Hook 01
The Watchmaker's Retainer
Mara Quill hires the party in her shop at closing time; they are present when she reveals the Sundered Watch is stolen and its borrowed seconds are running out.
The adventure ahead
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Behind the screen
Act I of The Sundered Watch is a level 1-3 hunt for a stolen time-storing watch. Corvin Sable, a desperate clockmaker and thief, stole the Sundered Watch from Mara Quill of Bramwell Cross. He believes it can rewind one terrible hour of his past, but he is already selling it to a patron called the Collector. The party follows Corvin from Bramwell Cross to Hollow Mill, through Verdigris Fen, and into his workshop beneath the ruined bell tower at Sable's Reach.
Along the way they meet witnesses, rescue a captive apprentice, and find the first hints of the Collector, the campaign's greater villain. Corvin is not the big bad; he is a frightened, dangerous courier. Run him with the generated villain sheet, using 2 Bandit and 2 Thug retainers where noted. The watch is recovered at the act's end, but its mainspring is missing, pointing to a larger conspiracy.
Hook 01
Mara Quill hires the party in her shop at closing time; they are present when she reveals the Sundered Watch is stolen and its borrowed seconds are running out.
Hook 02
Osric Bell at the Bell and Candle offers a free room and 20 gp for anyone who can explain the hourglass coin Corvin used, pulling the party into the hunt.
Mara Quill's Sundered Watch is stolen by Corvin Sable, a clockmaker who believes it can undo a personal tragedy. The party follows him from Bramwell Cross to Hollow Mill, through Verdigris Fen, and into his workshop beneath the ruined bell tower. They recover the watch, free Ned Fletcher, and learn that Corvin was only a courier for the Collector.
Read aloud
Rain taps the shop window. Mara Quill turns the sign to CLOSED and sets a brass key on the counter. 'The Sundered Watch is gone,' she says. 'A polite man with brass-stained fingers took it at closing. I need it back before its seconds are spent.'
Mara explains the watch stores borrowed time. Corvin Sable posed as a customer, asked to see the watch's mainspring, and vanished with it. Witnesses saw him head toward Hollow Mill. Greta Stone can confirm his description; Osric Bell can reveal the hourglass coin. If the party presses Mara, she admits the watch is dangerous and that its mainspring is already missing.
Read aloud
The mill wheel hangs still. Tamsin Reed raises her lantern. 'He came through at dusk,' she whispers. 'Left a trap and two rough men. My father's still inside somewhere.' Somewhere under the floor, a clock ticks.
Corvin left 2 Bandit to guard the mill and a clockwork snare on the crawlspace door. Tamsin knows the mill's layout and can point out the hidden compartment. Her father, Orrin Reed, hides in the crawlspace and can be coaxed out with a DC 12 Persuasion check. The bandits fight to surrender, not death. The broken chain is in the compartment.
Read aloud
Lanterns float above the reeds. Brother Aldous sets down his ledger and listens. 'The watch hums,' he says. 'The lights follow it. If you carry its chain, they will lead you to the tower. But the fen takes a minute for every step you hurry.'
Aldous explains the will-o'-wisp follows the watch's chain. If the party shows the chain, the wisp guides them along the causeway. If they threaten it, 1 Will-o'-Wisp attacks. Aldous can reveal the name the Collector from his dream ledger. The causeway requires care; a failed check costs time and attracts the wisp's attention.
Read aloud
The workshop door swings open. Corvin Sable stands at a brass bench, the Sundered Watch ticking in his hand. 'You're early,' he says. 'Or late. With this, it's hard to tell.' Behind him, a young man strains against chains.
Tamsin Reed guides the party here and waits outside unless invited. Corvin fights with his generated villain sheet, supported by 2 Thug. He offers a deal at half hit points: the watch for Ned's freedom. Ned can reveal the Collector's letter and the missing mainspring. If Corvin is spared, he surrenders the watch and his journal.
Milestone: Level 2 after clearing Hollow Mill and recovering the watch's broken chain. Level 3 after defeating or confronting Corvin Sable and recovering the Sundered Watch.
Corvin Sable, the Minute Hand
Corvin Sable, called the Minute Hand, is a lean, precise man in his early thirties with the careful hands of a born clockmaker and the exha…
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Subscribe NowCorvin wants to rewind the hour his sister died in a mill fire. He stole the Sundered Watch believing it can return that hour to him, and he is already selling it to the Collector to fund one last attempt.
Soft-spoken, precise, and apologetic until cornered. He treats violence like a repair job: quick, clean, and regrettable. He lies by telling technical truths and never raises his voice until the clockwork traps spring.
Corvin opens with clockwork traps and sends his 2 Bandit retainers to slow the party while he retreats to high ground. He uses the watch to reroll one failed save or attack, then fights with a clockmaker's hammer and thrown gears. At half hit points he offers a deal: the watch for his apprentice's freedom. If refused, he fights to unconsciousness, not death.
Corvin can be defeated, killed, or talked down with proof that the watch cannot undo his sister's death. If spared, he reveals the Collector's sealed letter and the missing mainspring. If killed, his journal does the same.
Recommended party: Four characters, level 1
Discuss dark fairy-tale tone, time-loss and grief themes, and the possibility of sparing Corvin. Use safety tools (lines/veils, pause signal). Establish that investigation, chases, and moral choices matter as much as combat. Confirm the party has a reason to work for Mara Quill and that player characters know each other before the shop scene.
For three players, remove one Bandit from Hollow Mill and one Thug from Sable's Reach; for five or six, add one Bandit or one Thug and let Corvin use the watch's reroll twice. Keep the fen wisp social unless attacked; if the party is level 1, treat it as a hazard and warning, not a straight fight.
Keep clocks ticking out of rhythm and describe borrowed seconds as a physical sensation. Let witnesses be practical and tired, not exposition machines. Foreshadow the Collector with coins, letters, and dreams, but keep them offstage. Reward clever tracking and kindness to the fen wisp; the watch should feel valuable and dangerous, not a simple trinket.
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Corvin Sable, the Minute Hand
Corvin Sable, called the Minute Hand, is a lean, precise man in his early thirties with the careful hands of a born clockmaker and the exha…
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.
Subscribe NowCorvin wants to rewind the hour his sister died in a mill fire. He stole the Sundered Watch believing it can return that hour to him, and he is already selling it to the Collector to fund one last attempt.
Soft-spoken, precise, and apologetic until cornered. He treats violence like a repair job: quick, clean, and regrettable. He lies by telling technical truths and never raises his voice until the clockwork traps spring.
Corvin opens with clockwork traps and sends his 2 Bandit retainers to slow the party while he retreats to high ground. He uses the watch to reroll one failed save or attack, then fights with a clockmaker's hammer and thrown gears. At half hit points he offers a deal: the watch for his apprentice's freedom. If refused, he fights to unconsciousness, not death.
Corvin can be defeated, killed, or talked down with proof that the watch cannot undo his sister's death. If spared, he reveals the Collector's sealed letter and the missing mainspring. If killed, his journal does the same.
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Level Up to Premium!Suggested Level: 1-2
Stopped water wheel, slippery millrace, flour dust, broken furniture, narrow crawlspace, and a clockwork snare on the crawlspace door (Dexterity DC 13; 1d8 piercing on failure).
Broken watch chain (see magic items), Corvin's route map, a sealed note stamped with an hourglass, 15 gp, and Orrin Reed's rescue.
For a small party, use 1 Bandit and make the snare obvious. For a larger party, add a third Bandit or a second snare on the mill door.
Suggested Level: 2-3
Sunken stone causeway, deep water, reeds for cover, floating lanterns, and drifting mist that imposes disadvantage on Perception checks beyond 30 feet.
Sunken strongbox with a potion of healing, a letter fragment mentioning the Collector, and 25 gp in waterlogged coins; Aldous's Fenlight Lantern if the party helps the wisp.
For level 1, keep the wisp nonhostile and use the causeway as the only threat. For level 3, add a second Will-o'-Wisp or have the wisp call a marsh hazard.
Suggested Level: 3
Brass benches, hanging chains, a high walkway, clockwork snare traps (Dexterity DC 13; 1d8 piercing), and cover from ticking clock cabinets.
Sundered Watch (quest item), sealed letter naming the Collector, Corvin's journal, 2 potions of healing, and 40 gp in hourglass coins.
For a low-power party, remove one Thug and let Corvin surrender at half hit points. For a strong party, add one Thug and one clockwork snare (Dexterity DC 13, 1d8 piercing).
Borrowed Second
Completed
Act I — Hollow Mill crawlspace
False
Chain of the Sundered Watch
Completed
Act I — Hollow Mill hidden compartment
True — by a creature who has seen the Sundered Watch
Fenlight Lantern
Completed
Act I — Verdigris Fen, Brother Aldous's stilt-house
False
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