892902-To The End of TIme
892902-To The End of TIme
End of Time
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Taking D&D to the Limit A Word of Warning…
pic-level D&D is, well, epic. By the time
What is This Adventure? Tempani, a former ally of their benefactor, has lost
This one-shot is designed to give players a taste of epic her mind in the wake of a voyage to the reality-
level adventuring without the need for two years of twisting shores of the Far Realms. She has launched a
campaigning first. It can be completed in a single long plan that she claims will save the material plane from
session, or two or three shorter ones and should be its insidious tendrils, but exactly how effective this
relatively straightforward to run. will be and how catastrophic its side effects is yet to
The players get to pick from pre-generated epic- become clear...
level heroes (downloadable free from Over the course of their adventure the party will
winghornpress.com) or create their own, complete encounter all manner of powerful creatures far
with backstories of valor and adventure. At the very beyond the reach of regular adventurers, and face
moment of their death, these titanic heroes are tasks that would leave even stout-hearted heroes
plucked from their own time by a powerful angel and dumbstruck.
tasked with saving the world - and possibly much So sit down and grab some dice… it’s going to be a
more besides - one last time. long night.
The Tower of Time of arcane sigils. He is clutching at a deep wound in his
side and torn white wings hang limply from his back.
he adventurers wake up on the floor of a In a deep, resonant voice the being introduces
banishment, divination ● Tempani has been a strong force for good in the
world for as long as anybody can remember. She
legend lore, geas
has been particularly focused on overcoming
harm:
threats posed by creatures from the Far Realms,
ACTIONS and has been working with the faithful of Oghma
for centuries to collect knowledge and
Mace. +5 to hit, reach 5 ft.,
information on the foul aberrations.
one target. 5 (1d6 + 1) bludgeoning damage..
● The Hidden Temple was established to carry out
research. Just behind the temple is a vast cavern
2. Hallway & Workroom where the barriers between the material plane and
the Far Realms are incredibly thin. After centuries
The stone door opens to reveal a short corridor. To the left of observing the things that came through,
is another door, while a steep set of stairs heads off to the Tempani recently launched an expedition to
right. personally explore what lay on the other side.
Directly in front of you, however, is an open doorway ● Tempani and the Deva that accompanied her on
through which you can see a badly-injured Angelic figure her journey returned safely, but something they
lying within a glowing circle of magical light. Her leg is had seen changed them. They were driven to a
badly twisted and torn and blood stains her robes, but she strange, focussed madness. Tempani announced
appears to still be alive. that she now had a plan that was “the only way to
keep the Far Realms from dominating all the planes of ● The stairs lead to the observation deck which
existence.” overlooks the rift into the Far Realms. When they
●The Deva that still trusted Tempani were taken were arranging the first expedition Tempani and
through the portal to the Far Realms and returned just her team tethered a line between the temple and
as corrupted and mad as she was. Those that did not - the platform they intended to push through the
bar herself - were slain. rift. They then hung a gondola from the line which
●As far as Liari has been able to work out, Tempani makes it easy to transport people and equipment
plans to use forbidden magics to interfere with the to the platform.
flow of time, though she has no idea how this ties into If healed up, Liari will volunteer to help the
her campaign against the Far Realms. Chronomancy is adventurers, joining them as an NPC ally. She urges
incredibly dangerous, with even small changes them to hurry and do what they can to stop Tempani
potentially having devastating consequences. before it’s too late.
6
5
3
4
3. Dormitory caught wind of her plans it began arranging an all-
out attack, even making the near-unprecedented
A half dozen or so plain beds with chests at their base fill move of asking for aid from other colonies.
this fairly small room. ● Their assault has been hampered by the power of
Tiny windows look out over the lake and lend a the wards surrounding the temple. Gaining access
strange flickering light to the dormitory, but beyond that directly is impossible, and teleportation has been
everything is still. severely disrupted. The Mindflayers have only
been able to attack in small groups and are easily
There are personal effects scattered about the room,
mopped up piecemeal.
but beyond clothes and a few books there is nothing of
particular use or interest. ● If the party is able to find a way to disrupt the
wards blocking teleportation, he will be able to call
4. Hallway & Library in reinforcements that will at the very least
The stone door opens to reveal a short corridor. Another distract the angelic forces.
door lies directly in front of you and to the left a wide set of ● Wards this strong probably require constant
stairs lead upwards. To your right is an open door that attention. Their source is probably near the centre
seems to lead into a library of sorts. of the temple. Considering its importance, it’s
As you all filter into the corridor a strange, alien voice probably kept in sight of quite a few angels.
enters your minds, speaking without the use of any sound. He is willing to accompany the party and provide
them aid, so long as they heal him first.
“Outsiders… You do not serve… the winged one?” it
says. 5. Armory
The voice belongs to Klath, a Mindflayer Arcanist Before you is a blocky, windowless room with slabs of
(MM p232). He has cast Invisibility on himself, but is plain grey stone on the floor and ceiling. The walls,
badly injured and is hiding in the library. When the however, glitter and shine. Silver light dances off dozens,
adventurers arrive he only has 21 hp. maybe hundreds of weapons that hang from racks and
Klath will attempt to gauge the adventurers’ rest against plain wooden stands.
intentions while keeping himself hidden. He does not The only other furniture is a blackened anvil, behind
like to communicate with ‘lesser’ creatures, but will do which sits a tall figure seemingly made of gleaming steel.
so in the face of the threat Tempani poses. During the It appears hard at work attending to a sword, which glows
early stages of conversation the Mind Flayer will white-hot as the creature slowly moves its palm across the
attempt to keep his identity hidden, but suspicious blade.
adventurers can make a DC15 Intelligence (Arcana) As the door swings open the metallic blacksmith looks
check to work out his race. up at you with eyes that glow like embers. “May I help
Over the course of a conversation, Klath might you?” it says.
explain that:
The mechanical creature is known only as The
● Magic users are usually shunned by Mind Flayer
Armorer, which uses the statistics of an Iron Golem
colonies, but Klath was freed from servitude in
(MM p170). It manages the stock of weapons kept in
order to provide support to an attack force sent to
the temple, ensuring that they are always properly
the temple a few hours earlier. His brethren were
maintained and distributed when needed.
wiped out by the angelic defenders, but he
The stockpile of weapons is truly impressive. There
managed to hide.
are +3 Magical Weapon variations of every simple and
● The Elder Brain of his colony has been aware of
martial weapon listed in the Player’s Handbook, as well
Tempani’s work for some time and has been
as a Holy Avenger Longsword, a Mace of Smiting, an
slowly finding ways to spy upon her. When it
Oathbow, a Sunblade and a Greatsword of Sharpness.
Barrier Breakers 6. Warding Room
If the adventurers deactivate the barriers several Stairs lead down to a small door. It seems to be made of a
things will happen. First of all, the party themselves solid slab of grey stone, carved with runes that shimmer
will be able to use teleportation spells in and around with silvery light.
the temple. Secondly, the area will start to be As you approach there is a noise of grinding stone and
invaded by Mindflayers and their allies. the runes spark with light. Slowly, the door swings open,
This will not happen right away as the creatures seemingly inviting you in.
do not know that the barrier is down, but after a few
The warding room is large and lit by magical torches
minutes they will start a full-scale assault. This
that provide the feel and warmth of sunlight. Water
attack may come shortly after the party make their
trickles through a fountain to the rear of the room,
way onto the Observation Deck, or it may already be
and two four-poster beds equipped with thick red
underway if the adventurers took their time
curtains lie in the far corners. An oak table is laden
exploring the area. Naturally, this will dramatically
with stacked books and notes.
change the description of the area.
The overall impression of the space is a strange
Should the party be accompanied by Klath, or
combination of bedroom and shrine. In the very centre
tell him that the wards have been lowered, he will be
of the room is a circle of glowing silver runes, within
able to psychically contact his colony and coordinate
which sit two young humans. Blonde-haired and pale-
an attack alongside the party - assuming they’re
skinned, they are clearly twins, one male and one
willing to work with the Mindflayers.
female, and wear dazzlingly white robes.
The Mind Flayer attack force consists of 25 Mind
The boy has his eyes closed and his face is screwed
Flayers and 30 enthralled Quaggoths (MM p256).
up in concentration, but the girl watches anybody
The Mindflayers will emerge from portals in mid-air,
entering the room intently. The twins are both fully
while the ground troops will appear on the decking.
enclosed in a spherical Wall of Force.
If you have access to Volo’s Guide to Monsters, replace
two of the Mind Flayers with Ulitharids (VGtM p175). Once the party enters, the girl will greet them. Her
name is Nayla, and her brother is Naylo. They are the
temple’s wardmasters, and key to keeping it free from
However, these weapons are all kept behind outside invaders. Over the conversation she may
The divinely-powered automaton only allows ● She and her brother have a natural affinity for
authorised persons access weapons. Low- to mid-level abjuration magic. They have an innate ability to
angels such as Liari are allowed to take normal set up extremely powerful barriers and wards.
enchanted weapons, but if the adventurers want ● They have been at the temple for five years. It was
access to the named weapons they must have approval their destiny to serve, and they are happy to do so.
from a particularly high-ranking member of the ● The twins work in shifts in order to keep the
church, such as Shinoh or even Tempani herself. wards up at all times. They never leave this room.
Deceiving the Armorer requires a DC25 Charisma ● The main purpose of the wards is to stem the
(Deception) check, as well as a good explanation. The corrupting influence of the Far Realms. Preventing
automaton can only do as it has been instructed, so teleportation is just a side-effect, albeit a very
pleas about saving the world or fighting corruption useful one.
fall on deaf ears. It will attack any creature that ● The twins are somewhat aware of what’s been
attempts to access or take a weapon without being going on in the temple and that Tempani has gone
authorised first. mad. However, they agreed not to drop the wards,
especially as they have been fending off attacks from with. On the plus side, they all seem far too busy to have
Mindflayers and other Far Realms entities almost non- noticed you yet.
stop.
A quick glance about the deck will allow the party to
●They have been tied into the wards, body and soul.
estimate that there are around 50 enemies working
Nobody else can keep the barriers maintained, and
there, including a dozen or so angels. A more thorough
they cannot leave this place.
scouting of the situation - and a DC 15 Wisdom
●Tempani and her followers could not harm or
(Perception) or Intelligence (Investigation) check - will
remove the twins, so have been ignoring them.
give them more of a precise breakdown.
Nayla is always sedate and calm, even if being
There are 25 Acolytes (MM p342), 15 Priests (MM
threatened. She does not wish to aid Tempani, but at
p348) and 12 Corrupted Deva on the deck. They are
the same time protecting the temple from incursions is
packing boxes filled with tomes and scrolls onto the
their divinely-appointed duty. Her biggest fear is
wooden gondola.
losing her twin brother, and she is aware that
The decking is somewhat higher up than the crack
dropping the barrier would beave them both exposed
so the rope is on a downward slope, and the frame has
to danger.
a large handle mechanism that seems to be how the
Persuading Nayla and her brother to drop the anti-
angels move it up and down the line. When the
teleportation barrier around the temple requires a
adventurers arrive it is locked in place with a heavy
DC21 Charisma (Persuasion or Intimidation) check.
wooden wedge. If this is removed - such as by
This is made with advantage is the party is
Telekinesis or a powerful blow - the gondola will begin
accompanied by Liari or another Oghmaite loyalist,
to drift downwards towards the crack.
but with disadvantage if they are joined by Klath.
As strong as they are, it should be obvious to the
Other than their innate link to the barriers, neither
party that they cannot take on the entire force in a
of the twins possess any particularly powerful abilities
straight-up fight, so reaching the portal will require
or skills. As such they are treated at Commoners (MM
some thought.
p345) in the event that combat breaks out.
At this point, give the players room to develop
7. Observation Deck their own plan. Liari and Klath may be willing to cause
diversions, and if the party deactivated the wards
Before you is a wide expanse of grey flagstones, creating a
Mindflayers are likely to launch an attack while the
flat deck teeming with angelic beings and robed clerics of
warping effect of the portal itself begins to take hold.
every sort. It overlooks a vast, near-spherical cavern
hundreds of feet across and carved out of blackened, If combat breaks out, don’t try and include every
warped stone. single creature on the decking. Instead, only roll
initiative for the closest enemies and keep the pace up
In the very centre of the cavern is a flickering,
- for example you can assume that Acolytes can be
constantly shifting crack of sparking purple energy that
taken down in a single blow, so don’t bother recording
lends the entire space a sickly pallor. A thick pair of ropes
their hit points. The party’s aim shouldn’t be to defeat
disappear into the crack, connecting it to a heavy wooden
every enemy out there, but rather to get to the portal.
frame mounted on the deck.
Should the adventurers try and take the gondola
Hanging from the ropes, just beyond the frame, is a
they will be attacked by flying Deva, while others try
wooden platform maybe 20 ft. wide and twice as long. A
and cut the thick ropes holding it in place.
stream of figures seem to be loading it up with small boxes
No matter how they do it, once the adventurers get
or crates, causing it to sway rhythmically as they drop
within a few feet of the portal they will feel a powerful
their cargo and head off.
tug that sucks them through. Everything goes black.
Further back on the decking a group of Clerics work to
pack the boxes, though from here you can’t quite tell what
Dark Sands from the underside of some floating landmass or the
laws of gravity simply don’t apply here is uncertain.
he party wakes up on a beach - or at least The only structure within sight - and not floating
Her face is beautiful, but her eyes of solid white Over the course of a conversation she may explain
are shot with veins of glittering purple and ringed that:
with black. ● She spent a long time travelling the Far Realms - or
The angel will tell the party that she can feel the possibly only a few days, it’s hard to tell. What she
hum of chronomancy on them, and assumes they saw convinced her that their growth iis inevitable.
were sent by Ahmzael. She does not particularly wish ● The only thing needed to bring about this
to fight them, but this is because she has more apocalypse is time. So she is doing what she can to
important things she wants to do rather than because remove it from the equation, like snuffing out a fire
she is worried about losing. by denying it oxygen.
Elder Being 2. The ground around the creature momentarily
liquefies. If the creature is standing on solid
ground they must succeed on a DC 18 Dexterity
saving throw or be restrained. As an action, they
Armor Class 18 (natural armor)
or another creatures within 5 ft. can attempt to
Hit Points 330 (20d12 + 200)
free them, requiring a DC 18 Strength (Athletics)
Speed 60 ft., check.
STR DEX CON INT WIS CHA 3. Gravity reverses for the creature. They begin
30 (+10) 8 (-1) 30 (+10) 30 (+10) 18 (+4) 13 (+1) to fall upwards at a rate of 60 ft. per turn. This
lasts until the beginning of their next turn.
Saving Throws Con +17 Int +17
4. The creature is caught in a brief time loop.
Damage Resistances psychic, bludgeoning, piercing They must attempt to repeat the actions of their
and slashing from nonmagical attacks previous turn. This does not consume any extra
Condition Immunities charmed, exhaustion, resources (spell slots, items, etc.).
frightened, 5. The creature skips forward in time. They
Senses truesight 120 ft., passive Perception 14 disappear from play and reappear at the start of
Languages - their next turn.
Challenge 20 (25,000 xp) 6. An alien presence filters into their mind. They
must make a DC 18 Charisma saving throw or
Impossible Flesh. The Elder Being’s body does not
be stunned until the start of their next turn. On
obey conventional laws of biology or geometry.
as success, however, they gain a portion of it’s
When a creature hits the Elder Being with an attack
intellect, increasing their Intelligence to 30 for
it must roll a d20. On a result of less than ten, the
one minute.
attack misses.
Magic Resistance. The Elder Being has advantage
Twisted Hands. The Elder Being’s weapons are
on saving throws against spells and other magical
magical. When it hits with any weapon, the weapon
effects.
deals an extra 8d8 psychic damage (included in the
attack). ACTIONS
Warping Aura. All creatures that come within 20 ft.
Multiattack. The Elder Being makes one smash attack
of the Elder Being, or who start their turn within 20
and one dread gaze attack.
ft., must roll on the following chart:
Smash. +17 to hit, reach 10
1. The creature becomes highly magnetised. For
ft., one target. 24 (4d6 + 10) bludgeoning damage,
each non-secured source of metal within 30 ft.
plus 36 (8d8) psychic damage.
(creatures count as singly sources, no matter
Dread Gaze. The Elder Being turns its gaze upon
how many items they are carrying) they are
one creature that can see it. The target must make a
subjected to a ranged attack made with a +10
DC 25 Charisma saving throw or suffer the effects of
to hit, causing 6 (1d6 + 3) bludgeoning damage
the spell.
on a hit. Creatures holding metal items may
attempt to hold onto them by making a DC 18
Strength saving throw.
●There is no way to stop time in the Far Realms, but ● The fundamental laws of Chronomancy prevent
she believes there is a way to stop it in all the other her from casting such a spell. However, those rules
planes. don’t apply in the chaotic maelstrom of the Far
Realms.
Divine Horror 4. The creature is caught in a brief time loop.
They must attempt to repeat the actions of their
previous turn. This does not consume any extra
resources (spell slots, items, etc.).
Armor Class 18 (natural armor)
5. The creature skips forward in time. They
Hit Points 330 (20d12 + 200)
disappear from play and reappear at the start of
Speed 60 ft., fly 60 ft.
their next turn.
STR DEX CON INT WIS CHA 6. An alien presence filters into their mind. They
30 (+10) 12 (+1) 30 (+10) 30 (+10) 24 (+7) 16 (+3) must make a DC18 Charisma saving throw or be
dominated by the Divine Horror until the start
Saving Throws Con +17 Int +17, Wis +14
of their next turn. On as success, however, they
Skills Perception +14 gain a portion of it’s intellect, increasing their
Damage Resistances psychic, bludgeoning, piercing Intelligence to 30 for one minute.
and slashing from nonmagical attacks Legendary Resistance (3/day). If the Divine Horror
Condition Immunities charmed, exhaustion, fails a saving throw, it can choose to succeed
frightened, instead.
Senses truesight 120 ft., passive Perception 24 Magic Resistance. The Divine Horror has advantage
Languages all, telepathy 120 ft. on saving throws against spells and other magical
Challenge 23 (50,000 xp) effects.
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