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sections/16-A Warning from Chronepsis.md
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# A Warning from Chronepsis
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The PCs have been tasked with finding Rennick, who is in Sigil. There is
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no portal to Sigil in St Parnas, so the PCs have to leave town -
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probably, they’ll walk toward Tradegate, which does have a portal to
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Sigil. There are other places in the Outlands that also have portals to
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Sigil: it doesn’t matter where the PCs decide to go, what matters is
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that they will be traveling through the Outlands.
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The Outlands are a strange place. The farther one gets from
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civilization, the more “unmoored” and “unrealistic” the landscape
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becomes. At one point, the PCs walk past a section of forest which is
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covered in cobblestone: not just the road, but also the forest floor,
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and some of the tree branches. If the PCs are traveling with somebody
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who is native to the Outlands, then this person remarks: “We’re standing
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in the middle of nowhere. But this land doesn’t want to be nowhere, it
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wants to be somewhere. The land is dreaming of all the different kinds
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of places it could be. Tomorrow, it will look different.”
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Eventually, the PCs will have to build a campsite and bed down for the
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night. During the night, the entire campsite moves. This sometimes
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happens in the Outlands: patches of land shift from one place to
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another, or even, to another plane of existence. Sometimes, it’s random,
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but in this case, it’s not: a god, Chronepsis, wants the PCs to pay a
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visit. So Chronepsis moved their campsite close to his realm.
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Chronepsis is the *Dragon God of Time and Fate*, and he is an enigmatic
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god. He literally *never* talks to anyone, mortal or god. He does
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occasionally leave his realm, but it’s rare. When he acts, it’s always
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subtly, and nobody is ever entirely sure whether or not he acted at all.
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This is the case here: Chronepsis did move the campsite, but he isn’t
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giving the PCs any clues that it was him, and he will never do anything
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to confirm or deny it. As a DM, you must treat Chronepsis as a permanent
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enigma. Divination spells that try to determine a being’s purpose or
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intent simply don’t work on Chronepsis. The PCs can make educated
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guesses: they can be 90% sure that Chronepsis did something, based on
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the evidence, but they should *never* receive any unambiguous
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confirmation.
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The PCs don’t notice the movement of the campsite until they wake up.
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The campsite and the immediate environment look completely unchanged,
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which is why nobody sounded the alarm during the night. But when the
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light comes up, it is possible to see that the spire used to be on
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*that* side of the campsite, but now it’s over *there*. Furthermore,
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Moradin’s Keep (a mountain range) looks a lot closer. A survival roll is
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enough for the PCs to figure out what happened: the campsite has moved
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across the outlands. They’re still on the “good” side of the great
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wheel, but they’re a lot closer to chaos now.
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The players discover that there’s still a road running past the
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campsite. The road used to connect St. Parnas to Tradegate, but now it
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probably goes somewhere else. The PCs aren’t entirely sure where it
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goes, but their best estimate is that if they travel rimward, they’ll
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end up near Sylvania or Faunel. Tell them that both of those cities
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probably contain gates to Sigil.
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Wherever the PCs decide to go, as they walk down the road, they pass
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beside a huge clearing in the woods, large enough to hold a city - but
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there’s no city inside, just some old ruins. If the PCs ignore it and
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keep walking, they eventually see it again, and again, and again.
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Meanwhile, they never actually *get* anywhere. No matter how long they
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walk, the spire seems just as far away, and the scenery starts to feel
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like it’s repeating, and they keep on seeing the clearing.
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### The Realm of Chronepsis
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The clearing is actually the realm of Chronepsis. His realm consists of
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a ruined city above ground, and an underground system of passages and
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chambers, known as the “Mausoleum.” Chronepsis himself is in his
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Mausoleum.
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If the PCs enter the realm and then try to leave, they end up back on
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the road, and they again find themselves walking past the clearing over
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and over. Again, they get nowhere. They cannot really leave yet.
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The ruined city contains only the foundations of buildings. The walls
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have all fallen. Almost all the buildings are made of white stone blocks
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that have been eroded by the millenia. The blocks used to be sharp and
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square, but rain, wind, and time have rounded the corners and
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sandblasted any surface details away. It is obvious to anyone that this
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city was abandoned millenia ago. The scale of the buildings is
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considerably larger than normal human buildings: the doorways are large
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enough for a creature of large size.
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Weather in the city is always cool and dry, and surprisingly, the PCs
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can see the Sun! This is unusual for the outlands, which doesn’t
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normally have a sun. This is because this city is an echo of a far away
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time, a far away place, a place that did have a sun. There is plant life
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here, mostly scrub vegetation and grasses. Small animals like birds,
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squirrels, and the like are plentiful. If you wish, you may place
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wildlife here, to give the PCs a random encounter.
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Throughout the realm of Chronepsis, there are tens of thousands of
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hourglasses. Most are down inside the Mausoleum, but the players will
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encounter a hundred or so while traveling the ruined city. The
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hourglasses appear to be made of glass, but with decorative trim made
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out of miniature dragon hide with little tiny scales. The miniature
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dragon hide trim comes in various colors - for every color of dragon,
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there are hourglasses of that color. Attempting to touch an hourglass
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reveals that they’re intangible illusions. The players probably don’t
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know this yet, but each hourglass represents the lifespan of an actual,
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living dragon.
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There are no hourglasses near the periphery of the ruined city. The PCs
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will have to walk inward into the city for a good 10-15 minutes before
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they see their first hourglass. It is hovering a few inches above the
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ruins of a stone wall, a few feet from the ground. Let the PCs examine
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it, but they can’t touch it. If they cast *identify*, they can learn
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what it is: the countdown of the life of a dragon. If the PCs get close
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to the center of the ruined city, they will start to see more
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hourglasses.
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Close to the center of the ruined city, the PCs encounter a dragonborn
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with golden skin, named Laeros. Laeros is actually an young adult gold
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dragon who travels in the form of a dragonborn. Laeros is a philosopher
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who is trying to understand how dragons are bound by fate. He isn’t a
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worshiper of Chronepsis, but he has found that he has more insights
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about fate when he’s in Chronepsis’ realm. He doesn’t know if this is a
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magical effect, or maybe it’s just an inspirational place. Either way,
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he’s happy sitting in the ruined city. He says the city is pretty, the
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weather is cool and pleasant; and it’s conducive to meditation.
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Laeros is quite surprised to see the PCs, the first thing he says is:
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“Are you dragons?” If the PCs say, “obviously, we’re not dragons,”
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Laeros laughs and says, “Most dragons take other forms when they
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travel.” If the PCs ask, “why do dragons take other forms,” Laeros holds
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up his hands and says, “Hands. Hands are very useful. Dragon claws just
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aren’t made for delicate work. Writing, for example: much easier with
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hands.”
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Laeros asks: “So, what are non-dragons doing *here,* in the realm of a
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dragon god?”
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Of course, the players only know that they were pressured into coming
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here by the clearing that kept chasing them. Laeros considers this to be
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an interesting mystery. He explains that the PCs are in the realm of
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Chronepsis. He says that hardly anyone ever comes to the realm, and that
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it’s particularly odd for a bunch of non-dragons to show up.
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He says: “I assume that if you’re here, it’s because Chronepsis probably
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wants you here. But why would he want you here? There’s not much to do
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here. He’s definitely not going to talk to you, he literally never talks
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to anyone. I really have no idea why he would bring you here. There’s…
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just nothing here, except old stone blocks, some old sculptures,
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hourglasses, and Chronepsis himself. And Chronepsis definitely won’t
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interact with you.”
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### Exploration of the Mausoleum
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The players may decide to explore the realm, to see if they can figure
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out what they’re supposed to do here. Laeros says, “Exploring seems like
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a good idea, you might figure something out. I must warn you though: if
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you see Chronepsis, don’t try to get his attention: if you bother him,
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he will cause you to cease to exist. However, you can look around
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safely, he does not object to people walking around the city and the
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mausoleum. He doesn’t even mind people walking around his chamber, as
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long as you’re quiet. Be respectful and silent, and you should be fine.”
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In the city, the PCs have pretty much already seen everything: ruined
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foundations, scrub vegetation, the occasional hourglass, and little
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else. In the very center, however, is the mausoleum.
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The mausoleum consists of a small above-ground building of white stone,
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containing a stairway down, and an underground complex. The small
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above-ground building is the only building that still stands in the
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entire city. The doors are wide open. The building is featureless white
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stone. There may have been decorations once, but they have been
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sandblasted away by the aeons.
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When the PCs descend into the mausoleum, they see corridors stretching
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in all directions. It looks like a museum: the floors and walls are done
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in marble, and there are magical lights at regular intervals. There are
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sculptures throughout the place - this artwork represents the lives of
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the dragons who used to live in the city. Many are in the form of
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dragonborn, but some are in full dragon form. They are doing all the
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things that people do: working, resting, eating, making art, and
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spending time together. The artwork is unmarred by erosion or time.
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Examining the art reveals little.
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The walls also contain niches that contain hundred of hourglasses each.
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These niches are in every room and passage. The passages go in many
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directions, and eventually one will find the chamber of Chronepsis. He
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is here, resting in his chamber. He is an absolutely ancient dragon,
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with ash-grey scales. He is bony and undernourished, so much so that he
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initially appears to be skeletal, but a closer inspection reveals he
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still has flesh, just not much of it. He is resting on a dais with a
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raised pedestal for his head. He does not bother to look at the PCs when
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they enter. His eyes stare into the distance.
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The chamber with Chronepsis contains an immense number of hourglasses,
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and more art. There is nothing else to discover here. In the long run,
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the exploration reveals little. There is nothing much to be done inside
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the mausoleum. Chronepsis will not react to the PCs unless a PC gets
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aggressive or destructive, in which case that PC stops existing: roll up
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a new character.
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### Talking to Laeros about the Deck
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A player might mention the Deck of Many Things to Laeros. When they do,
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Laeros perks up, and says, “Everyone’s been talking about the Deck. It’s
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big news all over the multiverse. People think it’s some kind of portent
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of big changes. There’s also a rumor that some adventurers who drew
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cards from the deck are working with Tymora to find the deck… and I see
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you have a priestess of Tymora with you. Are you the guys from the
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rumor?
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If they agree that they are, then Laeros says, “Well that’s exciting!
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You guys are famous, and I got to meet you! Good story for the kids.”
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Laeros is intellectually curious, and will ask a variety of questions
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about the Deck. But in the long run, he doesn’t have any immediate
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insight about things.
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### Asking Laeros about Hourglasses
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The players may ask Laeros about the hourglasses. Laeros explains: “Each
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hourglass represents the lifespan of an actual, living dragon. There’s
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an hourglass for every dragon in existence. The color of the hourglass
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matches the color of the dragon.”
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“By the way, the sand only tells you how much time remains in the
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dragon’s natural lifespan. But if a dragon gets killed before it has a
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chance to grow old, then it dies while a lot of sand still remains. So
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the sand isn’t a prediction of when the dragon will die. It only
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indicates how old the dragon is.”
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He says, “I tried to find my own hourglass, but in the end, I couldn’t
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figure out which one was mine. Obviously, I’m a gold dragon, so my
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hourglass is going to be gold. I’m a young adult, so I would expect the
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sand in my hourglass to be about one-third used up. So I can rule out
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99% of the hourglasses based on color and sand-quantity, but that still
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leaves dozens of hourglasses that could be mine. I just don’t know how
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to narrow it down further.”
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### Why are the PCs Really Here?
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Here is the real reason the PCs are here, in the realm of Chronepsis:
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Green is a dragon. He didn’t start out that way: he was originally
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human. He used wishes to transform himself, bit-by-bit, into a dragon.
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Of course, he still takes the form of a human most of the time. One wish
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wasn’t powerful enough to turn him all the way into a dragon, so he
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divided the process into multiple steps. Each wish made him a little
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more dragon-like, until finally, he used a wish that made him a true
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Dragon - a steel dragon. Once he became a dragon, his hourglass appeared
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in the realm of Chronepsis.\
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\
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Green was a 35-year old man, so when he became a dragon, he became a
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35-year old dragon. That’s a very young, small dragon. Green wasn’t
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satisfied with that, he wanted to be more powerful. So he used a wish to
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age himself. That wish added some years, but not as many as Green
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expected. He plans to use more wishes to add more years.
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If a dragon makes a wish to be older, that dragon is breaking a strict
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dragon code of conduct. Aging oneself artificially is not allowed. In
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fact, normally, it’s not even possible: the dragon gods have limited
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mortal magic so that it cannot be used to age a dragon. But the Deck
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isn’t mortal magic, the deck is a god in its own right. It has the power
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to make Green older, but the dragon gods resist, which is why the wish
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didn’t age Green by very much. Chronepsis, the dragon god of time, is
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particularly annoyed.
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So Chronepsis has a message for Green: Do not use any more wishes to age
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yourself! If you do, there will be consequences.
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However, Chronepsis cannot deliver this message. By his own rules, he
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cannot speak to anyone, and he cannot act in any overt way. He must be
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so subtle that nobody knows for sure if he acted at all. So here is his
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plan:
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First, Chronepsis arranged for Green’s hourglass to be directly in front
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of Laeros, and made sure Laeros was watching when Green aged himself.
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Laeros saw the sand in Green’s hourglass jump ahead. Laeros knows that
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this kind of sand movement represents artificial aging, and he knows
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that this should be impossible. He has been pondering it ever since.
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Second, Chronepsis brought the PCs into his realm, forcing them to meet
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Laeros. Now Chronepsis is just waiting for Laeros and the PCs to
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exchange information. He knows that eventually, if the two parties talk
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enough, they will figure out what they need to do.
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When the PCs understand their mission, then they will be released from
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the realm. But they’ll have to figure it out, with Laeros’s help.
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### Solving the Mystery
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When the PCs have finished exploring the realm, Laeros eventually brings
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the subject back to: “So why did Chronepsis bring you here? You’ve
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already explored everything. You’ve already looked at the hourglasses.
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You’ve already looked at the sculptures. There’s nothing left to do.”
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Then, in a joking tone, he says, “Well, other than talk to me.”
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||||
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||||
Hopefully, one of the players will say, “hey, maybe we *are* supposed to
|
||||
talk to you about something.”
|
||||
|
||||
Give the players a little time to suggest this. When they do, Laeros
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exclaims “Of course! We must have important information for each other!”
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If none of the players suggests this, Laeros suggests it.
|
||||
|
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Laeros says, “OK. Let’s just tell each other what we’ve been doing. I’ll
|
||||
start. I’m supposed to be here writing a book, but honestly, I’ve mostly
|
||||
spent the last month pondering a mystery - a weird hourglass.”\
|
||||
\
|
||||
He goes on to tell about how he was just relaxing one day, and staring
|
||||
absent-mindedly at the hourglass which was in front of him, when all of
|
||||
a sudden, the sand in the hourglass jumped ahead. He says:
|
||||
|
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> “If the sand jumps ahead, it means a dragon suddenly got older. Some
|
||||
> kind of premature aging. But that shouldn’t be possible.
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||||
>
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||||
> You see, when dragons age, they get more powerful. So if you’re a
|
||||
> dragon, magically aging yourself would be a cheap shortcut to power.
|
||||
> Because of that, the dragon gods have decreed that dragons aren’t
|
||||
> allowed to magically age themselves - dragons have to *earn* their
|
||||
> years.
|
||||
>
|
||||
> For example, there are undead who can cause premature aging. If an
|
||||
> undead like that attacks a dragon, the dragon might get sick, but it
|
||||
> won’t get older. Getting older isn’t allowed.
|
||||
>
|
||||
> So how is it possible that I saw an hourglass jump ahead? Doesn’t make
|
||||
> sense. But I’m sure I saw it. It would have to be some very powerful
|
||||
> magic. I’m pretty sure only a god could do it.
|
||||
>
|
||||
> So I’ve been wondering about that ever since. I just keep thinking
|
||||
> about it.
|
||||
|
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If the PCs ask what color the hourglass was: Steel.
|
||||
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||||
> “Steel dragons? They fit in very well with human culture. They often
|
||||
> take the form of humans and live in human cities. It’s common for them
|
||||
> to form relationships with humans. They are often interested in art
|
||||
> and culture. Of course, they’re individuals - don’t assume they’re all
|
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> the same.”
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||||
|
||||
If the PCs ask how old the dragon was, based on the amount of sand:
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||||
Before the aging, juvenile. After the aging, young adult.
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So after explaining all this, Laeros says: “OK, somehow, this must all
|
||||
fit in with what you’ve been doing. There must be some sort of
|
||||
connection.” Of course, the connection is this: the hourglass that
|
||||
Laeros saw was Green’s hourglass, and the magical aging was caused by
|
||||
the Deck.
|
||||
|
||||
It is up to the PCs to figure out at least this much: the Deck has been
|
||||
used to magically age a dragon. Just let them sweat it out until they
|
||||
figure it out.
|
||||
|
||||
When they say this to Laeros, Laeros says:
|
||||
|
||||
> “Well, if somebody’s using the Deck to age a dragon, somebody needs to
|
||||
> tell them to stop. Otherwise, they’re going to really piss off the
|
||||
> dragon gods.”
|
||||
|
||||
As soon as Laeros says this, the PCs feel a weight lift, and they
|
||||
instinctively understand that they’re free to leave the realm. They have
|
||||
the message they’re supposed to deliver.
|
||||
|
||||
Of course, Green is in Beshaba’s realm at this point. The PCs can’t talk
|
||||
to him directly, but they could possibly use the *sending* spell. If
|
||||
they do, Green will respond “Understood. Thanks for the warning.”
|
||||
|
||||
If the players don’t deliver the message right away, they will hopefully
|
||||
remember it later, when they see Green try to use the Deck to age
|
||||
himself again.
|
||||
|
||||
### To Sylvania, and then Sigil
|
||||
|
||||
After solving the mystery and leaving the realm of Chronepsis, the PCs
|
||||
have no trouble following the road, which eventually leads to Sylvania.
|
||||
We are providing a simplified version of Sylvania, mainly because the
|
||||
PCs won’t be here long. They’re really just entering the town to use the
|
||||
portal to Sigil. If you want to replace this version of Sylvania with a
|
||||
more complex version, you can. You can even set some of your own
|
||||
adventures here.\
|
||||
\
|
||||
As the PCs travel down the road toward Sylvania, the trees start getting
|
||||
bigger and bigger, until eventually around evening the road is snaking
|
||||
around the bases of absolutely *enormous* trees.
|
||||
|
||||
The road leads underneath a living wood archway. At the top of the
|
||||
archway, a hand-carved sign says, “Welcome to Sylvania.” At the side of
|
||||
the arch, a bored attendant looks up from the book he’s reading and
|
||||
says, “Please state your business.” If the PCs say, “Here to find a
|
||||
portal to Sigil,” the attendant puts a tally mark on a notepad, and
|
||||
says, “OK, move along,” while pointing toward the city. Then he goes
|
||||
right back to his book.
|
||||
|
||||
A few minutes later, the road becomes main street Sylvania. On both
|
||||
sides of the road are establishments built against or into the giant
|
||||
trees. The establishments are mainly restaurants, bars, music venues,
|
||||
dance clubs, theaters, and the like. Imagine bourbon street New Orleans
|
||||
on mardi gras, but wedged between giant trees.
|
||||
|
||||
If the PCs stop for dinner at a restaurant, they have to make difficult
|
||||
WIS save DC18 (use the party average) or else they start having a great
|
||||
time talking and socializing. They stay at the restaurant way too long,
|
||||
eat way too much, drink a lot of wine, and don’t leave until midnight.
|
||||
They spend 5X as much money as they intended. They wake the next day
|
||||
with an exhaustion level. This is the mood-altering properties of
|
||||
Arborea leaching through into Sylvania.
|
||||
|
||||
If they ask an innkeeper about a room, rooms are available. If they ask
|
||||
the innkeeper about a portal to Sigil, the innkeeper says: “To get to
|
||||
Sigil, you need to talk to the scrap metal dealer in the flea market.
|
||||
They open at 8 in the morning.”
|
||||
|
||||
The next day, the PCs wake, and the character of the city has completely
|
||||
changed. People are working hard, it’s bustling. The people know that if
|
||||
they want to party at night, they have to get their work done during the
|
||||
day, and they’re pushing themselves so that they can celebrate again.
|
||||
This is life in Sylvania.
|
||||
|
||||
The flea market contains some permanent buildings, some large tents,
|
||||
some people who just have tables by the side of the walkway. The scrap
|
||||
dealer has a big round tent. Inside, there are bins with metal
|
||||
classified by type: tin, copper, iron, steel, and alloys. The bins are
|
||||
full of all kinds of metal junk, bought and sold by the pound.
|
||||
|
||||
If you ask the merchant about the portal to Sigil, he says, “OK, I’ll
|
||||
take you there. 10gp each.” He collects the money. Then, he says “First,
|
||||
I have to do this.” He reaches into the steel bin, and pulls out a roll
|
||||
of steel wire. He makes a loop out of wire - an impromptu bracelet. He
|
||||
says “This ring of steel has an affinity for the city of Sigil, because
|
||||
the city of Sigil is like a ring of steel. Here, put this on.” He hands
|
||||
the bracelet to a PC, and then makes one for each PC. When everyone has
|
||||
a bracelet (except him), he says, “OK, time to go.” He ushers everybody
|
||||
out of the tent. When the PCs step out of the tent, they’re back in the
|
||||
flea market. But then they realize: it’s not the same flea market. It’s
|
||||
bigger — much bigger! Looking behind them, they see there’s no tent.
|
||||
They just traveled through a one-way portal.
|
||||
|
||||
Welcome to the Bazaar, in Sigil.
|
||||
|
||||
Reference in New Issue
Block a user