The 2000 Year Epic Campaign
A mysterious prison or hiding place (depending on perspective) where the Chronomancer lived/lives in. This nil-space area resembles a clock with each room designated as one of 12 points. It is filled with monsters and traps in three separate time eras, past, present, and future. As a young boy, William the Bloody assited the Chronomancer in hiding six keys in the maze and in time. These keys would be needed to gain entrance to the final room, where more monsters and traps were and finally, where the Chronomancer resided.
Session #16 (3rd Era) – The Chronomancer contacted Talsion Jaffe while he was having a nightmare of hell brought on by the slave branding, to free him from the maze. The Chronomancer was able to give the halfling bard an hourglass, in his dream, that somehow transferred over to the real world. Jaffe was able to use this hourglass to create a portal to the maze. The officers went through it and were able to fight through the maze, recover the keys, free the Chronomancer, and rid Jaffe of the nightmares.