The five delves here form one rising arc, but each stands alone — drop any into your own Tableau, or run them in order to carry a party from their first frozen ruin to the decision that ends, restarts, or seals the world. They begin where the starter adventure "Under the Standing Wave" (Tickwarden's Guide, Ch.9) leaves off.
Run in sequence, the five delves spiral inward toward the heart of the mystery. Each can foreshadow the next. The campaign is built to let you choose which of the three secret truths (Tickwarden's Guide, Ch.2) is real — and the final delve pays off whichever you picked.
| # | Delve | Levels | Where | What it's about |
|---|---|---|---|---|
| I | The Salt Road | 1–2 | The Lurchlands | A caravan lost; the party learns to cross the frozen wilds, and meets the Saltmen. |
| II | The Feast That Never Ends | 2–4 | A frozen manor | A grand hall paused mid-poisoning; a classic Pluck-and-mystery delve, and the first whisper of the Hushed. |
| III | The Pleating's Heart | 4–6 | The Pleating | Down to the slumbering Stillborn. The first great choice about waking the world. |
| IV | Below the Gasp | 6–8 | The Gasp | Into the catastrophe-city to the Great Horologe, racing rival factions for the Key. |
| V | The Last Candle | 8–10 | The Hushed's spire | The climax: end the Stilling, seal it forever, or find a third way. The whole Tableau hangs on the choice. |
A Saltman's caravan set out across the Lurchlands a fortnight ago, laden with dropglasses and salt, and never reached Candlemarch. The trade-house wants its goods; a mother wants her son, who drove the lead wagon. Out in the grey, something has been feeding. A wilderness delve that teaches the party to read Tempo, ration Quick, and run.
Hooks — d6
| d6 | The party is sent because… |
|---|---|
| 1–2 | The trade-house pays 20 Ticks for the recovered cargo — half up front. |
| 3 | Old Odd Coldmarch begs them to find his apprentice, the lead driver. (Begins the recurring bond.) |
| 4 | A rival crew, the Tickless Three, are already out there. First to the wagons keeps them. |
| 5 | A dropglass shortage grips Candlemarch; this caravan's cargo would break it. |
| 6 | A dying caravan guard staggered home with a map and one word: "hounds." |
The Road — keyed waypoints
| # | Waypoint | What's there |
|---|---|---|
| 1 | The Salt Gate | Candlemarch's edge. Odd sells dropglasses and warnings. Tempo TRUE. |
| 2 | The Frozen Ford | A river caught mid-flood, water standing in walls. Crossing is a FINESSE check (Standard) — or a VIGOR check to muscle across the frozen sluice. On a failed check: a loud slip (+1 Hunt-clock segment) or, on a Nat 20, a small Thaw drops a wall of water (FINESSE save or 1d6 Hurt + 1 Chill). Tempo STILL, pockets of DRAG. |
| 3 | The Weeping Statue | A lone Stilled pilgrim weeping amber tears — and those tears are a small Wellspring: a TRUE pocket where the party can rest, refill Quick, shed Hush, and (crucially) wake the rescued boy if they carry him here. The route's safety valve. |
| 4 | The First Wagon | Overturned, picked clean by a Saltwretch (Bestiary) who will trade gossip and 1d4 dropglasses — or flee. He saw "the hounds take the boy down the dry wash." |
| 5 | The Dry Wash | The Tickhound den (3 hounds at 1st level, 4–5 at 2nd). The driver-boy is here, Stilled but whole, half-buried. Killing Stillness territory: ambush is everything. (Use Guard 3 for these hounds, not 4 — a 1st-level party needs to be able to hit them; see the balance note below.) |
| 6 | The Caravan | Four more wagons, frozen oxen, the cargo: 2d6 dropglasses, salt, a Tempo-glass, and — if you're generous — one minor Wonder. Keep it level-appropriate: the Marching Boots, Bottled Dawn, or a Salt-mantle. Never a campaign artifact (the Last Clock, a Key to the Horologe, the Heart-coal) — those belong to Delves III–V. Guarded by the rest of the pack. |
High on a frozen hill stands Manor Vesselot, where the Stilling caught a great feast at its worst instant: the host's poisoning. Two hundred guests hang forever between the first cough and the fall, goblets suspended, wine a red curtain in the air. The manor is a treasure-house — and a riddle. A dungeon of frozen opulence, built for Pickers and for those who ask the right questions of the dead.
Hooks — d6
| d6 | Why the party climbs to the manor… |
|---|---|
| 1–2 | A collector pays richly for the host's fabled Unwinding Watch (a Wonder), said to be in the manor. |
| 3 | The host's Stilled daughter could name her father's poisoner — if woken at a Wellspring. |
| 4 | A Hushed preacher claims the feast is "blessedly at peace" and is leading pilgrims to seal it forever. Stop them, or help. |
| 5 | The manor's cellars hold dropglasses by the hundred — a fortune, if the hall doesn't wake. |
| 6 | Odd Coldmarch fences a map to the manor — and warns that the Tickless Three bought one too. |
Manor Vesselot — keyed rooms
| # | Room | What's there |
|---|---|---|
| 1 | The Frozen Gate | A doorman paused mid-bow. His ring of keys is a clean Pluck — or a loud one if you snap his finger. |
| 2 | The Great Hall | The feast itself: 200 guests, jewels and plate everywhere (Frozen Loot ×6). The richest, greediest Plucking in the campaign — and the fastest way to fill the clock. |
| 3 | The Musicians' Gallery | A frozen quartet; their instruments are worth Ticks. An Echo-wraith of the singer endlessly mouths one word — the poisoner's name — to any who'll read her lips. |
| 4 | The Kitchens | The source: a cook frozen pouring the poison. A stilljar here holds the antidote-instant. Lurching (1d4) nest in the cold larder. |
| 5 | The Host's Study | The Unwinding Watch (Wonder) on a chain around the dying host's neck — a held, worn Pluck (−3, and he is mid-fall). His letters reveal the Hushed paid for the poison. |
| 6 | The Ice-Cellar | Hundreds of dropglasses; a TRUE-Tempo pocket where a Wellspring seeps. A pilgrim band of the Hushed are here, "tending the peace," and will parley or fight. |
Beneath the frozen avalanche of the Pleating, something vast is dreaming. Its slow amber heartbeat can be felt through the stone, and where it beats, Wellsprings flow. The Wound-Keepers want to reach it; the Hushed want it left to sleep. The party must descend through a mountain caught mid-collapse to stand before the Stillborn itself — and decide what to do with the heart of the world. An expedition delve and the campaign's first great moral fork.
Hooks — d6
| d6 | What draws the party under the mountain… |
|---|---|
| 1–2 | The Wound-Keepers hire the party to guide their expedition to the heart (and protect their secrets). |
| 3 | Wellsprings across the Tableau are drying; the cause lies under the Pleating. |
| 4 | A dying Horologist's last map shows a "Heart-coal" — a Wonder — within the titan's chest. |
| 5 | The Hushed beg the party to stop the Wound-Keepers from "murdering the dreamer." |
| 6 | The titan's heartbeat has begun to quicken. Someone must learn why before it wakes. |
Under the Pleating — keyed depths
| # | Depth | What's there |
|---|---|---|
| 1 | The Suspended Slide | Billions of tons of rock hanging overhead. Cross with three group checks, and let players pick the approach: FINESSE to thread the gaps, VIGOR to haul on ropes, or WITS to read a safe route (so the climb never punishes one Calling). A failed individual check costs 1 Quick or 1d6 Hurt (their choice); the clock only ticks per watch, not per slip. |
| 2 | The Frozen Camp | A prior expedition, Stilled mid-flight, their gear and a Wellspring-flask intact. What were they fleeing? |
| 3 | The Singing Fissure | A TUMULT zone (roll the Tumult table each round). The titan's dreams leak out as dream-wraiths — figures who never lived, so they can't be "laid to rest" like true Echo-wraiths. Instead, disbelieve them: a WITS or WILL save (vs their TN 11) lets a character see through and walk past one untouched; on a fail, the dream's repeated blow lands (d8 Chill). They cannot leave the fissure. |
| 4 | The Wellspring Vault | The source of half the Tableau's live time, tended by a Wellspring Guardian (stats in Appendix D) who guards the way to the heart. The Gate: it asks why the party has come and weighs the answer — a WILL save (Standard) made at advantage if a player speaks a true, specific reason, at disadvantage if they lie. Pass: it stands aside and grants one bath (full Quick, all Hush cleared) and lets them fill a flask. Fail: it turns them back to find the harder side-route (lose a watch, +1 Avalanche segment) — it does not fight unless attacked. |
| 5 | The Rival Camp | The Wound-Keepers (or Hushed, whoever you didn't hook with) drill toward the heart — a leader and 1d4+2 agents (stats in Appendix D); their drill fills the Heartbeat 1/watch. Parley (reaction roll, modified by Standing), sabotage (a Pluck or WITS check to wreck the drill — stops the Heartbeat, lowers it 1), or battle. |
| 6 | The Heart-Chamber | The Stillborn's open chest and its mountain-sized amber heart. Here the choice is made — and each option has a cost (see The Choice, below). |
The Gasp — the capital frozen at the instant of its catastrophe, a wall of white fire and a shockwave hung forever over toppling towers. Beneath it lies the Great Horologe, the city-sized machine that kept the world's time, its mainspring snapped. Whoever reaches its core and finds the Key can mend time — or break it. Everyone is hunting that Key. A high-stakes dungeon crawl through a TUMULT-locked deathscape, against rivals and Regulators.
Hooks — d6
| d6 | Why brave the Gasp… |
|---|---|
| 1–2 | The Wound-Keepers will pay a kingdom in Ticks for the Key to the Horologe. |
| 3 | The Hushed must be stopped from reaching the Horologe first and welding time shut. |
| 4 | The drying Wellsprings (Delve III) leave the Horologe the only hope; the party goes from need. |
| 5 | The Tickless Three already went in. They have not come out. Their map remains. |
| 6 | A Regulator delivered a frozen warning to Candlemarch — the Horologe is "to remain undisturbed." Naturally. |
Regulator (reprinted here so you needn't flip books)
Clockwork enforcer · keeper of the undisturbed silence
Pendulum-blade: d10 Hurt; on a hit, target saves (FINESSE) or is Pinned 1 round.
Measured: never rolls initiative — always acts on Stutter count 4. You can predict it exactly.
Sworn to stillness: attacks only those who have disturbed the freeze (see the bright line above). Give it no reason and it will not stir.
The Horologe — keyed works
| # | Works | What's there |
|---|---|---|
| 1 | The Burning Boulevard | The frozen firestorm. A thawing patch makes a corridor of moving flame — time your crossing or burn. |
| 2 | The Toppling Spire | A tower frozen mid-fall is the only way down to the works; climbing inside a collapsing building, against the clock. |
| 3 | The Gear-Cathedral | The Horologe proper: vast frozen gears and stopped pendulums. Moving a wrong part = a WITS save (vs TN 12); on a fail, a gear lurches alive — fill 1 clock segment and roll the d12 Backlash table. Crossing unseen uses group stealth: only the Picker (or best-FINESSE PC) rolls, leading the party; armored PCs give them −2. A Regulator stands sentinel (stats above) — failing stealth does not wake it, only the bright-line triggers do. |
| 4 | The Tickless Three | The rival crew (stats in Appendix D): two are Stilled at the threshold, but their leader Quen is still Quick and racing you for the Key — a live rival to outpace, parley with, fight, or rescue the others alongside. Quen clutches half a map. |
| 5 | The Mainspring | The snapped heart of the machine, and the frozen hand of the saboteur still on the lever (friend or foe to your truth). The Key is here — taking it is safe, but working the lever (to mend or break time on the spot) fills 2 clock segments and wakes any Regulator. |
| 6 | The Saboteur's Vault | The why of the Stilling, in letters and a final stilljar — the campaign's biggest lore payoff and treasure. The Wonder here is the Key to the Horologe or the Last Clock (Delve V's artifacts). Reachable for a party that takes the Key and keeps moving rather than working the lever. |
It comes to this. Atop the Hushed's high spire burns the Last Clock — the final candle of the world, its wax almost gone. When it guts out, the Hushed believe, the Stilling will become eternal and holy; the Wound-Keepers believe the Key can relight it and restart time; and the Wellspring Guardians know a truth older than both. The party's choices across four delves decide who stands beside them now, and the last decision is theirs alone. The campaign's climax — a siege, a confrontation, and a choice that ends the world, or saves it, or changes what those words mean.
Who stands with you — tally your campaign
| If, across the campaign, you… | Effect at the spire |
|---|---|
| Kept faith with Odd and the Saltmen | Start the Guttering Clock at 0 instead of the usual 1 (they smuggle you in). |
| Saved the host's daughter (Delve II) | Her revolt occupies the Hushed: the Hierophant arrives one round late, and her rebels remove the pilgrim-crowd (skip Stage 1). |
| Spared / saved the Tickless Three | They join the fight: +1 ally combatant (use a Tickless Three stat line, Appendix D) who can soak the bosses' extra attacks. |
| Earned a Guardian's regard / answered true (Delve III) | +2 to every roll made to enact your chosen ending (the Wellsprings lend their light). |
| Wronged a faction | That faction's champion fights for the Hushed: add a second boss (Appendix D). |
| Woke the Stillborn (Delve III) | The titan is rising too: the Guttering Clock fills +2 per round, not +1. The fastest, most desperate finale. |
The Spire — keyed ascent
| # | Stage | What's there |
|---|---|---|
| 1 | The Hushed Gate | A freezing pilgrim-crowd rings the spire (Hushed Pilgrims, Appendix D). Pass by persuasion (a WILL contest), stealth, or force. Lingering is deadly: each round here, gain 1 Chill from the pressing silence. (Skipped if the daughter's revolt cleared them.) |
| 2 | The Stair of Saints | The Hushed's Stilled "saints" line the climb, exuding a Hush-aura: a WILL save to ascend unshaken (fail = 1 Hush). One saint is the campaign's recurring villain — Steward Merrow, or the Gasp's saboteur — a reckoning the party may settle (waking them for answers risks a fight). |
| 3 | The Whispering Vault | A Wellspring Guardian waits with the campaign's deepest truth and one last question: "Now that you can choose — should the world wake?" Answer honestly and it blesses the party: full Quick, all Hush cleared, full Grit before the climax. (This is the state the party enters the final fight in.) |
| 4 | The Candle-Crown | The spire's peak; the Last Clock burns and the Guttering Clock starts. The Hierophant (Hushed leader) and, if you wronged a faction, the Champion converge to stop you — full stat blocks in Appendix D. Fight through them while you enact The Last Choice. |
The endings are not narration — they are actions the party takes while the bosses try to stop them and the Guttering Clock burns down. Enacting an ending takes a 4-segment Resolve clock the party fills with their actions; if the Guttering Clock fills first, the candle guts out and the Stilling seals by default. The choice is whichever Resolve clock they fill first — so the climax is the choice, contested round by round.
However it ends, end on the party. The last image of STILLPOINT should not be the world's fate, but four cold, tired, extraordinary people deciding — together — what to do with the only moving time that is left. — a closing note for the Tickwarden
Need a delve in five minutes? Roll across these columns and you have a frozen place worth raiding, a reason it's dangerous, a clock, and a prize. Pairs with the Frozen Scene Generator in the Tickwarden's Guide (Ch.8).
The place froze… (d10)
| 1 | A wedding |
| 2 | A hanging |
| 3 | A shipwreck |
| 4 | A siege |
| 5 | A plague-ward |
| 6 | A theater's finale |
| 7 | A mine collapse |
| 8 | A duel at dawn |
| 9 | A harvest fair |
| 10 | A god's last sermon |
The clock is… (d8)
| 1 | 4 seg: a quiet site |
| 2 | 6 seg: a stirring Thaw |
| 3 | 8 seg: a held disaster |
| 4 | a rival crew's race |
| 5 | a rising Tempo |
| 6 | a Regulator's patrol |
| 7 | a Lurching tide |
| 8 | the Hush itself, coming |
The prize is… (d10)
| 1 | A Wonder |
| 2 | A hidden Wellspring |
| 3 | Dropglasses, a hoard |
| 4 | A Stilled loved one |
| 5 | A faction's secret |
| 6 | A map to a truth |
| 7 | A new Working/Tending |
| 8 | A rival's downfall |
| 9 | An everflame cache |
| 10 | Only a lesson |
◆Between delves, the Quick take work. Roll a patron, roll a job, and you have the next adventure's hook — and a thread to pull on.
Who's hiring (d12)
| d12 | Patron |
|---|---|
| 1 | The Hour-Council of Candlemarch |
| 2 | Odd Coldmarch & the Saltmen |
| 3 | A Wound-Keeper Horologist |
| 4 | A Hushed missionary |
| 5 | A grieving family of the Stilled |
| 6 | A rival crew, desperate enough to share |
| 7 | A Wellspring Guardian, through a dream |
| 8 | A Marchwarden captain |
| 9 | A collector of Wonders |
| 10 | An Echo with a message to deliver |
| 11 | A child born Quick, with strange knowledge |
| 12 | No one — the Quick choose their own road |
The job (d12)
| d12 | Task |
|---|---|
| 1 | Recover a named Wonder before a rival does |
| 2 | Find and chart a new Wellspring |
| 3 | Wake a Stilled person at a Wellspring |
| 4 | Escort pilgrims across the Lurchlands |
| 5 | Lay an Echo-wraith to rest |
| 6 | Steal a secret from a frozen vault |
| 7 | Destroy or divert a spreading Thawpocket |
| 8 | Negotiate a debt with the Saltmen |
| 9 | Sabotage a rival faction's expedition |
| 10 | Map a route through a Tumult zone |
| 11 | Recover the dropglasses of a lost crew |
| 12 | Learn the truth of one frozen place |
Keep this one page between sessions. It is the memory of the campaign — who owes whom, which truth is surfacing, and how close the candle is to guttering.
◆Five delves, and then the choice. Walk your Quick to the edge of the frozen world, Tickwarden, and let them decide what time is for. — the last page of the Book of Delves
The campaign's named foes and friends, statted so you never have to invent them mid-scene. Each block follows the bestiary format (Tickwarden's Guide, Ch.6): Guard, Grit, Attack Value (its TN to hit a Quick, minus their Guard), Save TN (= 8 + HD, the number a Working/Tending must beat), Morale, and Threat. Scale any of them to your party by ±1 HD as needed.
Hushed Pilgrim
Zealot of voluntary stillness · 1 HD
Invitation to Rest: on a hit (a cold touch), the target saves (WILL) or gains 1 Hush as the peace beckons. Pilgrims do not flee — they welcome the freeze.
In a crowd: run them as a single "mob" filling a space; passing requires persuasion (WILL contest), stealth, or a round of shoving through (1 Chill each).
The Hierophant of the Hush — finale boss
Leader of the Hushed · would seal the world forever · 6 HD
Word of Stilling: one target saves (WILL) or is Pinned and gains 2 Hush.
Hush-Aura: living creatures within 20 ft. gain 1 Chill at the start of their turn — unless within a Warden's Everflame or TRUE Tempo.
Sacred Stillness: once, when first bloodied, the Hierophant freezes itself — untouchable and unmissable for one round, then resumes.
Wound-Keeper Agent
Horologist drill-hand / expedition guard · 2 HD
A Working in hand: may cast Drag or Stutterstep once (target resists on Save TN). Otherwise a light blade (d6).
Maelis, the Wound-Keepers' Champion — finale boss
Their sworn blade · would relight the world at any cost · 6 HD
Chronometer-glaive: d10 Hurt, reach; on a Perfect Beat, also drains 1 Quick.
Borrowed Seconds: once per fight, takes a second full turn at the end of a round.
Ally or foe: if the party seeks to relight time too, Maelis fights beside them instead — a powerful temporary ally against the Hierophant.
Tickless Three (rival Quick) — Vurst, Sable & Quen
A rival crew: a brawler, a thief, a time-meddler · 3 HD each
Vurst (Marcher): two attacks, long blade d8. Sable (Picker): Killing Stillness +2d6 on a first strike. Quen (Horologist): one Working per scene.
Recurring: scale them to match the party's level (±1 HD per two levels). They can be deadly foes, grudging rivals, or — if spared — unlikely allies at the Last Candle.
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