All is not well on the island of Chronologica. Although the
average citizen is not quite able to place a finger, or paw, on
the problem, every resident of the island has a sense that
something in the daily order of their lives is not quite right.
Mr Tempus Fugit knows, of course, for nothing happens on
the island without his knowledge. Or that is how things have
always worked until now, at least, since, the Great Phantom
Clock is bleeding time, and Mr Fugit has been unable to
fathom why.
His pride in knowing every little detail that transpires in
Chronologica is perhaps Mr Fugit’s one greatest weakness,
however, for it has allowed his confidence in his mastery of
the island’s inner workings to grow into something bordering
in a belief in his own omnipotence. Although not truly a god,
Mr Fugit does have a divine instrument in his custody in
the form of a certain timekeeping trinket. Unfortunately for
Mr Fugit, someone that does have a spark of divinity recently
managed to slip by the island’s defences. Aware that her
father’s pocket watch was somewhere on an island he had
described as a paradise, Magister Tick’s daughter, Second
Spell, recently came looking for the heirloom with the hopes
of recovering it. What she found instead was an industrial
hellscape that trapped her in the enervating vapours which
gather together to form the Great Phantom Clock.
Initially tasked by Mr Fugit himself with surreptitiously
investigating the strange distortion of seconds, the player
characters will need to follow a trail of clues that lead to
a young empyrean trapped in the time vortex that fuels
the Great Phantom Clock. Although freeing her solves
the immediate problem affecting the island, it also opens
up a new dilemma. Can the heroes find the source of the
disturbance before synchronicity with the ticking of the
Great Phantom Clock renders them unable to? And will
they aid Second Spell in recovering her father’s pocket
watch? While doing so will mean going back on their word
and turning against their employer, successfully aiding her
will also free Chronologica from the grip of a tyrant. A win-
win all round, surely?
Digging for Dirt
Chronologica is a large island full of ancient and wondrous
mechanisms that, if not already subsumed, are rapidly
being enclosed by new industrial buildings. The sprawling
City of Clocks has grown to encompass the island and
everything in it, spawning new locations even as they
swallowed the old. There is a map and even a guidebook
to help visitors get around, and the guidebook even has a
recommended order of prominent locations to visits. At
least, it says recommended, but if visitors deviate from the
‘recommended’ order, they soon find that they’ve broken
one of the many codes they signed up to when they arrived
on the island.
This adventure focusses on a number of key locations and
non-player characters that are intrinsic to the events of this
adventure. Chronologica and the city it hosts are vast and
rambling, however. Lacking a complete copy of the City of
Clock’s Comprehensive Archive of Buildings and Locations
(CABAL), Gamesmasters should feel free to include any
number of additional places and personages that add to the
overall narrative.
Beneath the Pelt
It started as a second every once in a while. A momentary
pause of the ghostly clock’s hand that brought a frown to
the faces of the island’s inhabitants and caused Mr Fugit
to pause in his unceasing works. Then more seconds began
to lapse, each one causing fresh disharmony in the island’s
meticulously timed mechanisms. Unable to find the source of
the disturbance himself, Mr Fugit has called in the best help
he can find to rectify the problem. If the problem cannot be
fixed, the Master fears the dissonance caused by the hiccups
in time will eventually derail many of the mechanisms that
keep the island and its populace functioning.
Unknown to Mr Fugit, the loss of seconds in the Great
Phantom Clock began occurring shortly after Second
Spell became trapped by its vapours. As the daughter of
Magister Tick, she is usually able to step outside of normal
time and observe the world without anyone even knowing
she is nearby, which is exactly how she managed to slip
onto the island. Her search for her father’s pocket watch
took her too close to the time-syphoning vapours that fuel
Chronologica’s ghostly clock. The mist reached out and
latched on to Second Spell as a new source of fuel, trapping
her in an ethereal existence somewhere between normal
time and the time phase that she uses to travel around—
something Second Spell likes to call Tick Time. Whenever
the clock steals a little bit of Tick Time, it loses a second or
two of its own Phantom Time, which subsequently causes a
glitch in the unceasing operation of the island’s rhythm. And
the more it syphons, the greater problem is growing.
Second Spell has attempted to use Tick Time to escape
the clock’s clutches on three separate occasions, each at a
different location where she thought it might increase her
chances of slipping free of the timepiece’s grip. Every time
she did so, however, the Great Phantom Clock syphoned off
the energy with devastating results to the surrounding area.
Aware that remaining phased is the one thing stopping her
falling into the rhythm of the island’s clock and becoming
further trapped, Second Spell has been left in something of
a quandary.
It is these three occurrences that Mr Fugit will send the
heroes to investigate. Unfortunately for Mr Fugit, the
inspection of these three events will key Second Spell into
the fact that a certain group of investigators have become
aware of her presence. Desperate to escape the enervation
she is suffering at the hands of the Great Phantom Clock
by any means, she will reveal her presence to the player
characters at this point and beseech them for help. It’s
at this point that the heroes will need to make a choice
between honouring their contract or freeing Second Spell,
and eventually Chronologica, of the Governor’s grip.
Fugit’s Fugue
Why doesn’t Mr Fugit know what’s happening? He does.
Sort of. His intimate connection to every cog and clockwork
function of the island means he can get to the source of any
spanner that appears in the works very quickly. Except this
one. For him, trying to solve this particular problem has
been like grasping at overly greased spindles.
With very few variables to interpret, his cognitive mind
has worked to the understanding that the simplest solution
is likely the answer. (This theory is often called Pancho’s
Shaver elsewhere in the world after the fluffy dog who tried
all sorts of lotions and potions to soothe his itchy skin, only
to eventually resort to a razor and find out he was actually
covered in fleas.) Very few other beings have as fine an
understanding of the flow of time and the order it brings
as Tempus Fugit, and only one of those individuals has
previously visited Chronologica. This has led Mr Fugit to
calculate that Magister Tick—or someone or something
in his service—is causing the ripples that are rocking the
clock. Fugit has also intuited that his and his minions’
synchronicity with the Great Phantom Clock (which Second
Spell calls Phantom Time) is stopping them from seeing
past the problem.
Not willing to face Magister Tick personally or risk
ownership of his pocket watch and mastery of the island, Mr
Fugit has reached out to the best help he can find to solve
the issue. As they’ll be newcomers, the investigators also
won’t be synchronised with the island’s governing timepiece
either. Not right away at least. Always playing his cogs
close to his chest, Mr Fugit endeavors to keep the player
characters in the dark about his intuitions. Still, it’s entirely
feasible that they will be suspicious over their presence on
the island. No one ever receives an invite to the island, after
all, and there are plenty of rumours of animals visiting the
place only to never be heard from again. As a clockwork
being with a god’s timepiece to hand, trying to read Mr
Fugit’s intent or emotions is no easy task, however, putting
all such attempts at disadvantage.
Unrelenting Control
Mr Fugit likes everything working to a plan. His plan.
While he certainly won’t make the player characters privy
to his schemes, he is willing to take a number of steps to
keep them focussed, which includes sending his minions
in to make a point or force them down a particular path.
In any case, he can always blame the actions of mechanical
underlings on the fact that the slipping of time has driven
them haywire.
If the player characters begin poking their snouts into any of
the island’s affairs outside of the locations and individuals
connected with the investigation, he will rapidly escalate
from verbal warnings and the presence of the walrus twins
as physical intimidation, to eventually telling the brothers
to slap a few chops with their flippers to get the message
across. Stay out of Fugit’s business.
Life Without the Master
As the heroes investigate the time distortion and its effects
continue to get worse, little indicators of how life for the
islanders could be without Mr Fugit dominating their every
waking moment begin to slip through.
Every inhabitant of the island has a fixed, neutral
expression. They never display any outward happiness,
sadness, joy, or displeasure. There are no wishes or
dreams outside of carrying out their daily allotted tasks,
their whole life ordered and guided by the constantly
ticking clock and their own place in the island’s daily
functioning. As the Great Phantom Clock gets held up
for longer than a second or two, however, so too does
the expression of the islanders change from momentary
confusion in the odd brief second of its stalling to joy
and wonderment in the longer pauses.
Everything moves at roughly the same pace on the
island. This is written into the soil and carefully
regulated by the clock’s tick-tock. Even the birds in
the sky keep the same sedate speed as those on the
ground below them. As the clock’s pauses grow longer
and more frequent, however, this control lessens. Dogs
begin running and frolicking, birds begin wheeling and
soaring, and other folks jump and skip with glee.