Adventure Hook
At noon, the chapel bell rang once and froze every adult in town mid-breath. Children, animals, and the characters can still move, but the second chime is already building in the tower.
Read-Aloud Opening
“Noon hangs over Brindleford like a held breath. Bakers stand with loaves half-raised. A blacksmith's hammer floats an inch above the anvil. In the chapel tower, the bell hums with a second note that has not yet been born. A little girl points up at the steeple and whispers, 'Please. If it rings again, I think we all disappear.'”
DM Brief
- The bell was repaired with a bronze clapper stolen from a buried time shrine.
- A hungry minute-wraith now feeds on repeated moments inside the tower.
- Keep the pace ruthless: one clue, one choice, one confrontation. If players hesitate, the bell creaks again.
Scene 1 — The Frozen Green
5 minutes“The village green is a painting made of panic: spilled apples in the air, a dog frozen mid-bark, and three children hiding beneath the mayor's table. Above you, the bell rope twitches by itself.”
Goal: Give the players the problem and one obvious destination: the chapel tower.
What Happens
- • A DC 11 Arcana or Religion check reveals the freeze is not death; each adult is trapped inside the same repeating second.
- • A DC 10 Investigation check finds bronze dust on the bell rope and tiny footprints in the chapel aisle.
- • The children know old sexton Marrin installed a new clapper last night after buying it from a grave robber.
Checks
- • Persuasion DC 10 calms the children enough to get the chapel key.
- • Athletics DC 12 forces the chapel doors if the party skips the key.
Scene 2 — The Clockless Stairs
10 minutes“The tower stairs bend where they should rise. A candle burns backward. In the dust, the same set of footprints appears again and again, each one a few seconds older than the last.”
Goal: Make the ascent feel strange without slowing the session down.
What Happens
- • Run this as a three-success skill challenge before two failures. Good skills include Acrobatics, Arcana, Insight, Investigation, Religion, and Survival.
- • A success lets a character cross a repeating stair, identify a safe heartbeat between time skips, or yank an ally free from a loop.
- • A failure summons a Chime-Eaten Rat or separates one character by a single round of frozen time.
Checks
- • Arcana DC 12 names the magic as a hungry echo, not a curse.
- • Sleight of Hand DC 12 ties off the bell rope so the final chime is delayed by one round.
Scene 3 — The Second Chime
15 minutes“The belfry is full of noonlight. The bell's stolen clapper hangs like a bronze tooth, and around it coils a thin, translucent thing made of clock hands, moth wings, and starving eyes.”
Goal: Defeat or bargain with the minute-wraith before the bell rings again.
What Happens
- • The wraith wants one perfect minute to eat forever. It can be fought, tricked with a false promise, or released by removing the shrine clapper.
- • Removing the clapper during combat requires an action and a DC 13 Strength or Dexterity check while adjacent to the bell.
- • If the clapper hits the floor, every frozen adult gasps awake and the wraith collapses into harmless silver dust.
Checks
- • Deception DC 13 convinces the wraith the party can lead it to a better minute.
- • Religion DC 12 turns the stolen clapper into a bell-shaped holy symbol for one round, giving the next attack advantage.
Stat Blocks
Minute-Wraith
AC 13 · HP 22 · Speed 0 ft., fly 30 ft. (hover)
Traits
- • Resists necrotic and psychic damage.
- • Time Nibble: the first creature that starts its turn within 10 feet loses its reaction until the start of its next turn.
Actions
- • Clock-Hand Cut: +4 to hit, reach 5 ft., 6 slashing damage.
- • Borrowed Second, recharge 5–6: one creature within 30 feet makes a DC 12 Wisdom save or is frozen until the end of its next turn.
Chime-Eaten Rat
AC 12 · HP 5 · Speed 30 ft., climb 20 ft.
Traits
- • Small enough to share a space with another creature.
- • Vanishes in a puff of bell dust at 0 hit points.
Actions
- • Needle Bite: +4 to hit, reach 5 ft., 3 piercing damage.
Rewards
- The cracked clapper can cast alarm once, then becomes ordinary bronze.
- Sexton Marrin offers 25 gp and free lodging whenever the party returns.
Scaling Notes
- For two players, drop the minute-wraith to 16 hit points and skip the rats.
- For level 2 parties, add two Chime-Eaten Rats at the start of Scene 3.