Zelekhut, Advanced (Inevitable) (4): hp 130; 
  see Appendix Three. 
  Tactics: The zelekhut activated their true seeing 
  ability before entering combat.  One of them 
  charges into the front of the party, while the other 
  charges towards the rear of the party (same in 
  teams of two at APL 12). 
  The zelekhut open up with a hold monster spell on 
  the PCs closest to the prison door, then charge 
  into the fray.  Once they have started physically 
  attacking a target, the zelekhut do not change 
  targets until that target is down. 
  If the zelekhut incapacitate the entire party, it 
  takes them 20 minutes to move the bodies to a 
  location where they can be tossed into the Winds 
  of Time.  Go to Conclusion D in this case. 
  Treasure: The PCs can loot non-magical precious 
  stones and metals from the bashed remains of the 
  corrupted protectors. 
  APL 8: L: 0 gp, C: 650 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 1150 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 1650 gp, M: 0 gp. 
  Examining the Doorway 
  The gear-repairing modron does not react as the 
  PCs approach.  It is finishing repairs to the door 
  lock.  The PCs have the opportunity to ask the 
  modron questions before it moves on to its next 
  task.  If the PCs attack the modron, it runs off 
  calling for the protectors.  This starts an ad-hoc 
  combat using the zelekhut stats from Encounter 
  Two. 
  Looking around the modron’s shoulder, you 
  see 
  it 
  replacing 
  gears 
  in 
  an 
  elaborate 
  mechanism. 
   
  The 
  centerpiece 
  of 
  the 
  mechanism consists of three weight-driven 
  clocks, each with its own chain.  The clock 
  faces and the counter weights are missing.  A 
  lever is expertly molded into the left wall of the 
  mechanism. 
  For a picture of the mechanism give the PCs 
  Player Handout #2. 
  Some common questions the PCs may ask are 
  listed below.  Use the same type of metallic voice 
  from earlier in the module when answering. 
  Q: What is this place? or What is inside? 
  A: “This unit does not know.” 
  Q: What are you doing? 
  A: “This unit repairs gears.” 
  Q: Why are you repairing gears? 
  A: “They were damaged.” 
  Q: Damaged by whom? 
  A: “This unit does not know.” 
  Q: Parts seem to be missing, do you know where 
  they are? 
  A: “In the repair area.” 
  Q: How does this mechanism work? 
  A: “Time and weight must synchronize.” 
  Q: Where are the other repair units? 
  A: “Repairing or in the repair area.” 
  Q: When will the other units return? 
  A: “This unit does not know.” 
  Q: Can you show us to the repair area? 
  A: “Follow me.” 
  If the PCs ask other questions, unless it is 
  something involving the repair of gears, the 
  answer should be “It is beyond my function.” or 
  "Information not known." 
  A successful Search check (DC 25) reveals that 
  the mechanism is trapped (the proximity alarm).  A 
  successful Disable Device check (DC 25) reveals 
  that the trap has already gone off but resets in 
  approximately five minutes.  A second successful 
  Disable Device check (DC 28) allows the PC to 
  disable the alarm spell.  If the PCs destroyed the 
  guards, the modrons cannot recreate them.  The 
  Sakhut must go to where the zelekhut are created 
  and get new units manufactured. 
  If the PC wishes to override the door lock, a 
  successful Disable Device check (DC 5+APL) 
  reveals that the locking mechanism is too complex 
  to override. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 13 
  The metal that makes up the door and cylinder is 
  of unknown origin and resistant to any form of 
  damage the PCs can generate.  Aside from a tiny 
  hairline crack along the outline of the door, the 
  door is flush with the rest of the cylinder.  The PCs 
  cannot use travel spells to get beyond the door 
  because the Plane of Time is not connected to the 
  planes necessary for those spells to work.  The 
  PCs must fix the mechanism and open the door to 
  enter.  No other method, regardless of how clever, 
  works. 
  There is no other entrance into the cylinder.  If the 
  PCs attempt to enter by the top where the energy 
  enters, they enter the Winds of Time as soon as 
  they are 15-ft.  above the floor.  This cylinder 
  stands in the Winds and is not damaged by them. 
  Once the PCs have exhausted their questions, the 
  modron heads to the repair area.  The PCs can 
  follow it to an area filled with various clock parts.  If 
  the PCs wander about on their own, they can find 
  the needed clock faces and counterweights. 
  The PCs must find the weights that make the 
  clocks work.  Go to Gaining Weight for a 
  discussion of what awaits the PCs at the repair 
  area. 
  The PCs must also replace the clock faces.  Go to 
  Taking Measure below for a discussion of the 
  difficulties in replacing them. 
  Other than the clock faces and counterweights, 
  there is nothing in the repair area that is of value 
  for the PCs to take. 
  Gaining Weight 
  After the Sakhut destroyed the mechanism, the 
  modrons collected the pieces of the three weights 
  and took them to the repair area.  The modrons 
  repaired the weights stored them in a sealed box. 
  After several minutes of avoiding spinning 
  cogs, you come out onto a cog the size of a 
  castle.  It is covered with an assortment of 
  weights – some so small that hundreds would 
  not fill your hand, others as large as a house.  
  Modrons move about the area performing 
  various duties. 
  On a nearby workbench, a modron places a 
  long, thin rod into a box the size of a large 
  book, closes it, and then moves away. 
  The modron has placed the last counterweight 
  that the PCs need into the box for eventual 
  shipment to the lock.  It will take another three 
  days (costing 3 TUs) for the proper delivery 
  modron to come fetch the box.  The modrons here 
  do not know how to open the box. 
  If the PCs take a close look at the box, read the 
  following. 
  The box is very heavy and is made of iron, It is 
  attached firmly to the table.  A series of square 
  tiles is inset into the box’s lid, and each tile 
  has a different set of moons and suns.  One 
  tile is missing, but a variety of tiles are 
  scattered around the table. 
  Give the PCs Player Handout #3.  The box is 
  sovereign glued to the workbench which is part of 
  the cog so it can't be moved.  If the PCs bash the 
  box open, they automatically set off the trap with 
  each hit.  In addition, the bashing damages the 
  counterweights inside, requiring a day for the 
  modrons to repair the weights. 
  The tiles already set into the lid are locked in place 
  and cannot be moved or removed. 
  The PCs must solve the tile puzzle to open the 
  box.  The PCs must select the proper tile to 
  complete the matrix.  If the PC select the wrong 
  tile and place it on the box’s lid, they set off the 
  trap.  The trap automatically resets each time the 
  loose tile is removed, requiring a new disable 
  device check.  The PCs cannot completely disable 
  the trap. 
  NOTE: If a PC uses a spell such as unseen 
  servant or mage hand, the trap feeds back and 
  affects the caster. 
  APL 8 (EL 6) 
  Puzzle Lid Trap: CR 6; magical; touch trigger; 
  automatic reset (see text above); spell effect 
  (greater glyph of warding [blast], 16th level 
  cleric, 8d8 sonic, DC 20 Reflex save half 
  damage); multiple targets (all targets within 5-
  ft.); Search DC 24; Disable Device DC 28. 
  APL 10 (EL 8) 
  Puzzle Lid Trap: CR 8; magical; touch trigger; 
  automatic reset (see text above); spell effect 
  (greater glyph of warding [blast], 18th level 
  cleric, 9d8 sonic, DC 20 Reflex save half 
  damage); multiple targets (all targets within 5-
  ft.); Search DC 30; Disable Device DC 28. 
  APL 12 (EL 10) 
  Puzzle Lid Trap: CR 10; magical; touch 
  trigger; automatic reset (see text above); spell 
  effect (greater glyph of warding [blast], 20th 
  level cleric, 10d8 sonic, DC 21 Reflex save 
  
  GEO5-07 Bound in Clockwork 
   
  Page 14 
  half damage); multiple targets (all targets 
  within 5-ft.); Search DC 30; Disable Device 
  DC 30. 
  The correct answer is the third one from the left in 
  the top row.  It has a sun above a moon with a 
  tock in the upper left corner, a tick in the upper 
  right corner, a tick in the lower left corner, and a 
  tock in lower right corner. 
  Give the players 10 real world minutes to solve the 
  puzzle.  After that, they should guess and try one 
  at a time until they get it.  Otherwise, the PCs will 
  not have enough time to finish the module in the 
  slot. 
  The puzzle has two different factors going on 
  simultaneously.  The center part has either (1) a 
  sun on top with a moon below, (2) a moon on top 
  with a sun below, or (2) two moons.  There is one 
  of each in each line horizontally and vertically.  
  The missing tile has a sun on top with a moon 
  below. 
  The ticks and tocks outside the suns and moons 
  are a bit trickier.  There are four positions around 
  the suns and moons.  Looking at the same 
  position as you read across or down a line, there 
  are always two of one word and one of the other 
  (two ticks with one tock, or two tocks with one 
  tick).   
  Example: Look at the top row of tiles.  The left tile 
  and the middle tile both have a tock of the top left 
  positions.  Therefore, the right tile has a tick in the 
  top left position. 
  Example: Look at the left column.  The top left 
  position has a tock in the upper tile and a tick in 
  the middle tile.  Therefore, the bottom tile could 
  have either a tock or a tick.  In this case, there is a 
  tock. 
  If the PCs need a hint or find a modron to ask, it 
  says.  "Must operate along the axises.  Must 
  operate along the axises." 
  If the PCs need more of a hint, then with an 
  Intelligence check (DC 10+APL), they notice there 
  is a pattern that goes vertically or horizontally. 
  If the PCs need more of a hint, then with an 
  Intelligence check (DC 12+APL), they notice that 
  the suns and moons are in a separate pattern 
  from the ticks and tocks. 
  If all else fails, they can use trial and error.  This is 
  painful as the trap goes off repeatedly. 
  When the PCs solve the puzzle, they can open the 
  box and retrieve the three weights. 
  As the tile goes into place, a faint click can be 
  heard from within the box.  A sheet of energy 
  plays over the box and then disappears. 
  If the PCs open the box. 
  Inside the box, set in form-fitting recesses, are 
  three weights.  One is adamantine, one is iron, 
  and one is silver.  They are each a foot long. 
  They do not detect as having any alignment auras, 
  but do detect as having a faint transmutation aura. 
  If the PCs have the clock faces, they can return to 
  the prison gate.  If they do not, they need to go to 
  the next area to get them. 
  Taking Measure 
  After the Sakhut destroyed the mechanism, the 
  modrons collected the pieces of the three clocks 
  and took them here.  The modrons have the 
  clocks on the table, as they have not gotten one of 
  the faces back together. 
  After wandering further through the repair 
  area, you come out on an enormous cog filled 
  with clock faces – some the size of a large 
  coin, others easily sixty feet across.  Modrons 
  move about the area performing various 
  duties. 
  On a nearby workbench, clock faces the size of 
  tea-cup saucers are in various states of repair. 
   Three of the clock faces are identical.  Of 
  them, two look ready to be attached to a clock; 
  the third is missing the numbers present on 
  the other two. 
  Two of the clocks are ready to go.  The third one is 
  still a work in process.  If the PCs take a close look 
  at the broken clock, put them in a marching order 
  and read the following. 
  NOTE: If a PC uses a spell such as unseen 
  servant or mage hand, the trap feeds back and 
  affects the caster. 
  The clock face itself is whole, but has holes 
  where the numbers should be.  Tiny grooves 
  connect various points where numbers sould 
  be.  A tiny lever is masterfully set into the edge 
  of the clock face.  Flipping the clock face over 
  shows that the lever seems to release the 
  numbers from the clock face.  In the table 
  around the clock face are a series of numbers 
  from one to twelve.  Each number has pegs on 
  it that slide in the tiny grooves. 
  Give the PCs Player Handout #4.   
  
  GEO5-07 Bound in Clockwork 
   
  Page 15 
  The PCs must put the numbers 1 thorough 12 on 
  the clock face so that they are in their proper 
  position. 
  Aside from the magic on the trapped release lever, 
  the clock faces do not have any magical or 
  alignment auras. 
  Each of the numbered plates has pegs on the 
  backside that are perfect for sliding in the grooves 
  on the clock face.  The pegs also have a ball on 
  the end so they only can fit into the holes at the 
  ends of the grooves. 
  The plates are enchanted so that they cannot be 
  placed directly into their correct positions (with the 
  exception of the last plate placed).  Instead, the 
  PCs must place the numbered plate in at one of 
  the ends of the grooves and slide it to the other 
  end.  Once a position has been filled a new 
  numbered place cannot be loaded at that position. 
   When a plate slides into position, it locks there 
  with an audible click.  The last number can be 
  placed into position without having to slide it. 
  If the PCs wish to remove the plates and start 
  again, the lever on the back ejects all the plates.  
  Doing this triggers the trap, which resets every 
  time.  The PCs must disarm the trap anew each 
  time they pull the lever. 
  APL 8 (EL 6) 
  Clock Face Lever Trap: CR 6; magical; touch 
  trigger; automatic reset (see text above); spell 
  effect (chained reciprocal gyre, 10th level 
  sorcerer, see Appendix Six, DC 18 Will save 
  for half, Fort save to avoid stun); single target; 
  Search DC 24; Disable Device DC 24. 
  APL 10 (EL 8) 
  Clock Face Lever Trap: CR 8; magical; touch 
  trigger; automatic reset (see text above); spell 
  effect (chained reciprocal gyre, 10th level 
  sorcerer, see Appendix Six, DC 18 Will save 
  for half, Fort save to avoid stun); single target; 
  Search DC 28; Disable Device DC 28. 
  APL 12 (EL 10) 
  Clock Face Lever Trap: CR 10; magical; 
  touch trigger; automatic reset (see text 
  above); spell effect (chained reciprocal gyre, 
  10th level sorcerer, see Appendix Six, DC 19 
  Will save for half, Fort save to avoid stun); 
  single target; Search DC 32; Disable Device 
  DC 32. 
  This puzzle is not difficult, as you can start with 
  any plate.  Simply place it across from where it 
  belongs and then slide it to its proper location.  
  Then take the plate that belongs where you 
  started sliding the previous plate and slide it into 
  place.   
  Example.  Place the 11 plate in at the 6 o'clock 
  position and slide to the 11 o'clock position.  Place 
  the 6 plate at the 1 o'clock position and slide to the 
  6 o'clock position.  Place the 1 plate in the 8 
  o'clock position and slide to the 1 o'clock.  Repeat 
  until all are done. 
  If the PCs need a hint, they can find a modron who 
  says, "Time is a pattern.  Time is a pattern." 
  If the PCs need more of a hint, then an 
  Intelligence check (DC 10+APL) tells them they 
  should have a strategy before they place the first 
  plate. 
  If the PCs need more of a hint, then an 
  Intelligence check (DC 12+APL) tells them it 
  matters not where the first plate is placed. 
  If all else fails, they can use trial and error.  This is 
  painful as the trap goes off repeatedly. 
  When the PCs solve the puzzle, they have all the 
  numbers on the clock and can snap the hour hand 
  back onto the face of the clock.  Strangely, there is 
  only one hand on each of these clocks. 
  As soon as you snap the last number plate in 
  place, a sheet of energy washes over the three 
  identical looking clock faces. 
  The clock faces now have a faint transmutation 
  aura. 
  If the PCs have the weights, they can return to the 
  prison gate.  If they do not, they need to go to the 
  next area to get them. 
  Opening the Prison 
  When the PCs have the weights and the clocks 
  faces, they can reassemble the mechanism.  For a 
  picture of the mechanism see Player Handout #2. 
  First the PCs must set the clock faces into the 
  mechanism.  The clocks can be placed into the 
  mechanism in any order.  Doing so requires about 
  10 minutes of work for each clock and a 
  successful 
  Craft 
  (Clockmaking) 
  [or 
  other 
  appropriate Craft skill per DM’s discretion] check 
  (DC 15).  The PCs can Take 10 or try again, but 
  each try takes another 10 minutes.  If the PCs do 
  not have an appropriate Craft skill, they may use 
  an Int check at DC 15, but it takes 20 minutes per 
  attempt.  Only one other PC can assist a time.  A 
  separate check must be made for each clock. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 16 
  The PCs can ask a modron to do the task.  
  However, it takes 30 minutes to locate a modron 
  to accomplish the task and the modron takes 10 
  minutes per clock to accomplish the repair.  This 
  will prompt a roll on the erratic time table in 
  Appendix Eight. 
  Second, the PCs must hang the weights from the 
  chains to the left of the clocks.  There is one chain 
  associated with each clock face.  Hanging the 
  weights does not require any checks, and any of 
  the weights fit on any of the chains. 
  As the last component clicks into place, a faint 
  burst of energy erupts from the mechanism 
  and sheets of energy play around the entire 
  area and everyone in it.  The energy eventually 
  fades away. 
  To operate the mechanism, the PCs must raise 
  the weights using the chain and lock them in 
  position.  They must then set the clocks to their 
  rightful settings.  Then they must pull a lever on 
  the left side of the mechanism, which will cause 
  the weights to drop. 
  Each clock has one hand.   Before the PCs pull 
  the lever, ask them if they are adjusting the hands 
  of the clocks.  If the PCs do not have a preference, 
  roll 1d12 for each clock face to randomly 
  determine where each hand begins, re-rolling any 
  12s. 
  The three weights are made of different materials, 
  so they spin the hands at different speeds.  All 
  three weights wind down in 12 seconds. 
  • 
  The hand on the clock associated with silver 
  weight moves 5 hours around the clock before 
  the weight reaches the end of its chain.   
  • 
  The hand on the clock associated with the iron 
  weight moves 7 hours. 
  • 
  The hand on the clock associated with the 
  adamantine weight moves 12 hours.   
  The hands continue around the clock until they run 
  their run their allotted time.   
  For example, if all three clock faces were set to 1 
  o’clock, the clock with clock with silver weight 
  would turn five hours to 6 o’clock, the clock with 
  the iron weight would turn seven hours to 8 
  o’clock, and the clock with the adamantine weight 
  would turn one complete revolution back to 1 
  o’clock. 
  For the gate to open, all the minute hands of the 
  clock must end their revolution at 12 o’clock.  So 
  the silver must be set at 5 o’clock, the iron at 7 
  o’clock, and the adamantine at 12 o’clock.   The 
  PCs must have the clocks run to open the door.   
  They cannot just set all the clocks at 12 o’clock 
  and have the door open. 
  If the PCs need a hint and ask around, a modron 
  tells 
  the 
  PCs, 
  “The 
  clocks 
  must 
  be 
  synchronized.”  
  Note:  If the PCs have a key of Dalt that will open 
  any door, this item only has this power on Oerth.   
  It does not function on the Plane of Time. 
  When the PCs have synchronized the clocks, the 
  gate opens.   Read the following: 
  As the weights come to a rest, all of the hour 
  hands point to twelve and a single chime 
  sounds.  A vertical seam of energy splits the 
  door in half.  Slowly, ever so slowly, the two 
  halves swing inward, and a bright light plays 
  out of the room beyond. 
  Assuming the PCs enter the doorway, continue 
  with the following. 
  A wide spiral staircase curves around the 
  inside wall of the metal cylinder.  The center of 
  the shaft is consumed by a column of white 
  hot energy that radiates down the shaft.  
  Looking down, you cannot see the bottom.  
  The top of the shaft is the large cog you saw 
  from the outside.  The air in the room is full of 
  energy and the hairs on your arms stand on 
  end. 
  Unless the PCs did something very time 
  consuming, assume that three hours have passed 
  since the PCs entered the Plane of Time.  
  However, each hour that passes on the clock with 
  the adamantine weight tolls that amount of time off 
  of all spells currently cast by the PCs.  If the PCs 
  let the weight run its full course (which is 
  necessary to solve the puzzle), then all spells that 
  have a duration of 12 hours or less expire.  All 
  others have their duration shortened by 12 hours. 
  Since it is likely that the PCs will pull the weight at 
  least twice, any spell with a duration of 24 hours or 
  less expires during this encounter. 
  There is nothing below this point that would 
  interest the PCs.  To get to Encounter Four, they 
  must go up. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 17 
  Encounter Four: A Prisoner 
  in Time 
  If the PCs look, they notice a lever that opens the 
  door from the inside.  However, there is no puzzle 
  mechanism associated with it.  When the PCs 
  ascend the stairs, read the following. 
  You climb the metal stairs to the upper-most 
  cog of the Clockworks.  From here, you can 
  see the enormity of the clockwork structure.  
  Off in the distance, you see the metal pathway 
  that leads to the gateway home. 
  On top of this cog, there is nothing to shield 
  you from the massive wheel that spins above 
  you.  Its energy is like a storm about to burst.  
  Your hair stands on end and the hum that gets 
  into your head makes thinking difficult. 
  A pillar of brilliance lances down from the 
  circle into a pool of light on the floor.  A 
  woman is floating in the energy stream.  Motes 
  of light drift past her as she stares up in 
  rapture at the great wheel that spins endlessly 
  above her. 
  For a picture of the area, see Player Handout #5. 
  The PCs must actively look away from the Eternal 
  Circle.  If they do not, consider it a gaze attack.  
  Each round, the PCs who do not avert their gaze 
  must make a Will save (DC 15+APL) or be 
  fascinated (see Players Handbook p.  308).  The 
  PCs stare slack jawed at the Eternal Circle until 
  their view of the Eternal Circle is blocked by 
  purposefully shielding their eyes or by anything 
  that provides total cover.   
  If by some chance all the PCs fail their Will save 
  and stand motionless at the Great Circle, then 
  they are trapped there—caught in the same web 
  that holds Maeve.  After many hours, a modron 
  comes by to maintain the prison and bumps one of 
  the PCs, breaking the fascinate spell for that PC.  
  This PC can then rouse the others.  This cost the 
  PCs 1 TU in addition to any other costs incurred in 
  this module. 
  If a PC looks at the Eternal Circle, read the 
  following. 
  Above you is a disc that is as long as the sky 
  itself.  The outer rim is shaped like two 
  dragons—one white, one black—who are 
  eating each other's tails.  The interior of the 
  disk is a shifting mosaic of light and shadow.  
  There is a pattern to it and you can see 
  tantalizing bits of engravings on its surface. 
  The Circle is turning, as it always has, and as it 
  always will.   
  In addition, the presence of the Eternal Circle 
  dominates everything that happens below it.  The 
  Circle is distracting, and all spell casting requires a 
  Concentration check of DC 15+spell level.  In 
  addition, all characters are dazzled (-1 to all 
  attacks rolls, Search and Spot checks). 
  If they PCs approach Maeve to take a closer look, 
  read the following. 
  Trapped inside the conduit of temporal energy 
  is an incredibly beautiful woman, but she is 
  obviously not human.  Her skin is a light blue 
  that contrasts with her red and full lips.  Locks 
  of long black hair curl and sinuously move, 
  even though she is bound in the stream of 
  energy.  She wears a revealing snowy white 
  gown that billows around her.  Her eyes are a 
  deep blue of unfathomable depths and they are 
  locked upon the Eternal Circle that spins 
  above her.   
  Around her waist is a cold iron chain, wrapped 
  six times.  One end of it stretches away from 
  her in a taunt line.  The chain disappears into 
  thin air about twenty feet away from Maeve. 
  Give the PCs Player Handout #6.  See Appendix 
  Five for descriptive text about Queen Maeve.  The 
  PCs have a choice here.  They can free Queen 
  Maeve or they can break the Sakhut's control of 
  her and her Court. 
  Freeing Maeve 
  To free Maeve, the PCs must remove her from the 
  column of temporal energy and block her sight of 
  the Eternal Circle.  The PCs can determine this 
  with a successful Knowledge (arcane) (DC 
  10+APL) roll or just some logical guesswork.  
  Removing her from the pillar of energy could prove 
  difficult as any physical object that touches the 
  stream of energy immediately ages and decays.   
  With a Knowledge (arcane) check (DC 15+APL), 
  PCs looking at pillar of energy can tell that it is 
  pure temporal energy, and they realize that 
  touching it would age them significantly. 
  If a PC touches the energy directly, the PC must 
  make a Fortitude save (DC 20) or suffer the 
  effects of a disintegrate spell (22d6 points of 
  damage) per round spent in the column of energy. 
   If the PC is reduced to 0 hit points by the damage, 
  the PC’s body is reduced to dust and blown away. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 18 
  The following items can be used to move Maeve in 
  the pillar of temporal energy: 
  • 
  Force effects.  Any spell that produces a force 
  effect such as unseen servant, telekinesis, or 
  the Bigby’s series of spells can move her.  
  Mage hand, however, cannot move her, as 
  she is too heavy. 
  • 
  Adamantine weapons or shields.  Adamantine 
  can stand up to the ravages of time.  
  However, the entire weapon or shield must be 
  made 
  of 
  adamantine 
  to 
  be 
  effective.  
  Otherwise, the non-adamantine portions of the 
  weapon decay and destroy the weapon.  A 
  large or tower shield made of adamantine can 
  be used directly to push Queen Maeve out of 
  the column of energy.  Smaller adamantine 
  shields or the flat edges of adamantine 
  weapons must be used carefully and cleverly 
  to successfully move Maeve and avoid hurting 
  her (DM discretion).  Unless it specifically 
  states on an AR that the straps that hold the 
  shield are made of adamantine, they are 
  destroyed by the energy.  This means the 
  shield cannot be used for the remainder of the 
  adventure 
  (adjust 
  the 
  PC’s 
  AC 
  stats 
  appropriately).  The PC can repair the shield 
  straps before the next adventure at no cost.  A 
  make whole spell will repair any item 
  damaged by the ravages of time. 
  • 
  Adamantine chain.  The chain wrapped 
  around Maeve can be re-used to sweep her 
  out of the energy field.  The PCs must unwind 
  her first as described below.  Removing the 
  chain from Maeve sets off an alarm that 
  triggers Arbrozzar’s arrival in Encounter Six. 
  • 
  Bull Rush.  PCs can Bull Rush Maeve per the 
  rules in the Player's Handbook p.  154.  
  Entering the temporal energy field triggers the 
  damage as defined above.  There is no attack 
  of opportunity and for the purposes of the bull 
  rush, assume Maeve makes a 10 on her 
  strength check.  In order for both the PC and 
  Maeve to move out of the field, the PC must 
  roll a 15 or better on his or her Str check or 
  remain in the field until the next turn. 
  Freeing Maeve automatically removes the chain 
  (the portions of it touching Maeve vaporize) woven 
  around her waist and breaks the Sakhut's control 
  of the goblins.  It also alerts the Sakhut who send 
  Arbrozzar to investigate.  He arrives in Encounter 
  Six once the PCs finish interacting with Maeve in 
  Encounter Five. 
  Once the PCs have Maeve out of her pillar of 
  energy, go to Encounter Five.   
  Breaking the Sakhut's Control 
  To break the Sakhut's control of the goblins, the 
  PCs must either sever the chain or remove it from 
  around Maeve. 
  With a Spellcraft (DC 15+APL) check, PCs looking 
  at the chain can tell that it has some sort of 
  enchantment (compulsion) effect.  A Spellcraft 
  (DC 20+APL) reveals that the chain is passing 
  through a planar boundary. 
  If the PCs decide to sever the cold iron chain, they 
  can easily do so.  It has the hardness of 8 and has 
  10 hit points.  The PCs can also remove the chain 
  from Maeve by pulling on it.  This slowly spins her 
  in place and unwinds the chain.   
  Any action that removes the chain from Maeve 
  alerts the Sakhut who send Arbrozzar to 
  investigate.  He arrives in Encounter Six.  If the 
  PCs sever the chain, the Sakhut must forge a new 
  one, which takes time.  The goblins will therefore 
  be unreliable in the next battle with the tyv.  If the 
  PCs just unwind Maeve, then the Sakhut rebind 
  her and the goblins are enthralled for the next 
  battle. 
  If that the PCs leave Maeve imprisoned, go to 
  Encounter Six. 
  Encounter Five: Queen 
  Maeve's Fury 
  As soon as Maeve is out of the pillar of temporal 
  energy, she regains her senses and is furious. 
  The faerie queen bursts free of the pillar of 
  temporal energy and the chain that was 
  wrapped around her disintegrates.  Her eyes 
  blaze with the intensity of small suns.  
  Twirling, twisting locks of hair snake around 
  her in as if every strand had a life of its own. 
  "How dare you cage me so!" Her beautiful face 
  is contorted in rage.  "You will suffer like no 
  one has ever suffered!" 
  Maeve assumes that the PCs are the Sakhut and 
  attacks them.  While she was trapped inside the 
  pillar of energy, Maeve was unaware of anything 
  that went on around her.  She is aware that some 
  length of time has passed, but fey are not very 
  good with time and she does not know how long 
  she has been trapped. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 19 
  Since Maeve can change her size at will, it does 
  not occur to her that the PCs are not giant-sized.  
  Also, there are likely six PCs at the table and there 
  are six Sakhut.  Most importantly, she is very, very 
  angry and is looking for someone to take it out on. 
  All APLs (EL 26) 
  Queen Maeve: hp 351; see Appendix Five. 
  Tactics: Remember the Concentration check 
  required before all spell casting.  This affects 
  Maeve as well.  She uses incapacitating spells like 
  force cage, hold person, silence, Tasha's hideous 
  laughter, and especially Tasha's irresistible dance. 
   She wants to torture her toys before she kills 
  them.  While she attacks, she constantly changes 
  size from medium to gargantuan.   
  Maeve attacks each round and accuses the PCs 
  of imprisoning her, abusing her, and usurping her 
  power.  Each round, she says one of the following. 
  • 
  "Did you think that would hold me forever? 
  You of all people should know that nothing 
  is forever!"  
  • 
  "You freely made the bargain.  Do not 
  blame me if the price is not to your liking." 
  • 
  “Fie on you, Sakhut! I curse you and each 
  of your sons.  You will not find me so weak 
  again." 
  Each round, add more comments that make it 
  more obvious that Maeve thinks the PCs are the 
  Sakhut.  If necessary, give the PCs Sense Motive 
  checks (highest roll wins) to get the hint. 
  The PCs must make convincing arguments and 
  Diplomacy checks to calm Maeve down. 
  Allow each PC to make an attempt via roleplay to 
  calm her down.  At least half of the party must 
  succeed (PCs cannot assist each other) before 
  she believes they are not the Sakhut and calms 
  down.  Each party member must make a 
  successful Diplomacy roll (DC 10+APL).  Maeve 
  takes the opportunity to toy with each of the PCs 
  in the combat rounds as they make their attempts. 
  For each point brought up by the PCs, reduce the 
  DC by 1 for everyone. 
  • 
  Pointing out that the PCs are not giants. 
  • 
  Flattering her beauty, power, wit, and grace.  
  Maeve is vain and flattery gets the PCs 
  everywhere.  This point can be made more 
  than once. 
  • 
  Completely placing themselves at her mercy. 
  For each of these points brought up by the PCs, 
  increase the DC by 1 for everyone. 
  • 
  Making a comment that insults her intelligence 
  (DM’s discretion). 
  • 
  Bringing up the names of any other female fey 
  lords. 
  • 
  Not showing proper respect to a fey lord (not 
  bowing, language use, etc.) 
  Once they have her calmed down, Maeve is willing 
  to talk to the PCs.  For roleplaying Maeve, please 
  see her complete description in Appendix Five. 
  She can tell the PCs the following through a 
  conversation.  The PCs must ask her specifically, 
  however, as Maeve volunteers nothing. 
  • 
  She is Maeve, Unseelie Queen of the Pits of 
  Sharpest Frost—a land of Dark Winter.  
  Meritrocious Prankster is her puck.  Pucks are 
  faerie jesters and advisors. 
  • 
  The goblins are her servants.  She gifted the 
  goblins to the Sakhut as part of a deal she 
  made with them. 
  • 
  The Sakhut approached her a long time ago.  
  She cannot remember how long ago it was.  
  They needed help against the dwarves, who 
  were invading the giants’ mountain homes. 
  • 
  She made a deal with the Storm King.  She 
  gave him the goblins to help in their wars 
  against the dwarves.  In return, she would 
  return in 101 years and take the greatest 
  treasure of the Jotunreike. 
  • 
  After 101 years, she appeared to the Storm 
  King and demanded her payment.  The Storm 
  King offered her jewels and wealth but those 
  were not the greatest treasure of the 
  Jotunreike.  Instead, she took all the Sakhut, 
  every one of them, back to Faerie with her as 
  trophies.  This was her payment as they were 
  the greatest treasure the giants had. 
  • 
  As with all Faerie bargains, there was a 
  release clause to the imprisonment of the 
  Sakhut.  They would remain the prisoners of 
  Maeve until nine gods bound beneath the 
  earth by a man born of a mortal woman were 
  freed in a single day. 
  • 
  This actually happened not long ago.  Maeve 
  had not expected it to occur so soon, so the 
  Sakhut surprised her and captured her.  They 
  brought her here and imprisoned her beneath 
  the Eternal Circle. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 20 
  • 
  The Storm King is extremely dangerous, as he 
  has moved beyond a mortal's life.  He has 
  pulled his soul from his own body and hidden 
  it somewhere.  Until his soul is destroyed, the 
  body cannot permanently die. 
  • 
  The Sakhut were storm giants, but their stay in 
  Faerie has changed them.  They manifested 
  powers that she had not seen before. 
  When Maeve has answered the PCs’ questions, 
  you are getting short on time, or it seems 
  dramatically appropriate, go to Encounter Six 
  where her jailors arrive. 
  Encounter Six: The Warden 
  Arrives 
  If the PCs did not free Maeve, then Arbrozzar and 
  his associates arrive a minute after the PCs 
  disrupt the link between the Storm King and 
  Maeve. 
  If the PCs freed Maeve from the energy column, 
  Arbrozzar arrives with several reinforcements 
  when she finishes her tale.  Freeing Maeve 
  triggers alarms at the Storm King's Citadel in 
  Thunderhead.  The Storm King sends no one less 
  than the frost giant archmage Arbrozzar. 
  If the PCs released Queen Maeve, read the 
  following: 
  As your conversation with the still simmering 
  fey winds down, a ripping sound announces 
  the arrival of a group of giants at the edge of 
  the cog.  The large frost giant in the back 
  points at you and says, “Thieving Tyv! Cease 
  this at once! You dabble in things totally 
  beyond your knowledge and control.  Do know 
  what you are about to unleash on Oerth? No 
  one will be safe.  Brethren, quickly subdue her 
  before she can cause trouble!” 
  Maeve laughs in evil delight.  “It is too late for 
  that, little worm.  When I get done with you.  .  
  .” She raises an eyebrow at the frost giant and 
  nothing happens.  As the giants spread out, 
  she looks to you and says, “I cannot sense my 
  realm, my strength is weakened.” 
  “That’s makes it all the easier to put you back 
  in your cage,” sneers the frost giant wizard.  
  “Be 
  careful 
  brethren, 
  she 
  still 
  can 
  be 
  dangerous.” 
  Regardless if they freed Maeve, continue with the 
  following. 
  “Thanks to your consequences-be-damned 
  approach to existence, I must clean up this 
  mess you have made.  Perhaps now you 
  understand why the Sakhut’s way is better and 
  you will accept your place in the order of 
  things.  You belong at their feet! Leave the way 
  you came, and I shall spare your lives.  
  Otherwise, I will take your carcasses back to 
  the Storm King to savor and enjoy.” 
  Unless the PCs surrender or flee, Arbrozzar and 
  his minions attempt to kill the PCs and put Maeve 
  back into her trance.  If they can pin her in a 
  grapple, she is forced to stare at the Clockworks 
  and is fascinated.  If she is fascinated, she does 
  not assist the PCs against Arbrozzar.  Otherwise, 
  Maeve joins the battle on the side of the PCs.  See 
  Judge Aid #3 for a map of the cog. 
  Arbrozzar left his quicken rod and his spellbook at 
  home.  He sends his familiar back through the rift 
  to inform the Sakhut of the situation. 
  Important Note: Maeve's participation in the 
  battle reduces the EL by 2 since Maeve is so 
  powerful.  Use Maeve to offset Arbrozzar’s power. 
   If the PCs are handling the encounter on their 
  own, have her toy with the giants.  If the PCs did 
  not free Maeve, they may want to run.  If they run, 
  use the same mechanism presented in Encounter 
  Seven. 
  Do not forget the require Concentration checks for 
  everyone when spellcasting. 
  APL 8 (EL 12) 
  Arbrozzar: hp 214; see Appendix One. 
  Frost Giant (2): hp 136; see Appendix One. 
  APL10 (EL 14) 
  Arbrozzar: hp 244; see Appendix Two. 
  Frost Giant (4): hp 136; see Appendix Two. 
  APL 12 (EL 16) 
  Arbrozzar: hp 250; see Appendix Three. 
  Frost Giant (4): hp 136; see Appendix Three. 
  War Troll (2): hp 138; See Appendix Three. 
  Tactics: The PCs will likely focus on Arbrozzar.  
  Maeve can incapacitate the weaker giants or undo 
  some of the spells cast by Arbrozzar.  Her goal is 
  to level the playing field and enjoy a fun game of 
  death, chaos, and mayhem.  Arbrozzar wants to 
  disable the PCs as quickly as possible.  However, 
  he uses his protective spells or greater invisibility if 
  he is taking damage from certain types of attacks. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 21 
  At APL8: Round One – Arbrozzar casts freezing 
  fog on the largest concentration of PCs.  One giant 
  moves to engage the PCs, the other seeks to 
  entangle Maeve.  Maeve forcecages the giant 
  after her.  Round Two – Arbrozzar uses prismatic 
  ray on a PC.  Giants continue as before.  Maeve 
  toys with the giant in the forcecage.  Round Three 
  – Arbrozzar continues to use offensive spells 
  against the PCs.  Giants continue as before.  
  Maeve forcecages a second giant.  Rounds Four 
  and beyond – Arbrozzar seeks to disable the PCs. 
   Giants continue as before (if possible).  Maeve 
  distracts Arbrozzar to minimize his impact on the 
  PCs. 
  At APL10: Round One – Arbrozzar casts freezing 
  fog on the largest concentration of PCs.  One giant 
  moves to engage the PCs, the other seeks to 
  entangle Maeve.  Maeve forcecages the giant 
  after her.  Round Two – Arbrozzar uses prismatic 
  ray on a PC.  Giants continue as before.  Maeve 
  toys with the giant in the forcecage.  Round Three 
  – Arbrozzar cast bands of steel on a PC.  Giants 
  continue as before.  Maeve forcecages the second 
  giant.  Rounds Four and beyond – Arbrozzar 
  seeks to disable the PCs.  Giants continue as 
  before (if possible).  Maeve distracts Arbrozzar to 
  minimize his impact on the PCs. 
  At APL12: Round One - Arbrozzar casts sunburst 
  on the largest concentration of PCs.  Three frost 
  giants move to grapple Maeve.  The remaining 
  frost giant and two war trolls advance on the PCs 
  that are not blinded.  Maeve casts forcecage on 
  one of the giants targeting her.  Round Two – 
  Arbrozzar casts maze on the strongest looking 
  fighter type PC.  The frost giants continue to 
  grapple Maeve.  The giant/war troll team attack 
  non-blinded PCs.  Maeve casts forcecage on 
  another of the giants attacking her.  Round Three 
  – Arbrozzar casts windwall to protect himself from 
  archers.  Giant/war trolls continue on as before.  
  Maeve uses her stunning glare to stop another 
  giant or a war troll if the PCs are having problems. 
   Round Four – Arbrozzar casts sunburst and uses 
  two of the six beams on PCs.  He holds the rest 
  for other turns.  The giants and war trolls continue 
  on as before.  Maeve moves to the location of the 
  PC caught in the maze spell and casts freedom.  
  Rounds Five and beyond – Arbrozzar tries to 
  incapacitate the PCs to eliminate their threat (he 
  can kill them later).  Once he neutralizes the PCs, 
  he eventually pins Maeve and forces her to look at 
  the Eternal Circle to fascinate her.  The giants and 
  war trolls continue to attack PCs.  Maeve seeks to 
  keep as many of the PCs in the fight as possible. 
  Treasure: The PCs only have time to loot 
  weapons and loose items such as rings, 
  necklaces, potions, scrolls, etc.  They do not have 
  the time to remove armor before the Sakhut arrive 
  in Encounter Seven. 
  APL 8: L: 27 gp, C: 0 gp, M: potion of remove 
  blindness (x6) (25 gp each), potion of fly (x2) (67 
  gp each), potion of cure serious wounds (x2) (67 
  gp each), wand of magic circle against good (10 
  charges) (75 gp), headband of intellect +4 (1333 
  gp), +1 greataxe (x2) (195 gp each), +1 mithral 
  buckler of fire resistance (1585 gp). 
  APL 10: L: 27 gp, C: 0 gp, M: potion of remove 
  blindness (x10) (25 gp each), potion of fly (x4) (67 
  gp each), potion of cure serious wounds (x4) (67 
  gp each), wand of magic circle against good (10 
  charges) (75 gp), headband of intellect +4 (1333 
  gp), amulet of natural armor +3 (1500 gp), ring of 
  freedom of movement (3333 gp), +1 greataxe (x4) 
  (195 gp each), +3 mithral buckler of fire resistance 
  (2251 gp). 
  APL 12: L: 27 gp, C: 42 gp, M: potion of remove 
  blindness (x14) (25 gp each), potion of fly (x6) (67 
  gp each), potion of cure serious wounds (x6) (67 
  gp each), potion of invisibility (x2) (25 gp each), 
  potion of protection from energy (acid) (x2) (67 gp 
  each), wand of magic circle against good (10 
  charges) (75 gp), headband of intellect +6 (3000 
  gp), amulet of natural armor +3 (1500 gp), ring of 
  freedom of movement (3333 gp), ring of wizardry 
  III (5833 gp), orange prism ioun stone (2500 gp), 
  +1 greataxe (x4) (195 gp each), +3 mithral buckler 
  of fire resistance (2251 gp). 
  When the PCs have defeated Arbrozzar and 
  looted the bodies, go to Encounter Seven. 
  Encounter Seven: Escape in 
  the Nick of Time 
  After Arbrozzar is defeated, Maeve recommends 
  that they leave this place as quickly as possible.  
  As this place has no connection to Faerie, Maeve 
  cannot teleport back to her realm.  She needs to 
  get back to the Flanaess, and she wants the PCs 
  to lead her out. 
  The Sakhut arrives shortly after the PCs begin 
  their escape.  The Sakhut himself moves slowly 
  because of the erratic time, but he urges his 
  escort on ahead of him. 
  All APLs (EL 26) 
  Group A 
  
  GEO5-07 Bound in Clockwork 
   
  Page 22 
  Færde the Sakhut: hp 466; see Appendix 
  Four. 
  Group B 
  Cloud Giants (10): hp 179; see Monster 
  Manual p.  120. 
  Group C 
  Fire Giants (18): hp 146; see Monster Manual 
  p.  121. 
  Fire Giant Clerics (6): hp 231; see Appendix 
  Four. 
  Group D 
  Winter Wolves (8): hp 58; see Monster 
  Manual p.  256. 
  Frost Giant Jarls (4): hp 243; see Monster 
  Manual p.  122. 
  PCs must find their way out of the Plane of Time.  
  This involves returning to the minute hand and 
  figuring a way to make the leap across the gap 
  between the minute hand and the gate the PCs 
  entered. 
  Queen Maeve looks towards the location 
  where Arbrozzar and his group appeared.  
  Faint traces of energy play over they area.  A 
  hint of concern flickers in her eyes.  “We must 
  leave this place now.  Others are coming,” she 
  says. 
  Assuming that the PCs agree and depart, continue 
  with the box text.  The PCs can reset the lever on 
  the outside of the door to close it. 
  You quickly make your way down the spiral 
  staircase.  Just as you start your journey 
  through the Clockworks toward freedom, a 
  loud ripping sound echoes through the area. 
   Looking up through the spokes in the cog you 
  were on earlier, you see a large group of giants 
  and winter wolves assembling.  Frost and fire 
  giants, along with their canine companions, 
  are making their way to the center of the cog 
  and the spiral staircase while the cloud giants 
  begin jumping from the cog, slowing falling.  
  All the while, a large purple-skinned giant 
  directs activities with a black falchion.   
  If the PCs have never seen Fjærde and his 
  falchion Andre before, a successful Knowledge 
  (local) check (DC 5+APL) allows them to surmise 
  this from local rumors and stories told by others. 
  Fjærde looks in your direction, points with 
  Andre, and utters something.  A vapor-cloaked 
  giant nods and makes her way towards the 
  staircase. 
  As with their assent into the Clockwork structure, 
  the PCs must make three Balance, Climb, or Jump 
  checks (DC 5+APL) to successfully make their 
  way down the structure to the large minute hand 
  that leads to the gate.  Queen Maeve easily 
  navigates the structure because she can change 
  size at will to avoid damage. 
  Do not forget the erratic time effects for any action 
  beyond 5-ft.  step, single move, or double move. 
  Since the giants are larger creatures, they must 
  take a different path through the structure.  In 
  between the three checks, build up suspense by 
  allowing the PCs to just avoid giant attacks.  
  Failure of a check means that PCs are able to 
  reach their intended level, but they take damage 
  (as stated in Encounter Two). 
  Under no circumstances should the judge force 
  combat between the giants and the PCs.  If the 
  PCs want to stand and fight, by all means, allow 
  them to do so.  Use the creatures listed above and 
  bring them in groups a round at a time (starting 
  with Group D and working towards Group A). 
  You make your way across the long metal 
  pathway and reach the end.  A gap more than 
  20 yards wide remains between you and 
  escape. 
  Remind the PCs that the effects of the Winds of 
  Time begin 10 ft.  away from the pathway.  The 
  Winds stop 10 ft.  from the exit as well, so only the 
  middle 50 ft.  of the gap is in the Winds of Time. 
  If the PCs did not free Queen Maeve, they must 
  find their own way across the 70-ft.  gap.  
  Regardless of the method they choose, the 
  gateway closes once all are through the gate.  The 
  enemy cannot follow them. 
  If the PCs cannot escape, they must face the 
  forces following them.  The DM can run the fight 
  on the walkway if he or she chooses, but 
  eventually, the PCs will be thrown off into the 
  Winds of Time to die; their bodies unrecoverable.  
  Go to Conclusion D. 
  If the PCs freed Queen Maeve and cannot figure a 
  way across, Queen Maeve does the following: 
  “Stay back,” says Queen Maeve as she grows 
  to colossal proportions.  Her hair snakes 
  across the gap, but a good twenty feet remains 
  from the tips of her locks to the gate beyond. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 23 
  “Quickly, climb my hair and leap from my 
  hands,” she yells.  You barely hear her voice 
  coming from the Winds of Time.  You cannot 
  imaging the effort must she be expending to 
  enable you to hear her. 
  If the PCs decide to make the jump, use the long 
  jump rules on p.  77 of the Player's Handbook.  
  The PCs can use Maeve’s hair to get the 20-ft.  
  distance required for the long jump.  In order to 
  avoid falling off, the PC must make a successful 
  Balance check (DC 5+APL) while moving along 
  her body.  The jump check is DC 20.  Do not 
  forget that the middle 50 ft.  of the gap is in the 
  Winds of Time; the PCs must hold their breath 
  while moving through this area. 
  The DC of the Balance check takes into account 
  the PCs holding their breath and the unstable 
  nature of the path they are walking.  Queen 
  Maeve’s hair quivers as the PCs move across.  
  The PCs’ footsteps and grasping hands tickle her 
  as they move around various parts of her body. 
  Five rounds after the PCs arrive at the end of the 
  pathway, the winter wolves arrive and begin to nip 
  at Queen Maeve’s legs.  She holds them at bay by 
  kicking them off into the Winds of Time.  However, 
  the additional motion increases the Balance check 
  mentioned earlier to DC 20. 
  As you make your way across the gap, twelve 
  large white wolves sprint across the walkway.  
  The lead wolf starts biting Maeve’s leg.  She 
  kicks the wolf, which gives a surprised yelp, 
  and it flies off into the Winds of Time. 
  Only two wolves at a time can attack Maeve’s legs 
  due to their size and the size of the walkway. 
  Five rounds after the wolves arrive; Fjærde makes 
  his way onto the walkway. 
  At the other end of the walkway, the giant with 
  the huge adamantine falchion makes his way 
  across the walkway, weapon in hand.  As he 
  approaches 
  the 
  wolves, 
  he 
  nonchalantly 
  knocks them out of his way into the Winds of 
  Time. 
  At that point, Queen Maeve returns to a standing 
  position and tosses (softball style) any remaining 
  PCs across the gap toward the exit.  The PCs 
  must make a successful Reflex save (DC 5+APL) 
  to catch the edge of the small platform jutting out 
  from the gateway.  Otherwise they fall off into the 
  Winds of Time and must be saved by the other 
  PCs. 
  As he closes in on Maeve, the death giant knocks 
  the winter wolves out of his way into the Winds of 
  Time.  Just as the death giant swings his weapon, 
  Maeve jumps across the gap, collects any 
  remaining PCs near the gate, and goes through 
  the portal.  She uses her hair to guide her to the 
  floating opening. 
  When Maeve and all the PCs are through the 
  gate, the gate closes behind them.  Any dead 
  bodies left behind are thrown out into the Winds of 
  Time for disposal.  Anyone left behind alive 
  eventually dies and is thrown out into the Winds of 
  Time. 
  If the PCs freed Queen Maeve, broke the Sakhut’s 
  control over the goblins, and exited the Plane of 
  Time, go to Conclusion A. 
  If the PCs did not free Queen Maeve, but broke 
  the Sakhut’s control over the goblins, and exited 
  the Plane of Time, go to Conclusion B. 
  If the PCs did not free Queen Maeve, did not 
  break the Sakhut’s control over the goblins, but 
  exited the Plane of Time, go to Conclusion C. 
  If the PCs did not free Queen Maeve, did not 
  break the Sakhut’s control over the goblins, and 
  did not exit the Plane of Time, go to Conclusion 
  D. 
  Conclusion 
  Conclusion A - The PCs Freed Maeve 
  Once out of the Plane of Time, Maeve can return 
  back to the Pits of Sharpest Frost.   
  It is night when you emerge from the gate to 
  the Plane of Time.  A pleasant autumn breeze 
  wafts past you, and the stars twinkle merrily 
  overhead.   
  Queen Maeve, now just a large creature, 
  stretches as if she was just waking up from a 
  long nap.  Her hair spirals and weaves around 
  her, like a dark halo made of inky serpents.  
  "And now mortals, I shall return to my realm to 
  see what shambles it is in.  I'll send my Puck 
  along shortly to discuss rewards." 
  Her locks caress your cheeks in a disturbingly 
  feminine motion.  "I will be in touch soon.  I 
  owe the Sakhut a gift, and in this it is better to 
  give than to receive."  
  
  GEO5-07 Bound in Clockwork 
   
  Page 24 
  Her wicked smile hangs in the air after she 
  fades way.  With a blink, you realize it is just 
  the crescent-shaped moon. 
  The PCs earn the Favor of Queen Maeve and the 
  Favor of Gwydion of the Twained Elm. 
  If the PCs return the questionnaire to Archmage 
  Aedan, read the following. 
  As you approach the Russet Tower, Archmage 
  Aedan and his familiar Tathan meet you in 
  what 
  was 
  the 
  tower’s 
  courtyard. 
   
  The 
  Archmage snatches the questionnaire from 
  you and begins reading it.  As he walks back 
  into his Tower, your presence obviously no 
  longer of importance, he says absent-mindedly 
  over his shoulder, “I must study this closely.  
  Return in a few days and I will provide you a 
  reward.” He disappears into the Tower, his 
  familiar following faithfully behind him.  Just 
  as he disappears out of sight, you hear him 
  exclaim, “I knew it! Those old fools were 
  wrong again! Who-hoo!” 
  The PCs earn the Favor of Archmage Aedan. 
  Conclusion B - The PCs Left Maeve 
  Captive 
  Once the PCs are out of the Plane of Time without 
  freeing Queen Maeve, but having broken the 
  Sakhut’s hold over her court, continue with the 
  following: 
  It is night when you emerge from the gate to 
  the Plane of Time.  A pleasant summer breeze 
  wafts past you, and the stars autumn merrily 
  overhead.  With the Storm King’s hold of the 
  goblins at least temporarily broken, you stare 
  at the crescent-shaped moon contemplating 
  what else your actions on the Plane of Time 
  have wrought on Oerth and elsewhere. 
  The PCs earn the Favor of Burkan of the Cyvrin. 
  If the PCs return the questionnaire to Archmage 
  Aedan, read the following. 
  As you approach the Russet Tower, Archmage 
  Aedan and his familiar Tathan meet you in 
  what 
  was 
  the 
  tower’s 
  courtyard. 
   
  The 
  Archmage snatches the questionnaire from 
  you and begins reading it.  As he walks back 
  into his Tower, your presence obviously no 
  longer of importance, he says absent-mindedly 
  over his shoulder, “I must study this closely.   
  Return in a few days and I will provide you a 
  reward.” He disappears into the Tower, his 
  familiar following faithfully behind him.  Just 
  as he disappears out of sight, you hear him 
  exclaim, “I knew it! Those old fools were 
  wrong again! Who-hoo!” 
  The PCs earn the Favor of Archmage Aedan. 
  Conclusion C - Escaped the Plane of 
  Time but Failed in the mission 
  It is night when you emerge from the gate to 
  the Plane of Time.  A quiet, barely moving 
  breeze wafts past you, and the stars would 
  normally be twinkling now, but clouds block 
  your view.  A face coldly stares back at you, a 
  slight merriment in its corners.  With a blink, 
  you find yourself staring at a crescent-shaped 
  moon peeking through the clouds. 
  The PCs earn no favors. 
  Conclusion D - Failed in the mission 
  and did not escape the Plane of Time. 
  Your remains become part of the eternal wind 
  that whips across the Plane of Time.  The 
  echoes of a pleased chuckle follow you as you 
  answer Nerull’s call. 
  The PCs earn no favors. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished.  Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Three 
  Defeat the Purple Guards 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Defeat the Puzzle Lid Trap 
   
  APL 8 180 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 300 xp. 
  Defeat the Clockface Lever Trap 
   
  APL 8: 180 xp. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 25 
   
  APL 10: 240 xp. 
   
  APL 12: 300 xp. 
  Encounter Six 
  Defeat Arbrozzar and his minions 
   
  APL 8 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
  Story Award 
  Freed Queen Maeve 
   
  APL 8: 20 xp. 
   
  APL 10: 40 xp. 
   
  APL 12: 60 xp. 
  Calmed Queen Maeve 
   
  APL 8: 10 xp. 
   
  APL 10: 20 xp. 
   
  APL 12: 30 xp. 
  Broke the Sakhut’s Goblin Control 
   
  APL 8: 20 xp. 
   
  APL 10: 40 xp. 
   
  APL 12: 60 xp. 
  Only Disrupted the Sakhut’s Goblin Control 
   
  APL 8: 10 xp. 
   
  APL 10: 20 xp. 
   
  APL 12: 30 xp. 
  Discretionary roleplaying award 
   
  APL 8: 40xp. 
   
  APL 10: 50 xp. 
   
  APL 12 60 xp. 
  Total possible experience 
   
  APL 8: 1150 (1125) xp. 
   
  APL 10: 1460 (1350) xp. 
   
  APL 12: 1170 (1575) xp. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional 
  scenario, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Three: 
  APL 8: L: 0 gp, C: 650 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 1150 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 1650 gp, M: 0 gp. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 26 
  Encounter Six:  
  APL 8: L: 27 gp, C: 0 gp, M: potion of remove 
  blindness (x6) (25 gp each), potion of fly (x2) (67 
  gp each), potion of cure serious wounds (x2) (67 
  gp each), wand of magic circle against good (10 
  charges) (75 gp), headband of intellect +4 (1,333 
  gp), +1 greataxe (x2) (195 gp each), +1 mithral 
  buckler of fire resistance (1,585 gp). 
  APL 10: L: 27 gp, C: 0 gp, M: potion of remove 
  blindness (x10) (25 gp each), potion of fly (x4) (67 
  gp each), potion of cure serious wounds (x4) (67 
  gp each), wand of magic circle against good (10 
  charges) (75 gp), headband of intellect +4 (1,333 
  gp), amulet of natural armor +3 (1,500 gp), ring of 
  freedom of movement (3,333 gp), +1 greataxe (x4) 
  (195 gp each), +3 mithral buckler of fire resistance 
  (2,251 gp). 
  APL 12: L: 27 gp, C: 42 gp, M: potion of remove 
  blindness (x14) (25 gp each), potion of fly (x6) (67 
  gp each), potion of cure serious wounds (x6) (67 
  gp each), potion of invisibility (x2) (25 gp each), 
  potion of protection from energy (acid) (x2) (67 gp 
  each), wand of magic circle against good (10 
  charges) (75 gp), headband of intellect +6 (3,000 
  gp), amulet of natural armor +3 (1,500 gp), ring of 
  freedom of movement (3,333 gp), ring of wizardry 
  III (5,833 gp), orange prism ioun stone (2500 gp), 
  +1 greataxe (x4) (195 gp each), +3 mithral buckler 
  of fire resistance (2,251 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 8: L: 27 gp, C: 650 gp, M: 3,783 gp – 
  Total: 4,460 gp (1,300 gp). 
  APL 10: L: 27 gp, C: 1150 gp, M: 9,747 gp – 
  Total: 10,924 gp (2,300 gp). 
  APL 12: L: 27 gp, C: 1692 gp, M: 20,939 gp – 
  Total: 22,658 gp (3,300 gp). 
  Items for the Adventure 
  Record 
  Special 
  Favor of Queen Maeve: You have performed a 
  valuable service for Queen Maeve of the Pits of 
  Sharpest Frost by freeing her and have earned 
  her favor.  When the PC exercises this favor, 
  Queen Maeve makes the following available: 
   
  APL 8 – Rod of piercing cold (lesser) 
  (Frostburn) 
   
  APL 10 – Rod of piercing cold (normal) 
  (Frostburn) 
   
  APL 12 – Rod of piercing cold (greater) 
  (Frostburn) 
  This favor counts only as access and the PC must 
  pay the standard market value for the item.  Until 
  this favor is expended, the character is deemed to 
  have influence with Queen Maeve.  Mark this favor 
  as used when consumed.  Favor Level A. 
  Favor of Archmage Aedan: You returned the 
  questionnaire to the Archmage and the information 
  you provided allowed him to win an age-old bet 
  with another group of wizards regarding the 
  Temporal Energy Plane.  When the PC exercises 
  this favor, Archmage Aedan shares a goblet of the 
  finest wine made in Celene with you and provides 
  access to dust of dispersion (Complete Arcane): 
  He has one bag at APL 8, two bags at APL 10, or 
  three bags at APL 12.  This favor counts only as 
  access and the PC must pay standard market 
  value for the item.  Until this favor is expended, the 
  character is deemed to have influence with 
  Archmage Aedan.  Mark this favor as used when 
  consumed.  Favor Level C. 
  Favor of Gwydion of the Twained Elm: For 
  releasing Queen Maeve from her prison, Gwydion 
  will speak on your behalf at some future date (at 
  DM discretion).  Mark this favor as used when 
  consumed.  Favor Level C. 
  Favor of Burkan of the Cyvrin: For not releasing 
  Queen Maeve from her prison, Burkan will speak 
  on your behalf at some future date (at DM 
  discretion).  Mark this favor as used when 
  consumed.  Favor Level C. 
  Erratic Nature of Time: Certain actions taken by 
  you during your visit to the Plane of Time cost you 
  ______ additional TU(s). 
  Item Access 
  APL 8: 
  • 
  large masterwork battleaxe (Adventure; DMG) 
  • 
  wand of magic circle against good (Adventure; 
  DMG) 
  • 
  headband of intellect +4 (Adventure; DMG) 
  • 
  +1 large greataxe (Adventure; DMG) 
  • 
  +1 large mithral buckler of fire resistance 
  (Adventure; DMG) 
  APL 10 (all of APL 8 plus the following): 
  
  GEO5-07 Bound in Clockwork 
   
  Page 27 
  • 
  scroll of true seeing (Adventure; DMG) 
  • 
  amulet of natural armor +3 (Adventure; DMG) 
  • 
  ring of freedom of movement (Adventure; 
  DMG) 
  • 
  +3 
  mithral 
  buckler 
  of 
  fire 
  resistance 
  (Adventure; DMG) 
  APL 12 (all of APLs 8, 10 plus the following): 
  • 
  headband of intellect +6 (Adventure; DMG) 
  • 
  hand of glory  (Adventure; DMG) 
  • 
  orange prism ioun stone (Adventure; DMG) 
  
  GEO5-07 Bound in Clockwork 
   
  Page 28 
  Appendix One – APL 8
  Encounter Six 
   
   
   
   
  Arbrozzar: Frost Giant Wiz9; CR 13; Large 
  Giant (cold); HD 14d8+84 plus 9d4+54; hp 214; 
  Init +4 (Improved Initiative); Spd 40 ft.; AC 24, 
  touch 13, flat-footed 24 (-1 size, +9 Natural, +4 
  mage armor, +4 shield); Base Atk +14; Grp +27; 
  Atk 
  +24 
  melee 
  (2d8+13/20, 
  masterwork 
  battleaxe); 
  Full 
  Atk 
  +24/+19/+14 
  melee 
  (2d8+13/20, 
  masterwork 
  battleaxe); 
  Space/Reach 10 ft./10 ft.; SA Rock throwing, 
  rock catching; SQ Immunity to cold, low-light 
  vision, rock catching; vulnerability to fire; fire 
  resistance (10); AL NE; SV Fort +17, Ref +7, 
  Will +16; Str 28, Dex 10, Con 23, Int 20 (24), 
  Wis 18, Cha 8. 
   
  Skills and Feats: Climb +26, Concentration 
  +23, Craft (jewelry) +22, Intimidate +9, Jump 
  +30, Knowledge (arcana) +20, Knowledge (the 
  planes) +10, Spellcraft +23, Spot +28; Craft 
  Wondrous Item, Energy Substitution, Improved 
  Familiar, Improved Initiative, Iron Will, Practiced 
  Spellcaster, Quicken Spell, Scribe Scroll. 
   
  Languages: 
  Giant, 
  Common, 
  Draconic, 
  Goblin, Infernal. 
   
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
   
  Wizard Spells Prepared* (4/6/6/5/3/2; DC= 
  17+spell level): 0 lvl – detect magic, mage hand, 
  ray of frost, touch of fatigue; 1st – expeditious 
  retreat, magic missile x3, mage armor; shield; 
  2nd – clairvoyance, electric (scorching) ray, 
  freezing (scorching) ray, glitterdust, mirror 
  image, scorching ray; 3rd – dispel magic, bands 
  of steel, acid (fire)ball, lightning bolt, windwall; 
  4th – orb of cold, greater invisibility, lesser globe 
  of invulnerability; 5th – freezing fog, prismatic 
  ray. 
  *Arbrozzar casts as a 13th-level caster. 
   
  Spellbook: 0 – acid splash, arcane mark, 
  dancing lights, daze, detect magic, detect 
  poison, disrupt undead, flare, ghost sound, light, 
  mage hand, mending, message, open/close, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance, touch of fatigue; 1st – alarm, lesser 
  acid orb, cause fear, comprehend languages, 
  expeditious retreat, feather fall, identify, grease, 
  mage armor, magic missile, protection from 
  good, shield, summon monster I, Tenser’s 
  floating disk, true strike, ventriloquism; 2nd – 
  arcane lock, bear’s endurance, bull’s strength, 
  darkness, false life, fox’s cunning, glitterdust, 
  locate object, mirror image, protection from 
  arrows, scorching ray, spectral hand, summon 
  monster II, touch of idiocy; 3rd – bands of steel, 
  blink, clairaudience/clairvoyance, dispel magic, 
  displacement, fireball, greater magic weapon, 
  haste, hold person, lightning bolt, nondetection, 
  protection from energy, sleet storm, slow, 
  summon monster III, windwall; 4th – arcane eye, 
  confusion, 
  dimension 
  door, 
  Evard’s 
  black 
  tentacles, fire trap, greater invisibility, ice storm, 
  lesser globe of invulnerability, orb of cold, 
  phantasmal Killer, polymorph, summon monster 
  IV, wall of ice; 5th – acid fog, baleful polymorph, 
  break enchantment, cloudkill, cone of cold, 
  dominate person, feeblemind, freezing fog, 
  Mordenkainen’s private sanctum, mind fog, 
  permanency, prismatic ray, Rary’s telepathic 
  bond, sending, summon monster V, symbol of 
  pain, teleport, wall of force. 
   
  Possessions: 
  masterwork 
  battleaxe, 
  headband of intellect +4, +1 mithril buckler of fire 
  resistance, potion of remove blindness in a 
  distinctly shaped bottle (2), wand of magic circle 
  against good (10 charges). 
  Frost Giant: male giant; hp 136; see Monster 
  Manual p.  121 with the following modifications: 
  AC 23, touch 8, flat-footed 23; Atk +19 melee 
  (3d6+14/x3, greataxe); Full Atk +19/+14 melee 
  (3d6+14/x3, greataxe). 
   
  Possessions: +2 chain shirt, greataxe +1, 
  potion of fly, potion of remove blindness in a 
  distinctly shaped bottle (2), potion of resist 
  energy (fire) 20, potion of cure serious wounds. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 29 
  Appendix Two – APL 10
  Encounter Three  
   
   
   
   
  Zelekhut, Advanced (Inevitable): CR 11; 
  Large Construct (Extraplanar, Lawful); HD 
  16d10+30; hp 130; Init +0; Spd 35 ft.  in plate 
  barding, fly 40 ft.  (average) in plate barding; AC 
  27, touch 9, flat-footed 27; Base Atk +12; Grp 
  +22; Atk +18 melee (2d6+6 plus 1d6 electricity 
  /19-20, spiked chain); Full Atk 2 +18 melee 
  (2d6+6 plus 1d6 electricity /19-20, spiked chain); 
  SA Spell-like abilities; SQ Construct traits, 
  damage reduction 10/chaotic, darkvision 60 ft., 
  fast healing 5, low-light vision, spell resistance 
  20; AL LN; SV Fort +7, Ref +5, Will +10; Str 22, 
  Dex 11, Con -, Int 10, Wis 17, Cha 16. 
   
  Skills and Feats: Diplomacy +4, Listen +14, 
  Search +9, Sense Motive +18, Spot +14, 
  Survival 
  +3 
  (+5 
  following 
  tracks); 
  Great 
  Fortitude, Ride-By Attack, Spirited Charge, Iron 
  Will, Weapon Focus (Spiked Chain), Improved 
  Critical (Spiked Chain). 
   
  Spell-like 
  Abilities: 
  At 
  will 
  – 
  clairaudience/clairvoyance, dimensional anchor, 
  dispel magic, fear (DC 17), hold person (DC 16), 
  locate creature, true seeing; 3/day – hold 
  monster (DC 18), mark of justice; 1/week – 
  lesser geas (DC 17).  Caster level 8th.  The 
  save DCs are Charisma-based. 
   
  Skill: A zelekhut has a +4 racial bonus on 
  Search and Sense motive checks. 
   
  Feats: Due to its centaur-like construction, a 
  zelekhut qualifies for feats as if it had the 
  Mounted Combat feat. 
  Encounter Six 
   
   
   
   
  Arbrozzar: Frost Giant Wiz13; CR 15; Large 
  Giant (cold); HD 14d8+84 plus 13d4+78; hp 
  244; Init +4 (Improved Initiative); Spd 40 ft.; AC 
  29, touch 13, flat-footed 24 (-1 size, +12 natural, 
  +4 mage armor, +4 buckler); Base Atk +16; Grp 
  +29; Atk +26 melee (2d8+13/20, masterwork 
  battleaxe; Full Atk +26/+21/+16/+11 melee 
  (2d8+13/20, 
  masterwork 
  battleaxe); 
  Space/Reach 10 ft./10 ft.; SA Rock throwing, 
  rock catching; SQ Immunity to cold, low-light 
  vision, rock catching; vulnerability to fire, fire 
  resistance (10); AL NE; SV Fort +18, Ref +8, 
  Will +18; Str 28, Dex 10, Con 23, Int 21 (25), 
  Wis 18, Cha 8. 
   
  Skills and Feats: Climb +26, Concentration 
  +27, Craft (jewelry) +22, Intimidate +9, Jump 
  +30, Knowledge (arcana) +24, Knowledge (the 
  planes) +15, Spellcraft +24, Spot +32; Craft 
  Arms and Armor, Craft Rod, Craft Wondrous 
  Item, Energy Substitution, Forge Ring, Improved 
  Familiar, Improved Initiative, Iron Will, Practiced 
  Spellcaster, Quicken Spell, Scribe Scroll. 
   
  Languages: 
  Giant, 
  Abyssal, 
  Celestial, 
  Common, Draconic, Goblin, Infernal. 
   
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
   
  Wizard Spells Prepared* (4/6/6/6/4/4/3/2 
  DC= 17+spell level): 0 lvl – detect magic, mage 
  hand, ray of frost, touch of fatigue; 1st – 
  expeditious retreat, magic missile x3, mage 
  armor x2; 2nd – clairvoyance, electric (scorching) 
  ray, freezing (scorching) ray, glitterdust (f), 
  mirror image, scorching ray (f); 3rd – acid 
  (fire)ball (x2), dispel magic, haste (f), greater 
  magic weapon, lightning bolt, protection from 
  energy (lightning), windwall; 4th – orb of cold, 
  Evard’s black tentacles (f), greater invisibility, 
  rainbow pattern; 5th lvl – acid fog, dominate 
  person, freezing fog, wall of force; 6th lvl – 
  greater dispel magic, imbue familiar with spell-
  like ability, summon monster VI; 7th lvl – sword 
  of darkness, spell turning. 
  *Arbrozzar casts as an 17th-level caster. 
  (f) spells marked thus have been imbued into 
  Nalthok (who is not present) 
   
  Spellbook: 0 – acid splash, arcane mark, 
  dancing lights, daze, detect magic, detect 
  poison, disrupt undead, flare, ghost sound, light, 
  mage hand, mending, message, open/close, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance, touch of fatigue; 1st – alarm, lesser 
  acid orb, cause fear, comprehend languages, 
  expeditious retreat, feather fall, identify, grease, 
  mage armor, magic missile, protection from 
  good, shield, summon monster I, Tenser’s 
  floating disk, true strike, ventriloquism; 2nd – 
  arcane lock, bear’s endurance, bull’s strength, 
  darkness, false life, fox’s cunning, glitterdust, 
  locate object, mirror image, protection from 
  
  GEO5-07 Bound in Clockwork 
   
  Page 30 
  arrows, scorching ray, spectral hand, summon 
  monster II, touch of idiocy; 3rd – blink, 
  clairaudience/clairvoyance, 
  dispel 
  magic, 
  displacement, fireball, greater magic weapon, 
  haste, hold person, lightning bolt, nondetection, 
  protection from energy, sleet storm, slow, 
  summon monster III; 4th – arcane eye, 
  confusion, 
  dimension 
  door, 
  Evard’s 
  black 
  tentacles, fire trap, greater invisibility, ice storm, 
  lesser globe of invulnerability, orb of cold, 
  phantasmal killer, polymorph, rainbow pattern, 
  summon monster IV, wall of ice; 5th – acid fog, 
  baleful polymorph, break enchantment, cloudkill, 
  cone of cold, dominate person, feeblemind, 
  freezing fog, Mordenkainen’s private sanctum, 
  mind fog, permanency, prismatic ray, Rary’s 
  telepathic bond, sending, summon monster V, 
  symbol of pain, teleport, wall of force; 6th – 
  contingency, imbue familiar with spell-like ability, 
  legend lore, Otiluke’s freezing sphere, planar 
  binding, summon monster VI, true seeing, wall 
  of iron; 7th – arcane sight, delayed blast fireball, 
  energy immunity, ethereal jaunt, insanity, limited 
  wish, plane shift, prismatic spray, sword of 
  darkness, spell turning, teleport object, waves of 
  exhaustion. 
   
  Contingency: If Arbrozzar says the words 
  “encase me in the power of magic” in giant, his 
  contingency is triggered, casting lesser globe of 
  invulnerability on him. 
   
  Possessions: masterwork battleaxe, amulet 
  of natural armor +3, +3 mithril buckler of 
  improved fire resistance, headband of intellect 
  +4, ring of freedom of movement, potion of 
  remove blindness in a distinctly shaped bottle 
  (2), scroll of true seeing, wand of magic circle 
  against good (10 charges). 
  Frost Giant: male giant; hp 136; see Monster 
  Manual p.  121 with the following modifications: 
  AC 23, touch 8, flat-footed 23; Atk +19 melee 
  (3d6+14/x3, greataxe); Full Atk +19/+14 melee 
  (3d6+14/x3, greataxe). 
   
  Possessions: +2 chain shirt, greataxe +1, 
  potion of fly, potion of remove blindness in a 
  distinctly shaped bottle (2), potion of resist 
  energy (fire) 20, potion of cure serious wounds. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 31 
  Appendix Three – APL 12 
  Encounter Three  
   
   
   
   
  Zelekhut, Advanced (Inevitable): CR 11; 
  Large Construct (Extraplanar, Lawful); HD 
  16d10+30; hp 130; Init +0; Spd 35 ft.  in plate 
  barding (7 squares), fly 40 ft.  (average) in plate 
  barding (8 squares); AC 27, touch 9, flat-footed 
  27; Base Atk +12; Grp +22; Atk +18 melee 
  (2d6+6 plus 1d6 electricity /19-20, spiked chain); 
  Full Atk 2 +18 melee (2d6+6 plus 1d6 electricity 
  /19-20, spiked chain); SA Spell-like abilities; SQ 
  Construct traits, damage reduction 10/chaotic, 
  darkvision 60 ft., fast healing 5, low-light vision, 
  spell resistance 20; AL LN; SV Fort +7, Ref +5, 
  Will +10; Str 22, Dex 11, Con -, Int 10, Wis 17, 
  Cha 16. 
   
  Skills and Feats: Diplomacy +4, Listen +14, 
  Search +9, Sense Motive +18, Spot +14, 
  Survival 
  +3 
  (+5 
  following 
  tracks); 
  Great 
  Fortitude, Ride-By Attack, Spirited Charge, Iron 
  Will, Weapon Focus (Spiked Chain), Improved 
  Critical (Spiked Chain). 
   
  Spell-like 
  Abilities: 
  At 
  will 
  – 
  clairaudience/clairvoyance, dimensional anchor, 
  dispel magic, fear (DC 17), hold person (DC 16), 
  locate creature, true seeing; 3/day – hold 
  monster (DC 18), mark of justice; 1/week – 
  lesser geas (DC 17).  Caster level 8th.  The 
  save DCs are Charisma-based. 
   
  Skill: A zelekhut has a +4 racial bonus on 
  Search and Sense motive checks. 
   
  Feats: Due to its centaur-like construction, a 
  zelekhut qualifies for feats as if it had the 
  Mounted Combat feat. 
  Encounter Six 
   
   
   
   
  Note: Arbrozzar’s CR has been reduced by 1 to 
  reflect that he has already cast many of his 
  spells. 
  Arbrozzar: Frost Giant Wiz15/Archmage2; CR 
  17; Large Giant (cold); HD 14d8+84 plus 
  15d4+78 plus 2d4+12; hp 250; Init +4 (Improved 
  Initiative); Spd 40 ft.; AC 29, touch 13, flat-footed 
  24 (-1 size, +12 natural, +4 mage armor, +4 
  buckler); Base Atk +18; Grp +31; Atk +28 melee 
  (2d8+13/20, masterwork battleaxe; Full Atk 
  +28/+23/+18/+13 
  melee 
  (2d8+13/20, 
  masterwork battleaxe); Space/Reach 10 ft./10 
  ft.; SA Rock throwing, rock catching; SQ 
  Immunity to cold, low-light vision, rock catching; 
  vulnerability to fire; AL NE; SV Fort +19, Ref 
  +12, Will +22; Str 28, Dex 10, Con 23, Int 22 
  (28), Wis 18, Cha 8. 
   
  Skills and Feats: Climb +26, Concentration 
  +35, Craft (jewelry) +22, Intimidate +9, Jump 
  +30, Knowledge (arcana) +29, Knowledge 
  (dungeoneering) +11, Knowledge (nature) +11, 
  Knowledge (the planes) +20, Spellcraft +29, 
  Spot +34; Craft Arms and Armor, Craft Rod, 
  Craft Wondrous Item, Empower Spell, Energy 
  Substitution, Forge Ring, Improved Familiar, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Practiced 
  Spellcaster, Quicken Spell, Quicken Spell-like 
  ability (greater dispel magic), Scribe Scroll. 
   
  Languages: 
  Giant, 
  Abyssal, 
  Celestial, 
  Common, Draconic, Goblin, Infernal. 
   
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
   
  Wizard 
  Spells 
  Prepared* 
  (4/7/6/12/6/6/5/4/3/2 DC= 19+spell level): 0 lvl – 
  detect magic, mage hand, ray of frost, touch of 
  fatigue; 
  1st 
  – 
  comprehend 
  languages, 
  expeditious retreat, magic missile x3, mage 
  armor x2; 2nd – clairvoyance, electric (scorching) 
  ray, freezing (scorching) ray, glitterdust (f), 
  mirror image, scorching ray (f); 3rd – acid 
  (fire)ball, clairaudience, clairvoyance, fly, haste 
  (f), greater magic weapon x2, lightning bolt, 
  windwall, 
  protection 
  from 
  energy 
  (acid), 
  empowered ray of enfeeblement x2 (f); 4th – 
  confusion, Evard’s black tentacles (f), greater 
  invisibility x2, rainbow pattern, stoneskin; 5th lvl – 
  baleful 
  polymorph, 
  dominate 
  person 
  (f), 
  feeblemind, high arcana, antifire sphere, wall of 
  force; 6th lvl – acid fog, greater dispel magic, 
  high arcana, high arcana, imbue familiar with 
  spell-like ability; 7th lvl – clone, delayed blast 
  fireball, spell turning, quickened fireball; 8th lvl – 
  horrid wilting, maze, antifire sphere; 9th lvl – 
  gate, time stop; 
  *Arbrozzar casts as a 22nd-level caster. 
  (f) spells marked thus have been imbued into 
  Nalthok (who is not present) 
   
  Spellbook: 0 – acid splash, arcane mark, 
  dancing lights, daze, detect magic, detect 
  poison, disrupt undead, flare, ghost sound, light, 
  mage hand, mending, message, open/close, 
  prestidigitation, 
  ray 
  of 
  frost, 
  read 
  magic, 
  resistance, touch of fatigue; 1st – alarm, lesser 
  
  GEO5-07 Bound in Clockwork 
   
  Page 32 
  acid orb, cause fear, comprehend languages, 
  expeditious retreat, feather fall, identify, grease, 
  mage armor, magic missile, protection from 
  good, shield, summon monster I, Tenser’s 
  floating disk, true strike, ventriloquism; 2nd – 
  arcane lock, bear’s endurance, bull’s strength, 
  darkness, false life, fox’s cunning, glitterdust, 
  locate object, mirror image, protection from 
  arrows, scorching ray, spectral hand, summon 
  monster II, touch of idiocy; 3rd – blink, 
  clairaudience/clairvoyance, 
  dispel 
  magic, 
  displacement, fireball, greater magic weapon, 
  haste, hold person, lightning bolt, nondetection, 
  protection from energy, sleet storm, slow, 
  summon monster III, windwall; 4th – arcane eye, 
  confusion, 
  dimension 
  door, 
  Evard’s 
  black 
  tentacles, fire trap, greater invisibility, ice storm, 
  lesser globe of invulnerability, phantasmal killer, 
  polymorph, rainbow pattern, summon monster 
  IV, wall of ice; 5th – acid fog, antifire sphere, 
  baleful polymorph, break enchantment, cloudkill, 
  cone of cold, dominate person, feeblemind, 
  Mordenkainen’s private sanctum, mind fog, 
  permanency, Rary’s telepathic bond, sending, 
  summon monster V, symbol of pain, teleport, 
  wall of force; 6th – contingency, imbue familiar 
  with spell-like ability, legend lore, Otiluke’s 
  freezing 
  sphere, 
  planar 
  binding, 
  summon 
  monster VI, true seeing, wall of iron; 7th – arcane 
  sight, delayed blast fireball, energy immunity, 
  ethereal jaunt, insanity, limited wish, plane shift, 
  prismatic spray, spell turning, teleport object, 
  waves of exhaustion; 8th – clone, discern 
  location, horrid wilting, mind blank, polar ray, 
  power word stun, prismatic wall, symbol of 
  death, symbol of insanity; 9th – time stop, 
  energy drain, gate. 
   
  High 
  Arcana 
  (Mastery 
  of 
  Shaping): 
  Arbrozzar has sacrificed one 6th-level spell slot 
  to gain mastery of shaping.  The archmage can 
  alter area and effect spells that use one of the 
  following 
  shapes, 
  burst, 
  cone, 
  cylinder, 
  emanation, or spread.  The alteration consists of 
  creating spaces within the spell’s area or effect 
  that are not subject to the spell.  The minimum 
  dimension for these spaces is a 5-foot cube.   
   
  High Arcana (Spell-Like Ability): Arbrozzar 
  has sacrificed a 5th-level spell slot to master this 
  ability.  The archmage who selects this type of 
  high arcana can use one of her arcane spell 
  slots (other than a slot expended to learn this or 
  any other type of high arcana) to permanently 
  prepare one of her arcane spells as a spell-like 
  ability that can be used twice per day.  Using a 
  slot three levels higher than the chosen spell 
  allows him to use the spell-like ability four times 
  per day.  Arbrozzar has used a 6th-level spell 
  slot to use disintegrate two times per day. 
   
  Contingency: If Arbrozzar says the words 
  “sheath me in the power” in giant, his 
  contingency is triggered, casting globe of 
  invulnerability on him. 
   
  Spell-like 
  Ability: 
  Arbrozzar 
  can 
  cast 
  disintegrate as a spell-like ability using his high 
  arcana twice per day. 
   
  Possessions: masterwork battleaxe, amulet 
  of natural armor +3, +3 mithril buckler of 
  improved 
  fire 
  resistance, 
  hand 
  of 
  glory, 
  headband of intellect +6, ioun stone (orange 
  prism), potion of remove blindness (uniquely 
  shaped bottle) (2), ring of evasion, ring of 
  freedom of movement, ring of wizardry III, rod of 
  quicken spell, scroll of true seeing, wand of 
  magic circle against good (10 charges) 250 gp 
  of diamond dust. 
  War Troll: CR 12; Large Monstrous Humanoid; 
  HD 12d8+84; hp 138; Init +7; Spd 30 ft., in 
  breastplate (6 squares); base speed 40 ft.; AC 
  31 (-1 size, +14 natural armor, +5 breastplate, 
  +3 Dex), touch 12, flat-footed 28; Base Atk 
  +12/+7/+2; Grp +22; Atk +23/+18/+13 melee 
  (2d8+15/19-20, 
  Masterwork 
  greatsword) 
  or 
  +15/+10/+5 ranged (2d6+10/x3, Masterwork 
  composite 
  longbow 
  (+10 
  Str)); 
  Full 
  Atk 
  +23/+18/+13 melee (2d8+15/19-20, Masterwork 
  greatsword) and bite +19 melee (1d6+5); or 2 
  claws +21 melee (1d8+10) and bite +19 
  (1d6+5); or +15/+10/+5 ranged (2d6+10/x3, 
  Masterwork composite longbow); Space/Reach 
  10 ft./10 ft.; SA Dazing Blow; SQ Damage 
  Reduction 5/adamantine, darkvision 90 ft., low-
  light 
  vision, 
  regeneration 
  9, 
  scent, 
  spell 
  resistance 20; AL LE; SV Fort +13, Ref +11, Will 
  +12; Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 
  10. 
   
  Skills and Feats: Listen +9, Spot +10; 
  Improved Initiative, Iron Will, Multiattack, Power 
  Attack, Weapon Focus (greatsword). 
   
  Dazing Blow (Ex): The force of a war troll’s 
  blow can be overwhelming.  If a war troll hits 
  with a weapon or claw attack, the opponent 
  must make a DC 25 Fortitude save or be dazed 
  for 1 round.  The save DC is Constitution-based. 
   
  Regeneration (Ex): Unlike their lesser 
  cousins, acid (not fire) deals normal damage to 
  a war troll.  If a war troll loses a limb or a body 
  part, the lost portion regrows in 2d4 minutes.  
  
  GEO5-07 Bound in Clockwork 
   
  Page 33 
  The creature can reattach the severed member 
  instantly by holding it to the stump. 
   
  Description: These hulking creatures stand 
  upright.  Although they have the feral features of 
  a troll, their rubbery green skin has a dark, 
  metallic tinge and they wear substantial armor.  
  The creatures hold greatswords with ease and 
  they are clearly skilled warriors. 
   
  Possessions: potion of remove blindness in 
  a distinctly shaped bottle, potion of invisibility, 
  potion of protection from energy (acid). 
  Frost Giant: male giant; hp 136; see Monster 
  Manual p.  121 with the following modifications: 
  AC 23, touch 8, flat-footed 23; Atk +19 melee 
  (3d6+14/x3, greataxe); Full Atk +19/+14 melee 
  (3d6+14/x3, greataxe).  SQ energy resistance 
  (fire) 20. 
   
  Possessions: +2 chain shirt, greataxe +1, 
  potion of fly, potion of remove blindness in a 
  distinctly shaped bottle (2), potion of resist 
  energy (fire) 20, potion of cure serious wounds. 
  Two of these giants are under the effects of an 
  antifire sphere cast by Arbrozzar. 
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 34 
  Appendix Four – Sakhut and Escort
  Fjærde, Prince of Storms: male Sakhut giant 
  Wiz6/Spellsword7: CR25; Huge giant; HD 
  25d8+275 plus 6d4+66 plus 7d8+77; hp 466; Init 
  +5 (Dex); Spd 35 ft.  (base speed 50 ft.); AC 51 
  (-2 size, +5 Dex, +3 deflection, +1 insight, +16 
  natural, +5 shield, +13 full plate), touch 17, flat-
  footed 46; Base Atk +28; Grap: +57; Atk +52 
  melee (3d6+34/15-20, 
  huge falchion) +34 
  ranged 
  (3d6+15/20, 
  huge 
  masterwork 
  composite longbow [+15 Str bonus]); Full Atk 
  +52/+47/+42/+37/+32 
  melee 
  (3d6+34/15-20, 
  huge falchion) or +34/+29/+24/+19/+14 ranged 
  (3d6+15/20, 
  huge 
  masterwork 
  composite 
  longbow [+15 Str bonus]); Size/Reach 15 ft./15 
  ft.; SA Channel spell 4/day, Spell-like abilities; 
  SQ eldritch mastery, ignore spell failure 25%, 
  low-light vision, natural willpower; AL LE; SV 
  Fort +37, Ref +22, Will +33; Str 52, Dex 20, Con 
  32, Int 30, Wis 16, Cha 10. 
   
  Skills: Bluff +6, Climb +24, Concentration 
  +55, Craft (armor) +21, Craft (weapons) +21, 
  Diplomacy +12, Intimidate +22, Jump +27, 
  Knowledge 
  (arcane) 
  +28, 
  Knowledge 
  (dungeoneering) +19, Knowledge (local) +19, 
  Knowledge (nature) +19, Knowledge (nobility 
  and royalty) +19, Knowledge (the planes) +24, 
  Listen +30, Perform (sing) +11, Sense Motive 
  +14, Spellcraft +29, Spot +30, Swim +18. 
   
  Feats: Arcane Strike, Awesome Blow, 
  Cleave, Combat Expertise, Combat Reflexes, 
  Craft Arms and Armor, Dodge, Improved 
  Buckler Defense, Improved Bull Rush, Improved 
  Combat Expertise, Improved Critical (Falchion), 
  Karmic 
  Strike, 
  Power 
  Attack, 
  Practiced 
  Spellcaster, Quicken Spell, Quicken Spell-Like 
  Ability (greater dispel magic). 
   
  Languages: 
  Common, 
  Abyssal, Aquan, 
  Auran, Draconic, Dwarven, Elven, Giant, Goblin, 
  Infernal, Orc, Sylvan, Undercommon. 
   
  Possessions: Andre – the Fearsome Blade 
  of the Sakhut (see below), amulet of natural 
  armor +3, bag of holding, belt of giant strength 
  +6, adamantine +4 buckler of heavy fortification, 
  cloak of resistance +5, glamered mithril +5 full 
  plate, gloves of dexterity +4, headband of 
  intellect +6, dusty rose prism ioun stone, pale 
  green prism ioun stone, 2 pearls of power (1st 
  level), 2 pearls of power (2nd level), pearl of 
  power (3rd level), potion of blindness (2) in 
  specifically shaped bottle, ring of evasion, ring of 
  protection +3, scroll of freedom of movement 
  (2), steadfast boots, assorted potions, assorted 
  scrolls, masterwork huge composite longbow, 
  masterwork huge dagger, diamond dust for 
  stoneskin. 
  Spell-Like Abilities: At will—detect magic, 
  greater dispel magic, magic missile.  3/day—
  dimension door, globe of invulnerability.  Caster 
  level 20th. 
  Eldritch Mastery (Su): The Sakhut have an 
  extensive familiarity with and an intuitive grasp 
  of arcane magic.  They can use spell completion 
  items (such as scrolls) as if they had the 
  wizard's class spell list and were of the 
  appropriate level to cast the spell.  They can use 
  spell trigger items (such as wands and staffs) as 
  if they had the wizard's class spell list. 
  Spell-Like Abilities: Unlike most giants, the 
  Sakhut have a strong innate resistance to 
  mental compulsion, illusion magic, and the like.  
  The Sakhut have a +6 racial bonus to Will 
  saves. 
  Bonus Feat: At 2nd level, a spellsword 
  advances his art, gaining a bonus feat.  This 
  bonus feat must be either a metamagic feat or 
  one drawn from the list of bonus feats allowed to 
  a fighter. 
  Channel Spell (Sp): At 4th level, a spellsword 
  can channel any spell he can cast into his melee 
  weapon.  Using this ability requires a move 
  action, and the spellsword uses up the prepared 
  spell or spell slot as if he had cast the spell.  The 
  channeled spell affects the next target that the 
  spellsword successfully attacks with his weapon 
  (saving throws and spell resistance still apply).  
  Even if the spell normally affects an area or is a 
  ray, it affects only the target.  The spell is 
  discharged from the weapon, which can then 
  hold another spell.  A spellsword can channel 
  his spells into only one weapon at a time.  Spells 
  channeled into a weapon are lost if not used in 8 
  hours. 
  Ignore Spell Failure (Ex): Beginning at 1st 
  level, a spellsword's hard work and practice at 
  merging spellcraft with weaponplay starts to pay 
  off.  As an extraordinary ability, he ignores a 
  portion of the arcane spell failure chance 
  
  GEO5-07 Bound in Clockwork 
   
  Page 35 
  associated with using armor.  This reduction 
  starts at 10% and gradually increases to 30%.  A 
  spellsword subtracts the given percentage value 
  from his total spell failure chance, if any. 
  Caster Level: Fjærde is 10th level caster, but 
  because of his ioun stone and Practiced 
  Spellcaster feat, he casts as a 15th level caster. 
  Spells memorized: 4/7/7/5/5/4 (DC 20+spell 
  level); 0—arcane mark (2), light, message; 1st—
  obscuring mist, ray of enfeeblement (3), 
  shocking grasp (2), true strike; 2nd—resist 
  energy (2), scorching ray (3), touch of idiocy (2); 
  3rd—displacement (2), heroism (2), wind wall; 
  4th—assay resistance, Evard's black tentacles, 
  orb of force, solid fog, stoneskin; 5th—quicken 
  true strike, quicken true strike, reciprocal gyre 
  (2). 
   Spells known: 0th—all; 1st—alarm, charm 
  person, color spray, comprehend languages, 
  detect 
  secret 
  doors, 
  endure 
  elements, 
  expeditious retreat, identify, mage armor, magic 
  missile, obscuring mist, protection from chaos, 
  protection from good, ray of enfeeblement, 
  shield, shocking grasp, Tenser's floating disk, 
  true strike, unseen servant; 2nd—arcane lock, 
  continual flame, darkness, darkvision, detect 
  thoughts, false life, flaming sphere, fog cloud, 
  gust of wind, knock, invisibility, Melf's acid 
  arrow, mirror image, protection from arrows, 
  resist energy, scorching ray, shatter, see 
  invisibility, touch of idiocy, web; 3rd—arcane 
  sight, dispel magic, displacement, explosive 
  runes, fireball, fly, haste, heroism, keen edge, 
  lightning bolt, magic circle against chaos, magic 
  circle against good, nondetection, protection 
  from energy, ray of exhaustion, sleet storm, 
  slow, stinking cloud, tongues, wind wall; 4th—
  assay 
  resistance 
  (CA), 
  detect 
  scrying, 
  dimension door, Evard's black tentacles, fear, 
  fire shield, greater invisibility, orb of force (CA), 
  polymorph, solid fog, stoneskin; 5th—baleful 
  polymorph, break enchantment, cloudkill, cone 
  of cold, false vision, feeblemind, overland flight, 
  permanency, Rary's telepathic bond, reciprocal 
  gyre (CA), teleport, wall of force. 
  Contingency: Fjærde has a contingency cast 
  upon him that if he is ever rendered helpless 
  (unconscious, paralyzed, or dead, but not 
  stunned), he is teleported back to the Storm 
  King’s Citadel in northwestern Geoff. 
  Permanency: Fjærde has the following spells 
  made permanent upon him arcane sight, 
  darkvision, and see invisibility. 
   
  Andre – the Fearsome Blade of the Sakhut: 
  Gargantuan adamantine +3 bane (human) 
  vicious falchion of thundering. 
  This intelligent weapon was once Andre, the 
  second son of the Storm King.  He was slain 
  long ago while fighting against the dwarves.  
  They killed him with Dusk, which severed his 
  ties to this plane.  The Storm King preserved his 
  life by capturing it in this blade. 
  Andre has the following abilities scores: Int 18, 
  Wis 18, Cha 10.  He has 120 ft.  darkvision, 
  blindsense, and hearing.  He can communicate 
  using telepathy and can speak Common, Giant, 
  Dwarven, and Elven.  Andre has the special 
  purpose to rebuild the Sakhut Empire. 
  He has the following abilities: 
  • 
  10 ranks in Spot (+14 total) 
  • 
  10 ranks in Listen (+14 total) 
  • 
  cure moderate wounds 3/day 
  • 
  fly 3/day 
  • 
  haste 3/day 
  Dedicated Power: dimension door on self and 
  wielder.  Andre always uses this power to 
  preserve the life of his brothers or to help his 
  family in a battle that would rebuild the giant 
  empire.   
  In addition, Andre has one additional power that 
  is his most fearsome.  Andre has all the powers 
  of a rod of absorption except that the number of 
  available charges resets when the blade is 
  completely immersed in the blood of dwarves 
  during a day-long ceremony.  It currently has 
  absorbed 10 spells. 
  Tactics: 
  Fjærde prefers to go into battle prepared.  He 
  casts freedom of movement (from a scroll for 70 
  minutes), heroism (+2 morale bonus to attacks, 
  saves, and skill checks for 150 minutes), resist 
  energy (fire and cold for 150 minutes), and 
  stoneskin (DC 10/adamantine for 150 minutes) 
  on himself before entering battle.  Fjærde makes 
  full use of his arcane sight and see invisibility to 
  figure out what sort of magics the PCs are using 
  and to plan his attacks.   
  Right before battle, or as close to it as possible, 
  Andre casts haste and fly on Fjærde.  Fjærde 
  does not use his flight ability at first, to mislead 
  
  GEO5-07 Bound in Clockwork 
   
  Page 36 
  the PCs.  For similar reasons, he has his 
  glamered full plate appear as silken robes, like 
  those a wizard would wear.  He also does not let 
  on that he can see invisible right away.  He 
  casts displacement, if he has the opportunity, 
  and assay resistance, if he is facing an obvious 
  spellcaster. 
  Once battle is joined, Fjærde attempts to reduce 
  the numbers of opponents as quickly as 
  possible.  He ignores heavily armored melee 
  warriors and targets archers first.  He then 
  works on wizards and rogues.   
  Andre uses its dimension door ability to place 
  Fjærde within reach of two PCs – preferably 
  those at the top of the above list.  Andre acts on 
  Fjærde’s turn in the initiative order, but his 
  actions do not count toward Fjærde’s actions for 
  the round (DMG p.  268).  Andre is the caster -- 
  not Fjærde, so the Prince of Storms can take 
  action on the same round that Andre uses its 
  dimension door ability. 
  Fjærde has two styles of attack: a full round 
  attack, which he uses against PCs with low 
  armor class and a single massive attack, which 
  he uses on a PC with high armor class.  He 
  positions himself to cleave as often as possible. 
  For the full round attack, Fjærde uses a swift 
  action to channel a spell into his sword using his 
  arcane strike feat.  He then takes a full attack 
  with a power attack for 5 on a weak PC with 
  attack 
  rolls 
  of 
  +55/+50/+45/+40/+35/+55 
  (assuming that haste and heroism are up; also 
  add in the arcane strike bonus).  Each hit does 
  3d6 +36 (magic and strength) +10 (power 
  attack) +2d6 (human bane) +2d6 (vicious) + a 
  d4 for each level of the spell arcane strike).  If he 
  crits, remember the thundering ability of his 
  falchion.  Fjærde takes 1d6 points of damage 
  from the vicious ability.  Fjærde varies the power 
  attack and level of the spell channeled as 
  needed. 
  For his single massive attack, Fjærde casts a 
  quickened truestrike as a swift action.  He then 
  uses a move-equivalent action to channel a 
  spell into his sword, using his spellsword ability. 
   Fjærde prefers to use ray of enfeeblement, 
  scorching ray, touch of idiocy, or magic missile.  
  He then takes a power attack (+25) and strikes 
  the PC with an awesome blow (as per the feat) 
  with a +50 (assuming that haste and heroism 
  are up) attack roll.  If he hits, he does 3d6 +36 
  (magic and strength) +50 (power attack) +2d6 
  (human bane) +2d6 (vicious).  The PC must 
  make a Reflex save (DC = damage dealt) or be 
  knocked 10 feet back and fall prone.  If Fjærde 
  crits, double the base and power attack damage 
  and remember the thundering ability of his 
  falchion.  Fjærde takes 1d6 points of damage 
  from the vicious ability.  Fjærde varies the power 
  attack and level of the spell channeled as 
  needed. 
  Because of his ring of evasion and the special 
  properties of Andre, Fjærde does not fear 
  spellcasters.  Instead, he uses his sword to 
  absorb spells targeted at him.  He relies upon 
  his 
  freedom 
  of 
  movement 
  to 
  escape 
  entanglements.  In fact, he will cast Evard’s 
  black tentacles or solid fog on top of himself to 
  restrict the PCs’ movement, if it seems beneficial 
  for him to do so.  In addition, Fjaerde uses his 
  quickened greater dispel magic to pull spells off 
  of a heavily enchanted PC. 
  Fjærde always wins grapple checks because of 
  his freedom of movement.  Also, he cannot be 
  tripped because of his steadfast boots.  His 
  falchion 
  and buckler are both made of 
  adamantine, which make them difficult to 
  sunder. 
  If a PC is actually hitting him with his AC 51, 
  Fjærde uses his combat expertise to raise his 
  armor class to the point that he will not be hit.  If 
  that does not work, Fjærde takes his single 
  massive blow as a sunder on the PC's weapon. 
  Fjærde is smart.  He adapts his strategies as he 
  needs to.  If he is in over his head, he quickly 
  departs the scene to get reinforcements. 
  Frost Giant: male giant; hp 136; see Monster 
  Manual p.  121 with the following modifications: 
  AC 23, touch 8, flat-footed 23; Atk +19 melee 
  (3d6+14/x3, greataxe); Full Atk +19/+14 melee 
  (3d6+14/x3, greataxe). 
   
  Possessions: +2 chain shirt, greataxe +1, 
  potion of fly, potion of remove blindness in a 
  distinctly shaped bottle, potion of resist energy 
  (fire) 20, potion of cure serious wounds. 
  Fire giant cleric: fire giant Clr4; CR 12; female 
  Large Giant (Fire); HD 19d8+133; hp 231; Init 
  +1; Spd 30 ft.; AC 30 (-1 size, +1 Dex, +8 
  natural, +9 armor, +3 shield) touch 10, flat-
  footed 29; Base Atk +14; Grp +30; Atk +27 
  melee (2d6+18/19-20, medium greatsword) or 
  +15 ranged (2d6+12/x2 plus 2d6 fire, rock); Full 
  Atk +27/+22/+17 melee (2d6+18/19-20, medium 
  greatsword) or +15 ranged (2d6+12/x2 plus 2d6 
  fire, rock); SA Feat of strength, rebuke undead 
  (15/day), rock throwing, spontaneous casting; 
  
  GEO5-07 Bound in Clockwork 
   
  Page 37 
  SQ Immunity to fire, low-light vision, rock 
  catching, vulnerability to cold; Size/Reach 10 
  ft./10 ft.; AL LE; SV Fort +21, Ref +9, Will +15; 
  Str 34, Dex 12, Con 24, Int 10, Wis 19, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration, 
  +17, 
  Knowledge (religion) +4, Spellcraft +4, Spot +20; 
  Divine Metamagic (Quicken), Extra Turning x3, 
  Power Attack, Practiced Caster, Quicken Spell, 
  Weapon Focus (greatsword)*. 
   
  Feat of Strength (Su): Once per day, as a 
  free action, this character may perform a feat of 
  strength to gain an enhancement bonus to 
  Strength equal to her cleric level.  This lasts 1 
  round. 
   
  Rock Throwing (Ex): The range increment is 
  120 feet for a frost giant’s thrown rocks. 
   
  Spontaneous Casting (Ex): An evil cleric (or 
  a neutral cleric of an evil deity), cannot convert 
  prepared spells to cure spells but can convert 
  them to inflict spells. 
   
  Cleric Spells Prepared (5/4+1/3+1; save DC 
  14 + spell level, Caster Level 8th): 0 – create 
  water, detect magic, detect poison, guidance, 
  light, mending; 1st – bless, cure light wounds, 
  divine favor, protection from good*, shield of 
  faith; 2nd – bull’s strength,* calm emotions, 
  resist energy. 
  * designates domains spells 
  Domains: Strength and War. 
   
  Possessions: +2 cloak of resistance, +1 
  greatsword, +1 full plate of light fortification, +1 
  heavy shield, lesser strand of prayer beads, 
  potions of remove blindness in a distinctly 
  shaped bottle, scroll of heal, scroll of wind wall, 
  3 Heated Rocks, two holy symbols of Surtr. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 38 
  Appendix Five – NPCs
  Maeve, Faerie Queen of Dark Winter 
  Medium-Size Fey (Cold, Chaotic) 
  Hit Dice: 36d6+252 (351 hit points) 
  Initiative: +10 (Dex) 
  Speed: 30 ft.  (12 squares) 
  Armor Class: 47 (+10 Dex, +14 deflection, +13 
  natural), touch 34, flat-footed 37  
  Base Attack/Grapple: +18/+21 
  Attack: Rod of Withering +22 melee (1d6 plus 
  1d4 Strength and 1d4 Constitution) or touch +22 
  melee (1d10 cold). 
  Full Attack: Rod of Withering +22/+17/+12/+7 
  melee (1d6 plus 1d4 Strength and 1d4 
  Constitution) or touch +21/+16/+11/+6 melee 
  (1d10 cold). 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: Glamer, lose the way, 
  stunning glance, spell-like abilities, spells. 
  Special 
  Qualities: 
  DR 
  15/cold 
  iron 
  and 
  axiomatic, fast healing 5, fey traits, flexible 
  proportion, geasa, immunity to cold, low-light 
  vision, spell resistance 36, unearthly grace, 
  vulnerability to fire. 
  Saves: Fort +30, Ref +44, Will +44 
  Abilities: Str 16, Dex 31, Con 24, Int 37, Wis 
  31, Cha 39. 
  Skills: 
  741 
  skill 
  points 
  concentrating 
  in 
  Appraise, Bluff, Diplomacy, Forgery, Hide, 
  Knowledges, Intimidate, Listen, Move Silently, 
  Sense Motive, Sleight of Hand, Spellcraft, Spot. 
  Feats: Ability Focus (Glamer), Danger Sense 
  (CV), Enlarge Spell, Eschew Materials, Extend 
  Spell, 
  Extraordinary 
  Concentration 
  (CV), 
  Improved Initiative, Maximize Spell, Piercing 
  Cold (Frostburn), Quicken Spell, Sculpt Spell 
  (CA), Snowcasting (Frostburn), Widen Spell. 
  Environment: Cold forests 
  Organization: Solitary 
  Challenge Rating: 26 
  Treasure: Quadruple Standard 
  Alignment: Chaotic neutral 
  Advancement: -- 
  The woman seated on the throne of 
  tarnished 
  silver 
  is 
  simultaneously 
  compelling and disturbing.   She has the 
  form of an incredibly beautiful woman, but 
  she is obviously not human.  Her skin is a 
  light blue that contrasts with her red and full 
  lips.  Locks of long black hair curl and 
  sinuously move, as though they were alive.  
  She wears snowy white robes that billow 
  around her.  Most arresting are her eyes.  
  They have no pupils.  Instead, they are the 
  deep blue of unfathomable depths. 
  Maeve is a faerie queen and the ruler of the Pits 
  of Sharpest Frost, a realm in the Lands of Dark 
  Winter.  As a queen, Maeve is one of the most 
  powerful faeries in existence and has thousands 
  of lesser faeries serving her.  She is tied to her 
  realm in many ways and her power diminishes 
  noticeably if she departs her realm.  Therefore, 
  she is loath to leave the Pits.  Instead, she 
  sends fey minions to carry out her will beyond 
  the borders of her realm. 
  Maeve is part of the Unseelie Court of Faerie, so 
  her realm is a dark and unpleasant place.  She 
  is married to King Merilin who rules the Seelie 
  realm of the Home Beneath the Snowy Boughs. 
   She despises him and he is not overly fond of 
  her either, but they are both lords of Dark Winter 
  and bound together by the laws of Faerie. 
  As an Unseelie faerie, Maeve is capricious and 
  cruel but not fiendishly evil.  She has a sadistic 
  streak but primarily she likes to create chaos.  
  She enjoys upsetting people, ideas, arguments, 
  societies, or anything else that is peaceful and 
  boring.  Her mood swings are sudden and 
  severe.  She has no patience with matters that 
  bore her and moves from one project to another 
  without hesitation.   
  Maeve can understand, speak, and read any 
  language.  When mortals hear her speak, they 
  hear her in their native tongue.   
  COMBAT  
  If forced into combat, Maeve uses her spells to 
  her best advantage.  Each round, she uses her 
  Flexible Proportions power to change her size 
  and move.  She flits randomly from size to size, 
  as the mood takes her.  Maeve fights like a cat – 
  toying with her opponents and letting them think 
  they have a chance. 
  Flexible Proportions (Su): Maeve can assume 
  any proportion from the size of a grain of sand to 
  the tallest tree in the forest.  As a swift action, 
  Maeve can alter her size from Fine to Colossal.  
  When Maeve uses this action, her form swirls 
  and becomes intangible, freeing her from any 
  grapples, entanglements, or other physical 
  restrictions on her movement.  If she uses a 
  move action with the swift action, she can move 
  
  GEO5-07 Bound in Clockwork 
   
  Page 39 
  up to 60 ft.  before reforming.  Since this power 
  is related to Maeve’s glamer ability, the change 
  in size does not affect Maeve’s ability scores 
  though her AC and Attack Bonus are adjusted 
  accordingly. 
  Geasa (Su): Every faerie king and queen has 
  one event that is their undoing.  If this one event 
  comes to pass, they die instantly and cannot be 
  restored to life.  Examples of geasas are: having 
  a certain word spoken with them, touching a 
  certain object, or having a child.  Maeve’s geasa 
  is a secret that she tells no one.  If Meave is 
  slain in a manner that is not her geasa, she 
  slowly reforms in her throne room over the 
  course of a year. 
  Faerie Glamer (Sp): At will and as a standard 
  action, Maeve can create illusions that are 
  extremely believable.  Faerie glamers create a 
  shadow/figment that cannot extend beyond 36 
  10-ft.  cubes but includes visual, auditory, 
  olfactory, tactile, taste, and thermal elements.  
  Faerie glamers can speak, support weight, and 
  feel real to the touch.  Only the most astute can 
  see through her glamer (Will Save DC 31) and 
  even those who would otherwise see through 
  illusions or are immune to illusions must make 
  the save or be fooled.  However, every faerie 
  glamer has a single flaw in it, which reveals its 
  true nature.  The flaw is subtle and only 
  prolonged searching or someone who knows the 
  subject well can identify it.  As long as the faerie 
  glamer stays on the Plane of Faerie, it can 
  remain in effect indefinitely.  If the faerie glamer 
  leaves the plane, Maeve must concentrate to 
  maintain the illusion.  Maeve can concentrate on 
  one item per point of Intelligence bonus (for a 
  total of 13 items) without interfering with her 
  ability to function normally.  Maeve tends to 
  forget to concentrate on faerie glamers outside 
  of Faerie and lets them lapse. 
  Spell-Like Abilities: At will – detect thoughts 
  (DC 26), disguise self, teleport (self only).  
  Caster level 8th.  The save DCs are Charisma 
  based. 
  Spells: Maeve casts arcane spells as a 20th-
  level sorcerer. 
  Sorcerer Spells Known (6/10/10/9/9/9/9/8/8/8; 
  save DC 24 + spell level): 0 – arcane mark, 
  dancing lights, detect magic, light, mage hand, 
  mending, message, prestidigitation, read magic; 
  1st – expeditious retreat, mage armor, obscuring 
  mist, protection from law, silent image; 2nd – ice 
  darts; phantom assailants, resist energy, see 
  invisibility, zone of glacial cold; 3rd – arctic haze; 
  blood snow, fly, suggestion; 4th – charm 
  monster, column of ice, rainbow pattern, unluck, 
  wall of ice; 5th – baleful polymorph, boreal wind, 
  dominate person, flesh to ice, freezing fog; 6th – 
  entomb, freezing glance, greater dispel magic; 
  7th – force cage, greater arcane sight, insanity; 
  8th – binding, Otto’s irresistible dance, 
  polymorph any object; 9th – frostfell, wail of the 
  banshee, weird. 
  Stunning Glance (Su): As a standard action, 
  Maeve can stun a creature within 30 ft.  with a 
  look.  The creature must succeed on a DC 27 
  Fortitude save or be stunned for 2d4 rounds.  
  This is similar to a gaze attack, except that 
  Maeve must take a standard action, and those 
  merely looking at her are not affected.  The save 
  DC is Charisma-based. 
  Unearthly Grace (Su): Maeve adds her 
  Charisma modifier as a bonus on all her saving 
  throws, and as a deflection bonus to her Armor 
  Class. 
  Realm Powers 
  As a faerie lord, Maeve receives many powers 
  that only function when she is within her realm. 
  Block Divination (Su): As a free action, Maeve 
  can block divination magic of all mortals (those 
  without divine rank) within a mile of her location. 
  Faerie Queen’s Aura (Ex): While on her throne, 
  the mere presence of Maeve can deeply affect 
  mortals.  They might find her presence 
  delightful, awe-inspiring, or terrible, depending 
  upon Maeve’s whim.  Maeve can create an aura 
  that can extend from 0 ft.  (effectively non-
  functional) to encompass her entire throne room 
  or anything in between.  Any creature who 
  makes a successful saving throw (Will save DC 
  24) is immune to the power for one day.  This is 
  an enchantment (compulsion), mind-affecting 
  ability.  Maeve can choose from the following 
  effects each round as a free action. 
  Adoration: Affected beings just stare at 
  Maeve in fascination.  They can defend 
  themselves normally but can take no actions.  
  This lasts one round for each point of her 
  Charisma modifier (14 rounds). 
  Fright: Affected beings become shaken and 
  suffer a -2 morale penalty on attack rolls, saves, 
  and checks.  The merest glance or gesture from 
  Maeve makes them frightened and they flee as 
  quickly as they can, although they choose the 
  path of their flight. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 40 
  Realm Mastery (Su): Maeve has absolute 
  mastery of her realm.  She can set the 
  temperature, determine the weather, fill the area 
  with scents and sounds, erect buildings, alter 
  landscape, and change the flora and fauna. 
  Realm Sense (Ex): Maeve instantly senses all 
  non-fey within her realm in Faerie. 
  Remote Sensing (Ex): As a standard action 
  and while she is on her throne, Maeve can 
  perceive everything within 100 ft.  radius of any 
  of the members of her court.  The remote 
  sensing power can cross planes and can 
  penetrate any barrier except a divine shield or 
  an area otherwise blocked by a deity.  Remote 
  sensing is not fooled by misdirection or 
  nondetection or similar spells, and it does not 
  create a magical sensor that other creatures can 
  detect.  She can extend her sense to two remote 
  locations at once and still sense what’s going on 
  nearby. 
  Senses (Ex): Maeve can see, hear, touch, and 
  smell at a distance of 1 mile when within her 
  realm. 
  Gwydion 
  of 
  the 
  Twained 
  Elm: 
  Human 
  (Flannae-Oeridian-Suel) Brd6/Drd6; CR 12; 
  Medium Humanoid (human); HD 6d6+6d8+24; 
  hp 80; Init +1; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14 (+1 Dex, +4 leather, +2 deflection); 
  Base Atk +8/+3; Grp +8; Atk +9 melee (1d6/18-
  20, rapier) or +10 ranged (1d6/20, shortbow); 
  Full Atk +9/+4 melee (1d6/18-20, rapier) or 
  +10/+5 
  ranged 
  (1d6/20, 
  shortbow); 
  Space/Reach 5 ft./5 ft.; SA Bardic Music 6/day, 
  Bardic Knowledge +9, Bardic Spells, Druid 
  Spells, 
  Spontaneous 
  Casting; 
  SQ 
  Animal 
  Companion 
  (Quickstep), 
  Bonus 
  Language, 
  Nature Sense, Resist Nature’s Lure, Trackless 
  Step, 
  Wild 
  Empathy, 
  Wild 
  Shape 
  2/day, 
  Woodland Stride; AL N; SV Fort +8, Ref +8, Will 
  +12; Str 10, Dex 12, Con 10 (12), Int 14, Wis 14, 
  Cha 18 (22). 
   
  Skills and Feats: Bluff +13, Concentration 
  +16, Diplomacy +27, Disguise +9, Gather 
  Information +11, Handle Animal +11, Intimidate 
  +12, 
  Knowledge 
  (arcane) 
  +7, 
  Knowledge 
  (geography) 
  +7, 
  Knowledge 
  (history) 
  +7, 
  Knowledge (nature) +9, Knowledge (nobility) +7, 
  Knowledge (Sheldomar) +7, Perform (Stringed 
  Instruments) +17, Ride +9, Sense Motive +10, 
  Spellcraft +12, Tumble +9; Arcane Strike, 
  Improved Toughness, Natural Spell, Negotiator, 
  Persuasive, Practiced Spellcaster (Druid). 
   
  Languages: Common, Draconic, Druidic, 
  Dwarven, Elven, Flan, Gnome, Halfling, Sylvan. 
   
  Bardic Music (6/day): fascinate, inspire 
  courage +1, inspire competence, suggestion. 
   
  Bard Spells Known (3/4/3; save DC 16 + 
  spell level): 0 – dancing lights, ghost sound, 
  mage hand, message, prestidigitation, summon 
  instrument; 1st – alarm, charm person, silent 
  image, 
  Tasha’s 
  hideous 
  laughter; 
  2nd 
  – 
  glitterdust, suggestion, tongues. 
   
  Druid Spells Prepared (5/4/4/2; save DC 12 
  + spell level): 0 – cure minor wounds, detect 
  magic, detect poison, know direction, purify food 
  and drink; 1st – entangle, faerie fire, longstrider, 
  pass without trace; 2nd – barkskin, delay poison, 
  resist energy, spider climb; 3rd – greater magic 
  fang, windwall. 
   
  Possessions: 
  masterwork 
  shortbow, 
  goodberries (5), masterwork harp, masterwork 
  rapier, amulet of health +2, cloak of charisma 
  +4, +2 glamered wild leather armor, gloves of 
  arrow snaring, ring of protection +2, scroll of 
  glibness, scroll of good hope, scroll of haste, 
  scroll of invisibility, wand of cure light wounds. 
   
  Description: Gwydion of the Twained Elm is 
  an 
  immensely 
  handsome 
  man 
  of 
  mixed 
  ancestry.  He is in his mid-thirties and is starting 
  to gray a little, making him look more 
  distinguished.  He is several inches shy of six 
  feet, and he is slender and fit.  His skin is 
  bronze, and he pulls his rich brown hair back 
  into a loose tail.  His eyes are amber, which is 
  unusual, but not unheard of among the Flannae. 
   He keeps his beard neatly trimmed.  His finely 
  tailored clothes are mainly solid colors with 
  elaborate knot work trim.  His armor is glamered 
  to appear as part of his clothing.  His enchanted 
  cloak is a masterwork in needlepoint, and he 
  cherishes it greatly. 
  Gwydion is an Old Lore Bard and part of the 
  College of Canaith.  Like many of his 
  colleagues, he serves the nobility of Geoff and 
  the druids of the Old Faith as a diplomat, 
  advisor, and ambassador.  Through the years, 
  he has traveled extensively on Geoff’s behalf.  
  His adventures even took him to Faerie, where 
  he 
  met 
  his 
  friend 
  Dewdrop, 
  who 
  now 
  accompanies him.  He is currently serving as 
  Grand Duke Owen’s representative to the Court 
  of the Land in Niole Dra. 
  Geoff’s ambassador to Keoland is the nephew 
  of Melwyn Greatarm, the late llwyr of Araul 
  Anterth, which makes him a cousin of the 
  beautiful Ffiona Ebontress.  He joined the 
  College of Canaith at an early age and has 
  mastered its instruction, lore, and secrets.  He 
  
  GEO5-07 Bound in Clockwork 
   
  Page 41 
  knows many of the secrets of the Old Faith 
  druids and the Fey, including the use of the 
  Ways of the World.  In addition, his connections 
  to nobility and magnetic personality allow him to 
  work the halls of kings and further the goals of 
  the Old Faith and the Grand Duke. 
  Gwydion wants to be liked and admired.  He 
  constantly feels the need to make a positive 
  impression and win people’s trust.  Fortunately, 
  he is very good at it.  He has a way of looking at 
  and talking with a person and making them feel 
  incredibly important.  He prefers to reach 
  accords and consensus where everyone is 
  content and accepts the decision.  He has 
  difficulty forcing difficult decisions and delivering 
  unpopular news.   
  Gwydion’s need to impress is even more acute 
  when he deals with an attractive woman.  His 
  looks and charm turn many heads, and Gwydion 
  certainly does not resist their attentions.  
  Gwydion has not felt the need to settle down, 
  and his frequent romantic liaisons remain 
  liaisons.   
  But for all of that, Gwydion is a very clever and 
  insightful man.  He is wise enough to feel out the 
  wants and needs of a person and then intelligent 
  enough to leverage this information.  He is 
  skilled at convincing people that agreeing to his 
  proposals fulfills their wants and needs.  He is 
  one of the best diplomats in the College of 
  Canaith and very well respected by his peers. 
   
  Tactics: Gwydion is not a melee fighter, and 
  he knows it.  But he is incredibly resourceful.  
  He has survived numerous attempts on his life 
  and more forthright battles.  He prefers to avoid 
  combat using his bardic abilities, spells, or skills. 
   If at a disadvantage, Gwydion flees to find allies 
  or negate the advantage.  His animal companion 
  has safely carried him from more than one 
  ambush.   
  In combat, Gwydion uses his abilities wisely.  He 
  prefers to cast spells and use his bardic abilities. 
   He casts barkskin and longstrider on himself 
  and greater magic fang on Quicksilver.  With his 
  practiced spellcaster feat, he casts these spells 
  at 10th level.  He casts glitterdust, suggestion, 
  and Tasha’s hideous laughter, if his foes appear 
  weak-willed.  If melee combat is required, 
  Gwydion wild shapes into an animal.  He prefers 
  taking the shape of a leopard in combat 
  because he likes the speed.  When he is in 
  animal shape and making multiple attacks in 
  one round, he will use his Arcane Strike feat to 
  sacrifice arcane spells to increase his attack and 
  damage.  Because he has the Natural Spell feat, 
  he can cast spells (including his bardic spells) in 
  animal form.   
  Gwydion uses his wild shape ability in a variety 
  of circumstances.  He takes the shape of an 
  eagle when he wants to fly, a baboon when he 
  wants to climb, a dog when he wants to be 
  inconspicuous, and a porpoise when he wants 
  to swim. 
  Quickstep (druid animal companion): light 
  warhorse; CR --; large animal; HD 7d8+28; hp 
  63; Init +2; Spd 90 ft.; AC 23, touch 11, flat-
  footed 21 (-1 size, +2 Dex, +8 natural, +4 chain 
  shirt); Base Atk +5; Grp +13; Atk +9 melee 
  (1d4+4/20, hoof); Full Atk +9 melee (1d4+4/20, 
  2 hooves) and +4 melee (1d3+2/20, bite); 
  Space/Reach 10 ft./5 ft.; SQ Evasion, devotion, 
  low-light vision, link, scent, share spells; AL N; 
  SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 
  18, Int 2, Wis 13, Cha 6. 
   
  Skills and Feats: Listen +4, Spot +4, 
  Survival +5; Endurance, Fleet of Foot, Run. 
   
  Tricks: Attack, Come, Home, Defend, Stay, 
  Track.  
   
  Possessions: 
  horseshoes 
  of 
  speed, 
  masterwork chain shirt barding. 
  Dewdrop: female pixie; hp 4; see Monster 
  Manual p.  236. 
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 42 
  Appendix Six – Rule Changes
  New Feats 
  Energy Substitution (Complete Arcane) 
  Prerequisite:  Any other metamagic feat.  
  Knowledge (arcana) 5 ranks 
  Benefit:  Choose one type of energy (acid, cold, 
  electricity, or fire).  You can then modify any 
  spell with an energy descriptor to use the 
  chosen type of energy instead.  An energy-
  substituted spell uses a spell slot of the spell’s 
  normal type – for example, a fireball composed 
  of cold energy is an evocation [cold] spell. 
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
  Practiced Spellcaster (Complete Arcane) 
  Prerequisite:  Spellcraft 4 ranks 
  Benefit: Your caster level for the chosen 
  spellcasting class is increases by 4.  This benefit 
  cannot increase your caster level to higher than 
  your Hit Dice.  However, even if you can’t benefit 
  form the full bonus immediately, if you later gain 
  Hit Dice in levels of non-spellcasting classes, 
  you might be able to apply the rest of the bonus. 
  A character with tow or more spellcasting 
  classes 
  (such 
  as 
  a 
  bard/sorcerer 
  or 
  ranger/druid) must choose which class gains the 
  feat’e effect. 
  This feat does not affect your spells per day or 
  spells known.  It increases your caster level 
  only, which would help you penetrate spell 
  resistance and increase the duration and other 
  effects of your spells. 
  Special: You may select this feat multiple times. 
    Each time you choose it, you must apply it to a 
  different spellcasting class. 
  Quicken 
  Spell-like 
  Ability 
  (Monster 
  Manual III) 
  Prerequisite:  Spell-like ability at caster level 
  10th or higher. 
  Benefit:  The creature can use one of its spell-
  like abilities as a quickened spell-like ability 
  three times per day (or less, if the ability is 
  normally usable only once or twice per day). 
  Using a quickened spell-like ability is a swift 
  action that does not provoke attacks of 
  opportunity.  The creature can perform another 
  action – including the use of another spell-like 
  ability – in the same round that it uses a 
  quickened spell-like ability.  The creature can 
  use only one quickened spell-like ability per 
  round. 
  The creature can only select a spell-like ability 
  duplicating a spell with a level less than or equal 
  to half its caster level (rounded down) –4.  For a 
  summary, see the table below.  For example, a 
  creature that uses its spell-like abilities as a 15th 
  level caster can only quicken spell-like abilities 
  duplicated spells of 3rd level or lower.  In 
  addition, a spell-like ability that duplicates a spell 
  with a casting time greater than 1 full round 
  cannot be quickened. 
  Normal:  Normally the use of a spell-like ability 
  requires a standard action and provokes attacks 
  of opportunity unless otherwise noted. 
  Special:  This feat can be taken multiple times.  
  Each time it is taken, the creature can apply it to 
  a different one of its spell-like abilities. 
  New Spells and Invocations 
  Arctic Haze (Frostburn) 
  Conjuration (Creation) [Cold] 
  Level:  Druid 3, sorcerer/wizard 3 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Effect:  Fog spreads in a 30-ft. radius 20-ft. high 
  Duration:  10 min./level 
  Saving Throw:  Fortitude half 
  Spell Resistance:  No 
  A bank of fog composed entirely of tiny, razor-
  sharp ice shards billows out from the targeted 
  point.  The fog obscures all sight, including 
  darkvision, beyond 5 ft.  A creature 5 feet away 
  has 
  concealment 
  (20% 
  miss 
  chance).  
  Creatures farther away have total concealment 
  (50% miss chance, and the attacker can’t us 
  sight to locate the target). 
  In addition, the sharp ice particles tear the skin 
  of those moving through the area, causing 4 
  points of damage per round, half of which is cold 
  damage. 
  A strong wind (21+ mph) disperses the fog in 4 
  rounds; a severe wind (31+ mph) disperses the 
  
  GEO5-07 Bound in Clockwork 
   
  Page 43 
  fog in 1 round.  Dispersing the fog in this 
  manner, however, causes damage to those 
  within its area as the icy shards whip past.  A 
  strong wind causes 4 points of damage per 
  round (half cold); a severe wind causes 8 points 
  of damage (half cold). 
  Bands of Steel (Complete Arcane) 
  Conjuration (Creation) 
  Level:  Sor/Wiz 3 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Target:  One creature 
  Duration:  1 round/level 
  Saving Throw:  Reflex partial 
  Spell Resistance:  No 
  You conjure a number of shining metallic bands 
  out of thin air, encircling a Medium or smaller 
  creature.  The victim must succeed on a Reflex 
  save or be immobilized (helpless).  If the saving 
  throw succeeds, the victim is only partially 
  trapped by the bands (treat as entangled). 
  A creature immobilized by the bands can 
  attempt to escape as a full-round action, either 
  by bursting free (Str DC 18) or wriggling out 
  (Escape Artist DC 18).  An entangled creature 
  can use a full-round action to break or 
  disentangle itself with a DC 13 Str check or a 
  DC 13 Escape Artist check.  Large or larger 
  creatures are too big to be captured or impeded 
  by the bands. 
  Material Component:  Three small silver hoops, 
  interlocked. 
  Blood Snow (Frostburn) 
  Transmutation [Cold] 
  Level:  Cleric 2, druid 2, sorcerer/wizard 3 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Area:  20-ft. square of snow/level 
  Duration:  1 round/level 
  Saving Throw:  Fortitude negates 
  Spell Resistance:  Yes 
  You must cast this spell on a snow field.  You 
  corrupt an area of fallen snow, imbuing it with 
  negative energy.  Each round, a creature in 
  contact with blood snow must succeed on a 
  Fortitude save or take 1d2 points of Constitution 
  drain.  In addition, anyone failing a saving throw 
  is nauseated for the duration of the spell. 
  Boreal Wind (Frostburn) 
  Evocation [Cold] 
  Level:  Bard 5, cleric 5, druid 4, sorcerer/wizard 
  5 
  Components:  V, S, DF 
  Casting Time:  1 standard action 
  Range:  Long (400-ft. + 40-ft./levels) 
  Effect:  Gust of wind (20 ft. wide, 20 ft. high) 
  emanating out from you to the extreme of the 
  range 
  Duration:  1 round + 1 round/2 levels 
  Saving Throw:  Fortitude negates 
  Spell Resistance:  Yes 
  You create a strong blast of arctic air that 
  originates from your fingertips and moves in the 
  direction you are facing. As a stronger form of 
  gust of wind, this boreal wind automatically 
  extinguishes candles, torches, and similar 
  protected or unprotected flames, including 
  lanterns. Large fires (such as bonfires, a 
  blacksmith’s coals, or even a house fire) have a 
  50% chance to be extinguished by the boreal 
  wind. Forest or grassland fires are too large to 
  be extinguished by this spell. 
  All creatures caught in the area take 1d4 points 
  of cold damage per caster level (maximum 15d4 
  points of damage). A successful Fortitude 
  saving throw negates the gust’s effects. Those 
  that fail the save are pushed away from the 
  caster a distance of 3 feet per caster level. 
  Creatures that remain in the area past the first 
  round must make an additional saving throw 
  each round. 
  A boreal wind can do anything a sudden blast of 
  wind would be expected to do. It can create a 
  stinging spray of sand or dust, overturn tents, 
  and blow down small huts, scuttle a small boat, 
  and blow gases or vapors to the edge of the 
  range. 
  The wind can change direction if you actively 
  direct it (a move action for you); otherwise, it 
  merely blows in the same direction. 
  Column of Ice (Frostburn) 
  Conjuration (Creation) [Cold] 
  Level:  Druid 3, sorcerer/wizard 4 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Close (25-ft. + 5-ft./2 levels) 
  Effect:  One column of ice, 10-ft. radius and 5 
  ft./level in height 
  Duration:  Permanent 
  Saving Throw:  Reflex negates 
  
  GEO5-07 Bound in Clockwork 
   
  Page 44 
  Spell Resistance:  No 
  A column of ice rises from the ground, lifting any 
  object or creature (including you) standing in the 
  area into the air. Creatures making a Reflex 
  saving throw can choose to avoid the column. 
  Moving or fighting atop the ice column requires 
  a DC 10 Balance check. Those who fail fall 
  prone and must immediately succeed on a DC 
  12 Reflex saving throw or slip off the column, 
  taking commensurate falling damage. 
  Creatures atop the column as it rises may be 
  smashed against the ceiling or other overhead 
  obstructions, which deals 4d6 points of damage. 
  Magical Ice Column: 10 feet thick; hardness 
  16; hp 160; break DC 90; Climb DC 30. 
  Arcane Material Component: A 2-inch rod of ice. 
  Entomb (Frostburn) 
  Evocation [Cold] 
  Level:  Druid 6, sorcerer/wizard 6 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Area:  One creature/level, no two of which can 
  be more than 30 ft. apart 
  Duration:  Instantaneous and 1 round/level; see 
  text 
  Saving Throw:  Fortitude negates 
  Spell Resistance:  Yes 
  An entomb spell traps living creatures in a block 
  of ice, suffocating them. The spell entraps the 
  target with a thick layer of ice from head to toe. 
  Thos that make a successful Fortitude saving 
  throw can shake off the ice immediately though 
  they still take 6d6 points of cold damage. If the 
  creature fails its saving throw, it is held within 
  the ice and immediately begin to suffocate per 
  the drowning rules (see page 304 of the 
  Dungeon Master’s Guide).  In addition, the 
  creature takes 2d12 points of cold damage and 
  1 point of Constitution damage per round from 
  contact with the ice. 
  Other than attempting to escape, creatures 
  entombed can perform actions that only require 
  mental or verbal activity. 
  Escaping from the ice block requires a DC 20 
  Strength check or the application of 20 points of 
  fire damage. 
  Material Component: A clear gemstone with a 
  minimum value of 500 gp. 
  Flesh to Ice (Frostburn) 
  Transmutation 
  Level:  Sorcerer/wizard 5 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Target:  One creature 
  Duration:  Instantaneous 
  Saving Throw:  Fortitude negates 
  Spell Resistance:  Yes 
  The subject, along with all its carried gear, turns 
  into a mindless, inert ice sculpture. If the 
  sculpture resulting from this spell is broken, 
  melted, or damaged, the subject (if ever 
  returned to its original state) has similar damage 
  or deformities. The creature is not dead, but it 
  does not seem to be alive either when viewed 
  with spells such as deathwatch. Only creatures 
  made of flesh are affected by this spell. 
  Material Component: Water and a drop of blood. 
  Freezing Fog (Complete Arcane) 
  Conjuration (Creation) [Cold] 
  Level:  Sor/Wiz 3 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Effect:  Fog spreads in 20-ft. radius, 20-ft. high 
  Duration:  1 round/level 
  Saving Throw:  Reflex partial 
  Spell Resistance:  No 
  A bank of freezing mist billows out from the point 
  you designate, obscuring all sight (including 
  darkvision) beyond 5-ft.  Creatures in the first 5 
  feet of the mist have concealment while 
  creatures farther inside have total concealment. 
  Each round on your turn, the frigid mist deals 
  1d6 points of cold damage to each creature and 
  object within it.  The freezing fog is so thick that 
  any creature attempting to move through a 
  progresses at a maximum speed of 5 feet 
  (regardless of its normal speed) and takes a –2 
  penalty on all melee attack rolls and damage 
  rolls and a –6 penalty on ranged weapon attack 
  rolls (but not ranged spell attack rolls).  A 
  creature or object that falls into the fog from 
  above is slowed, so that each 10 feet of mist it 
  passes through effectively reduces overall falling 
  distance by 10 feet. 
  Freezing fog also coats all solid surfaces in its 
  area with a slick, icy rime, and on your turn each 
  round, each creature in the area of the fog must 
  
  GEO5-07 Bound in Clockwork 
   
  Page 45 
  make a successful Reflex save or fall.  A 
  creature that manages to stand must make a 
  DC 10 Balance check in order to move, falling if 
  it fails its save by 5 or more.  Creatures in a 
  freezing fog can’t take a 5-ft. step. 
  A severe wind (31+ mph) disperses the cloud in 
  1 round.  The spell does not function 
  underwater. 
  Freezing Glance (Frostburn) 
  Enchantment [Cold] 
  Level:  Sorcerer/wizard 6 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Close (25-ft. + 5-ft./2 levels) 
  Effect:  One living creature 
  Duration:  1 round/level; see text 
  Saving Throw:  Will negates 
  Spell Resistance:  Yes 
  Your eyes become wintry tombs that destroy the 
  spark of life in those who meet your stare. Each 
  round you may target a single living creature. It 
  must make a Will saving throw or be frozen in 
  place. 
  Frozen creatures cannot move, attack, cast 
  spells, 
  or 
  defend 
  themselves; 
  they 
  are 
  considered immobile, losing shield and Dexterity 
  bonuses to Armor Class and taking a further -4 
  penalty to Armor Class. Frozen creatures are 
  entitled to an additional saving throw if attacked, 
  but this provides no immunity to the gaze. A 
  creature that has been immobilizing with a 
  freezing glance, then restored to motion after an 
  attack, can still be the target of the same 
  freezing glace in a later round. 
  Though the gaze attack ends rather quickly, 
  frozen creatures remain immobile for 1 minute 
  per level.  In some cases, this can cause serious 
  damage through exposure to the elements. 
  Frostfell (Frostburn) 
  Transmutation [Cold] 
  Level:  Druid 8, Sor/Wiz 9 
  Components:  V, S, M/DF 
  Casting Time:  1 round 
  Range:  Medium (100-ft. + 10-ft./level) 
  Area:  20-ft. cube/level 
  Duration:  1 hour/level 
  Saving Throw:  Fortitude partial; see text 
  Spell Resistance:  See text 
  The area you designate becomes a frigid and 
  icy environment, immediately dropping the 
  temperature by 3 temperature bands.  For 
  example, if thetemperature is moderate, it drops 
  to extreme cold (see page 9).  If the new 
  temperature is below the cold band, all water is 
  turned to ice and all earth and stone becomes 
  everfrost to a depth of 10 feet per caster level.  
  Air within the area freezes, resulting in a heavy 
  snowstorm lasting for the duration of the spell.  
  Snow 
  accumulates 
  only 
  if 
  the 
  ground 
  temperature is below the moderate band. 
  Living creatures caught within the area when the 
  spell is cast instantly turn to ice (as per the flesh 
  to ice spell).  If a creature successfully saves, 
  frostfell deals 1d6 points of frostburn damage 
  per caster level (maximum 20d6).  Creatures 
  entering the area after the spell has been cast 
  do not take this damage; however, all creatures 
  in the area are subject to the normal effects of 
  cold, snow, and ice for the durations of the spell. 
  Objects in the area, including those held by 
  creatures, are instantly covered in a thin layer of 
  frost, making them slippery.  When a creature 
  uses a frosted item (a weapon, lockpicks, a 
  potion, and so on), it must succeed on a DC 10 
  Dexterity check or it drops the item before it can 
  be used. 
  Cold spells cast within the area gain a +1 caster 
  level. Multiple frostfells may be cast into the 
  same area to increase the effects (dropping the 
  temperature by an additional 3 bands).  The 
  temperature band cannot be dropped below 
  unearthly cold, no matter how many times 
  frostfell has been cast. 
  Arcane Material Component:  A pinch of dust 
  and a few drops of water. 
  Ice Darts (Frostburn) 
  Conjuration (Creation) [Cold] 
  Level:  Bard 2, sorcerer/wizard 2 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Close (25-ft. + 5-ft./2 levels) 
  Effect:  One or more ice darts 
  Duration:  Instantaneous 
  Saving Throw:  None 
  Spell Resistance:  No 
  A sharp, transparent icicle shoots from your 
  fingertip.  You may fire one dart, plus one 
  additional dart for every two levels beyond 3rd 
  (to a maximum of five darts at 11th level).  Each 
  dart requires a ranged touch attack to hit and 
  deals 2d4 points of damage, half of which is cold 
  damage. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 46 
  Imbue Familiar with Spell-like Ability 
  (Complete Arcane) 
  Universal 
  Level:  Sor/Wiz 6 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Touch 
  Target:  Familiar touched 
  Duration:  1 hour/level 
  Saving Throw:  Will negates (harmless) 
  Spell Resistance:  Yes (harmless) 
  This spell allows you to transfer a number of 
  your spells and the ability to cast them into your 
  familiar.  Spontaneous spellcasters, such as 
  sorcerers, can imbue a familiar with any spells 
  they know how to cast.  Arcanists who prepare 
  spells, such as wizards, can imbue a familiar 
  with any spell they have currently prepared.  In 
  either case, you can imbue one spell per three 
  caster levels, with a maximum spell level of one-
  third your caster level, rounded down (maximum 
  5th level).  Multiple castings of imbue familiar 
  with spell ability have no effect on these limits. 
  The transferred spell’s variable characteristics 
  (range, duration, area, and so on) function 
  according to your level.  Once you cast imbue 
  familiar with spell ability on your familiar, both 
  the spell slot from which you cast the spell and 
  the spell slots of the transferred spells remain 
  unavailable for the preparation or casting of new 
  spells until the familiar uses the transferred 
  spells or imbue familiar with spell ability expires. 
  The spell can be dispelled; if this spell fails, the 
  spells transferred are lost as if the familiar had 
  cast them.  In an antimagic field, the familiar 
  loses the ability to cast the imbued spells but 
  regains it again if it leaves the field (so long as 
  the spell’s duration hasn’t expired). 
  If any transferred spell requires a focus or 
  material component, you must have it on your 
  person when the spells are cast (components 
  are consumed as normal without requiring you 
  to bring them to hand).  Any XP costs from a 
  transferred spell are deducted from your total 
  when the familiar casts the spell. 
  Lesser Acid Orb (Complete Arcane) 
  Conjuration (Creation)[Acid] 
  Level: Sorcerer/Wizard 1, War Mage 1 
  Components: V, S 
  Casting Time: 1 Standard Action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One Orb of Acid 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  An orb of acid 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of damage. 
  You must succeed on a ranged touch attack to 
  hit your target. 
  For every two caster levels beyond 1st, your orb 
  deals an additional 1d8 points of damage: 2d8 
  at 3rd level, 3d8 at 5th level, 4d8 at 7th level, 
  and the maximum of 5d8 at 9th level or higher. 
  Orb of Cold (Complete Arcane) 
  Conjuration (Creation)[Cold] 
  Level: Sorcerer/Wizard 4, War Mage 4 
  Components: V, S 
  Casting Time: 1 Standard Action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One Orb of Cold 
  Duration: Instantaneous 
  Saving Throw: Fortitude Partial 
  Spell Resistance: No 
  An orb of cold 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of cold 
  damage per caster level (maximum 15d6). You 
  must succeed on a ranged touch attack to hit 
  your target. 
  A creature struck by the orb takes damage and 
  becomes blinded for 1 round.  A successful 
  Fortitude saves negates the blinded effect but 
  does not reduce the damage. 
  Phantom Assailants (Complete Arcane) 
  Illusion (Phantasm) [Fear, Mind-affecting] 
  Level:  Sor/Wiz 2 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Close (25-ft. + 5-ft./2 levels) 
  Target:  One living creature 
  Duration:  Instantaneous 
  Saving Throw:  Will disbelief (if interacted with), 
  then Fortitude half; see text 
  Spell Resistance:  Yes 
  You create phantasmal images of nightmare 
  creatures in the target's mind, visible only as 
  shadowy shapes to you and unseen by all 
  others.  If the target succeeds on an initial Will 
  save, it recognizes that the images are not real, 
  and the spell fails.  If not, the phantasms strike 
  the target, dealing 4 points of Wisdom damage 
  and 4 points of Dexterity damage (2 points each 
  on a successful Fortitude save).  If the subject of 
  
  GEO5-07 Bound in Clockwork 
   
  Page 47 
  a phantasmal assailant succeeds in disbelieving 
  and is wearing a helm of telepathy, the spell can 
  be turned back upon you with the same effect. 
  Prismatic Ray (Complete Arcane) 
  Evocation 
  Level:  Sor/Wiz 5, warmage 5 
  Components:  V, S 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Effect:  Ray 
  Duration:  Instantaneous 
  Saving Throw:  See text 
  Spell Resistance:  Yes 
  A single beam of brilliantly colored light shoots 
  from your outstretched hand.  On a successful 
  ranged touch attack, creatures with 6 Hit Dice or 
  fewer are blinded for 2d4 rounds by the 
  prismatic ray in addition to suffering a randomly 
  determined effect (see the accompanying table). 
  Prismatic Ray 
  1d6 
  Color of 
  Beam 
  Effect 
  1 
  Red 
  20 points fire damage (Reflex 
  half) 
  2 
  Orange 
  40 
  points 
  acid 
  damage 
  (Reflex half) 
  3 
  Yellow 
  80 points electricity damage 
  (Reflex half) 
  4 
  Green 
  Poison (Kills; Fortitude partial, 
  take 
  1d6 
  Con 
  damage 
  instead) 
  5 
  Blue 
  Turned to stone (Fortitude 
  negates) 
  6 
  Indigo 
  Insane, as insanity spell (Will 
  negates) 
   
  Sword of Darkness (Complete Arcane) 
  Necromancy [Evil] 
  Level:  Sor/Wiz 7, wu jen 7 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Effect:  Black blade of negative energy 
  Duration:  1 round per level (D) 
  Saving Throw:  None 
  Spell Resistance:  Yes 
  This spell functions as sword of deception, 
  except you cause a black blade of pure negative 
  energy to appear and attack opponents at a 
  distance, as directed by you.  A sword of 
  darkness bestows one negative level on each 
  successful 
  hit 
  against 
  a 
  living 
  creature, 
  threatens a critical hit on a roll of 19-20, and 
  bestows an additional negative level on a critical 
  hit.  Negatives levels usually have a chance of 
  permanently draining the subject’s levels, but 
  the negative levels from sword of darkness don’t 
  last long enough to do so.  However, if the 
  subject gains at least as many negative levels 
  as it has Hit Dice, it dies. 
  If the sword strikes an undead creature, it grants 
  that creature 5 temporary hit points per two 
  caster levels (maximum 25 temporary hit points) 
  that last for up to 1 hour. 
  Material Component:  A katana, bastard sword, 
  or longsword, which is shattered against a stone 
  while casting the spell. 
  Reciprocal Gyre (Complete Arcane) 
  Abjuration 
  Level:  Sor/Wiz 5 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Target:  One creature or object 
  Duration:  Instantaneous 
  Saving Throw:  Will half, then Fortitude 
  negates; see text 
  Spell Resistance:  No 
  You manipulate the magical aura of a creature 
  or object, creating a damaging feedback 
  reaction of arcane power.  The target takes 1d6 
  points of damage per spell level of each 
  functioning spell or spell-like ability currently 
  affecting it (maximum 25d6).  For example, a 
  creature who is hasted (3rd level), flying (3rd 
  level), and protected by a stoneskin spell (4th 
  level wizard version) takes 10d6 points of 
  damage (Will save for half).  In addition any 
  creature that fails its save must then succeed on 
  a Fortitude save or be dazed for 1d6 rounds. 
  Only spells specifically targeted on the creature 
  in question can be used to create the backlash 
  of a reciprocal gyre, so spells that affect an area 
  (such as invisibility sphere and solid fog) can’t 
  be used to deal reciprocal damage to creatures 
  within their area.  Likewise, persistent or 
  continuous effects from magic items can’t be 
  used to deal reciprocal damage, but targeted 
  
  GEO5-07 Bound in Clockwork 
   
  Page 48 
  spell effects can be – for example, the magic of 
  a cloak of resistance can’t be used by reciprocal 
  gyre, but a spell cast by a wand of invisibility 
  could be. 
  Material component:  A tiny closed loop of 
  copper wire. 
  Unluck (Complete Arcane) 
  Divination 
  Level:  Bard 4, Sor/Wiz 4 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Close (25-ft. + 5-ft./2 levels) 
  Target:  One creature 
  Duration:  1 round/level 
  Saving Throw:  Will negates 
  Spell Resistance:  Yes 
  When you cast this spell, you negatively 
  influence the randomness of fortune for the 
  target.  
  Whenever 
  the 
  affected 
  creature 
  undertakes an action involving random chance 
  (specifically, whenever any die roll is made for 
  the creature, including attack rolls), two separate 
  rolls are made and the worse results applied. 
  A creature carrying a stone of good luck is 
  immue to the effect of unluck, but the stone's 
  effects do not function for the duration of the 
  spell if the creature fails its save. 
  Material Component:  A piece of a broken 
  mirror. 
  Zone of Glacial Cold (Frostburn) 
  Conjuration [Cold] 
  Level:  Druid 2, ranger 2, sorcerer/wizard 2 
  Components:  V, S, M 
  Casting Time:  1 standard action 
  Range:  Medium (100-ft. + 10-ft./level) 
  Effect:  20-ft. radius 
  Duration:  1 round/level 
  Saving Throw:  Fortitude half 
  Spell Resistance:  No 
  You create a zone of icy cold within the spell’s 
  area, dealing 1d6 points of cold damage per 
  round. 
  Arcane Material Component:  A snowball. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 49 
  Appendix Seven – Plane of Time
  The Plane of Time (Temporal Energy Plane) has 
  the following traits based upon the traits 
  presented in the Manual of the Planes, p.  208-
  210. 
  Access: Portals to the Plane of Time only 
  appear at certain times, when the two moons of 
  Oerth are in specific positions.  The portals form 
  in remote, wild locations, far from civilization.  
  The portals require a portal key (a series of 
  chords played in succession) to open. 
  Subjective 
  Directional 
  Gravity: 
  Travelers 
  choose their own down just as they would on the 
  Elemental Plane of Air, although this does little 
  good when caught in a windstorm.  However, 
  the gravity for the Clockworks is already 
  determined and downward is away from the 
  Eternal Circle. 
  Erratic Time and Timeless: The Temporal 
  Energy Plane is timeless with regard to such 
  mundane matters such as hunger, thirst, and 
  sleep.  It has the erratic time trait compared to 
  the Material Plane, however.  When characters 
  leave the Plane of Time, check how much time 
  has passed in the Material Plane during their 
  sojourn using the Erratic Time Effects Table 
  (see Appendix Eight). 
  Even a few hours on the Temporal Energy Plane 
  may turn into weeks away form the Material 
  Plane, and long-term visitors (or prisoners) may 
  find themselves exiled from their home time line, 
  never to return. 
  Infinite Size: At the very least, the Temporal 
  Energy Plane is as large as the Material Plane. 
  Alterable Morphic: Objects remain where they 
  are unless affected by physical force or magic. 
  No Elemental or Energy Traits: The Temporal 
  Energy Plane is neither positive- nor negative-
  dominant.  However, parts of its eternal 
  windstorm may have either the minor positive-
  dominant or the minor negative-dominant trait. 
  Enhanced Magic: Spells and spell-like abilities 
  that have time-based effects, including such 
  spells as haste and time stop are extended (as 
  the Extend Spell feat).  Spells and spell-like 
  abilities 
  that 
  are 
  already 
  extended 
  are 
  unaffected by this trait.  A time stop spell is 
  particularly useful on the Temporal Energy 
  Plane because it creates a bubble around the 
  user that protects against the effects of the dust-
  laden winds.  Such a bubble then drifts across 
  the plane. 
  Limited Magic: Spells that affect wind and 
  weather do not affect the winds on the Temporal 
  Energy Plane.  These winds are moved not by 
  natural causes, but by the relentless advance of 
  entropy through the cosmos. 
  Because the Plane of Time does not connect to 
  the Astral Plane, the Ethereal Plane, or the 
  Plane of Shadow, spells that use those planes 
  do not function on the Temporal Energy Plane.  
  These spells include, but are not limited to: 
  astral projection, blink, dimensional anchor, 
  dimension door, ethereal jaunt, etherealness, 
  greater shadow conjuration, greater shadow 
  evocation, Leomund's secret chest, shades, 
  shadow conjuration, shadow evocation, shadow 
  walk, summon monster (i-ix), summon nature's 
  ally (i-ix), summon swarm, teleport, teleportation 
  circle, teleport without error, and vanish. 
  Movement and Combat: The normal rules for 
  combat on the Plane of Time do not apply as 
  long as the PCs remain in the Clockworks. 
  Winds of Time: The greatest immediate danger 
  on the Temporal Energy Plane is the eternal 
  wind that sweeps through it, billowing with the 
  dust that used to be worlds, leveled by the 
  power of time.  The Winds of Time do not affect 
  characters in the Clockworks. 
  The wind blows medium creatures 1d6x10 feet 
  (and small or smaller creatures 2d6x10 feet) and 
  the dust carried with the wind can suffocate 
  unprotected characters.  See Dungeon Master’s 
  Guide pg.  304.  Note that the PCs do not suffer 
  from the Winds of Time while walking on the 
  minute hand or when they are inside the 
  Clockworks. 
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 50 
  Appendix Eight 
  Ask the PCs how they intend to move down the path. Any form of movement faster than double move 
  requires a roll on the erratic time chart below. 
   
  d10 Roll 
  Erratic Time Effects 
   
  Movement 
  Actions 
  Spell Durations 
  1 
  5 ft. 
  Limited to a single 
  action 
  Advance 6 hrs. 
  2 
  Normal 
  Normal 
  Advance 6 hrs. 
  3 
  Normal 
  Limited to a single 
  action 
  Unchanged 
  4 
  5 ft. 
  Normal 
  Unchanged 
  5 
  Normal 
  Normal 
  Unchanged 
  6 
  Normal 
  Normal 
  Unchanged 
  7 
  +30 ft* 
  Normal 
  Unchanged 
  8 
  Normal 
  One additional action 
  is gained 
  Unchanged 
  9 
  Normal 
  Normal 
  Advance 6 hrs. 
  10 
  +30 ft* 
  One additional action 
  is gained 
  Advance 6 hrs. 
   
  * When movement is extended, the PC must move the entire distance. For example, a PC with a 30-ft. 
  move rolls a 7 on the table above. The PC’s movement is now 60 ft. If the PC takes a move action, he 
  must move the full 60 ft.; he cannot move less than that. Thus the PC cannot take a 5-ft. step. 
   
  The effects on this table last until the PC's next turn. 
   
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 51 
  Judge Aid #1 
   
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 52 
  Judge Aid #2 
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 53 
  Judge Aid #3 
   
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 54 
  Player Handout #1 
  1) What method did you use to gain access to the Temporal Energy Plane? 
   
   
  2) What other methods of entry did you observe? 
   
   
  3) Did you notice boundaries within the Temporal Energy Plane? Or did it seem to go on forever? 
   
   
  4) Describe any terrain features observed. 
   
   
  5) Describe any inhabitants observed. 
   
   
  6) List any organized political structures or cultural items of note. 
   
   
  7) List any erratic time effects observed and what triggered them. 
   
   
  8) What impact did the Temporal Energy Plane have on the use of arcane or divine magical 
  energies? 
   
   
  9) Did the Plane demonstrate any positive or negative energy traits? 
   
   
  10) Describe the effects of the “Winds of Time” and how strong they were. 
   
   
  11) What manifestations of temporal energy or “time” did you observe? 
   
   
  12) Note any other unusual items of note. 
  
  GEO5-07 Bound in Clockwork 
   
  Page 55 
  Player Handout #2 
   
   
  “Missing Time” by David Esbri 
  
  GEO5-07 Bound in Clockwork 
   
  Page 56 
  Player Handout #3 
   
   
   
  “The Puzzle Lid” by David Esbri 
  
  GEO5-07 Bound in Clockwork 
   
  Page 57 
  Player Handout #3 Continued 
   
  Design on the lid of the chest. 
   
  Tiles Scattered on the Workbench 
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 58 
  Player Handout #4 
   
   
   
  “A Clock with No Hours” by David Esbri 
  
  GEO5-07 Bound in Clockwork 
   
  Page 59 
  Player Handout #4 Continued 
   
   
  
  GEO5-07 Bound in Clockwork 
   
  Page 60 
  Player Handout #5 
   
   
   
  “The Queen in Solitude” by David Esbri 
  
  GEO5-07 Bound in Clockwork 
   
  Page 61 
  Player Handout #6 
   
   
   
  “Portrait of the Queen of Dark Winter” by David Esbri 
  
  GEO5-07 Bound in Clockwork 
   
  Page 62 
  Critical Events Summary 
   
  One of the benefits of playing this adventure at the convention when it premieres is that your actions 
  count toward the official results of this adventure.  This adventure GEO5-07 Bound in Clockwork 
  premieres at HochCon 2005.  If you are playing at the premiere, please fill out this form and return it to 
  the Geoff Triad at the convention. 
   
  Judge Name: __________________________________________________________ 
   
  Judge RPGA number: ___________________  
  Slot #: _______________________ 
   
  Did the party release Queen Maeve or leave her bound?  
  (Release / Bound) (circle one) 
   
  If they left her bound, did the party break the chain or remove it?  
  (Break / Remove) (circle one) 
   
  Did the party kill the frost giant wizard, Arbrozzar?  
  (Yes / No) (circle one) 
   
  Did the party kill Fjærde, Prince of Storms?  
  (Yes / No) (circle one) 
   
  Include the completed Player Handout #1 if the PCs desire to gain Aedan’s favor. 
   
  Judge Notes: (please list any noteworthy actions taken by the PCs, if any) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/595/Normal Scenarios/GEO5-07 - Bound in Clockwork (APL 8-12)/GEO5-07 - Bound in Clockwork.pdf