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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

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