And overall, I'm a pretty inexperienced DM. I'm putting together a mini-campaign that's slated to only go about three sessions, with the possibility that we might make it longer if the players really get into it. I need some ideas and suggestions.
The group is comprised of three 5th-level equivalent characters. One is a human psychic/rogue who focuses on things like Blink Teleport. He says he's a courier and is also looking at being a member of the Fated. Another is a monk, about whom I don't yet have any details. The third player hasn't decided on a concept. I'm planning on all of them being planars based in Sigil, though if the third player really is having a tough time deciding things I might suggest that she be a prime that accidentally activated a portal one day. This will probably be pre-Faction War, because if it gets extended, I'd like to look into running modules like Harbinger House.
My basic seed is a sentence I got off a table in the DMG: Beneath the Tree of the World is buried the Master Clock of Time. I'm not sure what kind of hook I ought to have. I was thinking that I could have a potential employer catch wind of it, then contact the PC's about hunting this thing down. Perhaps this guy could apparently be a Guvner, out to study this clock as a curiosity. Suppose he has some almost-complete clockwork machine that, when it gets the last component, gives the vital clue as to where the clock is, and the PC's have to go acquire or steal this last piece before they can move on to the clock itself. Would this be a good start? Would this phase take too much time?
Second phase, they move on toward trying to dig up the clock. I want it to be somwhere around one of Yggdrasil's roots, probably in the Realm of the Norns (hence all my Outlands questions - what ring is this in, anyway?). What sort of things should one expect in that realm? Are there petitioners? How might the Norns react to a small party hiking around their territory with shovels?
Third part, if they ignore any arguments as to the inherent amorality of trying to steal the Master Clock of Time, and they get it back to their employer, what then? For one, what would be the outcome if this guy really is a Guvner? I was thinking he might be an Anarchist in disguise. What could he hope to gain by destroying it or whatever?
And most importantly, what if the PCs tell this guy to bar it in the first five minutes? Any alternate adventure ideas of they decide not to go after the clock at all?
If you want to have the clock really far down among Yggdrasil's roots, you can send them off to the Gray Waste. I don't recall what layer it is, but there Nidhogg gnaws on the roots. When that greatest of dragons breaks through, the World Ash will fall, beginning Ragnarok. Now that I think of it, maybe the dragon/root complex is the Master Clock of Time? Just an idea to do with as you will.