28/01/2013

The best 5 Steampunk Gadget

5) Eyeglass
If you have to observe a crime scene you need this one.







4) Hat
Nothing like a tall hat.





3) Pen
Sometimes you need to take notes, better take with a steampunk pen.








2) Pocket watch
 Without a watch, you may end up always being late, like the white rabbit.






1) Brass Goggles
The gadget that you should never miss. Cool and protect you from the wind.

D&D Adventure: The Clock Tower (EL 8)

To play this adventure you need the Players Handbook, the Dungeon's master guide and the manual indicated hereinafter.

This adventure is set in the city of Sharn. Sharn is the southernmost city of the Breland. Is a Great city, the most populated of the Khorvaire. This city is structured in 3 levels delimited by tower. This adventure is for 4 character of at least 8 level.

The Character are attracted by some rumour in the street. in the second level of the city. A man running towards them, and say that some strange things leaked from the Clockwork tower. If the player make a spot check CD15 they see some mechanical monsters fighting with soldier.
The man, that is the keeper of the clockwork tower ask to the character to follow him to the Tower because someone has to stop this mechanical thing. The Keeper say that the mechanical things came out from a wall of the tower when he repaired a gear of the  clock.
When the Character enter the clock Tower a search check DC 20 allows to find a lever that open a secret door in one of the tower wall. If the characters ask to the Keeper what is the gear that he was trying to repair, the skill check CD becomes 15.
If the player enter the Secret door, they find a descending staircase that take the character in the Dungeon.
The dungeon map: a square is equivalent to 2,5 feet (1,5 m)
 The Character, at the End of the Staircase, enter the a Room.

1) a Room
The first room is a large 22,5X22,5 feet room. In the middle there's a gear with two longer teeth, and a pillar in the middle of it. The teeth allow to reach easily the Alpha corridor. If the control pad in the room c is activated (see room c) the gear begins to turn, and make possible to reach the other door of the room. The door for the Alpha corridor is opened but the door for the b room and Boss room are closed. To open the door for the b room the characters have to press a button in the same pad which activates the gear in the c room. To open the Boss room the character must activate the electrical unit in the f room and the two switch in the e room (see e room and f room).
2) Alpha corridor
The alpha corridor leads to the c room. I suggest to put a trap in the square 5d, such as a pressure trap or a manhole.
3) c Room
The c room is a study room. In the square 5h there's a table; in the square 6g there's a bed; in the square 1g, 6l and 1m there are closet in which the character can find some little gears; in the square 6i there's a desk with some project that explain the operation of the clock(1), in the desk there's a drawer in which there is a key that open the bedside table in the square 1i where the character can find a little piece of stone whit inscription on it (the word time); in the square 3l there's a pillar where is a switch that turn on the electrical energy on the electric pad in the room; in the square n1, n2, n3, n4 there is an electric pad, if the characters turn it on the gear in the a room begin to turn.
DM "you hear a noise as if something begin to move"
In the same pad there's a switch that open the door for the b room.
4) b Room
When the character reach the b room they found another large gear this time with a pillar under it. facing the door where the characters entered there is another entrance barred by some railings. the characters can pull off the railings with the strenght but they haven't the time to do it because a fight begins.
DM "some mechanical things approaching you. They remember spiders, but they are certainly made of metal. they came from the wall and from under the gear"
The monster are the clockwork horror described at page 47 in the monster manual II, put in the battle 1 platinum horror, 2 gold horror and 3 or 4 electrum horror.
Fight over a gear in movement involves some penalities: -2 to all the attack roll at distance, a penalty of -2 to Concentrations to cast a spell and a penalty of -2 to all the Dex based skills.
Pull off the railings is a strenght check CD 25. The characters can use a rope and the movement of the gear.
5) Beta Corridor
6) d Room
Iron Golem
Is a important room. It is smaller than the others but in the middle (square 27d) there is a rock puzzle; in the square 26c, 28c, 28d and 27c there are statues; in the square 27b there is a secret room. On the rock puzzle, ss possible to read a sentence "death is just a question of clock" the clock word is removable. In the sentence, the little piece of stone found in the c room can be put instead of the word clock. When the characters remove the word clock, the door closes behind them. On the door, there are two other piece of stone with the word space and life.
If the characters put the word space the door to the gamma corridor and the door for the delta corridor will open.
If the characters put the word life the statues on the square 26c and 28c will take life and became two Iron golem (pag. 136 of the Monster Manual).
If the characters put the word Time they can enter the secret room where they find a ring that make possible to increase their body weight of 100 kg, without preventing any movement.
7) Gamma and Delta corridor
8) f Room.
In this room there is a single switch that turn on the electricity in the room e (see e room)
9) e Room
In this room the character can activate the switch that open the Boss door in the a room. To turn on the two switch that open the door the switch in the f room (see f room) must be activated. the characters have to turn on the two switch together at the same time otherwise the door will not open.
10) Boss Room
Is the larger room of the dungeon, you can see everywhere gears. Is a room shrouded in darkness. Suddenly ten electric units begin to shine and reveal two great mechanical arms. This is the boss of the dungeon, the following descriptions is about one of them that are indipendent:

Mechanical Hand

Hit dice: 20d10 + 22 (136)
Initiative: 0
Speed:30 ft.
Armor Class: 22
Base attack: +10/+28
Attack: slam +18 melee (2d10+5)
full Attack: slam +18 melee (2d10+5)
Space/reach: 30 ft
Special Attack: Telekines or gravity inversion; summon electrum horror.
Special Qualities: Construct traits, Damage reduction 10/adamantine, Immunity to magic.
Saves: Fort +4, ref +4, will +4
Abilities: Str 30, dex 10, con ---, int ---, wis 10, cha 1.
Skills: ---
Feats: ---
Challenge Rating: 12

The two arms are a mechanical beings which can reach every part of the room. Are huge and can grab the character easily. When the electric units turn on
DM "Two large arm appear in front of you. Seems that they defend something; they begin to hit the floor vibrating all the room."
Telekines (CL 8)
One of the hand can cast telekinesis on the characters or on the huge gears in the room, like the spell (DC 23) once every d6 round.
Gravity inversion
The other hand can cast gravity inversion on the character, like the spell (DC 24), once every d6 round.
Summon electrum horror
If the two hands are alive they can spend two rounds to create an electrum horror with the gears in the room.

Ending
The Hand can be destroyed fighting them or destroying the electric units.
Once the Hand are defeated they reveal a strange Brain in a bathtub full of water with attacked part of the spine. To complete defeat the boss the character have to destroy the Brain.
The mechanical thing in Sharn will not stop until all the electric units will not be destroyed.

(1) If the Characters read the project, they can learn a lot about the creator of the clock tower. He can be a member of the house Cannith or someone else. To become immortal, this engineer has transferred is will in the clock tower in order to continue to create his costruct.