Urn of Eternal Time

Complexity: Complex

Type: Hybrid (Mechanical and Magical)

Severity: Deadly


Trigger: Physical interaction

Effect: Upon triggering the urn: 1. A massive swirl of temporal energy erupts, unleashing damage determined by the individual character’s level: Levels 1–4: **2d10 force damage**, Levels 5–10: **6d10 force damage**, Levels 11–16: **10d10 force damage**, Levels 17–20: **16d10 force damage**. 2. Temporal Distortion: Every affected creature must succeed on a **Constitution saving throw** (DC 15) or be granted the *Hasted* condition for 1 minute, with potential *Slow* condition effects. Any creature reduced to 0 hit points becomes temporarily lost in time.

Damage Output: Force damage from a temporal energy vortex (Force)

Detection DC: Investigation DC 15, Arcana DC 16, History DC 14

Disarm DC: Arcana DC 18, Thieves’ Tools DC 20


The Urn of Eternal Time stands majestically upon its pedestal, a spectacular testament to ancient craft and dark magic. Its dark jade surface glimmers, revealing silver veins weaving intricate patterns reminiscent of flowing sands in an hourglass. When approached, the surface throbs gently, pulsing like the heartbeat of time itself. A rhythm akin to thoughtful ticking resonates through the air, a cautionary echo warning all who draw near. As the urn’s magic unfolds, it releases a powerful surge of temporal energy in a swirling vortex, inflicting visceral force damage and thrusting its victims into a chaotic whirlwind of acceleration and deceleration—what once was their moment is lost to time.

Gameplay Notes for the Urn of Eternal Time Trap

Trap Activation:

  • Trigger Conditions: The Urn of Eternal Time activates when any character touches the urn or tries to move it. Additionally, if a character gets within 5 feet of the urn and fails to notice it (a failed Perception check of DC 14), the trap will activate automatically.
  • Pre-Activation Hints: As characters approach the urn, they may notice the pulsing glow of the engravings and hear a faint ticking sound growing in volume. A successful Perception check can alert players to the trap’s presence.

Detection and Disarm Notes:

  • Detection Checks:

    • Investigation (DC 15): Observing the pedestal reveals subtle vibrations and a warped area.
    • Arcana (DC 16): Characters identifying the traces of powerful Chronomantic magic gain insights about potential dangers.
    • History (DC 14): Knowledgeable characters may recall legends about similar traps.
  • Disarm Mechanics:

    • Arcana Check (DC 18): Recognizing the magical emanation and disrupting it requires caution to prevent triggering the trap.
    • Thieves’ Tools or Counterspell (DC 20): If using thieves’ tools, a character may attempt to disable the magical aspect of the trap. On failure, they suffer 1d6 psychic damage from the temporal backlash.

Suggested Tactics and Variations:

  • Targeting Specific Characters: The trap may focus its effects on the nearest character or anyone who triggered it, raising the intensity of the encounter with high-level or fragile party members suffering the brunt of the damage from the initial effect.
  • Environmental Changes: Consider detailing the shrine’s environment as it reacts to the trap being triggered—flickering candles, moving shadows, or forms of spirits who were lost in time may appear, adding tension and depth to the scene.
  • Response to Player Actions: The trap may react differently based on player responses. If characters hesitate before touching the urn, allow a chance to modify damage or effects based on strategy.

Initiative and Round Actions:

  • Initiative: Urn of Eternal Time has a fixed initiative bonus of +2, and it rolls for initiative every round.

  • Action Sequence:

    • Round 1: Upon activation, the trap performs the following:
      • Releases a vortex of temporal energy, dealing force damage based on the character levels.
      • Affected creatures make a DC 15 Constitution saving throw for the Hasted condition.
  • Round Effects:

    • Round 2:
      • Creatures that failed the first save must make a new Constitution saving throw at the end of their turn. Failure results in a Slow condition.
      • If they failed the first saving throw and are already under the Hasted condition, the effects begin to conflict, inflicting them with disadvantage on all further saving throws for the duration.
  • Ongoing Hazards:

    • Every round after activation, characters risk temporal feedback. For every creature affected, the sound of ticking grows louder, increasing anxiety and potentially affecting concentration.

Round-by-Round Effects:

  • Phase 1 (Round 1):

    • Activation occurs; characters take the initial force damage based on their level, must save for the Hasted condition.
  • Phase 2 (Rounds 2-3):

    • Characters must now save at the end of their turns to avoid the Slow condition. The environment becomes more chaotic as shadows swirl around them.
  • Phase 3 (Round 4 and onward):

    • If characters have yet to disable the trap, increase the disorientation with phantom time echoes, which can cause creatures to be uncertain in their actions, granting disadvantage on attack rolls until the trap is disarmed or the effects wear off.

Tips for Running Smoothly:

  • Track Conditions: Keep track of which characters are affected by the Hasted or Slow conditions, using tokens or status markers.
  • Maintain Tension: Remind players of the ticking clock or growling shadows as a narrative device to build intensity.
  • Adjust for Player Experience: If players are struggling, adjust damage or DCs slightly. Let them narrate creative ideas for disarming the trap, rewarding innovation with bonuses.
  • Visualize and Immersive Description: Use vivid descriptions of the Urn’s effects, creating a sense of danger and urgency. Use colors, sounds, and shifting landscapes to enhance the atmosphere, keeping players invested in their choices throughout the encounter.
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