The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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232<br />
Factory Floor A: Sheet Rolling and Panel<br />
Beating<br />
This enormous chamber is filled with the din of metal<br />
pounding on metal. Immense machines are laid end to<br />
end in two rows, with stunted grey figures working on<br />
them. <strong>The</strong> figures feed hot metal into hoppers, which<br />
send it to be rolled into sheets between gargantuan<br />
rollers and hammered into shape by devices like<br />
constructs gone mad, with mallet-like limbs rising and<br />
falling incessantly. <strong>The</strong> products that come clanging off<br />
the production belt are like pieces of metal shell, ready<br />
to be assembled into a hull. <strong>The</strong> fragments are all too<br />
familiar to you.<br />
Standing behind the duergar, keeping careful watch,<br />
are several drow guards. Everyone here seems highlystrung,<br />
as if they are nervous about something important<br />
that is about to happen. <strong>The</strong>re is an observation<br />
platform above one end of the room.<br />
<strong>The</strong>re are 20 duergar craftsmen-at-arms and four elite<br />
drow guards here. <strong>The</strong> duergar wear metal helmets<br />
stuffed with cloth to protect their ears. This gives them<br />
a –4 penalty on all Listen checks and a –2 penalty on<br />
all Spot checks. In addition, all Listen checks made<br />
here are at a –4 circumstance penalty because of the<br />
background noise.<br />
<strong>The</strong> Machinery: <strong>The</strong> first time any of the Player<br />
Characters examines one of the machines, the Games<br />
Master should read them the following:<br />
You notice that there is a strange object mounted on<br />
the machine, like a glass bell jar filled with mist and<br />
tiny electrical bolts. It looks as if someone has bottled<br />
a thundercloud. Whether this is a power source,<br />
some kind of magical brain, a defence mechanism or<br />
something even more sinister, you cannot tell.<br />
Lightning Jars: Smashing a lightning jar causes a<br />
detonation of electrical energy in a 30-foot-radius<br />
spread. This deals 25d6 electrical damage to all creatures<br />
in the area of effect, with a Reflex saving throw (DC<br />
23) allowed for half damage. <strong>The</strong> safe removal of a<br />
lightning jar requires a Disable Device check (DC 15).<br />
Machinery Hazards: <strong>The</strong> machines are extremely<br />
dangerous and can cause severe damage to characters<br />
caught in them. Treat regions of machinery as if they<br />
are trapped, with no Search check necessary to find the<br />
trap. A Disable Device check can be made to shut the<br />
machinery down. Creatures entering the machinery<br />
squares, voluntarily or not, suffer the effects of the trap<br />
each round:<br />
• Rolling Machine: <strong>The</strong> rollers trap creatures and<br />
crush them for 16d6 points of damage. A successful<br />
Reflex saving throw (DC 20) avoids this.<br />
• Hammering Machine: Each creature suffers 2d4<br />
mallet attacks per round. Each attack is +18 melee<br />
and deals 1d6+10 points of bludgeoning damage.<br />
• Shearing Machine: A huge blade descends to slice<br />
off segments of sprue. Single melee attack, +20<br />
melee, damage 4d6+14 slashing.<br />
Factory Floor B: Component Casting<br />
This chamber is awash with heat, and the ceiling ripples<br />
with grisly light from many furnaces. At the eastern end<br />
of the room, cucurbits are brimming with molten iron.<br />
<strong>The</strong>se are periodically tilted, allowing white-hot metal<br />
to flow hissing into moulds. <strong>The</strong> duergar working here<br />
are hard at work casting flywheels, joint sections, cogs<br />
and small odd components that you cannot identify.<br />
At the western end of the room, duergar sit at benches<br />
filing away at the fresh-cast pieces. <strong>Drow</strong> guards stand<br />
watching with fearful expressions, as if they expect<br />
something to explode at any moment. <strong>The</strong>re is an<br />
observation platform above one end of the room.<br />
<strong>The</strong>re are 24 duergar craftsmen-at-arms here, along<br />
with three elite drow guards and one war-mage.<br />
Machinery Hazards: <strong>The</strong> cucurbits of molten iron<br />
are only dangerous if a creature should happen to fall<br />
in them, or if the iron is spilled out. Treat the iron as<br />
lava (see the DMG). A creature adjacent to a cucurbit<br />
can tip the iron out (as a full-round action) by pulling a<br />
lever. This sends a wave of molten iron spilling out in<br />
a 30-foot spread. Creatures in the path of the iron must<br />
make Reflex saving throws (DC 15) or be washed over<br />
by the molten iron and be considered totally immersed<br />
for one round.<br />
Factory Floor C: Riveting and Assembly<br />
A low rattling sound fills this room as a conveyor<br />
belt, apparently made from worn leather, moves halfassembled<br />
Ironclad components from one duergar<br />
craftsman to the next. <strong>The</strong> grey dwarves grab the pieces<br />
off the belt, hammer rivets into place, tighten bolts and<br />
join seams with molten solder. <strong>The</strong> pieces that roll off<br />
the end of the production line into huge woven baskets<br />
are clearly recognisable as Ironclad legs, pincers and<br />
hull segments. This is not wholesome craftsmanship<br />
– this is some mechanised nightmare.<br />
Ibon Presno Gonzalez (order #73006) 8