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The World is Stopping

The World is Stopping

Campaign: The World is Stopping

Location: The Mana Wastes, The Clockwork Heart, Dal Dur Deep Core Level Range: 12-17

Campaign Overview & Themes

  • The Core Conflict: The world of Aethervale's rotation and the flow of its ambient magic are regulated by an ancient, planet-sized mechanism known as the "Chronos-Clock," located deep beneath the Mana Wastes. The Clock is seizing up. The grease of time is drying out, caused by a temporal anomaly known as the "Stillness." Spells are hanging in the air, days are getting unnaturally long, and entire villages are becoming frozen in localized time-bubbles. The players are contacted by "Tick-Tock," the maddened, ancient dwarven custodian of the clock, to find a way to lubricate the gears and defeat the entities of the Stillness before the world freezes forever.
  • Tone & Tropes: High-concept cosmic fantasy and bizarre temporal mechanics. Themes include the inevitability of decay, fighting against the fundamental laws of physics, and surreal, mind-bending environments where time is broken.

The Sandbox / Regional Guide

  • Base of Operations: The Pendulum Station. A massive, swinging platform located in the upper shafts of the Chronos-Clock. It exists in a pocket of stable time. The players can rest here, trade with eccentric extra-dimensional merchants who have gotten stuck, and research temporal magic.
  • Key Locations:
    • The Stilled Wastes: Areas of the Mana Wastes where time has completely stopped. Entering requires special temporal tethers; otherwise, players risk becoming frozen like statues forever.
    • The Gear-Plains: A massive subterranean landscape made entirely of interlocking gears the size of cities. Navigating it requires anticipating the massive, grinding movements of the terrain.
    • The Anomaly Epicenter: A localized black hole where time is running backwards. Exploring this area causes characters to "un-learn" skills or physically regress in age if they stay too long.
    • The Temporal Vaults: Ancient libraries where the "Grease of Epochs" (the only substance that can lubricate the Chronos-Clock) is rumored to be stored, guarded by paradox-creatures.

Factions & Reputations

  • The Custodians (Tick-Tock's Faction): A tiny group of immortal, clockwork-augmented dwarves trying to maintain the machine. They are logical to a fault and lack empathy, viewing the players purely as tools to fix the machine.
  • The Children of the Stillness: A cult that worships the freezing of time as the ultimate peace and salvation from suffering. They actively sabotage the players' efforts to restart the clock.
  • The Paradox Echoes: Violent manifestations of alternate timelines that were "pruned" by the Chronos-Clock in the past. They hate the current timeline and want to ensure it ends.
  • The Chrono-Dragons: Metallic, time-traveling dragons that police the timestream. They are neutral but will attack the players if they believe their actions will cause a worse temporal paradox.

The Villains & Lieutenants

  • The Big Bad: The Null-Entity. A being of pure anti-time from outside the multiverse. It feeds on kinetic and temporal energy. It is not malicious; it is a fundamental force of entropy that has latched onto the Chronos-Clock like a parasite.
  • The Timeline of Doom:
    • Month 3: Localized "time-freezes" become common. Major cities experience "stuttering," where people lose hours of memory or repeat the same day.
    • Month 6: The rotation of the planet slows significantly. One side of the world begins to scorch in perpetual daylight, while the other freezes in eternal night. Magic becomes highly unstable, with spells casting hours after they are triggered.
    • Month 12: The Chronos-Clock stops completely. The world is locked in a single, frozen instant. The Null-Entity consumes the remaining energy, erasing Aethervale from reality.
  • Lieutenants:
    • High-Priestess Aethel: The leader of the Children of the Stillness, who wields powerful localized time-stop magic.
    • The Grand Paradox: An amalgamation of three different failed timelines, functioning as a chaotic, unpredictable assassin.
    • The Rust-Behemoth: A manifestation of the Clock's decay, a massive elemental that consumes metal and time.

The 5-Act Structure

  • Act I: The Inciting Incident (Levels 12-13): The players experience a "time-skip" during a battle in the Mana Wastes, suddenly finding themselves miles away, hours later. They discover a frozen village and are pulled into the earth by a mechanical tendril deployed by Tick-Tock, who frantically explains the situation.
  • Act II: The Sandbox (Levels 13-14): The players must explore the Gear-Plains and the Stilled Wastes to gather the components for the "Temporal Tethers" needed to survive deep within the Clock. They must deal with the Children of the Stillness sabotaging the upper gears.
  • Act III: The Turning Point (Levels 14-15): The players delve into the Temporal Vaults to retrieve the "Grease of Epochs." During the heist, they are ambushed by the Grand Paradox. Defeating it causes a temporal feedback loop that permanently alters a major historical event in the world above (DM's discretion on how this changes the campaign map).
  • Act IV: The Escalation & Assault (Levels 15-16): The descent into the Clockwork Heart. The players must navigate the incredibly dangerous, seizing machinery. They must fight off Chrono-Dragons who view their intervention as a paradox. They confront and defeat High-Priestess Aethel, who is attempting to weld the main gears together.
  • Act V: The Climax (Levels 16-17): The final confrontation with the Null-Entity at the absolute center of the world. The battle takes place in a void where the laws of time are breaking down. The players must fight the entity while simultaneously applying the Grease of Epochs to the massive central spindle, forcing the world's rotation to restart.

Dungeons & Set Pieces

  • The Anomaly Epicenter: A reverse-dungeon. Gimmick: Players start at the "boss room" and must fight their way out to the entrance. Any damage taken is "healed" over time, but spells cast return to their slots after a delay, creating a confusing resource-management puzzle where players must spend resources to progress backwards.
  • The Seizing Gear-Plains: A moving puzzle dungeon. Gimmick: The map consists of multiple massive rotating gears. Every round, the gears rotate 90 degrees. Players must position themselves correctly to avoid being crushed between the teeth of the gears, while fighting enemies that can freely teleport between the cogs.
  • The Core Spindle (Final Dungeon): The battle against the Null-Entity. Gimmick: At the start of every round, the DM rolls a d6 to determine the flow of time in the chamber (1-2: Normal, 3-4: Slowed - everyone has half movement and only one action/bonus action, 5: Hasted - everyone gets an extra action, 6: Frozen - all players and enemies must make a saving throw or lose their turn entirely).

Evolving Loot & Vestiges

  • The Chronos-Key: A complex, glowing pocket watch.
    • Dormant (Level 12): The user can cast Misty Step and Blur. They have advantage on initiative rolls.
    • Awakened (Level 14): Once per day, the user can cast Haste on themselves without requiring concentration. When an enemy misses them with a melee attack, the user can use a reaction to age the enemy's armor or weapon, giving a -1 penalty to AC or attack rolls (stacks up to -3).
    • Exalted (Level 16): The user can cast Time Stop once per week. They can touch a willing creature and completely reset their status (HP, spell slots, conditions) to exactly what it was 24 hours ago.
  • Aegis of the Immutable: A breastplate made from the polished casing of a Chrono-Dragon.
    • Dormant (Level 12): Grants immunity to the Slow spell and any effect that would artificially age the wearer.
    • Awakened (Level 14): As a reaction to failing a saving throw, the wearer can choose to succeed instead by "stepping slightly out of time," but they cannot move on their next turn (once per long rest).
    • Exalted (Level 16): The wearer gains a constant aura (10 feet). Enemies within the aura cannot take reactions, and their movement speed is halved as time thickens around them.