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Author: Joseph Goodman
Dedicated to April.
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CONTENTS
INTRODUCTION 3 EPISODE THREE: NEW RULES 55
Adventure Summary 3 Insightful Step (General) 55
Adventure Hooks 4 ENTER THE LEGION 28 Piston Rage (General) 56
Background 4 TRAVELING ENCOUNTERS 28 Power Spell (Metamagic) 56
DM’s Notes 5 Encounter A: Getting Off Nedderpik 28 Prophetic Step (General) 56
Encounter B: The Lunar Rain 29 Spell Cleave (Metamagic) 56
Encounter C: The Worm Pits (EL 1) 29 Tinker’s Touch (General) 56
EPISODE ONE: Encounter D: The Orc Raiders (EL 3) 31 NEW ITEM: THE STARSHARDS 56
HAIMLER’S TOWN 33
SKYFALL 6 EVENTS 33
Powers of the Starshards
Combining the Starshards
57
57
INTRODUCTION 6 Event 1: The Characters’ NEW MECHS 58
Area 1: The Meteorite 7 Initial Approach 33 Magwagon (Freight Model) 58
Area 2: The Entrance Chamber (EL 2) 7 Event 2: The Characters’ Interaction Raptor 58
Area 3: The Greeting Area 8 with the Community 35 NEW CREATURES 59
Area 4: Host Storage (EL 1) 9 Event 3: The Characters’ Interactions with Ferrovore 59
Area 5: Hallway (EL 2) 10 Haimler, Thoron and Shtrawnek 36 Creating a Ferrovore 60
Area 6: Living Quarters (EL 1/4–1) 10 Event 4: The Characters’ Investigation Lunar Elemental 61
Area 7: Ooze Pools 10 of the Lunar Temple 38 Nanite 62
Area 8: Portal of the Faithful (EL 1) 11 Event 5: Arrival of the Irontooth Mech 39 Spawn of Seroficitacit 64
Area 9: Sanctum of the Faithful 11 Locations 39 LEGAL INFORMATION 66
Area 10: Guard Chamber (EL 1) 11 NPCs 39 OPEN GAME LICENSE 67
Area 11: The Hatchery (EL 0) 13 Haimler, Tribal Leader and Legion Major 39 DESIGNER’S NOTES 68
Area 12: The Starshard 13 Thoron, Warrior Leader and HANDOUT A 70
Area 13: Stairwell 14 Legion Sergeant 40 HANDOUT B 70
CONCLUSION 14 Shtrawnek, Tribal Shaman 41 MECH SCHEMATIC SHEETS 71
XP Awards 42
EPISODE TWO:
SECOND LUNAR TEMPLE 42
Area 1: Ladder and Chute 42
OLD IRON ARMS 16 Area 2: Worship Area 43
THE GEAR FOREST 19 Area 3: Sleeping Chamber (EL 1/2) 43
Area 1: Old Iron Arms 19 Area 4: Divination Chamber 44
Area 2: Supplies 21 Area 5A: The Great Spawn (EL 3) 45 TABLES & MAPS
Area 3: Cogling Clearing 21 Area 5B: The Last Skinstealer (EL 2) 45
Area 4: Boiler Room (EL 2) 22 Area 6: New Living Quarters (EL 3) 45 Table 3-1: Spot Checks by Area Observed 35
Area 5: Rusty Corridor (EL 1) 22 Area 7: The Starshard 46 Table 3-2: Gather information by
Area 6A: The Cogwheels (EL 2) 23 CONCLUSION 47 Person/Topic Queried 36
Area 6B: The Pistons 24 Further Adventures with the Legion 47 Table 3-3: Xp Awards 42
Area 7: The Warder (EL 1) 24 Table 5-1: New feats 55
Table 5-2: Onboard Weapons 59
Area 8: The Sludge River (EL 1) 25
EPISODE FOUR:
Area 9: The Beetle Lair (EL 3) 25 Table 5-4: Seroficitacit’s Changes 65
CONCLUSION 26 ON THE IRONTOOTH TRAIL 48 Table 5-3: Effect of Spawn Attack 65
INTRODUCTION 48
TRAVELING ENCOUNTERS 49
Encounter A:Irontooth Ambushes 49
Encounter B:Irontooth Charges 50 Map 1: The Lunar Temple 7
ENTER THE IRONTOOTH 50 Map 2: Lair of Old Iron Arms 18
CONCLUSION 53 Map 3: Haimler’s Town 38
Further Adventures with the Map 4: Second Lunar Temple 43
Irontooth Clans 53
Looking for Home 54
Back on Nedderpik 54
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dangers. Along the way, the characters face one character should have several ranks in derpik when they return.
combat, diplomacy, and puzzles. In the end, the Mech Pilot skill. The characters journey to the city-mech
they become citizens of the prominent city- to get their loaner mech. While there, they
mech Nedderpik (see Chapter 7 of Dragon- are secretly recruited by cogling stowaways
Mech), make friends and enemies, and are ADVENTURE SUMMARY to help defeat a threat to the city-mech’s
directed to the city of Edge to continue their engines. Then they move on
quest, although they are positioned to pursue
adventure in almost any direction. To play this
adventure, you will need a copy of Dragon-
T he Shardsfall Quest has four
major episodes. The adven-
ture is a cross-country jaunt of
into Legion territory.
While there, they
deal with several
Mech, as well as the core d20 books (Player’s sorts, sending the characters minor mech skir-
Handbook, DMG and MM). in pursuit of the parts of a mishes before
The Shardsfall Quest is designed for lunar relic. The relic was in finally reaching
beginning characters of 1st level. By the end a temple carved into the very the temple.
of the adventure, the characters will have bedrock of the moon, which Destroying it
accrued enough experience to be approxi- shattered in the lunar rain won’t be easy,
mately 3rd level, depending on the number and fell to earth in the form of however, because
of characters. The adventuring party should several meteorites, each of which human refugees
have between 4 and 6 members, with at least landed many miles from the oth- have moved into the
one strong fighter, one coglayer or steam- ers. With each episode, the characters tunnels for protection
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from the lunar rain. The characters must quest for the globes. They tell the characters • The characters are scouts for a city-mech.
confront the xenophobic Legion humans, there are stories of another such globe some- They patrol whenever the city-mech comes
who decry non-humans as inferior. And where in the trading city of Edge, far to the to a halt. Being low-level and untrained as
there’s a twist: The Legion’s leaders are south. Once the characters have returned to they are, they’re in the infantry corps, not
controlled by lunar skinstealers. the city-mech, given back their loaner mech, the mech division. While scouting on this
Once characters unravel the skinstealer and gained their citizenship medallion, they morning, they find a meteorite with a
mystery, they go to clear out the lunar are positioned for continued adventures in lunar temple inside it.
temple. Just as they reach the last room, a almost any direction. • Alternately, the characters could be in the
small one-man mech darts out of hiding. private employ of the Gearwrights Guild.
Seemingly just as quickly, it emerges hold- Their task is specifically to scout meteors
ing another radiant globe, like the one the ADVENTURE HOOKS on foot and locate valuable lunar relics,
characters found in the first temple. Then particularly technology and
it nimbly darts out of range and retreats
quickly to the north.
The characters learn from the Legion
T he adventure begins with the characters
coming across a recently fallen
meteorite. The background mate-
magic that might help
the Guild. Nor-
mally, they
refugees that it was an Irontooth mech. Why rial assumes they are scavengers would take
it was here, so far from Irontooth territory, is who make a living selling ore what they
a mystery. Once their mission here is done, and other valuables to passing find back
they journey north, trailing their mysterious mechs. Yet since the characters to the
assailant. Eventually, they enter Irontooth are 1st level and just beginning Guild,
territory, where they come across one of a campaign, the GM can use but the
the legendary Irontooth jousts just getting quite a few other options for interven-
underway. One of the mechs involved is the explaining how they end up dis- tion of
same one that attacked them. covering the meteorite. Here are the Stenian
The characters’ mech is sighted and quickly some ideas: Confederacy
surrounded with overwhelming odds, forcing • The characters could be freelance (in Episode One)
them to negotiate. It turns out the Irontooth ore-hunters. They make their living changes their path….
are pursuing the lunar globes to fulfill an scouring the meteors left behind after
ancient prophecy that predates the lunar each night’s lunar rain, finding veins of
rain, dating back to the monastic orders from precious metals (such as adamantine and
which the Irontooth evolved. They are not mensite). Then they mine them before BACKGROUND
sure of the globes’ powers, but the prophecy anyone else comes across them, or else
claims that when all are collected, they will
rise into the sky to form a new constellation,
and the lunar rain will end. Yet that’s beside
guard them and sell access to third-party
miners. This time, however, they’ve found
a particularly interesting meteor….
T his adventure is set on the continent
of Highpoint in the world of Dragon-
Mech. Highpoint was once a land of tradi-
the point. The only way • The characters could be refugees, tional medieval kingdoms, but that structure
the PCs will escape like so many others on Highpoint. has been decimated by the lunar rain. The
with their lives is They once had training or occu- planet’s moon is slowly falling apart, for
if they accept a pations, but now they dwell in reasons unknown. As the moon collapses, its
challenge from a secluded cave somewhere fragments are drawn into the world’s gravity
the Irontooth: on the flatland, eking out well. The result is a constant meteor storm
They must an existence and trying beneath the moon. On the planet, each
duel! to find safe passage to night’s moonrise brings with it the so-called
If the PCs Edge or citizenship on a lunar rain — sometimes only a particulate
perform hon- city-mech. Their normal haze that irritates the skin, but other times a
orably during life consists of scavenging devastating meteor storm that sends two-ton
the duel, the surface wreckage and trad- boulders hurtling into the surface. As if that
Irontooth recog- ing with passing mech tribes. weren’t enough, the moon’s bizarre denizens
nize their valor with They could even live with a tribe are also falling to earth, and they’re univer-
admission to the clans, of worm farmers that took them in sally hostile.
then ask them to join in their for their combat skills.
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Now refer to Map One: The Lunar Temple. spherical shape, but are cut off suddenly Dropping from above is difficult due to the
Many of the creatures in this temple should at the top; it looks as if there was another meteor’s temperature. It has begun to cool
be dead, but they aren’t. They have been part to the meteor that was simply sheared but is still very hot to the touch. It is coolest
saved by their own malleable ooze-like off. The lunar rock has split into two halves, at its center (where it was most insulated from
forms, their strange physiology and the will which now stand about 20 feet apart. the friction of its earthfall) and warmest on
of Seroficitacit himself, who ensures that The only visible entrance to the meteor’s its surface. Anyone who walks on the surface
many of his worshippers survive to engage outer perimeter is the one which the char- for more than two rounds takes 1 point of heat
this strange new world. acters stand before, leading into Area 2. If damage each round after the second (Fort
the characters conduct a search of the area, save DC 10 to take no damage).
they spy four more entrances on the walls of The hot rock and spawns should collec-
the channel between the two halves (Spot tively steer the characters toward entering
DC 10). These entrances (corresponding the passage into Area 2.
THE LUNAR TEMPLE to the broken passages between Areas 7
and 8) are 20 feet above ground level and
T
his section describes the significant 40 feet below the meteor’s roof. They AREA 2:
locations of the lunar temple. are difficult to reach due to the spawns THE ENTRANCE CHAMBER
of Seroficitacit (see “New Creatures” in (EL 2)
Appendix One) that were tossed from the
AREA 1: openings when the rock split. These spawn Read or paraphrase the following:
THE METEORITE now rest in the entrances to the split chan-
nel, effectively preventing the characters
Reach 10 ft./5 ft.; SA Change; SQ Blindsight The hallway continues for a short distance
The meteorite landed upside-down relative 40 ft., moon lore, ooze traits, lunar traits; AL before coming to yet another round chamber.
to its orientation on the moon, so the temple N; SV Fort +6, Ref –4, Will +5; Str 18, Dex 1, The bottom of this room is a bowl-like half-
that the characters enter is also upside-down. Con 20, Int 18, Wis 18, Cha 10. sphere that dips 10 feet below the floor level.
The ooze is a spawn of Seroficitacit that was Skills: Bluff +6, Knowledge (lunar) +20, The ceiling stays at its current height. Directly
originally housed in the basin when it was Knowledge (the planes) +10, Knowledge (reli- over the lowest point of the floor is a 10-foot-
right side up. Now the basin is on the ceil- gion) +10, Listen +10, Spot +10. wide hole in the ceiling.
ing, and the spawn has been tossed onto Feats: Insightful Step, The walls, floor and ceiling of this room are
the floor. Seroficitacit’s Changes. completely covered with utterly alien carvings.
The spawn is the “greeter” for this SA–Change (Su): Fort The shapes and symbols are totally foreign. You
particular temple. It can sense surface DC 10 or suffer change cannot read them or even understand what they
creatures and will attack all who come (see “New Creatures” in represent, and they seem even more confusing
near, fulfilling Seroficitacit’s whim that Appendix One). than they should. Each time you look at a new
their world should change. It is a young section, it seems like the area you were just look-
spawn that survived the meteor crash but was ing at shifts ever so slightly.
wounded in the process.
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just after someone has read them. It’s not alcove in the northwest corner of the room. Near
LUNAR TEMPLE FEATURES an illusion and can be perceived by anyone the other alcoves, a total of four creatures sprawl
Floor Level: The meteorite landed in a way that who carefully observes the carvings as they on the floor. They are grotesque, ugly things, like
left the lunar temple both upside down and at an read (Spot DC 10). The legends told by the large lizards but with five legs and no neck. Their
angle. The horizontal axis of the temple is tilted walls change as the walls do. Yet the stories mouths have dull teeth, and their skin is lined with
higher on its eastern half than its western side. This never contradict each other; they simply add ribbed veins.
allows characters to enter at ground level on the more or different details, or in some cases As you enter, one of the creatures raises its
western side of the meteorite, but when they pass tell completely different stories. The walls head to look at you.
through the middle chasm, they are 20 feet above can be read, but only with great difficulty
ground level, and when they reach the eastern side (Decipher Script DC 35, with additional
they are about 40 feet above ground level. –4 penalty to check as long as symbols are The lunar skinstealers that occupy this
Illumination: There is no light of any kind upside-down). temple frequently used dronogs as parasitic
inside the meteorite. The creatures inside navigate This room was used by the temple hosts, especially when they left the temple.
through native blindsense or blindsight, or alien denizens as a simple prayer area. It was here They kept the dronogs here. This room can
forms of navigation possessed by lunar creatures where they would come to meditate on house up to 15 dronogs at once, though usu-
and not understood by terrestrial creatures. Seroficitacit’s greatness. When it was right ally there were no more than five here.
Walls: All passages in the tunnel are round, with side up, the room’s exit was a simple hole in Anyone who examines the room carefully
a slightly flattened floor. Unless noted otherwise, the floor through which worshippers would (Spot DC 10) notes that there are slight con-
they are 10 feet tall. They have stats as follows: descend (see diagram). Now that hole is in cave pits worn into the otherwise smooth
Hewn Stone Wall: 3 ft. thick between rooms, the “ceiling,” 20 feet above the upside-down “ceiling” above each alcove. These pits were
otherwise solid rock; Break DC 50; hardness 8; “floor.” The characters must figure out how worn into the floor by the dronogs after
540 hp; Climb DC 22. to get up there. countless years of bedding down each
Doors: Doors within the lunar temple are quite Anyone who takes the time to night in the alcoves.
unlike normal doors. They are round passages a full observe the shifting walls care- All four of the dronogs
10 feet tall, with a round door set within. The door fully will eventually see images currently present were
opens by rotating on a horizontal bar set within the of the door at Area 8 and the injured in the mete-
frame 5 feet above the ground, effectively “flipping ball-chutes at Area 10. It takes orite’s landing. Three
over” to open. Humans using these doors must 10 minutes for these images were killed outright,
move with the bottom half of the door and duck un- to appear in the stories, which but one of them sur-
der the horizontal bar. Creatures with the ability to describe the building of this very vived. When it sees the
do so can throw themselves at the upper half of the temple. Although the immediate characters, it rises to its
door to flip through to the other side. The rotating implications will not be obvious to the feet and charges.
door can swing in either direction. characters, observing these scenes allows Remember that the mental
Stone Door: 4 in. thick; hardness 8; 60 hp; them to make an Intelligence check (DC 12) static emanated by the dronog ceases as
Break DC 28 (stuck or locked). at Areas 8 and 10 to determine, respectively, soon as it dies.
the method for passing the door and the use Dronog (injured): CR 1; Large aberration
of the ball-chutes. (lunar); HD 4d8+8; hp 12; Init –2; Spd 20 ft.,
As you look around you, your thoughts start to The legends told by the wall symbols will burrow 10 ft.; AC 15, touch 15, flat-footed
feel sluggish. It seems as if the world is becoming not repeat themselves until someone has 7; BAB +3; Grp +11; Atk/Full Atk +6 melee
more and more difficult to understand.… observed them for a full hour. (1d8+6, bite); Space/Reach 10 ft./5 ft.; SA
Mental static; SQ Lunar traits; AL N; SV Fort
+6, Ref +0, Will +0; Str 19, Dex 7, Con 15, Int
The characters are now in the influence of AREA 4: 4, Wis 8, Cha 8.
the mental static from the dronog in Area 4. HOST STORAGE (EL 1) Skills: Climb +8, Listen +3, Spot +3.
Their Intelligence is automatically reduced SA–Mental Static (Ex): Terrestrials within
by 1d4 points as long as they stay in the area Read or paraphrase the following: 50 feet lose 1d4 Int as long as they remain
of effect. in area; must make a Concentration check
Now distribute Players Handout A. The (DC 12) to attempt any Intelligence-
walls of this room tell legends of Seroficit- You have entered an oddly shaped room about 30 related action.
acit in a lunar language. They are magically feet wide. The sides are lined with shallow five-
enchanted to constantly change, but only foot-deep alcoves. A circular door is set into one
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AREA 5:
HALLWAY (EL 2)
face grapple. As soon as it takes over the hatchery (Area 11). Now it can’t be navigated worthless moon rocks. The carved icons are
host, it retreats to a doorway where it can by a PC without magical aid. symbols of Seroficitacit, worth nothing off
deal with oncoming attackers one-on-one the moon. The only things of value (Search
(or as close to that as possible). DC 10) are the metal chips, which are carved
The skinstealer’s goal is to defend its tem- AREA 6: from mensite. Each room has 2d6 such chips,
ple. It could be parleyed with (once it has a LIVING QUARTERS (EL 1/4–1) each of which is worth 10 gp to the right
host to speak from), but not likely. person. Plenty of interested buyers will be
Be sure to read the DragonMech mon- Read or paraphrase the following: found on any city-mech.
ster entry for the lunar skinstealer carefully.
Skinstealers can be brutally effective if used
properly. If used in a manner that doesn’t This 20-foot-wide, semicircular room looks as if it AREA 7:
reflect their high Intelligence score, how- is, or was, the living quarters for some sort of alien OOZE POOLS
ever, they are easy to defeat. life form. Fragments of solid stone are scattered
about the room, apparently from several smashed Read or paraphrase the following:
pieces of carved rock that lie in the middle of
As a side note, multiple skinstealers are excellent the room. Various containers, carved icons and
opponents for PCs above 1st level. Because their unusual chips of metal are strewn about. Carved This organically shaped corridor has several 15-
grapple attack occupies their opponent, and a into the wall are more alien symbols. foot-wide circular alcoves branching off its sides.
successful host domination not only removes a In each one rests a puddle of gray ooze, with an
PC from play but uses him against his allies, a fight inverted basin carved out of the “ceiling” above.
against lunar skinstealers with even odds becomes Several lunar skinstealers stayed in each of The oozes are still and silent. Further ahead, a pas-
extremely dangerous for the PCs — particularly if these rooms. All four rooms are practically sage veers off to the north.
the skinstealers attack at close quarters. identical.
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These “ooze oracles” were revered spawns of during the descent. Unlike the outer edges, ly sealed stone door (arcane lock); 4 in. thick;
Seroficitacit, eagerly consulted by the cult in they do not inflict heat damage on those who hardness 8; 60 hp; Break DC 38 (locked);
all matters of study, worship and religion. Most touch them for too long. opens automatically if ooze from a spawn of
were killed by the crash-landing. Their bodies Seroficitacit is placed in the basin before the
are inert and not dangerous; they no longer door for 1 round.
inflict changes upon those who touch them. AREA 8:
The oozes completely fill each chamber. PORTAL OF THE FAITHFUL
The only ooze still living lies in the cham- (EL 1) AREA 9:
ber that formerly connected to Area 13. It is SANCTUM OF THE FAITHFUL
on the verge of death and will not take any Read or paraphrase the following:
aggressive actions unless physically touched Read or paraphrase the following:
or jostled, at which point it will attack. It is
an elder spawn of Seroficitacit that split into After crossing the chasm successfully, you arrive in
two halves during the impact of the collision. another 15-foot-wide circular room. On the east- This 30-foot-diameter, circular room has a deep,
One half spilled into the chasm, and the oth- ern wall is another of the round, flip-top doors. bowl-shaped floor. The ceiling is flat and lined
er half remains in this room. Each half is now This one looks different from the others, however, with rows of oblong benches carved directly
treated as a younger spawn. with strange symbols carved into it. An inverted from the stone. In the center of the ceiling is a
Young Spawn of Seroficitacit (injured): basin on the ceiling directly in front of the door one-foot-wide column some three feet in height
CR 2; Medium ooze (lunar); HD 3d10+15; is adorned with different types of carvings, all of with an inverted basin at its end. A deep crack runs
hp 15; Init –5; Spd 10 ft.; AC 7, touch 5, flat- which resemble ooze-like shapes. The basin is 6 through the stone floor. A number of flat, rectan-
footed 7; BAB +2; Grp +6; Atk/Full Atk +6 inches in diameter. gular creatures lie still on the floor.
melee (1d4+4 plus change, slam); Space/
Reach 10 ft./5 ft.; SA Change; SQ Blindsight
40 ft., moon lore, ooze traits, lunar traits; AL Show the players Handout B. Outsiders The characters enter on the ceiling, of
N; SV Fort +6, Ref –4, Will +5; Str 18, Dex 1, were welcome to worship in this temple of course. When part of the temple, this wor-
Con 20, Int 18, Wis 18, Cha 10. Seroficitacit, provided they were suitably ship area was used to show the visions of the
Skills: Bluff +6, Knowledge (lunar) +20, escorted and didn’t venture too deep. This starshard (see Area 12) to the faithful. The
Knowledge (the planes) +10, Knowledge portal was the limit of the outsiders’ access. starshard was placed in the pedestal (which
(religion) +10, Listen +10, Spot +10. The door is magically locked. In order to now resembles a column hanging from the
Feats: Insightful Step, Seroficitacit’s pass, one had to scoop up a handful of a ceiling), and the visions were projected onto
Changes. spawn of Seroficitacit, and deposit the hand- the hemispherical ceiling while the worship-
SA–Change (Su): Fort DC 10 or suffer ful of ooze in the basin in front of the door. pers rested against the small benches on the
change (see “New Creatures” in Appendix Because the spawns would attack any non- floor. The crack was caused by the crash.
One). believers who attempted this, the door was The six bodies are lunar skinstealers who
Crossing the Chasm: To continue on effectively locked to all but the faithful. were worshipping here before they were
their way, the characters must cross the Now, of course, the basin is 10 feet above killed in the crash. The characters find noth-
chasm between the two halves of the meteor. on the ceiling and it’s not exactly easy to get ing else of interest in this room.
The hall opens 20 feet above ground level. a pile of ooze to defy gravity. Any amount
Climbing down, walking across, and climb- of spawn goo will do the trick, even from a
ing back up is easy enough with a rope and a dead spawn, but it must be held in place in AREA 10:
few Climb checks. the basin for at least one full round. A pole GUARD CHAMBER (EL 1)
The real danger is the many young spawns or implement won’t do it; the characters will
of Seroficitacit that lurk in the chasm. These have to get a pair of hands up to the right Read or paraphrase the following:
oozes are still conscious and will actively move height to hold the ooze in place. Once the
to intercept characters who make themselves goo is in the basin, the door will rotate to an
visible. The slimes start near the outer edges open position. A 20-foot-long hallway opens into a 35-foot-
and move slowly, so the characters should be Alternately, the characters can simply try wide circular room. The walls are utterly smooth,
able to avoid them if they act quickly. to bash down the door. If they figure out the almost polished in appearance. On the south wall
Note that the interior walls of the meteor puzzle, however, award them experience for are three one-foot-wide circular holes, beside
are not hot; the meteor split after it landed, defeating a CR 1 encounter. which rest a dozen or so brass spheres. On the
and these walls were protected from friction Ooze Bowl Puzzle Door (CR 1): Magical- north wall is another round door. But the most
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interesting feature of this room is the pulpy, putty- age when both it and opponent are in contact for 10 rounds (giving it +10 to hit one of
like mass of flesh in the center. It seems unable to with lunar surface (including this temple). them, per its adaptive special ability) or until
stand still. Its body pulses and undulates before SA–Adaptive (Su): Adapts to shape of one one of them tries to move through either of
you, slowly changing shape into a semi-humanoid opponent with attack action or standard the room’s exits.
state. The yellowish material that composes it has action used for study. Each round of adapta- Development: The lunar skinstealers
an oily sheen, and you can’t help but think you tion against the same target grants a cumula- accessed their most sacred relic (in Area 12)
catch reflections of yourself in its skin. tive +1 insight bonus to attack rolls and AC by wrapping their form around one of the brass
versus that one target (max +10). Studying or spheres and rolling through one of the three
attacking a new creature reduces this bonus small passages. The brass sphere are about 9
This lunar elemental (see “New Creatures” to +1 against the new creature. inches in diameter, just the right size for a lunar
in Appendix One) was summoned by the fol- SQ–Entropic Skin (Ex): Images of poten- skinstealer to engulf one and still fit through
lowers of Seroficitacit to guard their inner tial pasts and haunting futures flash in the the exits in the south wall. Each brass sphere
sanctum. Now its guardians are dead, but it elemental’s skin. Anyone looking at or weighs 25 lbs. and is worth 15 gp as scrap metal.
still defends the area. attacking a lunar elemental must make a A Search of the room (DC 10) reveals a
Lunar Elemental: CR 1; Small elemental Will save (DC 15) or be dazzled; a new save cloudlike symbol etched over each of the 12-
(lunar); HD 2d8+8; hp 17; Init +1; Spd 40 ft.; is required each round. inch-wide passages. This symbol matches the
AC 16, touch 12, flat-footed 15; BAB +1; Grp Tactics: The lunar elemental is perfectly symbol on the potions in area 11.
–3; Atk/Full Atk +2 melee (1d4, slam); SA content to wait for the characters to take The only way for a PC to get into Area 12
Lunar mastery, adaptive; SQ Entropic skin action. After all, every round they delay is to somehow get through the 12-inch-wide
(DC 15), blindsense, lunar traits; AL N; SV gives it another round to study one of passages. It is possible for a very nimble
Fort +4, Ref +1, Will +7; Str 10, Dex 12, Con them. The characters will notice its shape Small character to do this (Escape Artist DC
18, Int 4, Wis 18, Cha 11. slowly approximating one of them. Unless 20). Medium and larger characters cannot
Skills: Listen +7, Spot +6. it is attacked, the elemental will not initiate pass except through magical means or by use
SA–Lunar Mastery (Ex): +1 to attack and dam- combat until it has observed the characters of the potion in Area 11.
13
CHPT.
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The secret door is another 12-inch-wide live. They are harmless now, but certainly symbol that matches the symbols over the
passage that presumably only a lunar skin- won’t be later. Characters should be awarded 12-inch-wide holes in area 11.
stealer can move through. It leads to the XP for defeating a CR 1 creature if they rid The exact number of potions of gaseous
hatchery, bypassing the “pit trap” that would the world of these menaces. form is up to the GM. These are neces-
normally capture interlopers (see Area 11). Treasure: This room also housed most of sary for entering Area 12. To create a bit
the temple’s supplies, including its magic. of tension and tactical decision-making,
The mundane treasures are as follows: give out one less potion than the number
AREA 11: • A number of cracked stone boxes contain of PCs. On the other hand, if you’re afraid
THE HATCHERY (EL 0) some sort of gruel (this was fed to the the PCs might make a stupid mistake and
immature skinstealers). get stuck in Area 12 (such as by sending in
The pit is triggered by an alarm spell, with irregular blob shapes on them could drinks the potion, but they still work on
so it activates even though the characters come in handy for impersonating followers terrestrial creatures.
are walking on the “ceiling.” Do not award of Seroficitacit in Episode Three.
experience for the trap unless a careful • The characters find five cubical metal
rogue manages to detect it even though it’s boxes some 8 inches to a side, each of AREA 12:
no danger. which holds stone carvings of unidenti- THE STARSHARD
Camouflaged Pit Trap: CR 0 (normally 1 fiable meaning or function. (Some are
when on floor); mechanical; proximity trig- symbols of Seroficitacit, while others Read or paraphrase the following:
ger (alarm); manual reset; DC 20 Reflex save are tools designed for the skinsteal-
avoids; 10 ft. deep (1d6 fall, if it were located ers’ unique anatomy.) The metal boxes
in the floor); Search DC 24; Disable Device themselves are worth 10 gp each if sold as This perfectly spherical 25-foot-wide room has
DC 20. scrap, since metal is such a rare commod- polished black walls. The room is dark, like the
ity on Highpoint. last glimpse of twilight before the sun sets. A
Once the characters are through the corri- The dozen metal vials contain the most haunting gold glow emanates from a crystalline
dor, Read or paraphrase the following: important treasure. Designed for a skinsteal- globe that floats mid-air in the exact center of
er’s anatomy, the “vials” are rather flat and the spherical space. Pinpricks in the surface of the
squat, with lids far wider than is comfortable globe send pointers of light to the walls, where
You stand in an oblong room about 40 feet wide for a normal human hand (but which can still they look like stars in an infinite black sky.
and 20 feet long. Scattered about the room are be opened).
dozens of small, fleshy, rectangular globs. Each Several of the metal vials were dented
chalky white pile sprouts a few tiny hooks from its and punctured in the crash, but the rest are Have the characters make Spot checks
sides. Some of them quiver slightly, while the rest intact. They are labeled in a lunar language (DC 15). Those that succeed notice a faint
are immobile. that isn’t particularly clear (Decipher Script black rectangular outline in the southern
A small ledge runs around the wall, about DC 35), but the characters can quickly dis- ceiling of the room. This black outline is
eight feet from the floor. On the floor beneath tinguish three kinds of potion: actually an opening into a vertical chute
the ledge are a variety of metal and stone boxes • Two of the potions are a green shade, and leading twenty feet up. It once led to the
and vials. smell pleasantly of an unidentifiable scent lower level of the temple, but now it leads
(potion of cure light wounds, CL 1st). to the surface of the meteor. The sunlight
• One vial seems to bounce and jostle of its that filters through the hole is blocked by
This is the hatchery. The lunar skinstealers own accord; it is bright red (potion of jump, the room’s magical nature (see below).
bred and raised more of their own kind here. CL 3rd). The characters can leave this room via
The 30 globules are immature skinstealers. • The other vials emit a cloud of visible the chute or (if they have the ability) via the
These creatures are parasitic by nature and but inert gas when opened; the gas looks same way they came in. The globe is small
the young feed off each other, so only a few like steam except it is cool to the touch enough that it can be rolled through the 12-
will survive to adulthood. (potions of gaseous form, CL 3rd). Each of inch-wide tunnels (whether by a character or
Eight of the immature skinstealers still these vials is inscribed with a cloudlike a lunar skinstealer).
14
CHPT.
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Lighting: Thanks to the presence of the but it now rises upside-down until it emerges Development: The Stenians were sent to
starshard, this room remains at the same light from the top of the meteor. The ramp that investigate this meteorite for lunar influ-
level no matter what other efforts the charac- was formerly the staircase’s ceiling is easily ence. Their goal is to make sure no lunar
ters undertake. Torches still burn, but seem to ascended (Climb DC 10), bringing the char- creatures survive. The encounter proceeds
emanate no light; light spells have no effect acters outside. along these lines:
in the room; and even the sunlight from the 1. The mechs corner the characters, aim
chute seems simply to fade when it enters. their cannons at them, and order them
Development: The globe is the star- to freeze.
shard, a magic item that this temple has 2. Grunnar, the dwarf commanding
possessed for centuries. The lunar officer, shouts from a porthole. He
worshippers treat it as a major relic wants to know who the charac-
and a sacred gift of Seroficitacit. ters are and what their business
Seroficitacit uses the globe (and is. The characters are familiar
its twin, found in Episode Three) enough with the world to know
to impart visions to his follow- that the Stenian Confederacy is
ers, but he did not create it. The generally lawful.
starshard’s divine origins precede 3. After the characters explain
his cult’s acquisition of it. their situation, Grunnar will
The starshard is obviously magical, admit they’re doing a good deed
but the characters probably won’t for the Confederacy by clearing
know what to do with it. That’s fine. the meteor — but he’ll demand
Once the characters enter the room, that they submit to testing to make
the starshard subtly urges them to take it sure they’re not infected by lunar
with them, communicating through empathy skinstealers (a creature he’s quite famil-
and perhaps even telepathy if they’re not per- iar with). Read or paraphrase the fol-
suaded. It will not answer questions or offer lowing. (Note: This blurb is important,
hints; its only message is “take me.” (Feel free since it provides a clue as to what the
to assure the more paranoid players in your characters will face in the next episode!)
group that the starshard is not attempting to
take control of their minds.)
CONCLUSION
See “New Item” in Appendix One for full One mech trains its weapons on the meteor while
details of the starshard. the other aims its cannon at you! A crewman from
AREA 13:
W hen the characters finally emerge from
the meteor holding the enigmatic
starshard, they probably think the adventure’s
each mech climbs down and advances toward
you. You watch nervously as they pull out scal-
pels. Grunnar, watching from a porthole, assures
STAIRWELL over. Hardly. It’s only beginning! A few min- you that it’s a quick, painless test. The crewmen
utes after the characters have left the meteor, ask for your arm, then take a quick, shallow slice
Read or paraphrase the following: Read or paraphrase the following: across the top of your forearm. As soon as they
see blood, they grunt approvingly.
“You see,” Grunnar shouts from his porthole,
This 15-foot-wide room is a perfect circle. A cir- Suddenly, the calm is shattered by the lumbering “the way lunar skinstealers work is they drape over
cular doorway in the eastern wall opens into what footsteps of a mech. Two combat mechs appear your body and assume your shape. They look like
appears to be an upside-down staircase leading over the top of a hill less than a mile away. They you, feel like you, and are you, as far as anyone
up. The stairs come down from the ceiling instead are huge, bulky things, with an axe blade fixed on else is concerned. But you’re inside, powerless to
of rising from the floor! one arm and a huge steam cannon built into the control your own body. The only way to be sure is
other. They stomp toward you, trailing a choking to slice the skin. If there’s a skinstealer on top of
cloud of black smoke. As they approach, you you, it won’t bleed red.”
Just in case the characters haven’t figured it notice the insignia of the Stenian Confederacy
out yet, this should make it obvious that the stenciled on their torsos.
temple landed upside-down. The staircase 4. The Stenians have no particular interest in
formerly led down to the next level below, the starshard (which the characters prob-
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CHPT.
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ably hid anyway). Once the characters pass In exchange for the characters agreeing to mech is short on space, so the characters
the test, Read or paraphrase the following: clear the other half of the meteor of any have to ride on piles of coal in the storage
lunar influence, Grunnar is willing to offer area, or even hang on to hammocks strung
the following: under the mech’s legs or arms. That Jugger-
The mech commander Grunnar seems satisfied • Transportation back to city-mech Ned- naut hauls the characters to Nedderpik while
that you are free of lunar influence. “We could derpik, which is traveling nearby. There the remaining Juggernaut loads up its steam
use more able-bodied soldiers like you in the the characters can clean up and rest for cannon and blasts what’s left of the meteor
Confederacy,” he says. “In fact, this meteor has the night. to a pulp, including the spawns of Seroficit-
created a bit of a situation. What you just explored • Nedderpik is already moving in the acit that were scattered about the chasm.
is only half of it. The other half landed in Legion general direction of the other Tactics: The encounter with the
territory not too far to the east. We need to clear meteor fragment. Once it Stenian mechs really shouldn’t
out any skinstealers that survived, but we can’t closes within range, Grun- devolve into a combat. As a
send Stenian mechs into Legion territory.” nar offers the characters result, we haven’t presented
Grunnar pauses for a minute and clears his use of a civilian mech to combat stats for the mech
throat. “That’s right. We can’t send Stenian mechs close the last few miles. jockeys and their mechs
into Legion territory. But if someone else were to • When the characters (which are standard-issue
clear that meteor for us, well, it would certainly return after a successful Juggernauts). Should these
do us a favor that we’d be willing to repay.” mission, Grunnar promises stats be necessary… well, you
Then the mech commander gives you a pointed to arrange provisional citizen- might as well take this module
look. “Would you happen to know anyone who ship on Nedderpik for each of them. back for a refund, because the players
might be willing to perform such a service?” If the characters agree, Grunnar makes room have derailed this train before it got started!
for them on one of the Juggernauts. The
16
CHPT.
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down for their first night on the mech, Read Coglings: Refer to “New Creatures” in
or paraphrase the following: Chapter 5 of DragonMech for full details on
“I am Hammerbit, fourth cogling of the lower coglings. These halfling stowaways survive in
tribe. My tribe has stayed in the gear forests for the engine rooms of city-mechs, where they
You finally fall asleep in your cramped city-mech four generations. We have never been discovered. keep everything in perfect running order so
apartment. But after what seems like only mo- In exchange for the safety provided by the Great the city-mech’s engineers will never have a
ments, you hear a soft tapping sound. Awakening Engine, we have maintained it perfectly. No engi- reason to visit the engine rooms and possibly
with the quick alertness all adventurers develop, neer has ever needed to make repairs in our area. discover the cogling stowaways. Over the
you scan your room and notice two “But now there is a problem we cannot generations, the halflings have degenerated
eyes peering through the metal air solve. Old Iron Arms has been attacked by a into the grease-covered engine dwellers that
vent on one wall. When the eyes creature that eats metal. Our weapons are now called coglings. They
see you looking back, a pair of are useless against it, and our repairs themselves call the engine
hands pushes back the air vent, cannot keep up with its rampage. If it rooms “gear forests”
and a small, slightly built hu- is not stopped, the gear forest will and have built entire
manoid covered in filth and grease be damaged beyond repair, and we mythologies based
hangs out of the opening. will be discovered. around the “Great
“Please, sirs,” says the creature. “Do not make “Only an outsider can help us! We Engine,” which is what
a sound. My tribe needs your help. Will you save ask that you save Old Iron Arms with- they call their city-
Old Iron Arms?” out telling those who control the Great mech home. The cleric
Engine. In exchange we can offer valuable of the cogling tribe has
metals and all the secrets of the Great Engine. divined that these adventurers
Once the characters have reacted (hopefully “Please, sirs. Will you save Old Iron Arms and are trustworthy allies, which is why the
by not killing the cogling), continue reading my tribe?” coglings have made contact.
or paraphrasing: Old Iron Arms: Old Iron Arms is a hid-
den golem that keeps Nedderpik running.
18
CHPT.
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T
THE GEAR FOREST
his section details the various locations
seems to hold the potential for injury as you care-
fully avoid swinging pendulums, smashing pistons,
and toothed gears spinning at breakneck speeds.
If it weren’t for Hammerbit’s guidance, you would
surely be killed.
Finally, you reach an area with metal walls.
Sparks fly from the joints in its arms as it labors to
keep the pistons moving.
Hammerbit kneels before the creature. Seem-
ingly from nowhere, a voice addresses you.
“Greetings, men. I am Old Iron Arms.”
of note in the Nedderpik gear forest. Hammerbit leads you down a wide hallway that
is surprisingly clean compared to the filth and Old Iron Arms is an iron golem specially
grease of the gear forest. After opening four designed to keep the city-mech running.
successively locked doors of ever-more-imposing When the city-mech was built almost 100
AREA 1: girth, he ushers you quietly into a 40-foot-wide years ago, the chief engineer discovered
OLD IRON ARMS circular room. at the last minute that the steam engines
In the center is one of the strangest constructs wouldn’t be powerful enough to keep it
When the characters arrive at Old Iron Arms, you have ever seen. A gigantic metal torso is bolt- moving. Simple calculation errors had led
Read or paraphrase the following: ed securely into the floor. Its iron head is sculpted to a dire mistake. Thousands of worker-citi-
into the rough outline of a humanoid face. Each zens had already converged on the building
of its massive articulated arms is attached to an site, and failure to mobilize the city-mech
Hammerbit leads you down narrow paths in the enormous piston, one thrusting upward into the would not only be a huge blow to morale
dangerous gear forests for what seems like miles. ceiling and the other downward into the floor. for the struggling Clan Duerok, but would
The heat is unbearable, and the hissing steam and Both pistons pump furiously, powered by the also cost lives, as the lunar rains and waves
sporadic flames singe your clothes. Every step staggering iron strength of this massive creature. of refugees killed a few more defenders
20
CHPT.
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with each passing day. The chief engineer nity to magic, low-light vision, dwarf traits hole so it could be concealed; should they so
thus made a difficult decision, which was (residual as still applicable); AL LN; SV Fort desire, they can put metal panels in place to
kept secret from all but the most senior +10, Ref +5, Will +15; Str 100, Dex 1, Con –, turn it into a secret door (Search DC 25).
gearwrights: He ordered a magical golem Int 17, Wis 13, Cha 9. Old Iron Arms explains his history and
be installed to provide the final vestiges of Skills: Craft (blacksmithing) +21, Craft asks for the characters’ assistance. He tells
power needed to run the city-mech. (mechcraft) +34, Disable Device +19, how the coglings are utterly terrified of the
This golem was custom-modified to fit Knowledge (steam engines) +32, Knowl- metal-eating beetles. All weapons possessed
the engine’s needs. It augments the power edge (mechs) +32, Listen +19, Mech Pilot by the coglings are metal, and their provin-
of the steam engine to keep the city-mech +3, Profession (engineer) +19, Spot +11. cial life inside the gear forest has convinced
running. Without the golem, the city-mech Feats: Alertness, Craft Powered Mech, them that anything that can destroy metal
can power itself for short periods but will Craft Steam Gear, Gearhead, Mechanized must be supremely powerful. The coglings
redline its engines with any kind of sus- Combat Practice, Mechwalker. can direct the PCs to the general direction
tained functioning. Steam Powers (17): 2x Tiny clockwork of the beetles, but the PCs must do the rest.
The existence of the golem was well hid- puppets (clockwork puppet + animator + Future Development: Old Iron Arms’
den. If ever discovered, it would be far too discriminator + voice command + metal ear stats are provided here for reference, not
convenient a target for enemy stalkers. Its + wavemaker); 1x Small clockwork puppet for combat. He provides a patron for future
location was secured by four massive doors, (clockwork puppet + clockwork puppet + adventures if you place your campaign on
the keys to which were possessed by only animator + discriminator + voice command). Nedderpik. His clockwork puppets see
the chief engineer. (Over the years, the Languages Spoken: Common, Dwarven. most of what happens on the mech, and he
coglings have learned to pick these locks.) Development: Old Iron Arms points is surprisingly well-informed for a creature
When he neared the natural end of his lifes- out four important features of the room to incapable of physical mobility. For decades,
pan some 40 years ago, the chief engineer the characters. First, the locked door to his only company has been the coglings, and
knew that knowledge of the golem must the north leads to supplies for repairing the despite his fondness for them, he welcomes
be passed on, but he knew of no one with golem, left over from when it was built many additional companionship. Should the PCs
whom to entrust that knowledge. So he decades ago. None of these supplies have prove their value and trustworthiness, he’d
made a dramatic decision: Rather than die ever been needed until recently. be happy to work with them in the future.
a natural death, he enlisted the aid of an old Second, Old Iron Arms shows signs of Old Iron Arms’ profile is that of a modi-
mage friend to transfer his own soul to the severe rust along the base of his torso. The fied iron golem with a 13th-level dwarven
golem. Now, thanks to a modified version rusted area has been repaired (badly) by the coglayer’s mind, though many of his skills,
of the clockwork double spell and special ritu- coglings, but Old Iron Arms is not in the feats and other abilities gained while he was
als used to rebuild the golem, he continues same condition he once was. If the rusting a coglayer are inhibited by the unique con-
on in eternal life as the spirit that keeps the continues, he will be disabled or destroyed, struction of this particular golem body. Old
city-mech running. bringing the city-mech to a grinding halt and Iron Arms has only one attack, which is to
The engineer, who now calls himself Old exposing the coglings. slam an opponent with his pistons, but this
Iron Arms, was surprised to learn that in all Third, a trail of rust leads from attack has a very limited reach, as the
his years running the city-mech, the coglings the golem’s base to a small hole pistons are constrained in where
had escaped his notice. Now he enjoys their burned through a section of they can move. He cannot grap-
company in his lonely existence, and has the northeast wall. Old Iron ple, as his pistons are unable to
grown rather fond of the small creatures that Arms explains that the metal- wrap around an enemy. He speaks
consider him a god. eating beetles that prey upon via a specialized magic mouth that
Old Iron Arms, Custom Iron Golem him enter through this hole. was added to the golem’s essence
(Ex-dwarf) Cog13: CR 15; Large construct; The rust trail can’t be followed, as when his soul was transplanted.
HD 18d10+30; hp 110 (max 129; currently the hole itself is barely 8 inches across He uses his clockwork puppets to spy
injured); Init –5; Spd 0 ft.; AC 26, touch 4, and it leads to a thick patch of impassable about the city-mech and remain aware of
flat-footed 26; BAB +12; Grp N/A; Atk +57 and dangerous gear forest. Yet the coglings what’s going on. Normally, he would also use
melee (2d10+45, slam); Full Atk +57 melee can lead the PCs to Area 3 and direct them them for defense, but he has kept them away
(2d10+45, 2 slams); Space/Reach 10 ft./5 from there. from the ferrovore beetles for fear they will
ft.; SQ Construct traits, machine empathy, Finally, another hole exists in the south- be destroyed.
exotic weapon proficiencies (buzzsaw, ern wall. This hole was made much more Old Iron Arms is currently injured. Any
chattersword, lobster claw, steambreather), carefully, and it leads to the coglings’ lair character who repairs him will immediately
DR 15/adamantine, darkvision 60 ft., immu- by way of Area 3. The coglings designed this enter his good graces.
21
CHPT.
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AREA 2:
SUPPLIES
AREA 3:
COGLING CLEARING
This is a guard room. The coglings always
have at least one guard here to make sure
no one finds their lair, which is to the
south. Lately they’ve doubled the guard in
an unsuccessful attempt to keep the metal-
eating beetles away from Old Iron Arms.
The passage to the northeast leads to other
areas of the gear forest, through which the
This 20-by-20-foot room is stacked full of steel Read or paraphrase the following: characters must pass.
bars, wooden crates, and tools. Development: Hammerbit introduces
the characters to the two guards, named
A narrow path leads 30 feet south through the gear Boltrunner and Truggut. After Hammerbit
When the golem was first installed, these sup- forest before opening up into a roughly circular explains the situation, they direct the char-
plies were stashed here for future use should clearing. It’s clear that someone rebuilt this entire acters toward the northeast passage, which
the golem need repairing. The room contains area of the gear forest in order to create this safe they say leads to where the metal-eating bee-
more than 3,000 pounds of common metal, zone. In the middle of the clearing are two more tles come from. The coglings are assigned to
primarily iron and steel but also some tin and coglings. They carry crossbows that are loaded but guard duty here and won’t follow the charac-
aluminum. It is clear that some supplies have pointed at the floor. They eye you warily. ters, but will help them fight anything that
been used over the years (primarily by the directly threatens this area.
coglings), but most are intact. The characters If it comes up, both guards make it clear
also find a healthy supply of hammers, anvils, to the characters that they’re not allowed
22
CHPT.
#
2
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to travel any further south. The guards will there’s no way the characters can puncture Monstrous Centipede, Small (4): CR
enforce this rule with violence. Only a direct them (hardness 10, 50 hp). 1/4; Small vermin; HD 1/2d8; hp 2 each; Init
invitation from the leader of the tribe will The walls of this room are solid iron. +2; Spd 30 ft., climb 30 ft.; AC 14, touch 13,
get the characters any closer to their lair. They’re quite hot due to the steam. flat-footed 12; BAB +0; Grp –7; Atk/Full Atk
Stats for the coglings are not presented The High Temperature: The air tempera- +3 melee (1d4–3 plus poison, bite); SA Poi-
here because they really shouldn’t be ture is approximately 110 degrees Fahrenheit. son; SQ Darkvision 60 ft., vermin traits; AL
involved in combat. If it comes up, treat This is considered severe heat, per the descrip- N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15,
them as standard cogling warriors as tion of the “Heat Dangers” entry under the Con 10, Int –, Wis 10, Cha 2.
described in “New Creatures” of Chapter 5 “The Environment” section of Chapter 8 in Skills: Climb +10, Hide +14, Spot +4.
in DragonMech. the DMG. For every full 10 minutes that the Feats: Weapon Finesse.
The Gear Forest: Remember that the gear characters spend in this room, they must make SA – Poison: Injury, Fort DC 10, 1d2 Dex/
forest is dangerous. If the characters venture a Fortitude save (DC 15, +1 for each previous 1d2 Dex.
from the cleared area, they may take damage check) or take 1d4 points of nonlethal damage. Monstrous Centipede, Medium (2):
as described in Chapter 6 of DragonMech. Characters wearing heavy clothing or any sort CR 1/2; Medium vermin; HD 1d8; hp 4 each;
It is possible for the characters to reach of armor take a –4 penalty to this check. Init +2; Spd 40 ft., climb 40 ft.; AC 14, touch
the sludge river at Area 8 by hiking due east Low Visibility: The steam provides con- 12, flat-footed 12; BAB +0; Grp –1; Atk/Full
through the gear forest from Area 3. The cealment to everything in the room. Vision Atk +2 melee (1d6–1 plus poison, bite); SA
coglings won’t suggest this, as they realize is limited to 5 feet, and all attacks have a 20% Poison; SQ Darkvision 60 ft., vermin traits;
the danger posed by the gear forest. How- miss chance. AL N; SV Fort +2, Ref +2, Will +0; Str 9, Dex
ever, they won’t hide the possibility either, Dangerous Centipedes: A wide variety 15, Con 10, Int –, Wis 10, Cha 2.
if the characters are inquisitive. of vermin have made this room their home. Skills: Climb +10, Hide +10, Spot +4.
Future Development: If the characters The heat is overwhelming to warm-blooded Feats: Weapon Finesse.
complete the mission successfully and earn the creatures, but cold-blooded centipedes SA – Poison: Injury, Fort DC 10, 1d3 Dex/
respect of the coglings, this is their entrance rather enjoy it, at least for a while. 1d3 Dex.
point to the creatures’ lair. The coglings can Lurking in the northern section of the Locked Door: The door from this room is
become allies for future adventures (or ene- room are 4 Small monstrous centipedes and 2 locked. The lock is easy to pick, as it has been
mies if the characters botch the mission). Medium monstrous centipedes. They’re slug- corroded by the constant exposure to steam.
gish due to the heat, but also protective of this However, the metal is red hot. Anyone trying
area, which they routinely defend from other to pick the lock must make a Dexterity check
AREA 4: vermin that also want to nest here. They will (DC 15) or suffer 1d2 points of heat damage
BOILER ROOM (EL 2) attack the characters on sight (but remember while they are working.
that sight is limited to 5 feet). Their stats are Iron door: 2 in. thick; hardness 10; 60 hp; Break
This hazardous room is filled with scalding below. If the PCs win initiative, this encoun- DC 28 (stuck or locked); Open Lock DC 15.
steam. Read or paraphrase the following: ter may not be particularly challenging. In this
case, feel free to throw more centipedes after
the PCs until they’ve been given a good fight. AREA 5:
You’ve entered a room full of white-hot steam. The centipedes have no treasure per RUSTY CORRIDOR (EL 1)
The steam obscures sight more than five feet se, but a search of the floor turns up the
in front of you. The coglings said you must pass decaying carapaces of countless centipedes, Read or paraphrase the following:
through this room, but the steam is so thick that spiders and beetles, all of which died in the
it’s impossible to tell where you should go. endless battles for this warmest of lairs. Hid-
den among the scraps (Search DC 15) is one The corridor immediately turns due east. The air
thing worth owning: a +1 ring of protection, is much cooler now that you are out of the steam
You will need to keep track of four things consumed from a wayward adventurer by room. About 30 feet down the corridor, you see
in this room: the high temperature; the low some arachnid that died here soon after. The what appears to be a rust trail running north-to-
visibility; the dangerous centipedes; and the ring is very hot to the touch, however, and south. Past that, the corridor turns to the south.
locked door. must be picked up carefully; it takes 20 min-
The round objects on the map are boilers, utes to cool down to the point where it can
which are red-hot to the touch but otherwise be worn (wearing it while hot causes 1 point This corridor has three main features: the rust
not dangerous. They’re filled with boil- of nonlethal damage per round). trail; the two centipedes that are hanging upside
ing water, but short of using massive force down above it; and the locked door in the north.
23
CHPT.
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The Rust Trail: The ferrovore beetles ate SA Poison; SQ Darkvision 60 floor. Only 3 feet of space separates the gears
their way through this room in their wander- ft., vermin traits; AL N; SV from each other. You can pass, but it will
ings. There are two holes in the wall, one to Fort +2, Ref +2, Will +0; be dangerous.
the north and one to the south. They are like Str 9, Dex 15, Con 10, Int –,
the one in Area 1, with a rust trail connecting Wis 10, Cha 2.
them. Both lead into unsafe gear forest. (The Skills: Climb +10, Hide Getting past the three cogwheels
beetles left behind a rusted trail burrowed +10, Spot +4. require squeezing between them.
right through the gears, but it’s not large Feats: Weapon Finesse. This requires three successive Reflex
enough for PCs to pass through.) SA – Poison: Injury, Fort DC 10, saves per the stats given below, one check
The Centipedes: Two more centipedes 1d3 Dex/1d3 Dex. to squeeze past each wheel. A failed check
are in this corridor, but they are hiding on results in damage. Once a character has
the ceiling above the rust trail. They retreat- entered, he can’t advance without making
ed here when the beetles passed by earlier, AREA 6A: subsequent checks, and he can’t leave with-
and have not left. Give the PCs a Spot check THE COGWHEELS (EL 2) out repeating the checks he made to get in.
against the centipedes’ Hide skill. If the There is one other way to pass: on the
centipedes remain hidden, they wait until a
character passes underneath to investigate
the rust trail, then they drop and attack. This
R ead or paraphrase the following. This
text assumes the PCs enter from the
north. The ceiling is 15 feet tall.
ceiling, which would be easy along the east
or west edges of the wall (where there is
almost 12 feet of clear space between the
ambush gives them a surprise round before top edge of the cogwheel and the ceiling).
the regular combat initiates. However, doing so requires the ability to
Monstrous Centipede, Medium (2): The room ahead is 40 feet wide and at least as fly or climb on the ceiling, which the PCs
CR 1/2; Medium vermin; HD 1d8; hp 4 each; long. Directly in front of you, only 5 feet into probably don’t have.
Init +2; Spd 40 ft., climb 40 ft.; AC 14, touch the room, are three massive cogwheels turning Characters with the bright idea of jam-
12, flat-footed 12; BAB +0; Grp –1; Atk/Full at breakneck speed. Each wheel is over 15 feet ming the gears are out of luck. Aside from
Atk +2 melee (1d6–1 plus poison, bite); in diameter, with its bottom half buried in the the fact that doing so would damage the
city-mech’s engines and bring attention to
the coglings, it should also be obvious that
they don’t have the power to jam a 30-foot-
wide gear weighing at least a ton and spin-
ning at high speed — hence the high Disable
Device DC.
Treasure: The body of a dead adventurer
lies between the second and third gears. His
skeleton has been picked clean by the centi-
pedes, but his leather armor and sacks look
very appealing to greedy adventurers. How-
ever, every round spent searching provokes
another Reflex save from the spinning gears,
as the PCs must maneuver in a cramped, dan-
gerous space. On the body (Search DC 12)
are the following items: leather armor, a sack
with 65 gp, a masterwork short sword, a light
steel shield, a +1 longsword, two potions of cure
light wounds, and a potion of jump. The coglings
avoid this area because of the warder in Area
7, so they haven’t touched the body.
Spinning Gears Trap: CR 1; mechanical;
proximity trigger; automatic reset; DC 10
Reflex save avoids (characters must make at
least 3 checks); 1d3 damage; Search DC 1;
Disable Device DC 40.
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CHPT.
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AREA 6B:
THE PISTONS
up and down with earth-shattering force. This Reflex save by the opponent while keeping entering from the east, not the north; the
time it looks safe to pass, though, as there’s himself out of danger. characters are approaching from the wrong
at least 10 feet of space between each piston. direction as far as it’s concerned. The door
You can’t help but notice another trail of rust, out of this area is unlocked when leaving, but
this time leading east-west across the lower AREA 7: is locked from the outside (which is where
half of the room. THE WARDER (EL 1) the creators assumed intruders would come
from). Characters who aren’t careful may
Read or paraphrase the following: have trouble getting back in.
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CHPT.
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Iron door: 2 in. thick; hardness 10; 60 Int 2, Wis 10, Cha 2. The Opposite Bank: Emerging onto
hp; Break DC 28 (stuck or locked); Open Skills: Hide +12 (+0 when not submerged), the opposite bank, the characters can eas-
Lock DC 20 (from area 8), DC 0 (from Listen +2, Spot +2. ily follow the rust trail, but will be forced
area 7). Crossing the River: The river is 3 feet to travel through the gear forest to do so.
Warder: CR 1/2; Medium construct; deep in the center. It can be waded at half See Chapter 8 in DragonMech for rules
HD 2d10; hp 11; Init +0; Spd 30 ft.; AC speed; any faster will risk a fall (Reflex DC on gear forest hazards. Award XP for any
14, touch 10, flat-footed 14; BAB +1; Grp 16). Anyone wading through hazards encountered.
+2; Atk/Full Atk +2 melee (1d6+1, will emerge coated
slam); SQ Construct traits; AL with grease and
N; SV Fort +0, Ref +0, Will flammable AREA 9:
–5; Str 12, Dex 10, Con –, Int –, chemicals. THE BEETLE LAIR (EL 3)
Wis 1, Cha 1. Characters
Development: The ward- so coated Read or paraphrase the following:
er will continue warning take an
until someone approaches extra 1d6
within 20 feet, at which damage You carefully push your way through the gear for-
point it attacks. It will not the next est until the rust trail opens into a rusted clearing.
pursue those who retreat. time they are It looks like something has literally consumed the
attacked by gear forest in this area. Rusted frames stand like
fire. They also the skeleton of a dead engine. Nesting within the
AREA 8: suffer from a –1 pen- soft waves of rust are three large rust-red beetles,
THE SLUDGE RIVER (EL 1) alty to Reflex saves for the each more than 5 feet long. A soft red glow ema-
next 10 minutes because they are so slippery. nates from above their eyes.
Read or paraphrase the following: Furthermore, they must make Balance checks
(DC 10) to attempt any movement faster than
a walk, which includes a charge, run or jump. This is the lair of the ferrovore fire beetles
You’ve entered a natural clearing in the gear forest. Failure means the PC falls prone. The grease that so enjoy the taste of the golem’s magical
It extends for about 30 feet to a river of sludge cannot be cleaned short of a very thorough metal. Due to their ability to detect metal,
running north-to-south. The sludge river looks like bath or specialized magic. it is highly unlikely that the characters will
it was once some sort of grease pit or oil outflow Characters may have the magical means to surprise them (especially if they’re carrying
that has since become grossly overrun. Now it’s jump the river, but doing so will land them in the delicious-smelling +1 longsword from
a slow-running river of grease, oil, chemicals and the gear forest on the opposite bank. Area 6A). The beetles are prepared to fight
sludge that’s 30 feet wide in most places. Except Fire: The sludge itself has a and charge on sight.
for your little clearing, its banks are gear forest on high moisture content Tactics: The beetles open with
both sides. On the far bank, you see a faint trail of and isn’t extremely a barrage of breath weapons.
rusty parts emerging about 20 feet upstream. flammable, but They aren’t smart enough to
the chemicals coordinate their actions,
floating above so all three use their
The coglings intentionally dam grease flows it are. Light- breath weapon on the
like this to create habitats for the grease ing the sludge first round. (Hopefully
lizards they domesticate. A few wild grease river on fire the characters were smart
lizards are always present, however, and this will cause enough to stash their
is no exception. An adult grease lizard lurks huge flames for valuable metal objects
midway across the sludge river. It will hide 1d4+2 rounds, before the fight!) On the
until the characters are close, then attack. igniting the second round, they charge
Grease Lizard: CR 1; Medium animal; resident grease lizard in to use their bite attack. They
HD 2d8+2; hp 11; Init –1; Spd 20 ft., swim and sending it charging fight to the death.
30 ft.; AC 13, touch 9, flat-footed 13; BAB into the characters. It will also Treasure: A search of the area reveals
+1; Grp +4; Atk/Full Atk +4 melee (1d4+3, cause mechanical problems throughout the no treasure. The beetles were interested exclu-
bite); SQ Fire vulnerability; AL N; SV Fort gear forest, bringing unwanted attention to sively in metal objects, and devoured anything
+4, Ref +2, Will +0; Str 16, Dex 8, Con 13, the coglings. that might be of value to the characters.
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CHPT.
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T his episode seems straightforward: should be able to identify the skinstealers path to Legion territory, then there are sev-
The characters are to travel to Legion and eliminate them. In this final encounter, eral encounters around the meteor.
territory, where they have to raid a lunar they discover the location of another star-
temple much like the one they just left. Yet shard, hidden in the lunar temple — but as
it turns out to be more difficult. First, they they go to retrieve it, they’re beaten to the
encounter a number of hazards as they ven- punch by a nimble Irontooth mech, which
ture deeper into Legion territory, ranging leads to the next episode. TRAVELING
from wild giant worms to orc raiders. Once
they make it into Legion territory, they are ENCOUNTERS
faced with a suspicious military patrol.
When they finally make it to the meteor,
they discover the plan has a big hitch: The
meteor is now the de facto campground for a
N ow refer to Map Three: Journey to
the Legion.
characters are loaned a Magwagon, a mech thankful for the protection of your mech, but at Roll Cover Located
model that was once used by the Stenian the same time you’re painfully aware of just how 1–5 Cave
Confederacy but which is now primarily in uncomfortable it is. The constant bouncing of the 6–8 Worm burrows
use by civilian freighters. The Magwagon mech’s uneven step makes your haunches sore. 9–12 Ravine
(see Appendix One) lacks any official By the time the sun finally begins to set, you’re 13–15 Ruined castle
Stenian marks or insignia; to all appearances, eager to stop for the night — although you’re 16–18 Burned-out hulk of a damaged mech
it is completely nonpartisan. nervous, as always, about what the moon’s rising 19–20 Underground village or town
Grunnar reiterates their mission: Destroy may bring.
any lunar influence present at the site of the Roll Inhabitant of Cover Located
second meteor. He emphasizes the danger of 1–8 Uninhabited
the insidious skinstealers, and instructs the Remind the players of the lunar rain’s brutal- 9–10 Vermin (monstrous centipedes,
characters about them as much as possible ity: The characters must find secure shelter scorpions, and spiders)
(to whatever extent you, the DM, prefer). or be sandblasted through the night. The 11–12 Friendly humanoids: humans, dwarves, elves,
He warns them of the xenophobia common mech’s walls are sufficient to protect them gnomes, halflings, or half-orcs
in Legion territory and recommends that from most meteors, but a bad meteor storm 13–14 Hostile humanoids: goblins, hobgoblins,
non-humans stay out of sight as much as pos- will damage even the mech. They can watch kobolds, orcs, gnolls, or bugbears
sible. He then gives them a rough map and the horizon to see how bad the lunar rain 15 Formians
tells them Nedderpik will be in this general looks as it rises with the moon, then evaluate 16 Social insects (giant ants or bees)
vicinity once every week or so for the next based on that. 17–18 Unfriendly animal: bear, boar, wolverine,
month, so they won’t have a difficult time At this point, you should roll on the lunar or dire badger
returning. (Remember also that the city- rain table in Chapter 4 of DragonMech. 19 Giant worm
mech is large enough to be seen on the hori- The moon is not full, so don’t apply the +4 20 Ankheg
zon, so the characters can find it if need be.) modifier (it was the unusually severe lunar Refer to the MM or Chapter 5 of Drag-
Then he sends them on their way. rains of the full moon that brought down onMech for the stats of the encountered
Now the characters have to get their mech the lunar temples a few days ago). Once you creatures. Searching for cover from the
off Nedderpik! This is the opening roll of know what’s happening with the lunar rain, lunar rain provides a constant potential for
this episode: the DC 10 Mech Pilot skill describe the effects to the players in game “random” encounters.
check to see if they can land upright after terms: “You feel an abrasive mist falling from
stepping off the city-mech. See “Skills” in the sky. Staying outside is painful — you must Encounter C:
Chapter 2 of DragonMech for full details find cover somewhere!” The Worm Pits (EL 1)
on this check. Remember to roll for the lunar rain each and Around noon on their second day of travel,
every evening. In most cases, the characters the characters come to an area pocked with
Encounter B: are fine taking cover in the mech, though if holes. Read or paraphrase the following:
The Lunar Rain the lunar rain is bad enough (19+ result on the
The trip to the meteor in Legion territory table), they might want to find cover under-
takes three days, unless the characters ground. They may also want to seek shelter For a day now, you’ve been walking over rocky,
encounter delays. The first day of travel underground if the only place for the mech is uneven terrain, but now it seems like the land-
is completely uneventful. Eventually, dusk on an exposed position (high on a ridge, at the scape is changing. Up ahead the soil has been
arrives and the characters must seek shel- top of a hill, etc.) where you could rule that it is churned — tilled, almost — and you can see no
ter. Read or paraphrase the following to more likely to be hit by meteors. boulders or trees whatsoever. In fact, the ground
the characters: Allow the characters a Survival check (DC is almost perfectly flat, except for the occasional
15) to find suitable cover. Given the scar- pit or hole that seems to lead straight down into
city of cover and the fact that every surface the earth.
You pass a long, boring day trudging across the creature simultaneously looks for protec-
rocky soil of the roughlands. Except for the oc- tion when the lunar rain gets bad, there’s a
casional wild animal or distant mech far on the good chance whatever cover they find will Allow the following checks:
horizon, you encounter no other living creatures. already be inhabited! Roll 1d20 on the fol- • Spot DC 12: You notice a flash of movement
You pass hundreds of boulder-sized meteors em- lowing table to determine what sort of cover in one of the holes, but then it stops. Whatever
bedded in the earth, and more than a few crushed the characters find, then roll 1d20 again to caused it must have moved deeper in the hole.
houses and castles, all a constant reminder of determine what inhabits it:
the destructive power of the lunar rain. You’re
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CHPT.
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• Spot DC 14: The ground ahead seems to Dozens of giant worms dwell in this area. looking into the pits catch the occasional
sparkle a bit. On more careful observation, you They are unintelligent and not inclined to glimpse of movement, but can’t discern
notice that it appears to be littered with frag- attack in any coordinated manner, so the char- what’s down there.
ments of glass or gemstones. acters are not at great risk — but they are almost • The soft earth is undoubtedly dangerous
• Listen DC 20: You hear a very faint, dull rum- guaranteed to encounter at least one worm. for a mech to traverse. The characters
bling coming from under the ground. The PCs have three options: go around; themselves sink about 6 inches into the
• Survival or Knowledge (nature) DC 14: advance on foot; or advance in their mech. loose soil. A mech would be mired quickly.
You recognize this landscape as the mark of Go Around: Going around this area adds The worms have tremorsense and will surface
giant worms. a half-day to the characters’ travels. The once they detect movement above them.
The landscape is indeed the work of giant worms have traversed a wide swath of land Advancing on foot gives the characters 1d6+2
worms. They have congregated here for a that cuts right through the characters’ path. rounds before the first worm surfaces. Each
natural mating and molting process, which Going around makes the trip longer but round they can attempt to gather some gem-
is entering its third week. Their constant poses no other dangers. stones; a Search check (DC 10) reveals 1d4
churning of the soil near the surface has Advancing on Foot: Once the characters gems worth 25 gp each (mostly chunks of clear,
caused any boulders and other surface debris have entered the churned ground on foot, rosy or smoky quartz) in the immediate area.
to sink into the soft, tilled earth. The violent they make the following observations: When the first worm surfaces, it rises 40
activity has also brought all sorts of smaller • The loose gemstones on the ground are feet from the characters. Emphasize its size
objects to the surface, including a wide array now obvious to any character that didn’t — a full 30 feet long — as it lurches out of
of gemstones, many of which have been notice them before. the earth and then flails about in the air.
eaten and then excreted by the worms. The • The pits clearly lead straight into the From then on, another worm surfaces every
holes and pits lead into the worms’ burrows. earth, as deep as the PCs can see. Those 1d4 rounds. The worms advance slowly on the
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CHPT.
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characters. Make it obvious to the characters Righting a downed mech requires a Mech mech), they are attacked by orcs intent on
that they’re outmatched — these worms are Pilot check (DC 20) (see “Skills” in Chapter 2 capturing their mech!
big! Their best bet is to retreat to the mech of DragonMech). Alternately, wandering trad- The Orc Ambush: A band of orcs haunts
and leave. You should try to let the players ers could wander by and assist the characters. this area, living under the overhangs of the
come to this decision themselves so that they XP Awards: If the PCs make it past this gullies and routinely ambushing anything
don’t feel this was their only option all along. encounter without downing their mech, that comes through. They spot the mech
If the characters attack a worm, it fights award them XP as if they’d defeated a CR from afar and maneuver to ambush it.
back and pursues them. The other worms 1 trap. Award XP for defeating giant worms Start the encounter by allowing the PCs a
don’t join the fight unless they too are as usual. Spot check, as follows:
attacked. A damaged worm will chase the Giant Worms (1 or more): CR 4; Huge Spot DC Result
PCs to their mech. Note that the worms are magical beast; HD 9d10+9; hp 58; Init –1; 10 You notice movement of some kind further
unintelligent and also nearly blind. If wound- Spd 20 ft., burrow 30 ft.; AC 19, touch 7, flat- up the gully, but you can’t make out what it is.
ed in melee, they’ll retreat underground; if footed 19; BAB +9; Grp +22; Atk/Full Atk 14 It seems as if something is using the deep
attacked with missile weapons (including +12 melee (1d6+5, bite); SQ Tremorsense; shadows on the gully walls to make its way
the mech’s steam cannon), they’ll spend a AL N; SV Fort +7, Ref +5, Will +2; Str 20, toward you. The shapes appear to be humanoid.
couple of rounds out in the open, flailing Dex 8, Con 12, Int 1, Wis 8, Cha 10. 18 Green-skinned humanoids are scurrying
about trying to identify their attacker, before Skills: Listen +11. about the gully around you, trying
retreating underground. unsuccessfully to conceal their movement
Advancing in the Mech: Advancing in Encounter D: in the deep shadows.
the mech is dangerous: The Orc Raiders (EL 3) There are a total of 22 orcs, all with the
• First, the much heavier seismic vibrations Around dusk on the second day, the terrain same stats. They have a single, simple goal:
cause the first worm to surface in only 1d4 begins changing. Read or paraphrase the to topple the mech, board it, slaughter the
rounds. following: crew and take the mech for their own. Their
• Second, the worms object to the stomp- combat tactics are as follows:
ing of the mech. Its heavy footfall disrupts Round 1: Sixteen orcs charge the mech.
their peace. The first 1d4 worms will It is getting late in the day, and the sun is low in the They are concealed on both sides of the
attack the mech. sky. For the past several miles the rocky flatlands ravine, so they should be able to surround
• Third, the worm pits count as extremely have become less and less flat. Ravines and gullies the mech completely. They then initiate
difficult terrain (refer to “Mech Com- become common. Soon the entire landscape is a a trip attack. Review the rules in “Mech
bat,” Moving a Mech, in Chapter 2 of series of deep grooves running east-west. You are Combat,” Tripping a Mech, in Chapter 2 of
DragonMech). Any pilot with at least 1 forced to guide your mech through narrow chan- DragonMech for cooperative trip checks
rank in Mech Pilot will be aware of this nels with high walls, each one surfacing to ground by hordes of infantry. The characters’
problem. The pilot must make a Mech level for only a few hundred feet before becoming Magwagon receives a whopping +26 bonus
Pilot skill check (DC 20) to enter the a rock-walled channel again. The stark shadows of to its Trip check (+16 for size, +10 for its
terrain. Passing the check means his the impending sunset make the channels seem Strength). The orcs receive a minimum of
speed is halved. Failure by 5 or less means even more isolated. +3 (for the team leader’s 17 Strength), plus
the mech’s speed is quartered; failure by another +2 for each of the 15 orcs that passes
more than 5 means the mech falls over. its Strength check against DC 10 (to contrib-
(See “Tripping a Mech,” Downed Mechs, There is no way to get around this danger- ute to the attempt), for a maximum possible
in Chapter 2 of DragonMech to deter- ous landscape. It counts as difficult terrain, trip check of +33.
mine how it lands.) requiring a Mech Pilot check (DC 10). Fail- The other six orcs find cover along the
• Finally, once the worms attack, the mech ure by 5 or less means the mech’s speed is walls of the gully, three orcs per side, and
is in melee combat. This forces a Mech halved; failure by 6 or more means the mech launch javelins at any character who emerges
Pilot skill check every round, and increas- falls over. Furthermore, climbing out of one from a porthole.
es the DC to 22. channel to enter another requires a Climb Remember that if the mech passes the
If the mech does fall over, it will be swamped check, per the usual rules. trip check, the mech pilot can use a full-
by attacking giant worms, which will bite it The players will probably start thinking round action for the mech to trample the
for several minutes until they’re convinced “ambush!” when they hear this description orcs that surround it, potentially squashing
it’s “dead.” If the characters remain motion- — and they’re right. After a half-hour or so a dozen orcs or more in one round. The
less, the worms will conclude the mech is of navigating these ravines (especially if they Magwagon deals 4d6 points of trampling
“dead” and eventually wander off. fail the Mech Pilot check and topple their damage, as noted in its stats (see Appen-
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CHPT.
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dix One, “New Mechs”). Review the rules If the mech pilot manages to right the A Note on EL: A horde of orcs this size
on trampling in “Mech Combat,” Special downed mech while the attack is underway, should normally have an EL much higher
Attacks, of Chapter 2 in DragonMech. The those orcs who were trying to pry open than 3! However, in this case, the characters
orcs will likely attempt Reflex saves rather portholes find themselves lifted into the have the advantage of their mech. Many of
than attacks of opportunity. Should they air with the mech. They now count as riding the orcs will be trampled to death by the
choose an attack of opportunity, however, the mech. Refer to the mech-riding rules in mech as they try to topple it. Those who
they can use it to make another trip check “Mech Combat,” Special Attacks, in Chapter aren’t trampled will have a hard time board-
before they get flattened. Orcs that survive 2 of DragonMech. The orcs must make Bal- ing the mech even if they do down it. And
the trample are able to grab the mech’s leg ance checks or fall off the mech, potentially as long as the PCs are smart enough to stay
as a free action, which they will do, leaving being trampled. on their mech, they’re fighting from higher
their options open for climbing or another If the mech isn’t downed, the orcs will ground and a position of cover. Unless the
trip check in the following round. continue trying to trip it as long as they can PCs make a catastrophically stupid tactical
If the mech is downed, the pilot can right muster at least 12 orcs for the attempt. If there error, they should be able to use their mech
it with the usual Mech Pilot check (DC 20). are fewer than 12 orcs remaining, they resort to destroy the orcs handily, making this an
Round 2: If the mech is downed, the orcs to javelin-tossing against viable targets. If the easier encounter than it would otherwise
start prying open portholes to try to board PCs batten down the hatches and don’t give the be on foot.
(review the rules in “Mech Combat,” Board- orcs any targets, the orcs will wait a few rounds Orc Raiders (22): CR 1/2; Medium
ing a Mech, in Chapter 2 of DragonMech). A and then retreat, knowing they don’t have suf- humanoid (orc); HD 1d8+1; hp 5 each; Init
porthole’s break DC is 28, and up to four orcs ficient numbers to take down the mech. +0; Spd 30 ft.; AC 13, touch 10, flat-footed
can cooperate on each attempt. They are Round 3: As round 2. The orcs continue 13; BAB +1; Grp +4; Atk/Full Atk +4 melee
equipped with prybars for the task. Any PC trying to down the mech and board as long (2d4+4/18–20, falchion) or +1 ranged
who was foolish enough to open a porthole as they have sufficient numbers. Once there (1d6+3, javelin); SQ Darkvision 60 ft., light
will find himself fighting an orc who is trying are 11 or fewer orcs and the mech is standing sensitivity; AL CE; SV Fort +3, Ref +0, Will
to enter through it. again, they will retreat. –2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6.
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CHPT.
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Skills: Listen +1, Spot +1. follow the orders of their skinstealer control-
Feats: Alertness. Haimler’s Town (village): Conventional; AL lers. They want to rebuild the temple as a
Possessions: Studded leather armor, fal- LN; 200 gp limit; Assets 4,670; Population 467; place of worship for Seroficitacit and convert
chion, 6 javelins, 1d6 gp. Isolated (human 100%). the tribe to his worship. This sentiment has
Authority Figures: Haimler, human male Wiz5 only emerged in the last three days, since
(former leader of the Thrawtek tribe, now a major in they were possessed. Meanwhile, the tribal
the Legion; controlled by a lunar skinstealer). shaman Shtrawnek can’t understand why his
Important Characters: Shtrawnek, human male companions have changed their worldview so
HAIMLER’S TOWN Clr3 (tribal shaman); Thoron, human male Ftr4 drastically. He (like most of the tribe) is more
(former warrior leader of the tribe, now a sergeant interested in retrofitting the lunar temple for
from the lunar rain. ation properly. Short of his finding a minor those events, followed by a breakdown of the
artifact, there’s almost no way the Legion will town’s important locations and NPCs.
let him get away with reforming his tribe for
The settlement is called Haimler’s Town, any extended period of time. More impor-
after the founder. At this point, it’s less than a tantly, several lunar skinstealers survived the EVENTS
week old. Haimler is a minor tribal leader who meteor crash. They have since taken control
hopes to improve his position in the Legion. of Haimler and Thoron, and now drive the Event 1:
Recent History: Haimler’s tribe, the men to pursue the skinstealers’ own agenda. The Characters’
Thrawtek, was one of many nomadic peoples The tribe members that the skinstealers pos- Initial Approach
on the endless plains before they were swayed sessed prior to Haimler and Thoron have since Mechs don’t travel these parts very
by the speeches of Shar Thizdic. They willingly experienced unfortunate “accidents.” often, and the tribe is already a little suspi-
accepted his leadership, becoming part of what This situation creates an interesting dynam- cious. If the characters approach in their
is now called the Legion. Shar appointed Haim- ic within the tribe: The possessed Haimler mech, they’ll be surrounded and treated as
ler a major and made the Thrawtek’s warrior and Thoron have effectively abandoned their unfriendly visitors, then led to Haimler for
leader, Thoron, a sergeant. The Thrawtek tribe own goals and those of the Legion, and now interrogation. If the characters approach
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on foot, the locals won’t be as suspicious, hanging meteor, combined with the incline of the Remember, this is a close-knit community
especially if the PCs explain their presence crater wall, keeps most of the tents in the shadow made up of tribesman with long associations.
with a disguise of being traders, refugees or all day long, and presumably protects them from Any outsiders stand out, no matter how
pilgrims of Seroficitacit. the worst of the lunar rain as well. they’re disguised. The PCs are immediately
When the characters are close to the Two tents in particular stand out. Both are recognized as outsiders no matter what they
meteor, Read or paraphrase the following: twice the size of the other tents and have red do. That said, they aren’t instantly distrusted
pennants flying from them. You see no mechs or unless their actions warrant it.
signs of mechs, nor do you see any sign of a real If for some reason the characters are dis-
The meteor is roughly 250 feet wide, with about military presence. If you didn’t know you were in trusted, then the tribesmen will keep them
50 feet of its top extending above ground level, Legion territory, you’d think this was the tent city under guard while they get Haimler or Thoron.
just like the one you left only a few days before. of wandering nomads. Legion Xenophobia: Remember that the
From your position, no entrances are visible, but You see no sign of any lunar creatures. Legion espouses a humanocentric philosophy.
someone has already carved a rough staircase up Shar Thizdic claims that the lunar rain is a
the side of the meteor. The staircase terminates at chance for humans to rise up and take their
a landing on the edge of the meteor’s top. Every When they arrive, the characters aren’t necessar- rightful place in the world. His followers con-
now and then you see someone enter or leave the ily directed to the tribe’s leadership. If their dis- sider humanoids to be inferior to humans — a
meteor through the landing. guises are sound or their cover stories convinc- position Shar Thizdic is careful never to verbally
Surrounding the meteor are about 50 tents ing, the tribe is glad to accept them as passing utter himself, but which he obviously supports.
made of durable canvas. The meteor landed on visitors. The tent city has an open central square Much of the tribe remembers the days
the wall of the existing crater, and the tents are that passes for a market and tavern, and the char- before Shar, and many remember when they
placed in the lee of its smaller crater. The over- acters can find food and company there. used to trade with the elves and dwarves. Even
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children have been men, all of them great war- Event 3: perhaps eventually requesting an audience.
riors.) It isn’t her place to question the gods The Characters’ Interactions Gathering information around town will
or how men should interact with them; that’s with Haimler, Thoron bring up the leaders’ names repeatedly.
a job for great men such as Haimler. If Haimler and Shtrawnek Gaining an Audience: If it doesn’t hap-
deems this new god to be the right choice for The three tribal leaders have very different pen naturally through hostile means, the PCs
the tribe, then she’ll follow him. perspectives on the world. Conversations may be able to gain an audience with Haim-
Bradok: Bradok is a young man who greatly with them quickly reveal their goals and ler, Thoron or Shtrawnek in a number of
enjoyed training with the Legion military. disputes. The profiles and stats in “NPCs,” ways. Posing as traders, diplomats, refugees
He’s always wanted to be a warrior, like his below, should allow you to play them as dis- or followers of Seroficitacit are all plausible
father before him. He looks up to tinctive NPCs. covers. Don’t make it too hard for the PCs
Thoron, who is the greatest Characters can encounter these NPCs in to get in contact with the leaders (unless
warrior he’s ever met. The a variety of ways. Their initial contact with they really screw it up themselves). In most
teachings of Seroficitacit the tent city could lead to meeting Haimler situations, the leaders will have followers or
seem reasonable to him, or Thoron, especially if they make trouble or bodyguards with them, so the PCs’ real chal-
and if Thoron deems it the are distrusted from the start. As they explore lenge will be catching the leaders alone.
right thing to do, he’s glad to the tent city, the PCs are bound to notice Unveiling the Lunar Skinstealers: The
go along. the large tents and find out who’s in them, ultimate resolution of this episode is when
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the characters purge Haimler and Thoron • Request a private audience within the the host and half damage to the skinstealer.
of the lunar skinstealers that control them. lunar temple. Perhaps the PCs can suc- As a result, combat against these high-
Exactly how this happens could spell life or cessfully pass themselves off as follow- level NPCs isn’t nearly as hard as it seems.
death for the characters. Whether the tribes- ers of Seroficitacit who wish to see the Although they’ll attack using their normal
men agree with their leaders or not, they’re temple. This again requires a Bluff check. high-level profiles, each skinstealer can take
still not going to allow a bunch of outsiders (Give a +4 bonus to the check if the char- only 18 points of damage before it peels off
to jump them. It is crucial that the characters acters use the symbols of Seroficitacit from its host, dead.
reveal (and defeat) the lunar skinstealers in from Area 11 in Episode One.) Characters A skinstealer’s fundamental goal is sur-
a situation where the tribesmen aren’t there could also make such an attempt with vival; it will not fight to the death. If they’re
to come to their rescue. Otherwise, the Diplomacy (if they’re up front about their losing the fight, the skinstealers will hop
characters will be beaten to death by 400+ religious interests but simply wish to see between hosts in an attempt to escape and
irate tribesmen. Game over! the temple) or Intimidate (if they use get others to fight for them. Prior to combat,
The PCs should be able to lure Haimler and/ some show of force, such as their mech). they’ll go so far as to bargain rather than
or Thoron away in any of the following ways: Battling the Lunar Skinstealers: Combat actually engage in a fight, as they don’t want
• Invite them to discuss a “profitable trad- with Haimler and Thoron uses the profiles to risk being killed. Use the following strate-
ing venture,” but insist the leaders must presented below. Remember that each of gies to simulate their combat mentality:
come to view the goods at the characters’ these men has a personal agenda that is very Round One: The skinstealer engages in
mech. (In this case, the leaders may bring different from his controller’s agenda. Review ranged combat as much as possible, avoiding
a few bodyguards, depending on how the rules in “New Creatures” of Chapter 6 in damage to itself. This also lets it split damage
much they trust the characters. The body- DragonMech for combat with skinstealers. between itself and its host, as most ranged
guards use the profile of the guard for Remember that slashing and bludgeoning weapons deal piercing damage.
Area 1 of the Second Lunar Temple; see attacks deal full damage to the skinstealer, Round Two: The skinstealer maintains
below.) Remember to make the appropri- hurting the host only after the skinstealer ranged combat as long as possible. If its
ate Bluff vs. Sense Motive check. is dead. Piercing attacks deal half damage to wounds become serious or it is losing the
• Observe the leaders’ routines carefully. fight, it closes into melee range and then
If they do so, the characters will dis- jumps to a new host. The skinstealer is highly
cover they come outside, alone, to pray intelligent (Int 20) and its strategy is to
to Seroficitacit under the moonlight recruit assistance from the rest of the Thraw-
shortly after the worst of the lunar rain tek tribe. It will choose a new host who looks
passes each night. This is the perfect fleet-footed. As soon as the new host is
time to jump them. dominated, the skinstealer will
run from the combat, rais-
ing a general alarm.
Its role in this
new outsider’s
body will be “I
tried to stop my
friends, but they
insisted on attack-
ing your leaders.
Help your leaders!” As
soon as it can, it will hop
to the body of a tribes-
man, abandoning the body
of the PC.
Remember that the bod-
ies of the leaders will recover
once a skinstealer is off them. If
the PCs continue attacking, the
men will obviously defend them-
selves, but their first reaction will
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be thanks — the PCs have finally freed them Thoron are free of the lunar skinstealers, escape with their lives, but they’re warned
from these horrible alien creatures that were their agendas change radically. They’ll retain that the next time they come around, it
controlling their bodies! If the PCs play their their original goals of reuniting the tribe in will mean trouble. And nonhumans, while
cards right, they can have Haimler and Tho- a way that can coexist with Shar’s authority, thanked, are still considered servants of
ron owing them a favor. but their interest in all things lunar will be their human friends. Furthermore, if the
Round Three: Once the tribesmen arrive to completely changed: They want to destroy PCs killed any members of the tribe (such
defend their leader, the skinstealer will send the temple and all remnants of its denizens’ as the laborers in the lunar temple), Haimler
its “new” body close to a leader, if possible, attempts to rebuild it. They’ll be happy to and Thoron will consider their rescue from
and try to repossess a leader as soon as it’s enlist the PCs’ aid in purging the temple of the skinstealers as simply evening the score
safe (and when it’s able to switch hosts with- whatever may be within. In fact, if the char- — in which case they owe the characters
out being seen). In general, the skinstealer acters haven’t squandered their goodwill, no thanks whatsoever, but neither will they
will try to maneuver the actions of the tribe they’ll even encourage them with gifts of attempt to punish them.
through controlling influential people or weapons, armor, healing and whatever else
by making the people it does control more they have that may be useful. Both Haimler Event 4:
influential (which makes their friends won- and Thoron will reconcile with Shtrawnek, The Characters’ Investigation
der why their personalities have changed). and the tribe’s internal divisions will end. of the Lunar Temple
This combat is tricky, because you have Keep in mind, however, that all this is Even if the characters unmask Haimler and
an enemy that can possess PCs, you have still within the context of the Legion. While Thoron early in the episode, they’ll probably
enemies that fight one way when possessed the PCs did a great favor for the tribesmen, still want to explore the lunar temple. In order
and another way when not possessed, and Legion members are still enemies of the to complete the mission successfully, they
you have the potential for a huge brawl if the Stenian Confederacy, and they still dislike have to eradicate all taint of lunar influence,
PCs don’t stop a skinstealer from fleeing and nonhumans. Any hint of Stenian loyalty will which includes the three spawns of Serofici-
alerting the tribe. be greeted with hostility. The tribesmen tacit that dwell in the temple, so they really
Secrets Revealed: Once Haimler and will grant the PCs a “free pass” and let them must explore the temple to do their job prop-
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erly. Exploring the temple also gives them the second starshard. (If this Irontooth mech has valuable, however; combined, they’re worth
chance to catch the Irontooth mech in the act been to the first lunar temple, it might cor- 250 gp and weigh 400 pounds. The remaining
as it makes off with a valuable starshard. rectly surmise that the PCs have the other furnishings are the mundane artifacts of nor-
Unlike the other lunar temple, this one starshard.) However the combat progresses, mal living: food, clothing, bedrolls, stools and
landed right-side-up. This meteor is actu- the Irontooth mech should be forced to a portable desk. A thorough search (DC 20)
ally Level 2 of the lunar temple in the other retreat. (Overwhelming odds? A critical reveals three solid gold holy symbols of Peri-
meteor. If the first meteor were turned over injury?) Then begins the tracking described patetin (worth 100 gp each); 12 silver ingots
and placed atop this meteor, they would in Episode Four. (worth 10 gp each); and six uncut, low-grade
match up; the hole by which the Thrawtek For further details on the Irontooth mech diamonds (worth 50 gp each).
tribe is entering this lunar temple corre- and its pilot, see Area 7 of the Second Lunar Tent of Haimler and Thoron: This
sponds to the chute at Area 12 of the first Temple, below. 30-by-30-foot tent is where Haimler and
lunar temple. Thoron spend their days. Like Shtrawnek’s
The full map key for the lunar temple is in tent, it is richly appointed with thick rugs
the next section. LOCATIONS and pillows, worth 250 gp and weighing
400 gp. Aside from the usual assortment
Event 5:
Arrival of the
Irontooth Mech
T here are four locations of particular
interest in the tent city: the two large
tents with the red pennants, one of which
of mundane items, a search (DC 15) reveals
five holy symbols of Seroficitacit; two broken
holy symbols of Peripatetin; three potions of
Through the use of divination magic, the belongs to Shtrawnek and the other of which cure light wounds; and a bag of 25 uncut, low-
Irontooth Clans heard about the starshards’ belongs to Haimler and Thoron; the typical grade diamonds (worth 50 gp each). Among
fall to earth. They sent out several small smaller tent (of which there are roughly 48); the clothing stored in the tent are the Legion
reconnaissance mechs to infiltrate enemy and the meteor. The meteor is described in military uniforms of both men.
territory and recover the starshards. They more detail in the next section. Here are Typical Tribal Tent: The typical tent
arrived at the first lunar temple too late, overviews of the other locations. measures 10 feet by 10 feet. It has a few basic
but an Irontooth mech arrives at this second Tent of Shtrawnek: This large, 30-by- pieces of portable furniture (such as a fold-
temple just in the nick of time — it snatches 30-foot tent is occupied by Shtrawnek and ing stool and table), several bedrolls, and
the starshard almost literally right out of the his two acolytes. The tent is well appointed sacks of mundane goods. A typical tent has
PCs’ hands! with a thick layer of rugs and comfortable 4d10 cp hidden somewhere in the bedding
The Irontooth encounter is described in pillows. These furnishings aren’t particularly (Search DC 20).
Area 7 of the Second Lunar Temple, below.
The flow of the adventure should place the
encounter with the Irontooth mech as the NPCS
very last encounter in this episode. That
way, the PCs can immediately set out to
pursue it, without having to finish any
other tasks first.
T his section provides the statis-
tics for the major NPCs encoun-
tered in Haimler’s Town, including
If the PCs reach Area 7 before a typical tribesman, Shtrawnek’s
the Irontooth mech should acolytes and the lunar skinsteal-
appear, make Area 7 totally ers that have taken over Haim-
empty. In this case, the Iron- ler and Thoron.
tooth mech has already stolen
the starshard, but is sticking Haimler, Tribal
around to investigate the camp Leader
further. After this episode is and Legion Major
resolved, present the Irontooth Haimler is a stocky, judgmental
mech in some dramatic manner. man who commands the atten-
Perhaps it emerges from the lunar tion of those around him. He’s
temple right as the tribesmen are of medium height but is broad and
about to enter for the night. It could heavy for his size. His face is always set
even attack the PCs (or Haimler or Tho- in a grimace. He never offers approval;
ron) in the mistaken belief that there is a the best a subordinate can hope for is his
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respect, and everyone in the tribe tries hard +12, Sense Motive +6, Spellcraft +12.
to gain it. Haimler is supremely skilled in Feats: Brew Potion, Combat Casting,
almost all aspects of life (reflected by Power Spell, Scribe Scroll, Spell Cleave.
an exceptional array of ability scores); Possessions: 6 daggers, +2 ring of
he could have excelled at any pro- protection, +3 bracers of armor, small
fession, but chose to be a wizard sack, symbol of Seroficitacit, spell
because he takes a long-term book, 89 sp, 12 gp.
view of most things. Spells Prepared (4/4/3/2, spell
Goals: Haimler is loyal DC 14 + spell level): 0—acid
and protective. He is also splash, daze, ray of frost, message;
ambitious. He wants to rise 1st—charm person, magic missile
in the ranks of the Legion, (x2), shocking grasp; 2nd—cat’s
but would prefer to do so in grace, M.’s acid arrow, web;
a way that helps his tribe as 3rd—fireball, lightning bolt.
it helps him. Nonetheless, he Spells in Spellbook: 0—all;
won’t abandon Shar Thizdic or 1st—burning hands, charm person,
the Legion, as he sees great poten- expeditious retreat, mage armor, magic
tial in what Shar has done. He’d missile, shocking grasp, T.’s floating disk;
just prefer to find a way around Shar’s 2nd—cat’s grace, invisibility, M’s acid arrow,
heavy-handed control. rope trick, web; 3rd—fireball, lightning bolt,
The lunar skinstealer now controlling whispering wind.
Haimler, on the other hand, has only two
goals: domination of the surface creatures (+3 Dex, +2 deflection, +3 armor), touch Thoron, Warrior Leader
and furtherance of Seroficitacit’s worship. 15, flat-footed 15; BAB +2; Grp +4; Atk/Full and Legion Sergeant
Distinguishing Characteristics: Even Atk +4 melee (1d4+2/19–20, dagger) or +5 Thoron is taller and heavier than anyone else
when controlled by the skinstealer, Haimler ranged (1d4+2/19–20, dagger); SA Spells; AL in the tribe. He wears banded armor at all
comes across as himself. He carefully consid- N; SV Fort +5, Ref +4, Will +5; Str 15, Dex times, which is painted in contrasting black
ers his words before speaking, and never says 16, Con 18, Int 18, Wis 13, Cha 18. and red bands that match Thoron’s tribal tat-
more than is necessary. He will not carry a Skills: Concentration +12, Diplomacy +12, toos. He’s a born warrior, with a natural tal-
conversation past the point of its usefulness; Knowledge (arcana) +12, Knowledge (local) ent for combat that’s been nurtured through
he’s not impatient so much as commanding, years of combat training. He’s quite talkative
and will simply dismiss attempts to sway his and loves to regale visitors with tales of the
opinion after he has made up his mind. He tribe’s exploits. His modesty prevents him
has an intense stare that he levels on from telling stories about himself, but
those whom he speaks to, making him he’s happy to discuss his father (Thor-
very intimidating. Despite all this ak) and grandfather (Thorgan), both
— or perhaps because of it — his of whom performed many daring
personal magnetism is great; he deeds back in the days when the
is extremely influential to those Thrawtek used to fight orcs for
around him. control of the endless plains.
Note that Haimler does not Goals: Thoron defends his
have a familiar. The skinstealer tribe from aggressors: noth-
saw it as a threat, since it was ing more, nothing less. He is
aware of the changes overtak- intensely loyal to Haimler and
ing Haimler, so the skinstealer would probably follow him in
made Haimler kill it. Haimler his worship of Seroficitacit even
could do nothing to prevent this, if he weren’t possessed by a lunar
as he was possessed at the time. skinstealer. Any serious threat
Haimler, Human Wiz5: CR to the community will find Thoron
5; Medium humanoid (human); HD quickly at hand.
5d4+20; hp 32; Init +3; Spd 30 ft.; AC 18 Distinguishing Characteristics: Tho-
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ron is as garrulous as Haimler is curt. He is was the most promising of the acolytes, so
easygoing and well behaved, the sort of war- he assumed the mantle of shaman. He looks DON’T SLAUGHTER
rior who really enjoys defending those who like a young man aged beyond his years. His THE CAMP!
can’t defend themselves. He uses his hands brown hair is trimmed short, his unwrinkled In playtests of this adventure, the PCs came up
a lot when talking, and when he reaches the face is leathery, and he wears passed-down, with a simple, direct solution to the situation in
fighting scenes of any war story, he jumps up tattered skins of wild cats and boars long Haimler’s Town: “We have a mech. They don’t.
and acts out the important parts. since wiped out by the lunar rains. He is Why don’t we just trample them all?”
Thoron, Human Ftr4: CR 4; Medium usually accompanied by one of his two aco- Try to discourage this course of action. This
humanoid (human); HD 4d10+12; hp 36; lytes, who aren’t far behind him in ability. “blunt force” approach definitely removes some
Init +2; Spd 20 ft.; AC 19 (+1 Dex, +6 armor, Shtrawnek is of average build and height. of the challenge from the adventure! One simple
+2 shield), touch 11, flat-footed 18; BAB +4; Goals: Shtrawnek worships Peripatetin, observation should push the PCs toward more
Grp +7; Atk/Full Atk +8 melee (1d8+5/x3, the traditional god of the Thrawtek. He is thoughtful behavior: Remember that the camp is
battleaxe) or +7 melee (1d8+3/19–20, dag- the tribe’s spiritual and medicinal leader. located beside a meteor that crash-landed only
ger) or +5 ranged (1d6+3, javelin); AL LG; He leaves politics and martial affairs to days before. The impact threw up tons of debris.
SV Fort +7, Ref +4, Will +2; Str 17, Dex 13, Haimler and Thoron, respectively. When The surface is strewn with rubble, which counts as
Con 16, Int 10, Wis 12, Cha 11. it comes to religious matters, however, difficult terrain for a mech. Any attempt at running
Skills: Climb +3, Intimidate +6, Jump +3. he has strong opinions, and Seroficit- the mech through the camp requires a Mech Pilot
Feats: Cleave, Great Cleave, Lightning acit goes against every one of them. He skill check every round to keep the mech on its feet.
Reflexes, Power Attack, Weapon Focus (bat- is not opposed to occupying the lunar The Irontooth mech that appears later in this epi-
tleaxe), Weapon Specialization (battleaxe). temple as a matter of survival, but the sode has no trouble in making these checks, thanks
Possessions: Banded mail, heavy steel idea of rebuilding it in honor of Serofici- to the pilot’s +18 modifier to Mech Pilot checks (as
shield, battleaxe, 3 javelins, dagger, 34 gp. tacit is repugnant to him. He is engaged described in Episode Four).
Lunar Skinstealer, Unhosted: CR 2; in a standoff with Haimler over the tribe’s
Medium aberration (lunar); HD 4d8; hp 18; future. He is not aware of the lunar skin-
Init –1; Spd 10 ft.; AC 9 (–1 Dex), touch 9, flat- stealers but suspects something is afoot, Distinguishing Characteristics:
footed 9; Atk +5 melee touch (special, face since Haimler’s behavior has changed so Shtrawnek has deep, wise eyes. He pauses to
grapple); Full Atk +5 melee touch (special, much over the past three days. look into his interlocutor’s eyes before mak-
face grapple) and +1 melee (1d2, 4 hooks); SA Over the course of the adventure, the PCs ing any statement. He speaks evenly, with
Improved grab, host domination; SQ Lunar will probably end up allied with Shtrawnek. little inflection. It’s obvious he’s a wise man,
traits; AL CN; SV Fort +0, Ref +0, Will +0; Str Keep his underlying goals in mind. The PCs for he makes comments of stunning insight
18, Dex 8, Con 10, Int 20, Wis 4, Cha 14. are simple tools to him, nothing more. After on occasion.
Skills: Bluff +26, Disguise +25, Hide +14, they have served their purpose, he’ll double- Shtrawnek, Human Clr3: CR 3; Medium
Listen +2, Spot +2. cross them if that’s what has to be done to humanoid (human); HD 3d8; hp 17; Init +2;
Lunar Skinstealer, Hosted: CR 2; get rid of them — or if that’s the best way to Spd 20 ft.; AC 19 (+2 Dex, +6 armor, +1
Medium aberration (lunar); HD 4d8; hp 18; get rid of Haimler and Thoron. However he shield (Two-Weapon Defense)), touch 12,
Init as host; Spd as host; AC as host; Atk/Full gets involved, he’ll probably try to arrange flat-footed 17; BAB +2; Grp +3; Atk/Full
Atk as host; SA Improved grab, host domina- for the PCs to face Haimler without his Atk +1/+1 melee (1d6+1, quarterstaff) or +4
tion, camouflage, neighbor domination; SQ direct involvement, keeping his name unsul- ranged (1d6+1, throwing hammer); SA Turn
Lunar traits; AL CN; SV Fort as host, Ref as lied and giving him an excuse to get rid of the undead, spells, domain abilities; AL N; SV
host, Will +4; Str as host, Dex as host, Con PCs if need be. (“They attacked our chief. Fort +3, Ref +3, Will +7; Str 12, Dex 15, Con
10, Int 20, Wis as host, Cha 14. They must be killed!”) 11, Int 13, Wis 18, Cha 10.
Skills: Bluff +26, Disguise +25, Hide +14, There’s one last aspect of the situation to Skills: Concentration +6, Heal +10,
others as host. keep in mind. The Legion is by nature preju- Knowledge (arcana) +7, Knowledge (reli-
See Chapter 6 of DragonMech for spe- diced against non-humans. But lunar skin- gion) +7, Listen +4, Spellcraft +7, Spot +4,
cial abilities. stealers aren’t, and generally are inclined Survival +6.
to dismiss such petty terrestrial concerns Feats: Combat Casting, Two-Weapon
Shtrawnek, Tribal Shaman in favor of their larger goals. Non-human Defense, Two-Weapon Fighting.
Shtrawnek is a young shaman forced to PCs may find that they’re treated better by Possessions: Breastplate, quarterstaff, 2
accept responsibility before his time. The Haimler and Thoron than Shtrawnek. If you throwing hammers, 16 gp, holy symbol of
old shaman died in the lunar rains while want to stir some interesting debates within Peripatetin.
Shtrawnek was still an apprentice. Shtrawnek the party, throw this into the mix. Domains: Luck, Travel.
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Defeating the skinstealers without harming Haimler and Thoron 100 XP any kind inside the meteorite, but the tribe has now
outfitted it with oil-burning lanterns. There are two
lanterns per room, usually located on the floor.
Spells (4/3+1/2+1; save DC 14 + spell Walls: All passages in the tunnel are round, with
level): 0—create water, cure minor wounds, XP AWARDS a slightly flattened floor. Unless noted otherwise
detect magic, guidance; 1st—cure light wounds they are 10 feet tall. They have stats as follows:
(x2), divine favor, longstrider*; 2nd—aid*, cure
moderate wounds, inflict moderate wounds.
*Domain spell.
T his free-form episode involves just as
much investigation and research as it
does combat (perhaps more, in fact). Award
Hewn Stone Wall: 3 ft. thick between rooms,
otherwise solid rock; Break DC 50; hardness 8;
540 hp; Climb DC 22.
Acolytes (2), Human Clr2: CR 2; XP bonuses to the PCs based on their suc- Doors: Doors within the lunar temple are quite
Medium humanoid (human); HD 2d8; hp 9; cess in uncovering the mysteries as shown unlike normal doors. They are round passages a full
Init +0; Spd 20 ft.; AC 16 (+6 armor), touch on Table 3-3. 10 feet tall, with a round door set within. The door
10, flat-footed 16; BAB +1; Grp +2; Atk/Full opens by rotating on a horizontal bar set within the
Atk +2 melee (1d6+1, quarterstaff); SA Turn frame 5 feet above the ground, effectively “flipping
undead, spells, domain abilities; AL N; SV over” to open. Humans using these doors must
Fort +3, Ref +0, Will +3; AL N; Str 12, Dex move with the bottom half of the door and duck un-
11, Con 10, Int 11, Wis 16, Cha 10. SECOND der the horizontal bar. Creatures with the ability to
Skills: Concentration +4, Heal +7, Knowl- do so can throw themselves at the upper half of the
edge (arcana) +4, Knowledge (religion) +4, LUNAR TEMPLE door to flip through to the other side. The rotating
Listen +5, Spellcraft +4, Spot +5. door can swing in either direction.
Feats: Alertness, Combat Casting.
T his section details the significant loca- Stone Door: 4 in. thick; hardness 8; 60 hp;
Domains: Luck, Travel. tions in the second lunar temple found Break DC 28 (stuck or locked).
Spells (4/3+1; save DC 13 + spell level): in Haimler’s Town. Time Period: The room descriptions assume
0—create water, cure minor wounds, mending, that the players enter during the day. If they enter
virtue; 1st—cure light wounds (x2), longstrider*, at night, the temple complex will be crammed with
summon monster I. AREA 1: inhabitants — almost the entire population of the
Possessions: Banded mail. LADDER AND CHUTE town squeezes in here at night. Obviously, a night-
*Domain spell. time raid won’t get the characters very far!
Typical Legion Citizen, Human Com1: Read or paraphrase the following:
CR 1/2; Medium humanoid (human); HD
1d4; hp 2; Init +0; Spd 30 ft.; AC 11 (+1 The chute is 20 feet deep. The rope lad-
armor), touch 10, flat-footed 11; BAB +0; The tribesmen enter the meteor through a rope der goes down the chute to the floor level of
Grp +0; Atk/Full Atk +0 melee (1d4/19–20, ladder that rises up its side. At the top is a deep Area 2, making the descent easy.
dagger); AL LN; SV Fort +0, Ref +0, Will +0; chute that drops straight into the meteor. Guard, Human War1: CR 1/2; Medium
Str 11, Dex 10, Con 10, Int 10, Wis 11, Cha 10. humanoid (human); HD 1d8; hp 4; Init +0;
Skills: Craft (any one) +6 or Profession Spd 30 ft.; AC 13 (+1 Dex, +2 armor), touch
(any one) +6, Handle Animal +3, Listen +2, During the day, a guard watches over this 11, flat-footed 13; BAB +1; Grp +3; Atk/Full
Ride +3, Spot +5. ladder. The divide in the tribe has made Tho- Atk +4 melee (1d8+2/x3, spear) or +3 melee
Feats: Alertness, Skill Focus ron and Haimler worried that someone will (1d4+2/19–20, dagger), or +3 ranged (1d8+2/
(Craft or Profession). interfere with the lunar temple, so the guard x3, spear) or +2 ranged (1d4+2/19–20, dag-
Possessions: Heavy prevents unauthorized entrance. He can be ger); AL LN; SV Fort +2, Ref +0, Will +0; Str
clothing (treat as pad- easily overcome, but if combat is initiated, 14, Dex 12, Con 10, Int 9, Wis 11, Cha 9.
ded armor), dagger, his first action is to run back to the tent city Skills: Climb +6, Intimidate +2, Jump +5.
1d10 cp. and alert everyone — which would rapidly Feats: Power Attack, Weapon Focus (spear).
bring reinforcements. Possessions: Spear, dagger, leather armor, 1d10 sp.
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AREA 2:
WORSHIP AREA
effect can be received only once per day. The diately recognized as outsiders, although
statue has no effect on nonbelievers. they still might be able to pass themselves
This 50-foot-wide, perfectly circular room has off as belonging there. Possible ways to calm
smooth, almost glassy walls. It is illuminated by two down the man include the following:
oil lanterns, one at the foot of the chute and one be- AREA 3: Bluffing: The characters can try to come
side the open passage leading out to the northeast. SLEEPING CHAMBER (EL 1/2) up with a plausible explanation for their
You see signs of recent human habitation: bedrolls, presence. Only allow this if the players can
sleeping pads, dirty clothes and crumbs litter the Read or paraphrase the following: actually come up with a good reason on the
floor. In the center of the room is a bizarre statue of a spot. Allow a Bluff check opposed by the
10-foot-tall blob. It looks like it was carved from the man’s Sense Motive.
rock of the meteorite, but it is worn smooth in many This perfectly round, 40-foot-wide chamber looks as Diplomacy: The characters might acknowl-
places, as if touched by a thousand hands. if it serves as the sleeping quarters for many people. edge they don’t belong, but they try to
At least 90 bedrolls are crammed next to each other, smooth things over with a silver tongue.
along with blankets, dirty clothes and other signs of Allow a Diplomacy check to influence
This room was once a meditation and prayer habitation. Two oil lanterns illuminate the room. the man’s attitude. His initial attitude is
chamber for the lunar skinstealers. The blob Suddenly, one of the bedrolls rustles. A man rolls unfriendly, so the Diplomacy check must hit
is a representation of Seroficitacit. The room over and then starts when he sees you. “Hey!” he DC 15 to make him indifferent to the PCs.
is now used by the tribe as sleeping quarters. says. “What are you doing in here?” Refer to the Diplomacy skill in Chapter 4 of
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the Player’s Handbook for full details. the guard at Area 1 (if he’s still alive and able to The floor is now covered in bedrolls and sleep-
Disguise: If the characters are disguised act); if he hears the fight, he sets off the alarm ing gear. Two man-sized holes have been bashed
as laborers, followers of Seroficitacit, or in the tent town and then comes in himself. through the northern wall. The sounds of picks
some other good cover, they may be able XP Award: If the PCs do quiet the and shovels emanate from rough-hewn passages
to explain their presence. Allow a Disguise man, award them XP for defeating a CR 1/2 beyond the holes.
check opposed by the man’s Spot. encounter. In the southwestern corner of the room is a half-
Intimidation: The PCs can try to open round door leading to a dark passageway.
intimidate the man into shutting up. Allow
a standard Intimidate check opposed by his AREA 4:
level check (for which he receives only a +1 DIVINATION CHAMBER The lunar skinstealers used this chamber as a
modifier). If successful, the man is scared for place to meditate on Seroficitacit’s greatness.
his life and will stay quiet — at least as long as Read or paraphrase the following: In addition to the man-made tunnels lead-
the PCs are there to threaten him. ing to Area 6, the room contains four exits.
Failure: If the PCs fail to quiet the man Three are secret doors in the walls (one of
within 3 rounds, or if they attack and he The walls of this 60-foot-wide circular room are which is standing half-open, as described
receives at least one action before dying or completely covered in carved alien symbols. Even above; it leads to Area 5B). The fourth is a
falling unconscious, he starts screaming at the 20-foot-tall domed ceiling is carved. The flick- secret trapdoor in the ceiling.
the top of his lungs. The laborers from Area ering light of two oil lanterns in the center of the In fact, none of the doors are truly
6 should make a Listen check against DC 10; room plays with the bizarre shapes and symbols. “secret.” Any lunar creature capable of
if they succeed, they come running, ready to None of them resemble any sort of writing you’ve reading the language inscribed on the
fight. Make a Listen check against DC 20 for ever seen before. wall would know the doors are there (kind
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of like how doors in a movie theater are soon as each becomes aware of the PCs, it first PC in the marching order, who will
marked “Exit”). Yet to terrestrial creatures, advances to attack. block other PCs from being able to make
the bewildering array of symbols is utterly Roll 1d8 on the table under the spawn of attacks. Once the skinstealer has a host,
confusing, and it hides the presence of the Seroficitacit entry (see “New Creatures” in it can then fight its way out. Alternately,
round doors that don’t look like normal Appendix One) to determine what changes the skinstealer could hide in the
doors to begin with. these particular spawn have undergone. same position but wait until
A search (DC 25) of the room reveals the Young Spawn of Seroficitacit: the PCs have passed, then
secret doors. The ceiling trapdoor is only CR 3; Medium ooze (lunar); HD attack the last character.
revealed if the PCs specifically note they are 3d10+5; hp 31; Init –5; Spd 10 ft.; Once it attains a host, it
searching the ceiling (and have the means to AC 5 (–5 Dex), touch 5, flat-footed can either fight the now-
do so; Search DC 25), or via an exceptional 10; BAB +2; Grp +6; Atk/Full Atk +6 trapped rest of the party
search (DC 30) result on the ground, which melee (1d4+4 plus change, slam); SA or simply run, taking the
alerts the character to the lunar equivalent Change; SQ Blindsight 40 ft., moon lore, character’s body with it, and
of an “Exit” sign beside every exit. ooze traits, lunar traits; AL N; SV Fort +6, make it do mischief that will get it
A powerful Decipher Script attempt (DC Ref –4, Will +5; Str 18, Dex 1, Con 20, Int 18, killed by the tribe.
35) also reveals the secret doors via reading Wis 18, Cha 10. Lunar Skinstealer, Unhosted: CR 2;
the wall language. The walls tell stories of Skills: Bluff +6, Knowledge (lunar) +20, Medium aberration (lunar); HD 4d8; hp 18,
the great deeds of Seroficitacit in his war Knowledge (the planes) +10, Knowledge 25; Init –1; Spd 10 ft.; AC 9 (–1 Dex), touch
against the lunar dragons. (religion) +10, Listen +10, Spot +10. 9, flat-footed 9; BAB +3; Grp +7; Atk +5
If the characters still fail to discover the Feats: Insightful Step, Seroficitacit’s melee touch (special, face grapple); Full Atk
trapdoor in the ceiling, then inform the PC who Changes. +5 melee touch (special, face grapple) and
possesses the starshard that the item pulsates +1 melee (1d2, 4 hooks); SA Improved grab,
— as if in anticipation — as he walks through host domination; SQ Lunar traits; AL CN; SV
the center of the room. They should realize that AREA 5B: Fort +0, Ref +0, Will +0; Str 18, Dex 8, Con
they’re missing something at that point. THE LAST SKINSTEALER (EL 2) 10, Int 20, Wis 4, Cha 14.
Skills: Bluff +26, Disguise +25, Hide +14,
AREA 5A:
THE GREAT SPAWN (EL 3)
O ne more lunar skinstealer survived
the meteor’s crash to earth, but was
injured in the process. It has remained in
Listen +2, Spot +2.
Lunar Skinstealer, Hosted: CR 2;
Medium aberration (lunar); HD 4d8; hp 18;
this room, recovering from its injuries while Init as host; Spd as host; AC as host; BAB as
A short tunnel leads to an unlit, perfectly round See “New Creatures” in Chapter 6 of
This unlit, perfectly round 30-foot-wide cham- 30-foot-wide chamber with smooth, glassy walls. DragonMech for special abilities.
ber has smooth, glassy walls. In the midst of the The room appears empty.
room is a 15-foot-wide shapeless mass of gray
protoplasm. Small buds and tentacles sprout oc- AREA 6:
casionally from its surface before dissipating back The skinstealer uses its excellent Hide score NEW LIVING QUARTERS (EL 3)
into the goo. As soon as you enter the room, the to remain hidden until someone comes
tentacles begin to veer toward you. within striking distance, then it leaps up
and attempts to take a host. It is highly intel-
ligent, so play it as such. It will hide on the
T his room is filled with laborers expand-
ing the caves. Only a few of the most
loyal tribesmen are allowed to work here.
There is one spawn in each room marked floor or ceiling, flat and flush against the sur- In general, they’re making enough noise
5A. These young spawns of Seroficitacit are face, preferably in the 10-foot-wide entrance that they hear only exceptionally loud noises
healthy and ready to defend their temple. As corridor. Here it can leap up and attack the (such as the man in Area 5 shouting at the top
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before they fully enter the room, or perhaps the characters need to be pushed, use the somehow pass off as the truth. Perhaps
it gets a surprise round and wins initiative, starshard as an impetus: Aside from glowing the PCs controlled them using charm
so it’s gone before they can react. If the PCs and humming when briefly in the presence of person; maybe the PCs are lunar crea-
do somehow engage the Irontooth mech, it its kin, it can also communicate empathetic tures in disguise! Whatever they say, they
simply tries to get free, then runs once it has messages that the characters are to reunite it make the PCs out to be important so as
escaped. with the other, now-departed starshard. The to better cover their own mistakes. The
The trapdoor leads up to the top of the next stage of the adventure involves tracking Legion now believes the PCs are power-
meteor. Its Climb DC is only 10, thanks to down the Irontooth mech. ful enemies, so it sends mercenaries to
handholds built into the shaft. The vertical trail them — or perhaps hatches a plan to
shaft is 10 feet tall, for a total distance of Further Adventures lure them back somehow.…
20 feet from the floor of Area 7 to the top with the Legion • Several weeks after the end of Episode
of the meteor. The shaft was obscured by This episode gives a shallow view of the Three, the PCs are visited by a young girl.
a pile of rubble, so it was not detected by Legion that is tangential to its true nature, She says she is Haimler’s daughter. Haim-
the tribesmen. but nonetheless insightful. The Legion is ler and Thoron were brutally punished by
By the time the PCs get to the top of the built of disparate human tribes united by the the Legion for their insubordination. The
meteor, all they see is the Irontooth mech sheer charisma of the greatest human leader entire tribe was rounded up and returned
running off into the distance. They aren’t the ever to walk the endless plains. In the pres- to the industrial complexes, where Shar
only ones to see this; the camp is an uproar, ence of Shar Thizdic, the tribes function like Thizdic’s minions made examples of
pointing and shouting at the strange new clockwork. When he’s away, they often revert them. Haimler and Thoron disappeared
mech on the scene. to their ancient traditions and rivalries. The completely and have not been seen since.
Stats for the Irontooth pilot are presented true Legion military-industrial complexes, Before he was dragged off in the middle
in Episode Four. This encounter should where the government is largely centralized of the night, Haimler gave his daughter a
really proceed with only a glimpse of the and the tribal functions broken down, feel handwritten note and told her to deliver
Irontooth pilot and no real interaction with like Russian military complexes from the it to the PCs. In it, he asks for the char-
him and the PCs — he should be long gone height of the Cold War: paranoid, autocratic, acters’ assistance in defending his tribe
before they react. militaristic and regimented. In these places, against the excesses of Shar Thizdic.
there are no tribes, no last names; people • Somehow the Legion has discovered
are addressed by rank, and individuality is the PCs’ Stenian affiliations. Perhaps
subsumed to the collective. Each mech is a a tribesman searched their mech while
nameless, faceless expression of Shar’s will; they were in Haimler’s Town. Maybe
CONCLUSION each soldier, one of his thoughts given form. a Legion patrol saw them enter from
Remember that this adventure took place Stenian territory and surmised what
TRAVELING
ENCOUNTERS
O
ENCOUNTER A:
IRONTOOTH AMBUSHES
pilot, he bypasses the mech’s hardness and for only a round or two, attacking with its fire, but certainly not all.
directly targets the character. That’s the unarmed strike, before retreating. If it is
point of the Spot check; he’s firing right able to get a surprise round (remember its
through the cockpit window. Hide +23 modifier?) and also wins initia-
• If the PCs pass the point where the Raptor tive, it will charge, attack and retreat so the
changed its path to look for an ambush, Magwagon can’t return a blow. If any PC is ENTER THE
allow any PCs with the Track feat a Sur- foolish enough to expose himself (outside
vival check (DC 14) to detect its altered a porthole, walking alongside, etc.), the IRONTOOTH
path. (The Raptor pilot will try to hide his Raptor will directly target him with a melee
tracks by staking ambushes on firm ground
where they’re hard to detect.)
Morgon, Irontooth Pilot, Human Mcj6: CR
strike (don’t forget the Spot check [DC 15],
if applicable). Otherwise, he makes general
attacks against the mech.
B y this stage of the adventure, the PCs
should be 3rd level. The Irontooth
Clans are far more powerful than low-level
6; Medium humanoid (human); HD 6d6; hp 24; This sort of hit-and-run tactic isn’t very PCs. They are, in essence, a collective com-
Init +7; Spd 30 ft.; AC 16 (+3 Dex, +3 armor), effective in the long run, as the Magwagon’s posed of some of the best mech jockeys
touch 13, flat-footed 13; BAB +3; Mech hardness absorbs most of the dam- on the planet. Their “mech devil” pilots
Attack Bonus +6/+1; Grp age. Yet until the Irontooth are legendary. By the time an Irontooth
+3; Personal Atk/Full Atk mech begins to take dam- clansman reaches puberty, he’s already had
+6 melee (1d6/18–20, age, it will continue far more experience in a mech than most
rapier) or +6 ranged to harry the larger Stenian mech commanders. By the time he’s
(1d8/19–20, light mech, hoping to officially an adult, an Irontooth clansmen is
crossbow); Mech whittle it down so at least a 4th-level mech jockey.
Atk/Full Atk (any its clan brothers Part of what allows this to happen is the
mech weapon) +9/ will have an easier Irontooth jousting tradition. The Irontooth
+4 melee or +9/+4 time against it in clans originally grew out of a longstanding
ranged; SA Extraordi- the coming days. monastic temple where the martial arts
nary pilot, hand speed, It is unlikely that were practiced. It is believed that the jousts
mech fingers (warrior the players will capture grew out of these practices, though no
instinct), patchwork repairs, or defeat Morgon and his one knows for sure. Regardless, jousts and
push the envelope 2/day, roll mech, but it’s possible that contests are now an important part of the
with the punches (1 increment); AL player ingenuity (or luck) may cre- Irontooth culture.
CN; SV Fort +2, Ref +8, Will +3; Str 11, Dex 16, ate such a situation. If this occurs, there are When the characters track the Raptor to its
Con 11, Int 15, Wis 12, Cha 9. two easy options to keep the plot moving destination, they’ll encounter such a joust.
Skills: Climb +8, Craft (mechcraft) +11, toward the Irontooth camp. The first option On the beginning of the fourth day of their
Hide +3, Jump +8, Knowledge (mechs) +11, is the starshards, which will urge the PCs to pursuit, read or paraphrase the following:
Knowledge (steam engines) +11, Listen +2, continue traveling toward the Irontooth.
Mech Pilot +18, Spot +10. The starshards want to be brought to the Iron-
Feats: Dodge, Improved Initiative, Mechi- tooth, who know more about their powers After days of tracking your quarry, you notice that
dextrous, Mechwalker, Mobility, Quick (and proper uses) than the PCs. The second his pace has finally slowed. You come out of a
Draw, Speed Freak, Weapon Finesse. option is Morgon himself, who may try to boulder-strewn flatland to see a low hill that ap-
Possessions: Pilot’s armor, light crossbow, escape being killed by promising a handsome parently rises out of nowhere. The hill extends for
rapier, dagger, 1d6 gp. ransom from his father Phegrip, who waits what looks like miles in both directions, forming
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a slow, steady arc that moves away from you. The suddenly notice movement far below you. A host the latter. Descending the crater counts as
mech’s tracks lead right to the top. of mechs is jostling for position around a crudely difficult terrain (DC 10 Mech Pilot check;
defined ring built from boulders piled in a circle. refer to “Mech Combat,” Moving a Mech, in
There must be at least 20 mechs watching as two Chapter 2 of DragonMech).
Once the PCs follow the tracks to the top of nimble combat-mechs joust within the circle. The Challenge: When the PCs reach the
the hill, read or paraphrase the following: The joust quickly ends, however, and the mechs bottom of the crater, read or paraphrase the
turn to face you. There’s a booming sound, and a following:
cannonball zips through the air over your head!
You follow the tracks to the top of the hill. As you
approach the crest, you stop short. This is no hill. At least three dozen mechs, of all different sizes
The opposite side of the ridge drops precipitously If the players think they can get away from and shapes, move into position around you. All
at a steep angle. It must fall at least 300 feet be- this easily, they’re mistaken. The Raptor are marked with the flags of various Irontooth
fore it starts to level out. pilot wasn’t dumb enough just to leave the clans. As you come to a stop before them, there
You’re standing on the edge of an enormous rear guard open. He and four other Rap- is a long pause. Then a huge mech of seemingly
crater, a gigantic bowl carved out of the earth. A tor mechs suddenly appear out of nowhere unbelievable agility steps forward. A short, squat,
meteor of cataclysmic size must have landed here behind the Magwagon. (They were hiding grizzled man can be seen through the canopy. He
once. Now, the opposite side of the crater disap- behind boulders with their take-20 Hide speaks into a tube that blasts his voice across the
pears into the morning mists on the far horizon. modifier of +23 up until now. You may want field toward you: “So, you thought you could
The Irontooth tracks lead straight down the to make secret Spot checks for your players.) sneak up on the Irontooth, huh? Ha! Ha! They
nearly vertical cliff face right into the crater. As The PCs’ only options are to fight or descend think they’re funny. Ha!
you bring your eyes downward to follow them, you into the crater. The Irontooth clearly prefer “So, now that you’re here, is there any reason
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we shouldn’t just kill you now?” He gestures to- entrance, which is closed up by Irontooth
ward the mech you’d been following, then adds, mechs once the joust starts. Now Phegrip
“My boy over there says you fight like old women.” “Alright then, a duel it is. Now, you horse-riders explains the rules:
listen up. You have something we want, and you
know what it is. That globe talks to you, but it
Stress to the PCs that there’s absolutely no talks to us more —žand we know more about it “Alright, get set. When you hear the cannon, go
way they can fight their way out of this alive. than you do. If you win the duel, you keep your at it!”
They’re facing a small army of mechs, several lives and we keep the globe. If you lose, we keep
of them much larger than themselves. the globe and maybe your lives, depending on
The ultimate goal is to steer this confron- how you do. If you aren’t courageous, there’s no That’s all the rules the PCs get. A Knowledge
tation toward a challenge. The two main pro- reason we should spare you anyway. (local) or bardic knowledge check (DC
tagonists, Phegrip (the grizzled pilot) and “Your mech’s a lot bigger than Morgon’s, so 15) reveals additional information about
his son Morgon, prefer sport to bloodshed, we’ll give you a choice: either take a Raptor for traditional Irontooth dueling practices, as
and the chance to earn a little good face in yourself, or let Morgon get a bigger mech. What’s described above, including their emphasis on
front of the tribe doesn’t hurt, either. Allow it gonna be?” honorable combat and respect for those who
the characters to make social skill checks as fight with courage regardless of the outcome.
follows: The Fight Begins: Run through the fight
Diplomacy: If the characters try to talk The choice is the players’. If the characters like a normal combat. Unless the dice go hor-
their way out of the situation, allow them a choose to fight in a Raptor, the extra pas- ribly awry, the Irontooth pilot should win. As
Diplomacy check. Unless they fail dramati- sengers are allowed to stand on a boulder sur- he comes close to the end, evaluate the char-
cally, Phegrip will sportingly accept their rounding the ring, and the PCs’ elected pilot is acters’ behavior. If they have acted as cowards,
explanation, then Morgon will shout out given a Raptor in perfect working order. If the or at any point pleaded for their lives, tried to
hot-headedly that he challenges them. Phe- reverse happens, the Irontooth produce a Mag- bribe the Irontooth, or in any way impugned
grip encourages this behavior in his son and wagon from the back of their pack of observers. the Irontooth clansmens’ honor, Morgon
makes it clear to the PCs that the only way It’s scarred, burnt and miserable-looking, but unapologetically closes in for the kill. In this
out that doesn’t involve a bodybag is accept- has the same stats as the PCs’ mech. The Mag- case, the PCs will really have their work cut
ing the duel. wagon has the same number of crew members out for them trying to escape; it’s up to you
Bluff: As above. Unless the PCs make an as the PCs’ mech; treat additional crew as hav- how you want to handle this.
exceptionally bad or extraordinarily good ing the same stats as Morgon. If, however, the PCs have demonstrated
roll, they still get a challenge. Traditional Irontooth jousts are described strength, courage and resolve, even in the
Intimidate: The PCs are outnumbered in “Mechdoms,” The Irontooth Clans, in face of overwhelming odds, the Irontooth
more than 30-to-1, in hostile territory, and Chapter 4 of DragonMech. These jousts will accept them. Remember that the Iron-
currently surrounded in a weak position. utilize dulled melee weapons operated at tooth are kind of like a loose-knit biker gang;
Intimidation attempts utterly fail. In fact, low power levels to minimize damage. The they’ll take in anybody if they respect them,
any attempt at intimidation elicits laughter weapons are coated with dye, which is used and they frequently put personal loyalties
from the entire clan, and, again, produces to record “hits” on the jousting combatants. ahead of political realities. There are always
a challenge. The mechs that were jousting when the PCs one or two military mech pilots from the
Starting the Duel: Remember that the arrived are suitably equipped. Stenian Confederacy training with the Iron-
PCs don’t have to win the duel to make it When outsiders are involved, however, the tooth, anyway; the Irontooth look the other
past this encounter. They really shouldn’t win, Irontooth aren’t always so generous. This is way, because they know perfectly well that
since they’re facing a superior pilot. The especially the case when the outsiders need these pilots will return to the Confederacy as
Irontooth are more concerned about how to be intimidated so they’ll give up a starshard. the best-trained mech jockeys in the Stenian
courageously they fight. Unlike a traditional joust, this duel does not fleets, and someday the Irontooth will be
Phegrip explains the duel as follows. Note consist only of close combat weapons, nor able to call in a favor from a powerful Stenian
that “horse-riders” is a derogatory term for do the mechs involved use dye to record mech commander.
incompetent mech pilots; the phrase com- hits. Morgon’s mech is already prepared for If the PCs somehow win the combat
pares them to the anachronistic knights of a duel to the death (or at least that’s the clear against Morgon’s mech, they’ve earned the
the old days, who are now utterly ineffectual impression the characters get). respect of the Irontooth. That might not be
against mechs. The jousting arena is a level, rocky field enough to keep them alive, however, if they
500 feet across. A circular ring of Huge boul- injure or kill Morgon himself. Make it clear
ders surrounds the field. There is only one from the activity of the crowd that mech-to-
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PCs get to know the rest of the Irontooth or Stenian intervention, or something else
present for the jousts: 268 people on board along those lines.
After the characters recover, they are invited 37 mechs. Five clans are represented: Clan
to leave the mech on foot and meet Phegrip Hawk, North Star Clan, Lotus Clan, Clan
and Morgon in the center of the ring. Phe- of the Middle Pass and Clan Bugbear. FURTHER ADVENTURES
grip congratulates them on their perfor- Each clan has its own group of leaders, WITH THE
mance and invites them to stay the night and who vary considerably in temperament; IRONTOOTH CLANS
drink with the clan. for instance, Lotus Clan is calm and can
Morgon brings the starshard with him.
It glows as it gets closer to the characters’
starshard. When Phegrip is done, Morgon
almost be imagined in their ancient role as
monks, while Clan Bugbear is as rowdy as
orcs at a pillaging. There are a wide variety
T he easiest way to separate the PCs from
the Irontooth is to give them a mission.
Here are some ideas:
explains the history of the globes. The clan of NPCs present, and we leave it up to you • As the night of revelry wears on, Morgon
knows much about their powers. Morgon to develop them as it furthers your own reveals progressively more about the star-
tells about the Clan’s history as monks who campaign continuity! shards. It turns out that the Irontooth know
shook loose their lawful ways and adapted XP Awards: Give the PCs 500 XP each for far more than they let on about these arti-
to life as nomadic mech raiders. Their the duel. Even those who didn’t directly expe- facts. They even know the reputed location
ancient monastic traditions are still followed rience get the XP for comporting themselves of the third starshard: It is in the possession
(though in rather modified ways), and those in a manner that didn’t get everyone killed! of a dwarven king in Edge, the great trading
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tory, cut off from support, and hunted by or find food. While out administrator reviews
the Legion.… of the mech, they are the paperwork, nods at
suddenly accosted Grunnar’s notes, con-
by dusk devils, gratulates the char-
LOOKING FOR HOME whose frightening acters, and pulls
speed lets them out a citizenship
NEW RULES
T his appendix presents the new game
mechanics, items, mechs and creatures
where you won’t be, effectively hampering
his ability to strike.
attack bonus. This penalty lasts until your
next action. This penalty does not apply to
introduced in The Shardsfall Quest. Make a Bluff check to feint as usual but attacks against other creatures.
specify that you are using your Insightful Special: The benefits of this feat stack
Step feat. The usual penalties to feinting with those that improve your ability to feint.
against nonhumanoid or unintelligent If you have Improved Feint, you can perform
creatures apply. If your Bluff check result an Insightful Step feint as a move action.
NEW CHARACTER exceeds your target’s Sense Motive check A mech jockey of sufficient level to have
result, he suffers a penalty to all attack and the Mech Fingers – Skill Transfer ability can
OPTIONS: FEATS damage rolls against you equal to your base use this feat while in a mech.
Piston Rage Benefit: You can make a feint action to original spell by aiming the third missile at
(General) frustrate the attacks of multiple opponents. a target. Even if the third missile drops the
You have specially crafted your mechanical Make a Bluff check to feint as usual, using a target, he cannot cleave with it, as he has
body to maximize its strength potential. move action due to your Improved Feint feat. already used that effect for this round.
Prerequisites: Ability to rage, steamborg You can use this feint to mislead a number of
level 1+. opponents equal to your Wisdom bonus, pro- Tinker’s Touch
Benefit: When you rage, your artificial vided they are within your line of sight. Each (General)
part bonus is added to your temporary such opponent makes a Sense Motive check Your deep understanding of mechanical crea-
Strength bonus. It does not matter whether to oppose your feint, as usual. Those that tures allows you to identify their weak points.
you have already used your artificial part fail the opposed check suffer a penalty to Prerequisites: Knowledge (steam
bonus to enhance your Strength or for another all attack and damage rolls against you equal engines) 3 ranks.
purpose. For example, a multiclassed 1st-level to your base attack bonus. This penalty takes Benefit: You can make sneak attacks
barbarian/4th-level steamborg normally gains place immediately and lasts until your first against constructs, and inflict critical hits
a +4 bonus to Strength when he rages. With action in the following round. on them, as if they were living creatures.
this feat, he gains a +6 bonus because of his Special: A mech jockey of sufficient level You never suffer a penalty to feint attempts
artificial part +2. This extra bonus wears off to have the Mech Fingers – Skill Transfer abil- against constructs, even if they have nonhu-
when the rage ends, as normal. ity can use this feat while in a mech. man anatomy or low Intelligence.
Normal: Without this feat, the constructs
Power Spell Spell Cleave you attack are immune to critical hits and
(Metamagic) (Metamagic) sneak attacks. The one exception is mechs,
You tap a powerful inner strength to fuel You can strike down multiple foes with a which are vulnerable to critical hits (but
your spellcasting. single spell. not sneak attacks) due to their complex
Prerequisites: 13 or higher in appropri- Prerequisite: Power Spell. construction.
ate spellcasting ability score (Int for wizards, Benefit: If you deal enough damage with a
Cha for sorcerers, Wis for clerics, etc.). spell in one round to make an opponent drop,
Benefit: When you cast a spell that deals you can continue the momentum of the spell
damage, you add your appropriate ability toward another target. The spell must have
modifier to the damage result. The damage is a single target (area-effect spells cannot be NEW ITEM:
added for each individual attack generated by used with this feat) and must have a casting
the spell. For example, a 5th-level wizard with time of 1 round or less. When the opponent THE STARSHARDS
Int 16 casts magic missile. Normally, this would drops, you can immediately extend the spe-
produce three missiles that each does 1d4+1
damage. With this feat, each missile would do
1d4+4 damage. If the same wizard cast fireball,
cific spell effect that dropped him toward
another opponent within the maximum range
and other normal parameters of the spell.
A powerful hierophant journeyed to
the moon 40,000 years ago. He was
the first terrestrial creature to walk there.
the attack would do 5d6+3 damage. (Spells that require touch attacks, such as What he saw were the earliest stages of life,
Special: The ability modifier is only vampiric touch, cannot be used with this feat. a sort of life that was nothing like life on
added to hit point damage inflicted directly However, such spells, if already active, can be the surface: puddles and oozes and massive
from the spell. It does not apply to duration, used with the standard Cleave feat.) You can- creatures without anatomical structure that
range, area or other aspects of the spell, nor not affect more than one extra target with this nonetheless thrived.
does it apply to other kinds of damage or feat each round. A cleaved spell uses up a spell This hierophant was called Athuraz, and
secondary damaging effects. For example, slot one level higher than the spell’s actual he was lawful good. His divination spells
casting the poison spell with this feat would level. You must declare that you are casting a quickly revealed that the moon held far
have no added benefit. cleaved spell before you roll the dice. greater significance than just another place
For example, imagine a 5th-level wizard to adventure. Its creatures were utterly
Prophetic Step with Int 16 and this feat who casts magic mis- unable to communicate with either him
(General) sile against an orc. The spell generates three or, as he discovered, his god. They were
You maneuver around your opponents with missiles, each of which does 1d4+4 damage. truly alien — and their alien intelligence was
uncanny ease, deftly predicting their attacks The second missile kills the orc. The wizard coalescing into divine forces outside the ter-
and stepping aside before they materialize. can then extend the effect of that second restrial pantheon.
Prerequisites: Improved Feint, Insight- missile to impact one other target, for anoth- Athuraz lived as a mortal for 3,000 years,
ful Step. er 1d4+4 damage. He can then continue the finally rising to his own place on the outer
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planes as a minor demigod. All the while, his completely covered with a cloak or other level to divination spells and all spells of the
experience on the moon remained with him. solid surface, this ability is suppressed. deities of their respective casters.
As a demigod, he watched the formation of • A starshard emits patterns of light that Furthermore, combining the starshards
the young lunar gods. With prescient vision, mimic the constellations in the sky, both sets the following events into action:
he foresaw that they would eventually clash past and present. Studying these patterns • Two, three, or four starshards: The gods
with the creatures of earth. He did not know grants insight into the future. A star- to which the starshards are attuned
when or how, but he knew it was inevitable. shard can be used as the focus for become aware of the fact that they
To prevent bloodshed should the event occur any divination spell, and any can communicate directly via
long after his influence had passed, Athuraz divination spell cast within the starshards.
created the starshards. He imbued them with 120 feet of the starshard is at • Five or six starshards: Within
the fullness of his essence, nearly killing +1 caster level and receives each pantheon, all gods of align-
himself in the process. As a result, the star- a +1 bonus to the Will DC to ments to which the starshards are
shards are extremely powerful, and Athuraz’s resist its effects. attuned can now communicate
inert husk now floats through the Astral • If held by a cleric who casts prayer directly. The powers of those of
Plane in a zombielike state, its spark of divin- or commune, a starshard becomes attuned similar alignment are amplified such that
ity barely detectable. to that character’s deity. From then on, each god is as powerful as the sum total of
Eight starshards exist. Athuraz hid three on the presence of a starshard makes direct all gods of that alignment before the star-
the moon and five on Highpoint’s surface. communication with the deity much sim- shards were brought together.
The starshards have a number of minor powers, pler. Followers of that deity have +1 caster • Seven starshards: All gods within each
which have been experienced by countless level when casting divine spells within 120 pantheon can now communicate directly,
adventurers who have encountered the items feet of a starshard. Furthermore, such cler- and all gods of similar alignment can com-
over the millennia. Yet they are actually far, far ics are much more likely to receive mes- municate across pantheons. All gods of
more powerful than anyone has ever realized. sages, dreams or visions from their deity. each pantheon are rendered as powerful
Only when the time is right — as it now is • A starshard can cause itself and whoever as the sum total of all gods in that pan-
— will their full powers finally emerge. holds it to levitate up to 100 feet off the theon before the starshards were brought
To ensure the starshards would be found ground. When not held, it usually rests at together.
when their time came about, Athuraz had a height of 6 to 10 feet. • All eight starshards: The power of all gods
previously planted their story in countless • The starshards are intelligent (Int 18, Wis 16, within all pantheons represented by the
legends and myths of innumerable terres- Cha 18; ego 19). They can communicate via starshards is equalized. None is stronger
trial and lunar cultures. Now, 35,000 years empathy and telepathy, and have darkvision than any other, and none is weaker. They
later, the clash between the lunar and ter- out to 120 feet, as well as blindsense and are no longer tied to the energies of their
restrial gods is reaching its climax. Some of hearing. Their greater purpose is for them followers, or at least those energies now
the legends of the starshards survived. They are to be reunited when the time is right so benefit all equally, effectively rendering
surfacing once again, and not just among the that they might forestall conflict between them irrelevant.
Irontooth Clans. Even some lunar creatures the divine powers. However, they are quite The result of combining all eight starshards
are interested in the artifacts. Few of those patient and not given to dominating their is a situation in which divine power is spread
who pursue them realize that their quest will possessors, except for the occasional equally. The gods can either choose to
actually bring peace to the world. The legends subtle push. After all, they’re operating on destroy themselves utterly through endless
that motivate them are those that speak of the a god’s timetable: What’s the rush? war or make perpetual peace. The presence
starshard’s great powers, which they hope to of weaker gods who are now super-powerful
use for selfish purposes — but no legend spe- Combining the Starshards creates a core of defenders for the starshards,
cifically states what those great powers are. The real power of the starshards becomes evi- for these gods have the most to lose if the
Little do their pursuers know they are divine dent when they are brought together. When starshards are separated. Finally, the joining
tools in a cosmic quest for peace. two or more starshards are aware of each other, of the starshards has another effect, one that
they will rise into the sky together, glowing Athuraz foresaw long ago: Athuraz himself
Powers of the Starshards brightly, and start rotating around each other will be revived and raised to the same power
There are eight starshards. Each has the fol- like planets in a constellation. When this hap- level of all other deities, to whom he can
lowing properties: pens, their powers are increased by +1 for each speak in the name of peace.
• A starshard maintains a constant light level additional starshard present. For example, two Such are the starshards.
within a 50-foot radius, as described in the starshards together grant a +2 bonus to the Will Strong divination; CL 25th; Weight 3 lb.
description of Area 12 in Episode One. If save to resist divination spells and +2 caster
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NEW MECHS
The Magwagon is an old mech model. It
was originally built as a stopgap solution.
The Stenians needed to develop a mech
fleet quickly to extend their influ-
ence, so they constructed
T
his section provides the stats for two large, intimidating
new mechs used in the adventure. mechs with readily avail-
able materials. The Mag-
wagon, with its stone
MAGWAGON armor and impressive
(FREIGHT MODEL) physique, was one such
Size: Colossal creation. As more advanced
Power Source: Steam mechs were later built, many
Payload Units: 16 Magwagons were retrofitted
Height: 35 ft. to freight duty. The above pro-
Space/Reach: 15 ft./15 ft. file is for a Magwagon freighter,
Crew: 4 (weapons: 2) which resembles an awkward dump
Firing Ports: 12 truck on legs.
Hit Dice: 48 The pilot rides in the head, which has
Hit Points: 264 room for two Medium creatures. The boiler
Critical Thresholds: Green, Yellow 132, and coal dump are located in the huge cargo
Orange 66, Red 26 hold, which can be used for passengers or
Base Initiative: –1 loads of even the heaviest metals. The left
Speed: 50 ft. (6 mph) arm holds the mech’s only weapon, a Huge
Maneuverability: Average steam cannon.
AC: 1 (–1 Dex, –8 size)
Hardness: 9 (stone)
Base Melee Attack: +2 RAPTOR
Base Ranged Attack: –1 Size: Large
Unarmed Damage: 1d12+10 Power Source: Clockwork
Trample: largest Large; safe Medi- Payload Units: 3
um; damage 4d6 Height: 10 ft.
Saves: Fort 0, Ref –1, Will +0 Space/Reach: 5 ft./5 ft.
Abilities: Str 30, Dex 8, Con –, Crew: 1 (weapons: 1)
Int –, Wis –, Cha – Firing Ports: 3
Mechcraft DC: 39 Hit Dice: 9
Base Planning Time: 78 days Hit Points: 50
Base Cost: 2,752 gp Critical Thresholds:
Total Cost: 9,128 gp Green, Yellow 25,
Labor Requirements: 3,840 Orange 12, Red 5
man-hours Base Initiative: +2
Construction Time: 16 days Speed: 60 ft. (7
(30 avg. laborers plus 3 overseers) mph) (70 ft./8 mph
Special: Heavy payload when piloted by Irontooth with
Payload Usage Speed Freak feat)
PU Use Maneuverability: Perfect
4 Workspace for crew AC: 11 (+2 Dex, –1 size)
8 Storage/passenger space Hardness: 12 (steel)
(heavy payload = up to 16,000 pounds) Base Melee Attack: +3
4 Onboard weaponry Base Ranged Attack: +4
128 Total Unarmed Damage: 2d6+4
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Sample Ferrovore
Trample: largest Tiny; safe Tiny; damage 1d6 A Raptor looks like a 10-foot-tall bird of This example uses a giant fire beetle
Saves: Fort –2, Ref +4, Will +0 prey. Its cockpit is stylized to resemble a advanced to 3 HD as the base creature.
Abilities: Str 18, Dex 18, Con –, hooked beak, and its legs feature gigantic
Int –, Wis –, Cha – claws (which are more than just decorative Ferrovore Giant Fire Beetle,
Mechcraft DC: 40 elements). The entire mech is layered in Advanced
Base Planning Time: 80 days razor-sharp steel feathers, which act as com- Small Vermin (ferrovore)
Base Cost: 1,021 gp bat spikes in close combat. Hit Dice: 3d8 (13 hp)
Total Cost: 5,677 gp Initiative: +0
Labor Requirements: 960 man-hours Speed: 30 ft.
Construction Time: 20 days AC: 16 (+1 size, +5 natural), touch 11,
(6 avg. laborers) flat-footed 16
Special: Combat spikes, fast legs, steady feet NEW CREATURES BAB/Grapple: +2/–2
Note: Base trip bonus is +12 (+4 for perfect Attack: Bite +3 melee (1d4 plus rust)
T
maneuverability, +4 for steady feet, +4 his section details four new creatures Full Attack: Bite +3 melee (1d4 plus rust)
for size Large) encountered in the adventure. Space/Reach: 5 ft./5 ft.
Payload Usage Special Attacks: Breath weapon (DC 11)
PU Use Special Qualities: Darkvision 60 ft.,
1 Pilot FERROVORE vermin traits, detect metal, corrosive
2 Onboard weaponry skin (DC 11)
3 Total
The Raptor is a fast, nimble mech devel-
oped by the Irontooth Clans for reconnais-
A ferrovore is a normal creature that
has developed a taste for metal. Its
corrosive powers and hunger for all things
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 10, Dex 11, Con 11,
Int –, Wis 10, Cha 7
sance purposes. Only 10 feet tall, it is a pip- metallic make even the weakest ferrovores a Skills: —
squeak in the world of mechs but a frightening monumental challenge, for they can reduce Feats: —
opponent in the world of men. Its (relatively) an adventurer’s gear to rust before he is even Environment: Gear forests
small size allows it to sneak about in a way within striking range. Ferrovores resemble Organization: Cluster (2–5) or colony
larger mechs can’t. The steel armor still pro- normal specimens of their type, but smell (6–11)
tects the pilot securely, and the fast legs allow strongly of metal and have a faint rust-col- Challenge Rating: 1
him to outrun many foes. The steady feet let ored tinge to their outward appearance. Treasure: None
him trip those he can’t outrun, and he can fol- Ferrovores result from infestation by a Alignment: Always neutral
low that up with a devastating unarmed attack, rare fungus that corrodes metal on contact. Advancement: —
courtesy of the mech’s razor-sharp combat Living creatures that consume this fungus Level Adjustment: —
spikes. For ranged combat, the Raptor carries suffer a horribly painful infection as the This small, red-tinted beetle smells strongly of
a steam gun, but this weapon is rarely used; fungus interacts with their digestive system. metal. A gland above each eye produces a red glow
Irontooth pilots prefer close combat in which Most die as a result, but a few survive with that seems distinctly rust-colored.
they can use their mech fu to its best advan- completely altered physiology. From then
tage, so the Raptor usually closes into melee on, they can survive only by consuming
as quickly as possible. metal. They are the ferrovores.
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+1, if base creature is 6 HD or less; as base Special Qualities: Lunar traits, entropic
creature +2, if base creature is 7 HD or more. skin (DC 17), blindsense
Saves: Fort +6, Ref +2, Will +9
Abilities: Str 14, Dex 12, Con 20,
LUNAR ELEMENTAL Int 4, Wis 20, Cha 11
Lunar Elemental, Small Skills: Listen +9, Spot +8
Small Elemental (Lunar) Feats: —
Hit Dice: 2d8+8 (17 hp) Environment: Lunar or mete-
Initiative: +1 ors
Speed: 40 ft. Organization: Solitary
Armor Class: 16 (+1 size, +1 Challenge Rating: 3
Dex, +4 natural), touch Treasure: None
12, flat-footed 15 Alignment: Usually neutral
BAB/Grapple: +1/–3 Advancement: 5–7 HD
Attack: Slam +2 (Medium)
melee (1d4) Level Adjustment: —
Full Attack: Slam +2
melee (1d4) Lunar Elemental,
Space/Reach: 5 ft./5 ft. Large
Special Attacks: Lunar Large Elemental
mastery, adaptive (Lunar)
Special Qualities: Lunar Hit Dice: 8d8+48 (84 hp)
traits, entropic skin (DC Initiative: +1
15), blindsense Speed: 40 ft.
Saves: Fort +4, Ref Armor Class: 18 (–1 size, +1 Dex, +8
+1, Will +7 natural), touch 11, flat-footed 18
Abilities: Str 10, BAB/Grapple: +6/+14
Dex 12, Con 18, Attack: Slam +9 melee (2d6+4)
Int 4, Wis 18, Cha 11 Full Attack: 2 slams +9 melee (2d6+4)
Skills: Listen +7, Spot +6 Space/Reach: 10 ft./10 ft.
Feats: — Special Attacks: Lunar mastery, adaptive
Environment: Lunar or meteors Special Qualities: Lunar traits, entropic
Organization: Solitary skin (DC 20), blindsense
Challenge Rating: 1 Saves: Fort +8, Ref +3, Will +12
Treasure: None Abilities: Str 18, Dex 12, Con 22,
Alignment: Usually neutral Int 4, Wis 22, Cha 11
Advancement: 3 HD (Small) Skills: Listen +12, Spot +11
Level Adjustment: — Feats: —
Environment: Lunar or meteors
Lunar Elemental, Medium Organization: Solitary
Medium Elemental (Lunar) Challenge Rating: 5
Hit Dice: 4d8+20 (38 hp) Treasure: None
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Alignment: Usually neutral provide access to a different set of planes, begins to shift toward the new opponent.
Advancement: 9–15 HD (Large) or alternate versions of the known planes, For example, a lunar elemental is fight-
Level Adjustment: — and perhaps the plane of lunar energy is one ing two steamborgs. For the first round, the
This strange, putty-like mass of flesh seems such place. lunar elemental studies one of them and
unable to stand still. Its body pulses and undu- begins to adapt, gaining a +1 insight bonus
lates before you, slowly changing shape into a Combat to attacks and AC against that steamborg.
semi-humanoid state. The yellowish material that A lunar elemental moves in fits and starts. On the second round, the lunar elemental
composes it has an oily sheen, and you can’t help Sometimes it is slow and ponderous; other attacks that opponent (receiving a +1 bonus
but think you catch reflections of yourself in it. times it is nimble and quick. Its form slowly on the attack roll). The attack is successful,
adapts to that of the creature it is fighting, which increases the lunar elemental’s insight
Description and it also acquires powers similar to its bonus to +2. On the third round, the lunar
Lunar elementals are embodiments of enemy. All the while, images of its opponent elemental makes another attack (this time at
raw entropy. Their bodies are constantly flash across its surface, distracting them and +2), but it misses. Its bonus remains at +2
in motion, undulating and even mutating in some cases causing emotional reactions. and does not increase. On the fourth round,
before the eyes. They cannot alter their Lunar Mastery (Ex): The lunar elemental the lunar elemental decides to target the
mass, but their shape seems to change receives a +1 bonus to attack and damage rolls other steamborg. It attacks (with no insight
almost subconsciously; they generally as long as it and its target are in contact with bonus against this target) and causes dam-
assume the rough shape of whatever creature the moon or fragments of the moon (includ- age. It now has a +0 insight bonus against
stands before them. Their natural state, if ing meteorites that have fallen to earth). If the first steamborg and a +1 bonus against
it can be called that, is a shapeless mass of the elemental’s target is not in contact with the second.
putty, sometimes flat like a pool of fluid, the moon (including via flight or any other Lunar Traits (Ex): Lunar creatures suf-
other times bulky like a pile of clay. method that takes its feet off the surface), fer half damage from elemental attacks
Scholars are divided as to what composes it does not receive this bonus. If both the (air, earth, fire or water), or no damage on
the body of a lunar elemental. The material elemental and its target are not in contact a successful save. They receive a +10 bonus
is spongy but durable. It has been likened with the moon, the lunar elemental receives a to saves against mind-affecting effects
to a “solid ooze.” Regardless of the lunar –1 penalty to attack and damage rolls. (charms, compulsions, phantasms, patterns
elemental’s shape, it retains its opalescent Adaptive (Su): The lunar elemental and morale effects), mind blasts and psionic
yellowish color. slowly adapts to the shape of one opponent. attacks, and thought detection due to alien
The most unusual part of a lunar ele- It does not turn into an exact mimic, and psychology.
mental’s anatomy is the haunting images there’s no chance that anyone will confuse Entropic Skin (Su): Any creature glanc-
reflected on its surface. Like the entropy it the elemental with the target. At best, it ing at a lunar elemental sees the nature of
represents, the elemental reflects all pos- resembles a rough likeness carved from change in its skin. Flickering glimpses of
sibilities, in a random and chaotic fashion. clay. As the elemental adapts, however, it potential pasts and haunting futures distract
Those who stare at its skin catch glimpses slowly intuits the nature of its opponent and the viewer. Anyone attacking or even staring
of what appears to be them, but at different becomes better equipped to combat it. at a lunar elemental must make a Will save
ages, in strange surroundings. Sometimes Each round it is not in combat, the lunar (at the DC indicated in the creature’s stats)
the image is something that really happened elemental may choose to use a standard each round or be dazzled (–1 to attack rolls
or something that is truly destined to hap- action to adapt. When in combat, it does and Search and Spot checks). This condition
pen, but most often is an alternate possibil- not need to use an action if it damages the lasts only until the creature’s next turn, but
ity, a tangent of entropic fate that will never opponent with a normal melee attack; strik- a new check must be rolled each round. The
connect to the material plane. ing an enemy automatically induces adapta- save DC is Wisdom-based.
Lunar elementals appear to speak an tion. For each round of adaptation, the lunar
unidentified lunar language. They attack ter- elemental gains a +1 insight bonus to attack
restrial creatures on sight. They have been rolls and armor class against that one target, NANITE
seen cooperating with other lunar creatures, to a maximum of +10. Each additional bonus Nanite
although it is unknown whether this is volun- makes the elemental’s physical form change, Tiny Vermin (Lunar)
tary or coerced. Lunar elementals show no too, bringing it closer and closer to the form Hit Dice: 1/2d8 (2 hp)
signs of being extraplanar and do not appear of the target creature. A lunar elemental that Initiative: +2
to hail from another plane; nonetheless, strikes a new opponent reverts to a +1 bonus Speed: 30 ft.
they are distinctively elemental in nature. against that new opponent and no bonus AC: 14 (+2 size, +2 Dex), touch 14,
Some sages theorize that the moon may against the original target, and its form flat-footed 12
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SPAWN OF SEROFICITACIT
Young Spawn
Medium Ooze (Lunar)
Hit Dice: 3d10+15 (31 hp)
Initiative: –5
Speed: 10 ft.
Space/Reach: 15 ft./10 ft.
Special Attacks: Change
Special Qualities: Blindsight 40 ft., moon
lore, ooze traits, lunar traits
Saves: Fort +9, Ref -3, Will +13
Abilities: Str 26, Dex 1, Con 24, Int 22, Wis
22, Cha 1
Skills: Bluff +10, Knowledge (arcana) +16,
AC: 7 (–5 Dex, +2 natural), touch 5, flat- Knowledge (lunar) +26, Knowledge (the
footed 7 planes) +16, Knowledge (religion) +16,
BAB/Grapple: +2/+6 Listen +16, Spot +16
Attack: Slam +6 melee (1d4+4 plus Feats: Insightful Step, Prophetic Step,
change) Seroficitacit’s Changes
Full Attack: Slam +6 melee (1d4+4 Environment: Lunar or meteor
plus change) Organization: Solitary or
Space/Reach: 10 ft./5 ft. coven (2–7), often found
Special Attacks: Change with lunar skinstealers
Special Qualities: Blind- Challenge Rating: 5
sight 40 ft., moon lore, Treasure: None
ooze traits, lunar traits Alignment: Always
Saves: Fort +6, Ref -4, neutral
Will +5 Advancement: 8–12 HD
Skills: Bluff +6, Knowledge (Large)
(lunar) +20, Knowledge Level Adjustment: —
(the planes) +10, Knowl- This shapeless mass of
edge (religion) +10, Listen gray protoplasm lies flat
+10, Spot +10 before you. Small buds and
Feats: Insightful Step, Serofic- tentacles sprout occasionally
itacit’s Changes from its surface before dissi-
Environment: Lunar or meteor pating back into the goo.
Organization: Solitary or coven
(2–7), often found with lunar Description
skinstealers The spawn of Seroficitac-
Challenge Rating: 3 it is a creature created by
Treasure: None the lunar god of change.
Alignment: Always neutral One or more spawns are
Advancement: 4–6 HD (Medium); 7–12 bestowed upon each temple
HD (Large) of Seroficitacit, where they serve
Level Adjustment: — as guardians and guides. Unlike most
oozes, a spawn is quite intelligent. It is
Elder Spawn an oracle of sorts, channeling the direct will
Large Ooze (Lunar) of its creator and advising its worshippers
Hit Dice: 7d10+49 (87 hp) appropriately, and serves as a vast storehouse
Initiative: –5 of knowledge on lunar history.
Speed: 10 ft. A spawn appears as a shapeless mass of
AC: 8 (–1 size, –5 Dex, +4 natural), touch 4, gray or ochre protoplasm, generally a flat
flat-footed 8 puddle no more than one foot deep. It
BAB/Grapple: +5/+17 is an ooze in the purest form: a creature
Attack: Slam +12 melee (1d6+8 plus change) with no limits to its possibilities. Spawns
Full Attack: Slam +12 melee do not speak in any terrestrial manner, but
(1d6+8 plus change) are nonetheless capable of communicating
65
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LEGAL INFORMATION
T his printing of The Shardsfall Quest
is done under version 1.0a of the Open
Game License; version 5.0/4.0 of the d20
Edge, Stilt City, Tyratian River, Chemak, Bes-
semer, Rook, Lebra, Stavians, Wisps, Thurd,
Gur, Hypsies, worm farmer, deep trader,
contained herein that is already Open
Game Content by virtue of appearing in
the System Reference Document or some
System Trademark License tortog, dusk runner, Vermil, Pretominin other OGC source.
and d20 System Heads, Irontooth, Irontooth Clans, Some portions of this book that are
Trademark Logo L’arile Nation, Tannanliel, Ned- delineated OGC originate from the Sys-
Guide; and derpik, Durgan-lok, rust riders, tem Reference Document and are
the Revised the Legion, Gearwrights ©1999, 2000, 2001,
(v.3.5) Sys- Guild, dronog, lunar 2002, 2003 Wizards
tem Refer- skinstealer, fores- of the Coast, Inc.
ence Docu- trati, slathem, The remainder
ment, by m a g wa g o n , of these OGC
permission nanite, lunar portions of
from Wizards elemen- this book
of the Coast. tal; any and is hereby
Subsequent all Goodman added to
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Product Identity in accordance with Section logos, symbols, or graphic designs, except Joseph Goodman, Copyright 2004, Good-
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DESIGNER’S NOTES
T he Shardsfall Quest is an amalgam
of several longer adventures I ran in
my first DragonMech campaign. I’ve tak-
DragonMech campaign, so perhaps that
was why they felt confident of quick
success. Unknown to them, however,
favor. Suffice it to say, they made their
Hide check more than once due to divine
intervention.
en the basic concepts, rewritten them as I’d retooled the monster and made the This epic battle began with one such
shorter episodes, and tied them together spawns tougher. Less than an hour into the Hide check. It started in Area 4 of the
with the larger concept of the starshards. In session, two of five party members were second lunar temple. The PCs opened the
that first campaign, all of these elements dead, and the remaining three were drag- door to Area 5A in the southwest corner,
were present, including an earlier version ging away the bodies and trying to figure where they had a rocking battle against
of the starshards: They were out how to retrieve their coglayer’s con- the spawn there. Next they detected the
crystalline pendants, traption, which was now guarded secret doors and entered the hidden room
in the possession by the remaining spawn. They, in the northeast corner. Here I departed
of nearly a dozen of course, blamed me for from my own adventure text and made it a
brothers, sis- not properly telegraph- repeat of Area 5A (with the spawn, rather
ters and vari- ing how dangerous the than two skinstealers), hoping to lull them
ous half-sib- spawns were. (“You into a sense of false security about what
lings, most should have said it to expect from the last hidden chamber.
of whom looked like a really pow- When they finally opened the southeast
didn’t know erful ooze!”) secret door, they had their “anti-ooze
each other, all By the next session, SWAT-team tactics” down pat, and were
of whom were their neophyte characters prepared to dispatch another spawn.
imparted with were back on their feet and Instead, they found an empty chamber.
scattered portions ready to explore the meteor I made this Area 5B. The PCs went in
of a half-understood the way the read-aloud text searching. The skinstealers made a terrific
prophecy, and each of whom said they should. We played through Hide check (wonder how that happened?)
bore the same strange birthmark. The PCs the following episodes without incident, and escaped notice. The characters blun-
stumbled into this prophecy when the until we reached the second lunar temple. dered right into the middle of the room
dying pilot of their hired mech asked them Herein lay the greatest D&D battle that I before one of the skinstealers made a
to get his starshard into the hands of his sis- have ever witnessed. surprise attack.
ter. But that’s a story for another day. Before I tell you about this And then the fun
Playtesting this adventure led to some battle, you have to understand began. The skin-
interesting situations. As usual, the play- something about lunar skin- stealer attacked
ers did things I never expected. This was in stealers. They’ve been a Fin, a half-elf
spite of the fact that most of the scenes in consistent element of my clockwork
this module came from other adventures DragonMech campaigns, ranger and
the same players had been through over and the players know one of the
the preceding year. At the very onset of how to fight them. The party’s two
The Shardsfall Quest, the PCs decided skinstealers are extremely main fight-
that instead of entering the obvious begin- powerful if they win the ers. The
ning of the adventure (Area 2 in the first surprise round and take over skinstealer
meteor), they would explore the crack a PC immediately. Otherwise, made its grapple
running down the center of the meteor. So they’re dead meat, easily defeat- and Fin failed his
they pitted their 1st-level party against the ed with ranged attacks. Because the Will save, leaving him
several spawns of Seroficitacit residing in playtesters knew to expect them (in a way under the skinstealer’s con-
the ravine between the two meteor halves. that your own first-time players won’t), I trol. This ended the surprise round, and
They’d faced such creatures in an earlier made a few allowances in the skinstealers’ now the regular round began. The skin-
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stealer-hosted Fin came last in the order. and his possessed character swung his gaze you kill him with this last shot, the skin-
All four of the other PCs got a chance to toward the only remaining PC: Kenteth stealer will fall off my body and I can save
attack him, but they rolled terribly. Even Clockwinder, the halfling coglayer. Ken- the rest of you!”
Rangus, the half-orc steamborg-barbarian teth had done more damage to the skin- A light of hope came into Garrick’s
who wielded a greataxe with a 20 Strength, stealer than anyone else, pelting it with his eyes. “Yeah!” everybody said. “Go for it!”
failed to land a blow. Only the halfling 1d4-damage shocker for round after round Garrick picked up his lucky 20-sider.
coglayer hit, with a measly 1d4 points of – and now the skinstealer wanted revenge. Kenteth looked Fin in the eye and then
damage caused by a ranged shocker device Kenteth pondered using his coglayer shouted the most glorious battle cry a man
he had built. contraption to fly to safety in the 20-foot-tall has ever heard –
Now came the skinstealers’ turn. The sec- ceilings of Area 4, but I reminded him that “I’LL SEE YOU IN HELL!”
ond stealer jumped from hiding and attacked if he did so, Fin’s skinstealer would naturally Garrick threw down the d20 with a
Rangus. It hit and grappled. Everybody administer a coup de grace to the remaining flourish. His character Kenteth took 1 point
assumed the dim-witted Rangus was done members of the party. So of damage and went into negative hit points.
for, but he somehow made his save. the coglayer made a But the d20 rolled a hit! Garrick rolled for
Then the skinstealer-hosted Fin brave choice: to damage – a measly 1 point on 1d4! But that
attacked... and the party would stand and fight was enough! Eight consecutive rounds of
never be the same. He aimed the clockwork blasting the skinstealer had finally taken
for Ang, the party cleric. ranger toe-to- their toll! As Kenteth faded into uncon-
Attacking with two weapons, toe. sciousness, the dead skinstealer slipped off
he rolled a 20 to threaten a It didn’t of Fin. Fin was back to his senses. Kenteth’s
critical, then rolled another last long. Ken- sacrifice had saved the party!
20 to confirm it. He rolled teth launched From then on it was a race against time
near-maximum critical damage, one more attack as Fin dug through backpacks for healing
then proceeded to deal near-max from his shocker, potions and tried to stabilize the party. In
damage with his second weapon. again doing 1d4 the end, he managed to stabilize everyone,
In a single round, Fin the skinstealer- damage, and the skin- and the party was able to leave the meteor
possessed clockwork ranger dealt more stealer again shrugged it off. in tatters – but alive. Well, mostly. Sarah
damage than he’d done in any round of the Then Fin stepped into melee and chopped Mae the mech jockey was dead-dead, but
entire campaign so far – and he dealt it to Kenteth down. she’d soon find resurrection.
the party’s cleric. There was a moment of silence. The So, as you consider how to impart this
Fin’s player continued to have the players stared dejectedly at the table. adventure to your players, keep in mind
best rolls of his career. In the combat’s Four of them had dead PCs, a feat which the power of a lunar skinstealer with a
second round, he dropped the cleric. In had been administered by the fifth. The surprise round and good dice rolls. There’s
the fourth round, he killed Sarah Mae the campaign was over. a reason Area 5B only has one skinstealer
mech jockey (all the way to –10 hit points). Then Fin’s player, Stephen, jumped up. now. If you have a skilled, large or expe-
Meanwhile, the rest of the players had “Wait!” he shouted. “There’s rienced party, you might consider two
been rolling terribly. They’d managed to still a chance! You’re skinstealers in that room. But
dispatch the second skinstealer (which at exactly zero hit be careful. The results can
rolled poorly) but couldn’t touch Fin. points, right?” be deadly!
In the sixth round, Fin dropped Rangus. “Yes,” said
Until that point in the campaign, Rangus had Garrick, Kente- Joseph Goodman
been nigh-unstoppable, a low-level charac- th’s player. “So May 2004
ter who routinely dealt 12+ points of damage what? I die if
every round– but against Fin, the half-orc I do anything!
barbarian-steamborg’s Power Attack and 20 The exertion
Strength didn’t seem to matter one bit! will put me
Round seven began with a moment of into negative hit
stark clarity. Fin’s player looked down on points.”
a battlefield littered with the bodies of “That’s our only
his friends. He had dropped three of the hope!” shouted Stephen.
party’s five members. He was the fourth, “You’ll die either way. But if
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HANDOUT A
HANDOUT B
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™
CREDITS
Author: Joseph Goodman
Dedicated to April.
Check out upcoming Sword and Sorcery Studios products online at:
http://www.swordsorcery.com
Look for more information on DragonMech, including freebies, news, and web enhancements, at:
http://www.goodman-games.com
Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
This printing of The Shardsfall Quest is published in accordance with the Open Game License.
See the Open Game License Appendix of this book for more information.
All rights reserved.
© 2004 Goodman Games. DragonMech is a trademark of Goodman Games in the U.S. and/or other countries, used with permission. All rights reserved.
Sword & Sorcery Studios and its logo are trademarks of White Wolf Publishing, Inc. All rights reserved.
Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast, Inc., and are used with permission. “d20 System”
and the “d20 System” logo are registered trademarks owned by Wizards of the Coast and are used according to the terms
of the d20 System License version 5.0. A copy of this License can be found at www.wizards.com/d20.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
PRINTED IN CANADA.
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CONTENTS
INTRODUCTION 3 EPISODE THREE: NEW RULES 55
Adventure Summary 3 Insightful Step (General) 55
Adventure Hooks 4 ENTER THE LEGION 28 Piston Rage (General) 56
Background 4 TRAVELING ENCOUNTERS 28 Power Spell (Metamagic) 56
DM’s Notes 5 Encounter A: Getting Off Nedderpik 28 Prophetic Step (General) 56
Encounter B: The Lunar Rain 29 Spell Cleave (Metamagic) 56
Encounter C: The Worm Pits (EL 1) 29 Tinker’s Touch (General) 56
EPISODE ONE: Encounter D: The Orc Raiders (EL 3) 31 NEW ITEM: THE STARSHARDS 56
HAIMLER’S TOWN 33
SKYFALL 6 EVENTS 33
Powers of the Starshards
Combining the Starshards
57
57
INTRODUCTION 6 Event 1: The Characters’ NEW MECHS 58
Area 1: The Meteorite 7 Initial Approach 33 Magwagon (Freight Model) 58
Area 2: The Entrance Chamber (EL 2) 7 Event 2: The Characters’ Interaction Raptor 58
Area 3: The Greeting Area 8 with the Community 35 NEW CREATURES 59
Area 4: Host Storage (EL 1) 9 Event 3: The Characters’ Interactions with Ferrovore 59
Area 5: Hallway (EL 2) 10 Haimler, Thoron and Shtrawnek 36 Creating a Ferrovore 60
Area 6: Living Quarters (EL 1/4–1) 10 Event 4: The Characters’ Investigation Lunar Elemental 61
Area 7: Ooze Pools 10 of the Lunar Temple 38 Nanite 62
Area 8: Portal of the Faithful (EL 1) 11 Event 5: Arrival of the Irontooth Mech 39 Spawn of Seroficitacit 64
Area 9: Sanctum of the Faithful 11 Locations 39 LEGAL INFORMATION 66
Area 10: Guard Chamber (EL 1) 11 NPCs 39 OPEN GAME LICENSE 67
Area 11: The Hatchery (EL 0) 13 Haimler, Tribal Leader and Legion Major 39 DESIGNER’S NOTES 68
Area 12: The Starshard 13 Thoron, Warrior Leader and HANDOUT A 70
Area 13: Stairwell 14 Legion Sergeant 40 HANDOUT B 70
CONCLUSION 14 Shtrawnek, Tribal Shaman 41 MECH SCHEMATIC SHEETS 71
XP Awards 42
EPISODE TWO:
SECOND LUNAR TEMPLE 42
Area 1: Ladder and Chute 42
OLD IRON ARMS 16 Area 2: Worship Area 43
THE GEAR FOREST 19 Area 3: Sleeping Chamber (EL 1/2) 43
Area 1: Old Iron Arms 19 Area 4: Divination Chamber 44
Area 2: Supplies 21 Area 5A: The Great Spawn (EL 3) 45 TABLES & MAPS
Area 3: Cogling Clearing 21 Area 5B: The Last Skinstealer (EL 2) 45
Area 4: Boiler Room (EL 2) 22 Area 6: New Living Quarters (EL 3) 45 Table 3-1: Spot Checks by Area Observed 35
Area 5: Rusty Corridor (EL 1) 22 Area 7: The Starshard 46 Table 3-2: Gather information by
Area 6A: The Cogwheels (EL 2) 23 CONCLUSION 47 Person/Topic Queried 36
Area 6B: The Pistons 24 Further Adventures with the Legion 47 Table 3-3: Xp Awards 42
Area 7: The Warder (EL 1) 24 Table 5-1: New feats 55
Table 5-2: Onboard Weapons 59
Area 8: The Sludge River (EL 1) 25
EPISODE FOUR:
Area 9: The Beetle Lair (EL 3) 25 Table 5-4: Seroficitacit’s Changes 65
CONCLUSION 26 ON THE IRONTOOTH TRAIL 48 Table 5-3: Effect of Spawn Attack 65
INTRODUCTION 48
TRAVELING ENCOUNTERS 49
Encounter A:Irontooth Ambushes 49
Encounter B:Irontooth Charges 50 Map 1: The Lunar Temple 7
ENTER THE IRONTOOTH 50 Map 2: Lair of Old Iron Arms 18
CONCLUSION 53 Map 3: Haimler’s Town 38
Further Adventures with the Map 4: Second Lunar Temple 43
Irontooth Clans 53
Looking for Home 54
Back on Nedderpik 54
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dangers. Along the way, the characters face one character should have several ranks in derpik when they return.
combat, diplomacy, and puzzles. In the end, the Mech Pilot skill. The characters journey to the city-mech
they become citizens of the prominent city- to get their loaner mech. While there, they
mech Nedderpik (see Chapter 7 of Dragon- are secretly recruited by cogling stowaways
Mech), make friends and enemies, and are ADVENTURE SUMMARY to help defeat a threat to the city-mech’s
directed to the city of Edge to continue their engines. Then they move on
quest, although they are positioned to pursue
adventure in almost any direction. To play this
adventure, you will need a copy of Dragon-
T he Shardsfall Quest has four
major episodes. The adven-
ture is a cross-country jaunt of
into Legion territory.
While there, they
deal with several
Mech, as well as the core d20 books (Player’s sorts, sending the characters minor mech skir-
Handbook, DMG and MM). in pursuit of the parts of a mishes before
The Shardsfall Quest is designed for lunar relic. The relic was in finally reaching
beginning characters of 1st level. By the end a temple carved into the very the temple.
of the adventure, the characters will have bedrock of the moon, which Destroying it
accrued enough experience to be approxi- shattered in the lunar rain won’t be easy,
mately 3rd level, depending on the number and fell to earth in the form of however, because
of characters. The adventuring party should several meteorites, each of which human refugees
have between 4 and 6 members, with at least landed many miles from the oth- have moved into the
one strong fighter, one coglayer or steam- ers. With each episode, the characters tunnels for protection
4
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from the lunar rain. The characters must quest for the globes. They tell the characters • The characters are scouts for a city-mech.
confront the xenophobic Legion humans, there are stories of another such globe some- They patrol whenever the city-mech comes
who decry non-humans as inferior. And where in the trading city of Edge, far to the to a halt. Being low-level and untrained as
there’s a twist: The Legion’s leaders are south. Once the characters have returned to they are, they’re in the infantry corps, not
controlled by lunar skinstealers. the city-mech, given back their loaner mech, the mech division. While scouting on this
Once characters unravel the skinstealer and gained their citizenship medallion, they morning, they find a meteorite with a
mystery, they go to clear out the lunar are positioned for continued adventures in lunar temple inside it.
temple. Just as they reach the last room, a almost any direction. • Alternately, the characters could be in the
small one-man mech darts out of hiding. private employ of the Gearwrights Guild.
Seemingly just as quickly, it emerges hold- Their task is specifically to scout meteors
ing another radiant globe, like the one the ADVENTURE HOOKS on foot and locate valuable lunar relics,
characters found in the first temple. Then particularly technology and
it nimbly darts out of range and retreats
quickly to the north.
The characters learn from the Legion
T he adventure begins with the characters
coming across a recently fallen
meteorite. The background mate-
magic that might help
the Guild. Nor-
mally, they
refugees that it was an Irontooth mech. Why rial assumes they are scavengers would take
it was here, so far from Irontooth territory, is who make a living selling ore what they
a mystery. Once their mission here is done, and other valuables to passing find back
they journey north, trailing their mysterious mechs. Yet since the characters to the
assailant. Eventually, they enter Irontooth are 1st level and just beginning Guild,
territory, where they come across one of a campaign, the GM can use but the
the legendary Irontooth jousts just getting quite a few other options for interven-
underway. One of the mechs involved is the explaining how they end up dis- tion of
same one that attacked them. covering the meteorite. Here are the Stenian
The characters’ mech is sighted and quickly some ideas: Confederacy
surrounded with overwhelming odds, forcing • The characters could be freelance (in Episode One)
them to negotiate. It turns out the Irontooth ore-hunters. They make their living changes their path….
are pursuing the lunar globes to fulfill an scouring the meteors left behind after
ancient prophecy that predates the lunar each night’s lunar rain, finding veins of
rain, dating back to the monastic orders from precious metals (such as adamantine and
which the Irontooth evolved. They are not mensite). Then they mine them before BACKGROUND
sure of the globes’ powers, but the prophecy anyone else comes across them, or else
claims that when all are collected, they will
rise into the sky to form a new constellation,
and the lunar rain will end. Yet that’s beside
guard them and sell access to third-party
miners. This time, however, they’ve found
a particularly interesting meteor….
T his adventure is set on the continent
of Highpoint in the world of Dragon-
Mech. Highpoint was once a land of tradi-
the point. The only way • The characters could be refugees, tional medieval kingdoms, but that structure
the PCs will escape like so many others on Highpoint. has been decimated by the lunar rain. The
with their lives is They once had training or occu- planet’s moon is slowly falling apart, for
if they accept a pations, but now they dwell in reasons unknown. As the moon collapses, its
challenge from a secluded cave somewhere fragments are drawn into the world’s gravity
the Irontooth: on the flatland, eking out well. The result is a constant meteor storm
They must an existence and trying beneath the moon. On the planet, each
duel! to find safe passage to night’s moonrise brings with it the so-called
If the PCs Edge or citizenship on a lunar rain — sometimes only a particulate
perform hon- city-mech. Their normal haze that irritates the skin, but other times a
orably during life consists of scavenging devastating meteor storm that sends two-ton
the duel, the surface wreckage and trad- boulders hurtling into the surface. As if that
Irontooth recog- ing with passing mech tribes. weren’t enough, the moon’s bizarre denizens
nize their valor with They could even live with a tribe are also falling to earth, and they’re univer-
admission to the clans, of worm farmers that took them in sally hostile.
then ask them to join in their for their combat skills.
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Now refer to Map One: The Lunar Temple. spherical shape, but are cut off suddenly Dropping from above is difficult due to the
Many of the creatures in this temple should at the top; it looks as if there was another meteor’s temperature. It has begun to cool
be dead, but they aren’t. They have been part to the meteor that was simply sheared but is still very hot to the touch. It is coolest
saved by their own malleable ooze-like off. The lunar rock has split into two halves, at its center (where it was most insulated from
forms, their strange physiology and the will which now stand about 20 feet apart. the friction of its earthfall) and warmest on
of Seroficitacit himself, who ensures that The only visible entrance to the meteor’s its surface. Anyone who walks on the surface
many of his worshippers survive to engage outer perimeter is the one which the char- for more than two rounds takes 1 point of heat
this strange new world. acters stand before, leading into Area 2. If damage each round after the second (Fort
the characters conduct a search of the area, save DC 10 to take no damage).
they spy four more entrances on the walls of The hot rock and spawns should collec-
the channel between the two halves (Spot tively steer the characters toward entering
DC 10). These entrances (corresponding the passage into Area 2.
THE LUNAR TEMPLE to the broken passages between Areas 7
and 8) are 20 feet above ground level and
T
his section describes the significant 40 feet below the meteor’s roof. They AREA 2:
locations of the lunar temple. are difficult to reach due to the spawns THE ENTRANCE CHAMBER
of Seroficitacit (see “New Creatures” in (EL 2)
Appendix One) that were tossed from the
AREA 1: openings when the rock split. These spawn Read or paraphrase the following:
THE METEORITE now rest in the entrances to the split chan-
nel, effectively preventing the characters
Reach 10 ft./5 ft.; SA Change; SQ Blindsight The hallway continues for a short distance
The meteorite landed upside-down relative 40 ft., moon lore, ooze traits, lunar traits; AL before coming to yet another round chamber.
to its orientation on the moon, so the temple N; SV Fort +6, Ref –4, Will +5; Str 18, Dex 1, The bottom of this room is a bowl-like half-
that the characters enter is also upside-down. Con 20, Int 18, Wis 18, Cha 10. sphere that dips 10 feet below the floor level.
The ooze is a spawn of Seroficitacit that was Skills: Bluff +6, Knowledge (lunar) +20, The ceiling stays at its current height. Directly
originally housed in the basin when it was Knowledge (the planes) +10, Knowledge (reli- over the lowest point of the floor is a 10-foot-
right side up. Now the basin is on the ceil- gion) +10, Listen +10, Spot +10. wide hole in the ceiling.
ing, and the spawn has been tossed onto Feats: Insightful Step, The walls, floor and ceiling of this room are
the floor. Seroficitacit’s Changes. completely covered with utterly alien carvings.
The spawn is the “greeter” for this SA–Change (Su): Fort The shapes and symbols are totally foreign. You
particular temple. It can sense surface DC 10 or suffer change cannot read them or even understand what they
creatures and will attack all who come (see “New Creatures” in represent, and they seem even more confusing
near, fulfilling Seroficitacit’s whim that Appendix One). than they should. Each time you look at a new
their world should change. It is a young section, it seems like the area you were just look-
spawn that survived the meteor crash but was ing at shifts ever so slightly.
wounded in the process.
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just after someone has read them. It’s not alcove in the northwest corner of the room. Near
LUNAR TEMPLE FEATURES an illusion and can be perceived by anyone the other alcoves, a total of four creatures sprawl
Floor Level: The meteorite landed in a way that who carefully observes the carvings as they on the floor. They are grotesque, ugly things, like
left the lunar temple both upside down and at an read (Spot DC 10). The legends told by the large lizards but with five legs and no neck. Their
angle. The horizontal axis of the temple is tilted walls change as the walls do. Yet the stories mouths have dull teeth, and their skin is lined with
higher on its eastern half than its western side. This never contradict each other; they simply add ribbed veins.
allows characters to enter at ground level on the more or different details, or in some cases As you enter, one of the creatures raises its
western side of the meteorite, but when they pass tell completely different stories. The walls head to look at you.
through the middle chasm, they are 20 feet above can be read, but only with great difficulty
ground level, and when they reach the eastern side (Decipher Script DC 35, with additional
they are about 40 feet above ground level. –4 penalty to check as long as symbols are The lunar skinstealers that occupy this
Illumination: There is no light of any kind upside-down). temple frequently used dronogs as parasitic
inside the meteorite. The creatures inside navigate This room was used by the temple hosts, especially when they left the temple.
through native blindsense or blindsight, or alien denizens as a simple prayer area. It was here They kept the dronogs here. This room can
forms of navigation possessed by lunar creatures where they would come to meditate on house up to 15 dronogs at once, though usu-
and not understood by terrestrial creatures. Seroficitacit’s greatness. When it was right ally there were no more than five here.
Walls: All passages in the tunnel are round, with side up, the room’s exit was a simple hole in Anyone who examines the room carefully
a slightly flattened floor. Unless noted otherwise, the floor through which worshippers would (Spot DC 10) notes that there are slight con-
they are 10 feet tall. They have stats as follows: descend (see diagram). Now that hole is in cave pits worn into the otherwise smooth
Hewn Stone Wall: 3 ft. thick between rooms, the “ceiling,” 20 feet above the upside-down “ceiling” above each alcove. These pits were
otherwise solid rock; Break DC 50; hardness 8; “floor.” The characters must figure out how worn into the floor by the dronogs after
540 hp; Climb DC 22. to get up there. countless years of bedding down each
Doors: Doors within the lunar temple are quite Anyone who takes the time to night in the alcoves.
unlike normal doors. They are round passages a full observe the shifting walls care- All four of the dronogs
10 feet tall, with a round door set within. The door fully will eventually see images currently present were
opens by rotating on a horizontal bar set within the of the door at Area 8 and the injured in the mete-
frame 5 feet above the ground, effectively “flipping ball-chutes at Area 10. It takes orite’s landing. Three
over” to open. Humans using these doors must 10 minutes for these images were killed outright,
move with the bottom half of the door and duck un- to appear in the stories, which but one of them sur-
der the horizontal bar. Creatures with the ability to describe the building of this very vived. When it sees the
do so can throw themselves at the upper half of the temple. Although the immediate characters, it rises to its
door to flip through to the other side. The rotating implications will not be obvious to the feet and charges.
door can swing in either direction. characters, observing these scenes allows Remember that the mental
Stone Door: 4 in. thick; hardness 8; 60 hp; them to make an Intelligence check (DC 12) static emanated by the dronog ceases as
Break DC 28 (stuck or locked). at Areas 8 and 10 to determine, respectively, soon as it dies.
the method for passing the door and the use Dronog (injured): CR 1; Large aberration
of the ball-chutes. (lunar); HD 4d8+8; hp 12; Init –2; Spd 20 ft.,
As you look around you, your thoughts start to The legends told by the wall symbols will burrow 10 ft.; AC 15, touch 15, flat-footed
feel sluggish. It seems as if the world is becoming not repeat themselves until someone has 7; BAB +3; Grp +11; Atk/Full Atk +6 melee
more and more difficult to understand.… observed them for a full hour. (1d8+6, bite); Space/Reach 10 ft./5 ft.; SA
Mental static; SQ Lunar traits; AL N; SV Fort
+6, Ref +0, Will +0; Str 19, Dex 7, Con 15, Int
The characters are now in the influence of AREA 4: 4, Wis 8, Cha 8.
the mental static from the dronog in Area 4. HOST STORAGE (EL 1) Skills: Climb +8, Listen +3, Spot +3.
Their Intelligence is automatically reduced SA–Mental Static (Ex): Terrestrials within
by 1d4 points as long as they stay in the area Read or paraphrase the following: 50 feet lose 1d4 Int as long as they remain
of effect. in area; must make a Concentration check
Now distribute Players Handout A. The (DC 12) to attempt any Intelligence-
walls of this room tell legends of Seroficit- You have entered an oddly shaped room about 30 related action.
acit in a lunar language. They are magically feet wide. The sides are lined with shallow five-
enchanted to constantly change, but only foot-deep alcoves. A circular door is set into one
10
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AREA 5:
HALLWAY (EL 2)
face grapple. As soon as it takes over the hatchery (Area 11). Now it can’t be navigated worthless moon rocks. The carved icons are
host, it retreats to a doorway where it can by a PC without magical aid. symbols of Seroficitacit, worth nothing off
deal with oncoming attackers one-on-one the moon. The only things of value (Search
(or as close to that as possible). DC 10) are the metal chips, which are carved
The skinstealer’s goal is to defend its tem- AREA 6: from mensite. Each room has 2d6 such chips,
ple. It could be parleyed with (once it has a LIVING QUARTERS (EL 1/4–1) each of which is worth 10 gp to the right
host to speak from), but not likely. person. Plenty of interested buyers will be
Be sure to read the DragonMech mon- Read or paraphrase the following: found on any city-mech.
ster entry for the lunar skinstealer carefully.
Skinstealers can be brutally effective if used
properly. If used in a manner that doesn’t This 20-foot-wide, semicircular room looks as if it AREA 7:
reflect their high Intelligence score, how- is, or was, the living quarters for some sort of alien OOZE POOLS
ever, they are easy to defeat. life form. Fragments of solid stone are scattered
about the room, apparently from several smashed Read or paraphrase the following:
pieces of carved rock that lie in the middle of
As a side note, multiple skinstealers are excellent the room. Various containers, carved icons and
opponents for PCs above 1st level. Because their unusual chips of metal are strewn about. Carved This organically shaped corridor has several 15-
grapple attack occupies their opponent, and a into the wall are more alien symbols. foot-wide circular alcoves branching off its sides.
successful host domination not only removes a In each one rests a puddle of gray ooze, with an
PC from play but uses him against his allies, a fight inverted basin carved out of the “ceiling” above.
against lunar skinstealers with even odds becomes Several lunar skinstealers stayed in each of The oozes are still and silent. Further ahead, a pas-
extremely dangerous for the PCs — particularly if these rooms. All four rooms are practically sage veers off to the north.
the skinstealers attack at close quarters. identical.
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These “ooze oracles” were revered spawns of during the descent. Unlike the outer edges, ly sealed stone door (arcane lock); 4 in. thick;
Seroficitacit, eagerly consulted by the cult in they do not inflict heat damage on those who hardness 8; 60 hp; Break DC 38 (locked);
all matters of study, worship and religion. Most touch them for too long. opens automatically if ooze from a spawn of
were killed by the crash-landing. Their bodies Seroficitacit is placed in the basin before the
are inert and not dangerous; they no longer door for 1 round.
inflict changes upon those who touch them. AREA 8:
The oozes completely fill each chamber. PORTAL OF THE FAITHFUL
The only ooze still living lies in the cham- (EL 1) AREA 9:
ber that formerly connected to Area 13. It is SANCTUM OF THE FAITHFUL
on the verge of death and will not take any Read or paraphrase the following:
aggressive actions unless physically touched Read or paraphrase the following:
or jostled, at which point it will attack. It is
an elder spawn of Seroficitacit that split into After crossing the chasm successfully, you arrive in
two halves during the impact of the collision. another 15-foot-wide circular room. On the east- This 30-foot-diameter, circular room has a deep,
One half spilled into the chasm, and the oth- ern wall is another of the round, flip-top doors. bowl-shaped floor. The ceiling is flat and lined
er half remains in this room. Each half is now This one looks different from the others, however, with rows of oblong benches carved directly
treated as a younger spawn. with strange symbols carved into it. An inverted from the stone. In the center of the ceiling is a
Young Spawn of Seroficitacit (injured): basin on the ceiling directly in front of the door one-foot-wide column some three feet in height
CR 2; Medium ooze (lunar); HD 3d10+15; is adorned with different types of carvings, all of with an inverted basin at its end. A deep crack runs
hp 15; Init –5; Spd 10 ft.; AC 7, touch 5, flat- which resemble ooze-like shapes. The basin is 6 through the stone floor. A number of flat, rectan-
footed 7; BAB +2; Grp +6; Atk/Full Atk +6 inches in diameter. gular creatures lie still on the floor.
melee (1d4+4 plus change, slam); Space/
Reach 10 ft./5 ft.; SA Change; SQ Blindsight
40 ft., moon lore, ooze traits, lunar traits; AL Show the players Handout B. Outsiders The characters enter on the ceiling, of
N; SV Fort +6, Ref –4, Will +5; Str 18, Dex 1, were welcome to worship in this temple of course. When part of the temple, this wor-
Con 20, Int 18, Wis 18, Cha 10. Seroficitacit, provided they were suitably ship area was used to show the visions of the
Skills: Bluff +6, Knowledge (lunar) +20, escorted and didn’t venture too deep. This starshard (see Area 12) to the faithful. The
Knowledge (the planes) +10, Knowledge portal was the limit of the outsiders’ access. starshard was placed in the pedestal (which
(religion) +10, Listen +10, Spot +10. The door is magically locked. In order to now resembles a column hanging from the
Feats: Insightful Step, Seroficitacit’s pass, one had to scoop up a handful of a ceiling), and the visions were projected onto
Changes. spawn of Seroficitacit, and deposit the hand- the hemispherical ceiling while the worship-
SA–Change (Su): Fort DC 10 or suffer ful of ooze in the basin in front of the door. pers rested against the small benches on the
change (see “New Creatures” in Appendix Because the spawns would attack any non- floor. The crack was caused by the crash.
One). believers who attempted this, the door was The six bodies are lunar skinstealers who
Crossing the Chasm: To continue on effectively locked to all but the faithful. were worshipping here before they were
their way, the characters must cross the Now, of course, the basin is 10 feet above killed in the crash. The characters find noth-
chasm between the two halves of the meteor. on the ceiling and it’s not exactly easy to get ing else of interest in this room.
The hall opens 20 feet above ground level. a pile of ooze to defy gravity. Any amount
Climbing down, walking across, and climb- of spawn goo will do the trick, even from a
ing back up is easy enough with a rope and a dead spawn, but it must be held in place in AREA 10:
few Climb checks. the basin for at least one full round. A pole GUARD CHAMBER (EL 1)
The real danger is the many young spawns or implement won’t do it; the characters will
of Seroficitacit that lurk in the chasm. These have to get a pair of hands up to the right Read or paraphrase the following:
oozes are still conscious and will actively move height to hold the ooze in place. Once the
to intercept characters who make themselves goo is in the basin, the door will rotate to an
visible. The slimes start near the outer edges open position. A 20-foot-long hallway opens into a 35-foot-
and move slowly, so the characters should be Alternately, the characters can simply try wide circular room. The walls are utterly smooth,
able to avoid them if they act quickly. to bash down the door. If they figure out the almost polished in appearance. On the south wall
Note that the interior walls of the meteor puzzle, however, award them experience for are three one-foot-wide circular holes, beside
are not hot; the meteor split after it landed, defeating a CR 1 encounter. which rest a dozen or so brass spheres. On the
and these walls were protected from friction Ooze Bowl Puzzle Door (CR 1): Magical- north wall is another round door. But the most
12
CHPT.
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interesting feature of this room is the pulpy, putty- age when both it and opponent are in contact for 10 rounds (giving it +10 to hit one of
like mass of flesh in the center. It seems unable to with lunar surface (including this temple). them, per its adaptive special ability) or until
stand still. Its body pulses and undulates before SA–Adaptive (Su): Adapts to shape of one one of them tries to move through either of
you, slowly changing shape into a semi-humanoid opponent with attack action or standard the room’s exits.
state. The yellowish material that composes it has action used for study. Each round of adapta- Development: The lunar skinstealers
an oily sheen, and you can’t help but think you tion against the same target grants a cumula- accessed their most sacred relic (in Area 12)
catch reflections of yourself in its skin. tive +1 insight bonus to attack rolls and AC by wrapping their form around one of the brass
versus that one target (max +10). Studying or spheres and rolling through one of the three
attacking a new creature reduces this bonus small passages. The brass sphere are about 9
This lunar elemental (see “New Creatures” to +1 against the new creature. inches in diameter, just the right size for a lunar
in Appendix One) was summoned by the fol- SQ–Entropic Skin (Ex): Images of poten- skinstealer to engulf one and still fit through
lowers of Seroficitacit to guard their inner tial pasts and haunting futures flash in the the exits in the south wall. Each brass sphere
sanctum. Now its guardians are dead, but it elemental’s skin. Anyone looking at or weighs 25 lbs. and is worth 15 gp as scrap metal.
still defends the area. attacking a lunar elemental must make a A Search of the room (DC 10) reveals a
Lunar Elemental: CR 1; Small elemental Will save (DC 15) or be dazzled; a new save cloudlike symbol etched over each of the 12-
(lunar); HD 2d8+8; hp 17; Init +1; Spd 40 ft.; is required each round. inch-wide passages. This symbol matches the
AC 16, touch 12, flat-footed 15; BAB +1; Grp Tactics: The lunar elemental is perfectly symbol on the potions in area 11.
–3; Atk/Full Atk +2 melee (1d4, slam); SA content to wait for the characters to take The only way for a PC to get into Area 12
Lunar mastery, adaptive; SQ Entropic skin action. After all, every round they delay is to somehow get through the 12-inch-wide
(DC 15), blindsense, lunar traits; AL N; SV gives it another round to study one of passages. It is possible for a very nimble
Fort +4, Ref +1, Will +7; Str 10, Dex 12, Con them. The characters will notice its shape Small character to do this (Escape Artist DC
18, Int 4, Wis 18, Cha 11. slowly approximating one of them. Unless 20). Medium and larger characters cannot
Skills: Listen +7, Spot +6. it is attacked, the elemental will not initiate pass except through magical means or by use
SA–Lunar Mastery (Ex): +1 to attack and dam- combat until it has observed the characters of the potion in Area 11.
13
CHPT.
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The secret door is another 12-inch-wide live. They are harmless now, but certainly symbol that matches the symbols over the
passage that presumably only a lunar skin- won’t be later. Characters should be awarded 12-inch-wide holes in area 11.
stealer can move through. It leads to the XP for defeating a CR 1 creature if they rid The exact number of potions of gaseous
hatchery, bypassing the “pit trap” that would the world of these menaces. form is up to the GM. These are neces-
normally capture interlopers (see Area 11). Treasure: This room also housed most of sary for entering Area 12. To create a bit
the temple’s supplies, including its magic. of tension and tactical decision-making,
The mundane treasures are as follows: give out one less potion than the number
AREA 11: • A number of cracked stone boxes contain of PCs. On the other hand, if you’re afraid
THE HATCHERY (EL 0) some sort of gruel (this was fed to the the PCs might make a stupid mistake and
immature skinstealers). get stuck in Area 12 (such as by sending in
The pit is triggered by an alarm spell, with irregular blob shapes on them could drinks the potion, but they still work on
so it activates even though the characters come in handy for impersonating followers terrestrial creatures.
are walking on the “ceiling.” Do not award of Seroficitacit in Episode Three.
experience for the trap unless a careful • The characters find five cubical metal
rogue manages to detect it even though it’s boxes some 8 inches to a side, each of AREA 12:
no danger. which holds stone carvings of unidenti- THE STARSHARD
Camouflaged Pit Trap: CR 0 (normally 1 fiable meaning or function. (Some are
when on floor); mechanical; proximity trig- symbols of Seroficitacit, while others Read or paraphrase the following:
ger (alarm); manual reset; DC 20 Reflex save are tools designed for the skinsteal-
avoids; 10 ft. deep (1d6 fall, if it were located ers’ unique anatomy.) The metal boxes
in the floor); Search DC 24; Disable Device themselves are worth 10 gp each if sold as This perfectly spherical 25-foot-wide room has
DC 20. scrap, since metal is such a rare commod- polished black walls. The room is dark, like the
ity on Highpoint. last glimpse of twilight before the sun sets. A
Once the characters are through the corri- The dozen metal vials contain the most haunting gold glow emanates from a crystalline
dor, Read or paraphrase the following: important treasure. Designed for a skinsteal- globe that floats mid-air in the exact center of
er’s anatomy, the “vials” are rather flat and the spherical space. Pinpricks in the surface of the
squat, with lids far wider than is comfortable globe send pointers of light to the walls, where
You stand in an oblong room about 40 feet wide for a normal human hand (but which can still they look like stars in an infinite black sky.
and 20 feet long. Scattered about the room are be opened).
dozens of small, fleshy, rectangular globs. Each Several of the metal vials were dented
chalky white pile sprouts a few tiny hooks from its and punctured in the crash, but the rest are Have the characters make Spot checks
sides. Some of them quiver slightly, while the rest intact. They are labeled in a lunar language (DC 15). Those that succeed notice a faint
are immobile. that isn’t particularly clear (Decipher Script black rectangular outline in the southern
A small ledge runs around the wall, about DC 35), but the characters can quickly dis- ceiling of the room. This black outline is
eight feet from the floor. On the floor beneath tinguish three kinds of potion: actually an opening into a vertical chute
the ledge are a variety of metal and stone boxes • Two of the potions are a green shade, and leading twenty feet up. It once led to the
and vials. smell pleasantly of an unidentifiable scent lower level of the temple, but now it leads
(potion of cure light wounds, CL 1st). to the surface of the meteor. The sunlight
• One vial seems to bounce and jostle of its that filters through the hole is blocked by
This is the hatchery. The lunar skinstealers own accord; it is bright red (potion of jump, the room’s magical nature (see below).
bred and raised more of their own kind here. CL 3rd). The characters can leave this room via
The 30 globules are immature skinstealers. • The other vials emit a cloud of visible the chute or (if they have the ability) via the
These creatures are parasitic by nature and but inert gas when opened; the gas looks same way they came in. The globe is small
the young feed off each other, so only a few like steam except it is cool to the touch enough that it can be rolled through the 12-
will survive to adulthood. (potions of gaseous form, CL 3rd). Each of inch-wide tunnels (whether by a character or
Eight of the immature skinstealers still these vials is inscribed with a cloudlike a lunar skinstealer).
14
CHPT.
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Lighting: Thanks to the presence of the but it now rises upside-down until it emerges Development: The Stenians were sent to
starshard, this room remains at the same light from the top of the meteor. The ramp that investigate this meteorite for lunar influ-
level no matter what other efforts the charac- was formerly the staircase’s ceiling is easily ence. Their goal is to make sure no lunar
ters undertake. Torches still burn, but seem to ascended (Climb DC 10), bringing the char- creatures survive. The encounter proceeds
emanate no light; light spells have no effect acters outside. along these lines:
in the room; and even the sunlight from the 1. The mechs corner the characters, aim
chute seems simply to fade when it enters. their cannons at them, and order them
Development: The globe is the star- to freeze.
shard, a magic item that this temple has 2. Grunnar, the dwarf commanding
possessed for centuries. The lunar officer, shouts from a porthole. He
worshippers treat it as a major relic wants to know who the charac-
and a sacred gift of Seroficitacit. ters are and what their business
Seroficitacit uses the globe (and is. The characters are familiar
its twin, found in Episode Three) enough with the world to know
to impart visions to his follow- that the Stenian Confederacy is
ers, but he did not create it. The generally lawful.
starshard’s divine origins precede 3. After the characters explain
his cult’s acquisition of it. their situation, Grunnar will
The starshard is obviously magical, admit they’re doing a good deed
but the characters probably won’t for the Confederacy by clearing
know what to do with it. That’s fine. the meteor — but he’ll demand
Once the characters enter the room, that they submit to testing to make
the starshard subtly urges them to take it sure they’re not infected by lunar
with them, communicating through empathy skinstealers (a creature he’s quite famil-
and perhaps even telepathy if they’re not per- iar with). Read or paraphrase the fol-
suaded. It will not answer questions or offer lowing. (Note: This blurb is important,
hints; its only message is “take me.” (Feel free since it provides a clue as to what the
to assure the more paranoid players in your characters will face in the next episode!)
group that the starshard is not attempting to
take control of their minds.)
CONCLUSION
See “New Item” in Appendix One for full One mech trains its weapons on the meteor while
details of the starshard. the other aims its cannon at you! A crewman from
AREA 13:
W hen the characters finally emerge from
the meteor holding the enigmatic
starshard, they probably think the adventure’s
each mech climbs down and advances toward
you. You watch nervously as they pull out scal-
pels. Grunnar, watching from a porthole, assures
STAIRWELL over. Hardly. It’s only beginning! A few min- you that it’s a quick, painless test. The crewmen
utes after the characters have left the meteor, ask for your arm, then take a quick, shallow slice
Read or paraphrase the following: Read or paraphrase the following: across the top of your forearm. As soon as they
see blood, they grunt approvingly.
“You see,” Grunnar shouts from his porthole,
This 15-foot-wide room is a perfect circle. A cir- Suddenly, the calm is shattered by the lumbering “the way lunar skinstealers work is they drape over
cular doorway in the eastern wall opens into what footsteps of a mech. Two combat mechs appear your body and assume your shape. They look like
appears to be an upside-down staircase leading over the top of a hill less than a mile away. They you, feel like you, and are you, as far as anyone
up. The stairs come down from the ceiling instead are huge, bulky things, with an axe blade fixed on else is concerned. But you’re inside, powerless to
of rising from the floor! one arm and a huge steam cannon built into the control your own body. The only way to be sure is
other. They stomp toward you, trailing a choking to slice the skin. If there’s a skinstealer on top of
cloud of black smoke. As they approach, you you, it won’t bleed red.”
Just in case the characters haven’t figured it notice the insignia of the Stenian Confederacy
out yet, this should make it obvious that the stenciled on their torsos.
temple landed upside-down. The staircase 4. The Stenians have no particular interest in
formerly led down to the next level below, the starshard (which the characters prob-
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CHPT.
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ably hid anyway). Once the characters pass In exchange for the characters agreeing to mech is short on space, so the characters
the test, Read or paraphrase the following: clear the other half of the meteor of any have to ride on piles of coal in the storage
lunar influence, Grunnar is willing to offer area, or even hang on to hammocks strung
the following: under the mech’s legs or arms. That Jugger-
The mech commander Grunnar seems satisfied • Transportation back to city-mech Ned- naut hauls the characters to Nedderpik while
that you are free of lunar influence. “We could derpik, which is traveling nearby. There the remaining Juggernaut loads up its steam
use more able-bodied soldiers like you in the the characters can clean up and rest for cannon and blasts what’s left of the meteor
Confederacy,” he says. “In fact, this meteor has the night. to a pulp, including the spawns of Seroficit-
created a bit of a situation. What you just explored • Nedderpik is already moving in the acit that were scattered about the chasm.
is only half of it. The other half landed in Legion general direction of the other Tactics: The encounter with the
territory not too far to the east. We need to clear meteor fragment. Once it Stenian mechs really shouldn’t
out any skinstealers that survived, but we can’t closes within range, Grun- devolve into a combat. As a
send Stenian mechs into Legion territory.” nar offers the characters result, we haven’t presented
Grunnar pauses for a minute and clears his use of a civilian mech to combat stats for the mech
throat. “That’s right. We can’t send Stenian mechs close the last few miles. jockeys and their mechs
into Legion territory. But if someone else were to • When the characters (which are standard-issue
clear that meteor for us, well, it would certainly return after a successful Juggernauts). Should these
do us a favor that we’d be willing to repay.” mission, Grunnar promises stats be necessary… well, you
Then the mech commander gives you a pointed to arrange provisional citizen- might as well take this module
look. “Would you happen to know anyone who ship on Nedderpik for each of them. back for a refund, because the players
might be willing to perform such a service?” If the characters agree, Grunnar makes room have derailed this train before it got started!
for them on one of the Juggernauts. The
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CHPT.
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down for their first night on the mech, Read Coglings: Refer to “New Creatures” in
or paraphrase the following: Chapter 5 of DragonMech for full details on
“I am Hammerbit, fourth cogling of the lower coglings. These halfling stowaways survive in
tribe. My tribe has stayed in the gear forests for the engine rooms of city-mechs, where they
You finally fall asleep in your cramped city-mech four generations. We have never been discovered. keep everything in perfect running order so
apartment. But after what seems like only mo- In exchange for the safety provided by the Great the city-mech’s engineers will never have a
ments, you hear a soft tapping sound. Awakening Engine, we have maintained it perfectly. No engi- reason to visit the engine rooms and possibly
with the quick alertness all adventurers develop, neer has ever needed to make repairs in our area. discover the cogling stowaways. Over the
you scan your room and notice two “But now there is a problem we cannot generations, the halflings have degenerated
eyes peering through the metal air solve. Old Iron Arms has been attacked by a into the grease-covered engine dwellers that
vent on one wall. When the eyes creature that eats metal. Our weapons are now called coglings. They
see you looking back, a pair of are useless against it, and our repairs themselves call the engine
hands pushes back the air vent, cannot keep up with its rampage. If it rooms “gear forests”
and a small, slightly built hu- is not stopped, the gear forest will and have built entire
manoid covered in filth and grease be damaged beyond repair, and we mythologies based
hangs out of the opening. will be discovered. around the “Great
“Please, sirs,” says the creature. “Do not make “Only an outsider can help us! We Engine,” which is what
a sound. My tribe needs your help. Will you save ask that you save Old Iron Arms with- they call their city-
Old Iron Arms?” out telling those who control the Great mech home. The cleric
Engine. In exchange we can offer valuable of the cogling tribe has
metals and all the secrets of the Great Engine. divined that these adventurers
Once the characters have reacted (hopefully “Please, sirs. Will you save Old Iron Arms and are trustworthy allies, which is why the
by not killing the cogling), continue reading my tribe?” coglings have made contact.
or paraphrasing: Old Iron Arms: Old Iron Arms is a hid-
den golem that keeps Nedderpik running.
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CHPT.
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T
THE GEAR FOREST
his section details the various locations
seems to hold the potential for injury as you care-
fully avoid swinging pendulums, smashing pistons,
and toothed gears spinning at breakneck speeds.
If it weren’t for Hammerbit’s guidance, you would
surely be killed.
Finally, you reach an area with metal walls.
Sparks fly from the joints in its arms as it labors to
keep the pistons moving.
Hammerbit kneels before the creature. Seem-
ingly from nowhere, a voice addresses you.
“Greetings, men. I am Old Iron Arms.”
of note in the Nedderpik gear forest. Hammerbit leads you down a wide hallway that
is surprisingly clean compared to the filth and Old Iron Arms is an iron golem specially
grease of the gear forest. After opening four designed to keep the city-mech running.
successively locked doors of ever-more-imposing When the city-mech was built almost 100
AREA 1: girth, he ushers you quietly into a 40-foot-wide years ago, the chief engineer discovered
OLD IRON ARMS circular room. at the last minute that the steam engines
In the center is one of the strangest constructs wouldn’t be powerful enough to keep it
When the characters arrive at Old Iron Arms, you have ever seen. A gigantic metal torso is bolt- moving. Simple calculation errors had led
Read or paraphrase the following: ed securely into the floor. Its iron head is sculpted to a dire mistake. Thousands of worker-citi-
into the rough outline of a humanoid face. Each zens had already converged on the building
of its massive articulated arms is attached to an site, and failure to mobilize the city-mech
Hammerbit leads you down narrow paths in the enormous piston, one thrusting upward into the would not only be a huge blow to morale
dangerous gear forests for what seems like miles. ceiling and the other downward into the floor. for the struggling Clan Duerok, but would
The heat is unbearable, and the hissing steam and Both pistons pump furiously, powered by the also cost lives, as the lunar rains and waves
sporadic flames singe your clothes. Every step staggering iron strength of this massive creature. of refugees killed a few more defenders
20
CHPT.
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with each passing day. The chief engineer nity to magic, low-light vision, dwarf traits hole so it could be concealed; should they so
thus made a difficult decision, which was (residual as still applicable); AL LN; SV Fort desire, they can put metal panels in place to
kept secret from all but the most senior +10, Ref +5, Will +15; Str 100, Dex 1, Con –, turn it into a secret door (Search DC 25).
gearwrights: He ordered a magical golem Int 17, Wis 13, Cha 9. Old Iron Arms explains his history and
be installed to provide the final vestiges of Skills: Craft (blacksmithing) +21, Craft asks for the characters’ assistance. He tells
power needed to run the city-mech. (mechcraft) +34, Disable Device +19, how the coglings are utterly terrified of the
This golem was custom-modified to fit Knowledge (steam engines) +32, Knowl- metal-eating beetles. All weapons possessed
the engine’s needs. It augments the power edge (mechs) +32, Listen +19, Mech Pilot by the coglings are metal, and their provin-
of the steam engine to keep the city-mech +3, Profession (engineer) +19, Spot +11. cial life inside the gear forest has convinced
running. Without the golem, the city-mech Feats: Alertness, Craft Powered Mech, them that anything that can destroy metal
can power itself for short periods but will Craft Steam Gear, Gearhead, Mechanized must be supremely powerful. The coglings
redline its engines with any kind of sus- Combat Practice, Mechwalker. can direct the PCs to the general direction
tained functioning. Steam Powers (17): 2x Tiny clockwork of the beetles, but the PCs must do the rest.
The existence of the golem was well hid- puppets (clockwork puppet + animator + Future Development: Old Iron Arms’
den. If ever discovered, it would be far too discriminator + voice command + metal ear stats are provided here for reference, not
convenient a target for enemy stalkers. Its + wavemaker); 1x Small clockwork puppet for combat. He provides a patron for future
location was secured by four massive doors, (clockwork puppet + clockwork puppet + adventures if you place your campaign on
the keys to which were possessed by only animator + discriminator + voice command). Nedderpik. His clockwork puppets see
the chief engineer. (Over the years, the Languages Spoken: Common, Dwarven. most of what happens on the mech, and he
coglings have learned to pick these locks.) Development: Old Iron Arms points is surprisingly well-informed for a creature
When he neared the natural end of his lifes- out four important features of the room to incapable of physical mobility. For decades,
pan some 40 years ago, the chief engineer the characters. First, the locked door to his only company has been the coglings, and
knew that knowledge of the golem must the north leads to supplies for repairing the despite his fondness for them, he welcomes
be passed on, but he knew of no one with golem, left over from when it was built many additional companionship. Should the PCs
whom to entrust that knowledge. So he decades ago. None of these supplies have prove their value and trustworthiness, he’d
made a dramatic decision: Rather than die ever been needed until recently. be happy to work with them in the future.
a natural death, he enlisted the aid of an old Second, Old Iron Arms shows signs of Old Iron Arms’ profile is that of a modi-
mage friend to transfer his own soul to the severe rust along the base of his torso. The fied iron golem with a 13th-level dwarven
golem. Now, thanks to a modified version rusted area has been repaired (badly) by the coglayer’s mind, though many of his skills,
of the clockwork double spell and special ritu- coglings, but Old Iron Arms is not in the feats and other abilities gained while he was
als used to rebuild the golem, he continues same condition he once was. If the rusting a coglayer are inhibited by the unique con-
on in eternal life as the spirit that keeps the continues, he will be disabled or destroyed, struction of this particular golem body. Old
city-mech running. bringing the city-mech to a grinding halt and Iron Arms has only one attack, which is to
The engineer, who now calls himself Old exposing the coglings. slam an opponent with his pistons, but this
Iron Arms, was surprised to learn that in all Third, a trail of rust leads from attack has a very limited reach, as the
his years running the city-mech, the coglings the golem’s base to a small hole pistons are constrained in where
had escaped his notice. Now he enjoys their burned through a section of they can move. He cannot grap-
company in his lonely existence, and has the northeast wall. Old Iron ple, as his pistons are unable to
grown rather fond of the small creatures that Arms explains that the metal- wrap around an enemy. He speaks
consider him a god. eating beetles that prey upon via a specialized magic mouth that
Old Iron Arms, Custom Iron Golem him enter through this hole. was added to the golem’s essence
(Ex-dwarf) Cog13: CR 15; Large construct; The rust trail can’t be followed, as when his soul was transplanted.
HD 18d10+30; hp 110 (max 129; currently the hole itself is barely 8 inches across He uses his clockwork puppets to spy
injured); Init –5; Spd 0 ft.; AC 26, touch 4, and it leads to a thick patch of impassable about the city-mech and remain aware of
flat-footed 26; BAB +12; Grp N/A; Atk +57 and dangerous gear forest. Yet the coglings what’s going on. Normally, he would also use
melee (2d10+45, slam); Full Atk +57 melee can lead the PCs to Area 3 and direct them them for defense, but he has kept them away
(2d10+45, 2 slams); Space/Reach 10 ft./5 from there. from the ferrovore beetles for fear they will
ft.; SQ Construct traits, machine empathy, Finally, another hole exists in the south- be destroyed.
exotic weapon proficiencies (buzzsaw, ern wall. This hole was made much more Old Iron Arms is currently injured. Any
chattersword, lobster claw, steambreather), carefully, and it leads to the coglings’ lair character who repairs him will immediately
DR 15/adamantine, darkvision 60 ft., immu- by way of Area 3. The coglings designed this enter his good graces.
21
CHPT.
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AREA 2:
SUPPLIES
AREA 3:
COGLING CLEARING
This is a guard room. The coglings always
have at least one guard here to make sure
no one finds their lair, which is to the
south. Lately they’ve doubled the guard in
an unsuccessful attempt to keep the metal-
eating beetles away from Old Iron Arms.
The passage to the northeast leads to other
areas of the gear forest, through which the
This 20-by-20-foot room is stacked full of steel Read or paraphrase the following: characters must pass.
bars, wooden crates, and tools. Development: Hammerbit introduces
the characters to the two guards, named
A narrow path leads 30 feet south through the gear Boltrunner and Truggut. After Hammerbit
When the golem was first installed, these sup- forest before opening up into a roughly circular explains the situation, they direct the char-
plies were stashed here for future use should clearing. It’s clear that someone rebuilt this entire acters toward the northeast passage, which
the golem need repairing. The room contains area of the gear forest in order to create this safe they say leads to where the metal-eating bee-
more than 3,000 pounds of common metal, zone. In the middle of the clearing are two more tles come from. The coglings are assigned to
primarily iron and steel but also some tin and coglings. They carry crossbows that are loaded but guard duty here and won’t follow the charac-
aluminum. It is clear that some supplies have pointed at the floor. They eye you warily. ters, but will help them fight anything that
been used over the years (primarily by the directly threatens this area.
coglings), but most are intact. The characters If it comes up, both guards make it clear
also find a healthy supply of hammers, anvils, to the characters that they’re not allowed
22
CHPT.
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to travel any further south. The guards will there’s no way the characters can puncture Monstrous Centipede, Small (4): CR
enforce this rule with violence. Only a direct them (hardness 10, 50 hp). 1/4; Small vermin; HD 1/2d8; hp 2 each; Init
invitation from the leader of the tribe will The walls of this room are solid iron. +2; Spd 30 ft., climb 30 ft.; AC 14, touch 13,
get the characters any closer to their lair. They’re quite hot due to the steam. flat-footed 12; BAB +0; Grp –7; Atk/Full Atk
Stats for the coglings are not presented The High Temperature: The air tempera- +3 melee (1d4–3 plus poison, bite); SA Poi-
here because they really shouldn’t be ture is approximately 110 degrees Fahrenheit. son; SQ Darkvision 60 ft., vermin traits; AL
involved in combat. If it comes up, treat This is considered severe heat, per the descrip- N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15,
them as standard cogling warriors as tion of the “Heat Dangers” entry under the Con 10, Int –, Wis 10, Cha 2.
described in “New Creatures” of Chapter 5 “The Environment” section of Chapter 8 in Skills: Climb +10, Hide +14, Spot +4.
in DragonMech. the DMG. For every full 10 minutes that the Feats: Weapon Finesse.
The Gear Forest: Remember that the gear characters spend in this room, they must make SA – Poison: Injury, Fort DC 10, 1d2 Dex/
forest is dangerous. If the characters venture a Fortitude save (DC 15, +1 for each previous 1d2 Dex.
from the cleared area, they may take damage check) or take 1d4 points of nonlethal damage. Monstrous Centipede, Medium (2):
as described in Chapter 6 of DragonMech. Characters wearing heavy clothing or any sort CR 1/2; Medium vermin; HD 1d8; hp 4 each;
It is possible for the characters to reach of armor take a –4 penalty to this check. Init +2; Spd 40 ft., climb 40 ft.; AC 14, touch
the sludge river at Area 8 by hiking due east Low Visibility: The steam provides con- 12, flat-footed 12; BAB +0; Grp –1; Atk/Full
through the gear forest from Area 3. The cealment to everything in the room. Vision Atk +2 melee (1d6–1 plus poison, bite); SA
coglings won’t suggest this, as they realize is limited to 5 feet, and all attacks have a 20% Poison; SQ Darkvision 60 ft., vermin traits;
the danger posed by the gear forest. How- miss chance. AL N; SV Fort +2, Ref +2, Will +0; Str 9, Dex
ever, they won’t hide the possibility either, Dangerous Centipedes: A wide variety 15, Con 10, Int –, Wis 10, Cha 2.
if the characters are inquisitive. of vermin have made this room their home. Skills: Climb +10, Hide +10, Spot +4.
Future Development: If the characters The heat is overwhelming to warm-blooded Feats: Weapon Finesse.
complete the mission successfully and earn the creatures, but cold-blooded centipedes SA – Poison: Injury, Fort DC 10, 1d3 Dex/
respect of the coglings, this is their entrance rather enjoy it, at least for a while. 1d3 Dex.
point to the creatures’ lair. The coglings can Lurking in the northern section of the Locked Door: The door from this room is
become allies for future adventures (or ene- room are 4 Small monstrous centipedes and 2 locked. The lock is easy to pick, as it has been
mies if the characters botch the mission). Medium monstrous centipedes. They’re slug- corroded by the constant exposure to steam.
gish due to the heat, but also protective of this However, the metal is red hot. Anyone trying
area, which they routinely defend from other to pick the lock must make a Dexterity check
AREA 4: vermin that also want to nest here. They will (DC 15) or suffer 1d2 points of heat damage
BOILER ROOM (EL 2) attack the characters on sight (but remember while they are working.
that sight is limited to 5 feet). Their stats are Iron door: 2 in. thick; hardness 10; 60 hp; Break
This hazardous room is filled with scalding below. If the PCs win initiative, this encoun- DC 28 (stuck or locked); Open Lock DC 15.
steam. Read or paraphrase the following: ter may not be particularly challenging. In this
case, feel free to throw more centipedes after
the PCs until they’ve been given a good fight. AREA 5:
You’ve entered a room full of white-hot steam. The centipedes have no treasure per RUSTY CORRIDOR (EL 1)
The steam obscures sight more than five feet se, but a search of the floor turns up the
in front of you. The coglings said you must pass decaying carapaces of countless centipedes, Read or paraphrase the following:
through this room, but the steam is so thick that spiders and beetles, all of which died in the
it’s impossible to tell where you should go. endless battles for this warmest of lairs. Hid-
den among the scraps (Search DC 15) is one The corridor immediately turns due east. The air
thing worth owning: a +1 ring of protection, is much cooler now that you are out of the steam
You will need to keep track of four things consumed from a wayward adventurer by room. About 30 feet down the corridor, you see
in this room: the high temperature; the low some arachnid that died here soon after. The what appears to be a rust trail running north-to-
visibility; the dangerous centipedes; and the ring is very hot to the touch, however, and south. Past that, the corridor turns to the south.
locked door. must be picked up carefully; it takes 20 min-
The round objects on the map are boilers, utes to cool down to the point where it can
which are red-hot to the touch but otherwise be worn (wearing it while hot causes 1 point This corridor has three main features: the rust
not dangerous. They’re filled with boil- of nonlethal damage per round). trail; the two centipedes that are hanging upside
ing water, but short of using massive force down above it; and the locked door in the north.
23
CHPT.
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The Rust Trail: The ferrovore beetles ate SA Poison; SQ Darkvision 60 floor. Only 3 feet of space separates the gears
their way through this room in their wander- ft., vermin traits; AL N; SV from each other. You can pass, but it will
ings. There are two holes in the wall, one to Fort +2, Ref +2, Will +0; be dangerous.
the north and one to the south. They are like Str 9, Dex 15, Con 10, Int –,
the one in Area 1, with a rust trail connecting Wis 10, Cha 2.
them. Both lead into unsafe gear forest. (The Skills: Climb +10, Hide Getting past the three cogwheels
beetles left behind a rusted trail burrowed +10, Spot +4. require squeezing between them.
right through the gears, but it’s not large Feats: Weapon Finesse. This requires three successive Reflex
enough for PCs to pass through.) SA – Poison: Injury, Fort DC 10, saves per the stats given below, one check
The Centipedes: Two more centipedes 1d3 Dex/1d3 Dex. to squeeze past each wheel. A failed check
are in this corridor, but they are hiding on results in damage. Once a character has
the ceiling above the rust trail. They retreat- entered, he can’t advance without making
ed here when the beetles passed by earlier, AREA 6A: subsequent checks, and he can’t leave with-
and have not left. Give the PCs a Spot check THE COGWHEELS (EL 2) out repeating the checks he made to get in.
against the centipedes’ Hide skill. If the There is one other way to pass: on the
centipedes remain hidden, they wait until a
character passes underneath to investigate
the rust trail, then they drop and attack. This
R ead or paraphrase the following. This
text assumes the PCs enter from the
north. The ceiling is 15 feet tall.
ceiling, which would be easy along the east
or west edges of the wall (where there is
almost 12 feet of clear space between the
ambush gives them a surprise round before top edge of the cogwheel and the ceiling).
the regular combat initiates. However, doing so requires the ability to
Monstrous Centipede, Medium (2): The room ahead is 40 feet wide and at least as fly or climb on the ceiling, which the PCs
CR 1/2; Medium vermin; HD 1d8; hp 4 each; long. Directly in front of you, only 5 feet into probably don’t have.
Init +2; Spd 40 ft., climb 40 ft.; AC 14, touch the room, are three massive cogwheels turning Characters with the bright idea of jam-
12, flat-footed 12; BAB +0; Grp –1; Atk/Full at breakneck speed. Each wheel is over 15 feet ming the gears are out of luck. Aside from
Atk +2 melee (1d6–1 plus poison, bite); in diameter, with its bottom half buried in the the fact that doing so would damage the
city-mech’s engines and bring attention to
the coglings, it should also be obvious that
they don’t have the power to jam a 30-foot-
wide gear weighing at least a ton and spin-
ning at high speed — hence the high Disable
Device DC.
Treasure: The body of a dead adventurer
lies between the second and third gears. His
skeleton has been picked clean by the centi-
pedes, but his leather armor and sacks look
very appealing to greedy adventurers. How-
ever, every round spent searching provokes
another Reflex save from the spinning gears,
as the PCs must maneuver in a cramped, dan-
gerous space. On the body (Search DC 12)
are the following items: leather armor, a sack
with 65 gp, a masterwork short sword, a light
steel shield, a +1 longsword, two potions of cure
light wounds, and a potion of jump. The coglings
avoid this area because of the warder in Area
7, so they haven’t touched the body.
Spinning Gears Trap: CR 1; mechanical;
proximity trigger; automatic reset; DC 10
Reflex save avoids (characters must make at
least 3 checks); 1d3 damage; Search DC 1;
Disable Device DC 40.
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AREA 6B:
THE PISTONS
up and down with earth-shattering force. This Reflex save by the opponent while keeping entering from the east, not the north; the
time it looks safe to pass, though, as there’s himself out of danger. characters are approaching from the wrong
at least 10 feet of space between each piston. direction as far as it’s concerned. The door
You can’t help but notice another trail of rust, out of this area is unlocked when leaving, but
this time leading east-west across the lower AREA 7: is locked from the outside (which is where
half of the room. THE WARDER (EL 1) the creators assumed intruders would come
from). Characters who aren’t careful may
Read or paraphrase the following: have trouble getting back in.
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CHPT.
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Iron door: 2 in. thick; hardness 10; 60 Int 2, Wis 10, Cha 2. The Opposite Bank: Emerging onto
hp; Break DC 28 (stuck or locked); Open Skills: Hide +12 (+0 when not submerged), the opposite bank, the characters can eas-
Lock DC 20 (from area 8), DC 0 (from Listen +2, Spot +2. ily follow the rust trail, but will be forced
area 7). Crossing the River: The river is 3 feet to travel through the gear forest to do so.
Warder: CR 1/2; Medium construct; deep in the center. It can be waded at half See Chapter 8 in DragonMech for rules
HD 2d10; hp 11; Init +0; Spd 30 ft.; AC speed; any faster will risk a fall (Reflex DC on gear forest hazards. Award XP for any
14, touch 10, flat-footed 14; BAB +1; Grp 16). Anyone wading through hazards encountered.
+2; Atk/Full Atk +2 melee (1d6+1, will emerge coated
slam); SQ Construct traits; AL with grease and
N; SV Fort +0, Ref +0, Will flammable AREA 9:
–5; Str 12, Dex 10, Con –, Int –, chemicals. THE BEETLE LAIR (EL 3)
Wis 1, Cha 1. Characters
Development: The ward- so coated Read or paraphrase the following:
er will continue warning take an
until someone approaches extra 1d6
within 20 feet, at which damage You carefully push your way through the gear for-
point it attacks. It will not the next est until the rust trail opens into a rusted clearing.
pursue those who retreat. time they are It looks like something has literally consumed the
attacked by gear forest in this area. Rusted frames stand like
fire. They also the skeleton of a dead engine. Nesting within the
AREA 8: suffer from a –1 pen- soft waves of rust are three large rust-red beetles,
THE SLUDGE RIVER (EL 1) alty to Reflex saves for the each more than 5 feet long. A soft red glow ema-
next 10 minutes because they are so slippery. nates from above their eyes.
Read or paraphrase the following: Furthermore, they must make Balance checks
(DC 10) to attempt any movement faster than
a walk, which includes a charge, run or jump. This is the lair of the ferrovore fire beetles
You’ve entered a natural clearing in the gear forest. Failure means the PC falls prone. The grease that so enjoy the taste of the golem’s magical
It extends for about 30 feet to a river of sludge cannot be cleaned short of a very thorough metal. Due to their ability to detect metal,
running north-to-south. The sludge river looks like bath or specialized magic. it is highly unlikely that the characters will
it was once some sort of grease pit or oil outflow Characters may have the magical means to surprise them (especially if they’re carrying
that has since become grossly overrun. Now it’s jump the river, but doing so will land them in the delicious-smelling +1 longsword from
a slow-running river of grease, oil, chemicals and the gear forest on the opposite bank. Area 6A). The beetles are prepared to fight
sludge that’s 30 feet wide in most places. Except Fire: The sludge itself has a and charge on sight.
for your little clearing, its banks are gear forest on high moisture content Tactics: The beetles open with
both sides. On the far bank, you see a faint trail of and isn’t extremely a barrage of breath weapons.
rusty parts emerging about 20 feet upstream. flammable, but They aren’t smart enough to
the chemicals coordinate their actions,
floating above so all three use their
The coglings intentionally dam grease flows it are. Light- breath weapon on the
like this to create habitats for the grease ing the sludge first round. (Hopefully
lizards they domesticate. A few wild grease river on fire the characters were smart
lizards are always present, however, and this will cause enough to stash their
is no exception. An adult grease lizard lurks huge flames for valuable metal objects
midway across the sludge river. It will hide 1d4+2 rounds, before the fight!) On the
until the characters are close, then attack. igniting the second round, they charge
Grease Lizard: CR 1; Medium animal; resident grease lizard in to use their bite attack. They
HD 2d8+2; hp 11; Init –1; Spd 20 ft., swim and sending it charging fight to the death.
30 ft.; AC 13, touch 9, flat-footed 13; BAB into the characters. It will also Treasure: A search of the area reveals
+1; Grp +4; Atk/Full Atk +4 melee (1d4+3, cause mechanical problems throughout the no treasure. The beetles were interested exclu-
bite); SQ Fire vulnerability; AL N; SV Fort gear forest, bringing unwanted attention to sively in metal objects, and devoured anything
+4, Ref +2, Will +0; Str 16, Dex 8, Con 13, the coglings. that might be of value to the characters.
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CHPT.
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T his episode seems straightforward: should be able to identify the skinstealers path to Legion territory, then there are sev-
The characters are to travel to Legion and eliminate them. In this final encounter, eral encounters around the meteor.
territory, where they have to raid a lunar they discover the location of another star-
temple much like the one they just left. Yet shard, hidden in the lunar temple — but as
it turns out to be more difficult. First, they they go to retrieve it, they’re beaten to the
encounter a number of hazards as they ven- punch by a nimble Irontooth mech, which
ture deeper into Legion territory, ranging leads to the next episode. TRAVELING
from wild giant worms to orc raiders. Once
they make it into Legion territory, they are ENCOUNTERS
faced with a suspicious military patrol.
When they finally make it to the meteor,
they discover the plan has a big hitch: The
meteor is now the de facto campground for a
N ow refer to Map Three: Journey to
the Legion.
characters are loaned a Magwagon, a mech thankful for the protection of your mech, but at Roll Cover Located
model that was once used by the Stenian the same time you’re painfully aware of just how 1–5 Cave
Confederacy but which is now primarily in uncomfortable it is. The constant bouncing of the 6–8 Worm burrows
use by civilian freighters. The Magwagon mech’s uneven step makes your haunches sore. 9–12 Ravine
(see Appendix One) lacks any official By the time the sun finally begins to set, you’re 13–15 Ruined castle
Stenian marks or insignia; to all appearances, eager to stop for the night — although you’re 16–18 Burned-out hulk of a damaged mech
it is completely nonpartisan. nervous, as always, about what the moon’s rising 19–20 Underground village or town
Grunnar reiterates their mission: Destroy may bring.
any lunar influence present at the site of the Roll Inhabitant of Cover Located
second meteor. He emphasizes the danger of 1–8 Uninhabited
the insidious skinstealers, and instructs the Remind the players of the lunar rain’s brutal- 9–10 Vermin (monstrous centipedes,
characters about them as much as possible ity: The characters must find secure shelter scorpions, and spiders)
(to whatever extent you, the DM, prefer). or be sandblasted through the night. The 11–12 Friendly humanoids: humans, dwarves, elves,
He warns them of the xenophobia common mech’s walls are sufficient to protect them gnomes, halflings, or half-orcs
in Legion territory and recommends that from most meteors, but a bad meteor storm 13–14 Hostile humanoids: goblins, hobgoblins,
non-humans stay out of sight as much as pos- will damage even the mech. They can watch kobolds, orcs, gnolls, or bugbears
sible. He then gives them a rough map and the horizon to see how bad the lunar rain 15 Formians
tells them Nedderpik will be in this general looks as it rises with the moon, then evaluate 16 Social insects (giant ants or bees)
vicinity once every week or so for the next based on that. 17–18 Unfriendly animal: bear, boar, wolverine,
month, so they won’t have a difficult time At this point, you should roll on the lunar or dire badger
returning. (Remember also that the city- rain table in Chapter 4 of DragonMech. 19 Giant worm
mech is large enough to be seen on the hori- The moon is not full, so don’t apply the +4 20 Ankheg
zon, so the characters can find it if need be.) modifier (it was the unusually severe lunar Refer to the MM or Chapter 5 of Drag-
Then he sends them on their way. rains of the full moon that brought down onMech for the stats of the encountered
Now the characters have to get their mech the lunar temples a few days ago). Once you creatures. Searching for cover from the
off Nedderpik! This is the opening roll of know what’s happening with the lunar rain, lunar rain provides a constant potential for
this episode: the DC 10 Mech Pilot skill describe the effects to the players in game “random” encounters.
check to see if they can land upright after terms: “You feel an abrasive mist falling from
stepping off the city-mech. See “Skills” in the sky. Staying outside is painful — you must Encounter C:
Chapter 2 of DragonMech for full details find cover somewhere!” The Worm Pits (EL 1)
on this check. Remember to roll for the lunar rain each and Around noon on their second day of travel,
every evening. In most cases, the characters the characters come to an area pocked with
Encounter B: are fine taking cover in the mech, though if holes. Read or paraphrase the following:
The Lunar Rain the lunar rain is bad enough (19+ result on the
The trip to the meteor in Legion territory table), they might want to find cover under-
takes three days, unless the characters ground. They may also want to seek shelter For a day now, you’ve been walking over rocky,
encounter delays. The first day of travel underground if the only place for the mech is uneven terrain, but now it seems like the land-
is completely uneventful. Eventually, dusk on an exposed position (high on a ridge, at the scape is changing. Up ahead the soil has been
arrives and the characters must seek shel- top of a hill, etc.) where you could rule that it is churned — tilled, almost — and you can see no
ter. Read or paraphrase the following to more likely to be hit by meteors. boulders or trees whatsoever. In fact, the ground
the characters: Allow the characters a Survival check (DC is almost perfectly flat, except for the occasional
15) to find suitable cover. Given the scar- pit or hole that seems to lead straight down into
city of cover and the fact that every surface the earth.
You pass a long, boring day trudging across the creature simultaneously looks for protec-
rocky soil of the roughlands. Except for the oc- tion when the lunar rain gets bad, there’s a
casional wild animal or distant mech far on the good chance whatever cover they find will Allow the following checks:
horizon, you encounter no other living creatures. already be inhabited! Roll 1d20 on the fol- • Spot DC 12: You notice a flash of movement
You pass hundreds of boulder-sized meteors em- lowing table to determine what sort of cover in one of the holes, but then it stops. Whatever
bedded in the earth, and more than a few crushed the characters find, then roll 1d20 again to caused it must have moved deeper in the hole.
houses and castles, all a constant reminder of determine what inhabits it:
the destructive power of the lunar rain. You’re
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CHPT.
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• Spot DC 14: The ground ahead seems to Dozens of giant worms dwell in this area. looking into the pits catch the occasional
sparkle a bit. On more careful observation, you They are unintelligent and not inclined to glimpse of movement, but can’t discern
notice that it appears to be littered with frag- attack in any coordinated manner, so the char- what’s down there.
ments of glass or gemstones. acters are not at great risk — but they are almost • The soft earth is undoubtedly dangerous
• Listen DC 20: You hear a very faint, dull rum- guaranteed to encounter at least one worm. for a mech to traverse. The characters
bling coming from under the ground. The PCs have three options: go around; themselves sink about 6 inches into the
• Survival or Knowledge (nature) DC 14: advance on foot; or advance in their mech. loose soil. A mech would be mired quickly.
You recognize this landscape as the mark of Go Around: Going around this area adds The worms have tremorsense and will surface
giant worms. a half-day to the characters’ travels. The once they detect movement above them.
The landscape is indeed the work of giant worms have traversed a wide swath of land Advancing on foot gives the characters 1d6+2
worms. They have congregated here for a that cuts right through the characters’ path. rounds before the first worm surfaces. Each
natural mating and molting process, which Going around makes the trip longer but round they can attempt to gather some gem-
is entering its third week. Their constant poses no other dangers. stones; a Search check (DC 10) reveals 1d4
churning of the soil near the surface has Advancing on Foot: Once the characters gems worth 25 gp each (mostly chunks of clear,
caused any boulders and other surface debris have entered the churned ground on foot, rosy or smoky quartz) in the immediate area.
to sink into the soft, tilled earth. The violent they make the following observations: When the first worm surfaces, it rises 40
activity has also brought all sorts of smaller • The loose gemstones on the ground are feet from the characters. Emphasize its size
objects to the surface, including a wide array now obvious to any character that didn’t — a full 30 feet long — as it lurches out of
of gemstones, many of which have been notice them before. the earth and then flails about in the air.
eaten and then excreted by the worms. The • The pits clearly lead straight into the From then on, another worm surfaces every
holes and pits lead into the worms’ burrows. earth, as deep as the PCs can see. Those 1d4 rounds. The worms advance slowly on the
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characters. Make it obvious to the characters Righting a downed mech requires a Mech mech), they are attacked by orcs intent on
that they’re outmatched — these worms are Pilot check (DC 20) (see “Skills” in Chapter 2 capturing their mech!
big! Their best bet is to retreat to the mech of DragonMech). Alternately, wandering trad- The Orc Ambush: A band of orcs haunts
and leave. You should try to let the players ers could wander by and assist the characters. this area, living under the overhangs of the
come to this decision themselves so that they XP Awards: If the PCs make it past this gullies and routinely ambushing anything
don’t feel this was their only option all along. encounter without downing their mech, that comes through. They spot the mech
If the characters attack a worm, it fights award them XP as if they’d defeated a CR from afar and maneuver to ambush it.
back and pursues them. The other worms 1 trap. Award XP for defeating giant worms Start the encounter by allowing the PCs a
don’t join the fight unless they too are as usual. Spot check, as follows:
attacked. A damaged worm will chase the Giant Worms (1 or more): CR 4; Huge Spot DC Result
PCs to their mech. Note that the worms are magical beast; HD 9d10+9; hp 58; Init –1; 10 You notice movement of some kind further
unintelligent and also nearly blind. If wound- Spd 20 ft., burrow 30 ft.; AC 19, touch 7, flat- up the gully, but you can’t make out what it is.
ed in melee, they’ll retreat underground; if footed 19; BAB +9; Grp +22; Atk/Full Atk 14 It seems as if something is using the deep
attacked with missile weapons (including +12 melee (1d6+5, bite); SQ Tremorsense; shadows on the gully walls to make its way
the mech’s steam cannon), they’ll spend a AL N; SV Fort +7, Ref +5, Will +2; Str 20, toward you. The shapes appear to be humanoid.
couple of rounds out in the open, flailing Dex 8, Con 12, Int 1, Wis 8, Cha 10. 18 Green-skinned humanoids are scurrying
about trying to identify their attacker, before Skills: Listen +11. about the gully around you, trying
retreating underground. unsuccessfully to conceal their movement
Advancing in the Mech: Advancing in Encounter D: in the deep shadows.
the mech is dangerous: The Orc Raiders (EL 3) There are a total of 22 orcs, all with the
• First, the much heavier seismic vibrations Around dusk on the second day, the terrain same stats. They have a single, simple goal:
cause the first worm to surface in only 1d4 begins changing. Read or paraphrase the to topple the mech, board it, slaughter the
rounds. following: crew and take the mech for their own. Their
• Second, the worms object to the stomp- combat tactics are as follows:
ing of the mech. Its heavy footfall disrupts Round 1: Sixteen orcs charge the mech.
their peace. The first 1d4 worms will It is getting late in the day, and the sun is low in the They are concealed on both sides of the
attack the mech. sky. For the past several miles the rocky flatlands ravine, so they should be able to surround
• Third, the worm pits count as extremely have become less and less flat. Ravines and gullies the mech completely. They then initiate
difficult terrain (refer to “Mech Com- become common. Soon the entire landscape is a a trip attack. Review the rules in “Mech
bat,” Moving a Mech, in Chapter 2 of series of deep grooves running east-west. You are Combat,” Tripping a Mech, in Chapter 2 of
DragonMech). Any pilot with at least 1 forced to guide your mech through narrow chan- DragonMech for cooperative trip checks
rank in Mech Pilot will be aware of this nels with high walls, each one surfacing to ground by hordes of infantry. The characters’
problem. The pilot must make a Mech level for only a few hundred feet before becoming Magwagon receives a whopping +26 bonus
Pilot skill check (DC 20) to enter the a rock-walled channel again. The stark shadows of to its Trip check (+16 for size, +10 for its
terrain. Passing the check means his the impending sunset make the channels seem Strength). The orcs receive a minimum of
speed is halved. Failure by 5 or less means even more isolated. +3 (for the team leader’s 17 Strength), plus
the mech’s speed is quartered; failure by another +2 for each of the 15 orcs that passes
more than 5 means the mech falls over. its Strength check against DC 10 (to contrib-
(See “Tripping a Mech,” Downed Mechs, There is no way to get around this danger- ute to the attempt), for a maximum possible
in Chapter 2 of DragonMech to deter- ous landscape. It counts as difficult terrain, trip check of +33.
mine how it lands.) requiring a Mech Pilot check (DC 10). Fail- The other six orcs find cover along the
• Finally, once the worms attack, the mech ure by 5 or less means the mech’s speed is walls of the gully, three orcs per side, and
is in melee combat. This forces a Mech halved; failure by 6 or more means the mech launch javelins at any character who emerges
Pilot skill check every round, and increas- falls over. Furthermore, climbing out of one from a porthole.
es the DC to 22. channel to enter another requires a Climb Remember that if the mech passes the
If the mech does fall over, it will be swamped check, per the usual rules. trip check, the mech pilot can use a full-
by attacking giant worms, which will bite it The players will probably start thinking round action for the mech to trample the
for several minutes until they’re convinced “ambush!” when they hear this description orcs that surround it, potentially squashing
it’s “dead.” If the characters remain motion- — and they’re right. After a half-hour or so a dozen orcs or more in one round. The
less, the worms will conclude the mech is of navigating these ravines (especially if they Magwagon deals 4d6 points of trampling
“dead” and eventually wander off. fail the Mech Pilot check and topple their damage, as noted in its stats (see Appen-
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CHPT.
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dix One, “New Mechs”). Review the rules If the mech pilot manages to right the A Note on EL: A horde of orcs this size
on trampling in “Mech Combat,” Special downed mech while the attack is underway, should normally have an EL much higher
Attacks, of Chapter 2 in DragonMech. The those orcs who were trying to pry open than 3! However, in this case, the characters
orcs will likely attempt Reflex saves rather portholes find themselves lifted into the have the advantage of their mech. Many of
than attacks of opportunity. Should they air with the mech. They now count as riding the orcs will be trampled to death by the
choose an attack of opportunity, however, the mech. Refer to the mech-riding rules in mech as they try to topple it. Those who
they can use it to make another trip check “Mech Combat,” Special Attacks, in Chapter aren’t trampled will have a hard time board-
before they get flattened. Orcs that survive 2 of DragonMech. The orcs must make Bal- ing the mech even if they do down it. And
the trample are able to grab the mech’s leg ance checks or fall off the mech, potentially as long as the PCs are smart enough to stay
as a free action, which they will do, leaving being trampled. on their mech, they’re fighting from higher
their options open for climbing or another If the mech isn’t downed, the orcs will ground and a position of cover. Unless the
trip check in the following round. continue trying to trip it as long as they can PCs make a catastrophically stupid tactical
If the mech is downed, the pilot can right muster at least 12 orcs for the attempt. If there error, they should be able to use their mech
it with the usual Mech Pilot check (DC 20). are fewer than 12 orcs remaining, they resort to destroy the orcs handily, making this an
Round 2: If the mech is downed, the orcs to javelin-tossing against viable targets. If the easier encounter than it would otherwise
start prying open portholes to try to board PCs batten down the hatches and don’t give the be on foot.
(review the rules in “Mech Combat,” Board- orcs any targets, the orcs will wait a few rounds Orc Raiders (22): CR 1/2; Medium
ing a Mech, in Chapter 2 of DragonMech). A and then retreat, knowing they don’t have suf- humanoid (orc); HD 1d8+1; hp 5 each; Init
porthole’s break DC is 28, and up to four orcs ficient numbers to take down the mech. +0; Spd 30 ft.; AC 13, touch 10, flat-footed
can cooperate on each attempt. They are Round 3: As round 2. The orcs continue 13; BAB +1; Grp +4; Atk/Full Atk +4 melee
equipped with prybars for the task. Any PC trying to down the mech and board as long (2d4+4/18–20, falchion) or +1 ranged
who was foolish enough to open a porthole as they have sufficient numbers. Once there (1d6+3, javelin); SQ Darkvision 60 ft., light
will find himself fighting an orc who is trying are 11 or fewer orcs and the mech is standing sensitivity; AL CE; SV Fort +3, Ref +0, Will
to enter through it. again, they will retreat. –2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6.
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CHPT.
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Skills: Listen +1, Spot +1. follow the orders of their skinstealer control-
Feats: Alertness. Haimler’s Town (village): Conventional; AL lers. They want to rebuild the temple as a
Possessions: Studded leather armor, fal- LN; 200 gp limit; Assets 4,670; Population 467; place of worship for Seroficitacit and convert
chion, 6 javelins, 1d6 gp. Isolated (human 100%). the tribe to his worship. This sentiment has
Authority Figures: Haimler, human male Wiz5 only emerged in the last three days, since
(former leader of the Thrawtek tribe, now a major in they were possessed. Meanwhile, the tribal
the Legion; controlled by a lunar skinstealer). shaman Shtrawnek can’t understand why his
Important Characters: Shtrawnek, human male companions have changed their worldview so
HAIMLER’S TOWN Clr3 (tribal shaman); Thoron, human male Ftr4 drastically. He (like most of the tribe) is more
(former warrior leader of the tribe, now a sergeant interested in retrofitting the lunar temple for
from the lunar rain. ation properly. Short of his finding a minor those events, followed by a breakdown of the
artifact, there’s almost no way the Legion will town’s important locations and NPCs.
let him get away with reforming his tribe for
The settlement is called Haimler’s Town, any extended period of time. More impor-
after the founder. At this point, it’s less than a tantly, several lunar skinstealers survived the EVENTS
week old. Haimler is a minor tribal leader who meteor crash. They have since taken control
hopes to improve his position in the Legion. of Haimler and Thoron, and now drive the Event 1:
Recent History: Haimler’s tribe, the men to pursue the skinstealers’ own agenda. The Characters’
Thrawtek, was one of many nomadic peoples The tribe members that the skinstealers pos- Initial Approach
on the endless plains before they were swayed sessed prior to Haimler and Thoron have since Mechs don’t travel these parts very
by the speeches of Shar Thizdic. They willingly experienced unfortunate “accidents.” often, and the tribe is already a little suspi-
accepted his leadership, becoming part of what This situation creates an interesting dynam- cious. If the characters approach in their
is now called the Legion. Shar appointed Haim- ic within the tribe: The possessed Haimler mech, they’ll be surrounded and treated as
ler a major and made the Thrawtek’s warrior and Thoron have effectively abandoned their unfriendly visitors, then led to Haimler for
leader, Thoron, a sergeant. The Thrawtek tribe own goals and those of the Legion, and now interrogation. If the characters approach
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CHPT.
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on foot, the locals won’t be as suspicious, hanging meteor, combined with the incline of the Remember, this is a close-knit community
especially if the PCs explain their presence crater wall, keeps most of the tents in the shadow made up of tribesman with long associations.
with a disguise of being traders, refugees or all day long, and presumably protects them from Any outsiders stand out, no matter how
pilgrims of Seroficitacit. the worst of the lunar rain as well. they’re disguised. The PCs are immediately
When the characters are close to the Two tents in particular stand out. Both are recognized as outsiders no matter what they
meteor, Read or paraphrase the following: twice the size of the other tents and have red do. That said, they aren’t instantly distrusted
pennants flying from them. You see no mechs or unless their actions warrant it.
signs of mechs, nor do you see any sign of a real If for some reason the characters are dis-
The meteor is roughly 250 feet wide, with about military presence. If you didn’t know you were in trusted, then the tribesmen will keep them
50 feet of its top extending above ground level, Legion territory, you’d think this was the tent city under guard while they get Haimler or Thoron.
just like the one you left only a few days before. of wandering nomads. Legion Xenophobia: Remember that the
From your position, no entrances are visible, but You see no sign of any lunar creatures. Legion espouses a humanocentric philosophy.
someone has already carved a rough staircase up Shar Thizdic claims that the lunar rain is a
the side of the meteor. The staircase terminates at chance for humans to rise up and take their
a landing on the edge of the meteor’s top. Every When they arrive, the characters aren’t necessar- rightful place in the world. His followers con-
now and then you see someone enter or leave the ily directed to the tribe’s leadership. If their dis- sider humanoids to be inferior to humans — a
meteor through the landing. guises are sound or their cover stories convinc- position Shar Thizdic is careful never to verbally
Surrounding the meteor are about 50 tents ing, the tribe is glad to accept them as passing utter himself, but which he obviously supports.
made of durable canvas. The meteor landed on visitors. The tent city has an open central square Much of the tribe remembers the days
the wall of the existing crater, and the tents are that passes for a market and tavern, and the char- before Shar, and many remember when they
placed in the lee of its smaller crater. The over- acters can find food and company there. used to trade with the elves and dwarves. Even
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CHPT.
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children have been men, all of them great war- Event 3: perhaps eventually requesting an audience.
riors.) It isn’t her place to question the gods The Characters’ Interactions Gathering information around town will
or how men should interact with them; that’s with Haimler, Thoron bring up the leaders’ names repeatedly.
a job for great men such as Haimler. If Haimler and Shtrawnek Gaining an Audience: If it doesn’t hap-
deems this new god to be the right choice for The three tribal leaders have very different pen naturally through hostile means, the PCs
the tribe, then she’ll follow him. perspectives on the world. Conversations may be able to gain an audience with Haim-
Bradok: Bradok is a young man who greatly with them quickly reveal their goals and ler, Thoron or Shtrawnek in a number of
enjoyed training with the Legion military. disputes. The profiles and stats in “NPCs,” ways. Posing as traders, diplomats, refugees
He’s always wanted to be a warrior, like his below, should allow you to play them as dis- or followers of Seroficitacit are all plausible
father before him. He looks up to tinctive NPCs. covers. Don’t make it too hard for the PCs
Thoron, who is the greatest Characters can encounter these NPCs in to get in contact with the leaders (unless
warrior he’s ever met. The a variety of ways. Their initial contact with they really screw it up themselves). In most
teachings of Seroficitacit the tent city could lead to meeting Haimler situations, the leaders will have followers or
seem reasonable to him, or Thoron, especially if they make trouble or bodyguards with them, so the PCs’ real chal-
and if Thoron deems it the are distrusted from the start. As they explore lenge will be catching the leaders alone.
right thing to do, he’s glad to the tent city, the PCs are bound to notice Unveiling the Lunar Skinstealers: The
go along. the large tents and find out who’s in them, ultimate resolution of this episode is when
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the characters purge Haimler and Thoron • Request a private audience within the the host and half damage to the skinstealer.
of the lunar skinstealers that control them. lunar temple. Perhaps the PCs can suc- As a result, combat against these high-
Exactly how this happens could spell life or cessfully pass themselves off as follow- level NPCs isn’t nearly as hard as it seems.
death for the characters. Whether the tribes- ers of Seroficitacit who wish to see the Although they’ll attack using their normal
men agree with their leaders or not, they’re temple. This again requires a Bluff check. high-level profiles, each skinstealer can take
still not going to allow a bunch of outsiders (Give a +4 bonus to the check if the char- only 18 points of damage before it peels off
to jump them. It is crucial that the characters acters use the symbols of Seroficitacit from its host, dead.
reveal (and defeat) the lunar skinstealers in from Area 11 in Episode One.) Characters A skinstealer’s fundamental goal is sur-
a situation where the tribesmen aren’t there could also make such an attempt with vival; it will not fight to the death. If they’re
to come to their rescue. Otherwise, the Diplomacy (if they’re up front about their losing the fight, the skinstealers will hop
characters will be beaten to death by 400+ religious interests but simply wish to see between hosts in an attempt to escape and
irate tribesmen. Game over! the temple) or Intimidate (if they use get others to fight for them. Prior to combat,
The PCs should be able to lure Haimler and/ some show of force, such as their mech). they’ll go so far as to bargain rather than
or Thoron away in any of the following ways: Battling the Lunar Skinstealers: Combat actually engage in a fight, as they don’t want
• Invite them to discuss a “profitable trad- with Haimler and Thoron uses the profiles to risk being killed. Use the following strate-
ing venture,” but insist the leaders must presented below. Remember that each of gies to simulate their combat mentality:
come to view the goods at the characters’ these men has a personal agenda that is very Round One: The skinstealer engages in
mech. (In this case, the leaders may bring different from his controller’s agenda. Review ranged combat as much as possible, avoiding
a few bodyguards, depending on how the rules in “New Creatures” of Chapter 6 in damage to itself. This also lets it split damage
much they trust the characters. The body- DragonMech for combat with skinstealers. between itself and its host, as most ranged
guards use the profile of the guard for Remember that slashing and bludgeoning weapons deal piercing damage.
Area 1 of the Second Lunar Temple; see attacks deal full damage to the skinstealer, Round Two: The skinstealer maintains
below.) Remember to make the appropri- hurting the host only after the skinstealer ranged combat as long as possible. If its
ate Bluff vs. Sense Motive check. is dead. Piercing attacks deal half damage to wounds become serious or it is losing the
• Observe the leaders’ routines carefully. fight, it closes into melee range and then
If they do so, the characters will dis- jumps to a new host. The skinstealer is highly
cover they come outside, alone, to pray intelligent (Int 20) and its strategy is to
to Seroficitacit under the moonlight recruit assistance from the rest of the Thraw-
shortly after the worst of the lunar rain tek tribe. It will choose a new host who looks
passes each night. This is the perfect fleet-footed. As soon as the new host is
time to jump them. dominated, the skinstealer will
run from the combat, rais-
ing a general alarm.
Its role in this
new outsider’s
body will be “I
tried to stop my
friends, but they
insisted on attack-
ing your leaders.
Help your leaders!” As
soon as it can, it will hop
to the body of a tribes-
man, abandoning the body
of the PC.
Remember that the bod-
ies of the leaders will recover
once a skinstealer is off them. If
the PCs continue attacking, the
men will obviously defend them-
selves, but their first reaction will
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be thanks — the PCs have finally freed them Thoron are free of the lunar skinstealers, escape with their lives, but they’re warned
from these horrible alien creatures that were their agendas change radically. They’ll retain that the next time they come around, it
controlling their bodies! If the PCs play their their original goals of reuniting the tribe in will mean trouble. And nonhumans, while
cards right, they can have Haimler and Tho- a way that can coexist with Shar’s authority, thanked, are still considered servants of
ron owing them a favor. but their interest in all things lunar will be their human friends. Furthermore, if the
Round Three: Once the tribesmen arrive to completely changed: They want to destroy PCs killed any members of the tribe (such
defend their leader, the skinstealer will send the temple and all remnants of its denizens’ as the laborers in the lunar temple), Haimler
its “new” body close to a leader, if possible, attempts to rebuild it. They’ll be happy to and Thoron will consider their rescue from
and try to repossess a leader as soon as it’s enlist the PCs’ aid in purging the temple of the skinstealers as simply evening the score
safe (and when it’s able to switch hosts with- whatever may be within. In fact, if the char- — in which case they owe the characters
out being seen). In general, the skinstealer acters haven’t squandered their goodwill, no thanks whatsoever, but neither will they
will try to maneuver the actions of the tribe they’ll even encourage them with gifts of attempt to punish them.
through controlling influential people or weapons, armor, healing and whatever else
by making the people it does control more they have that may be useful. Both Haimler Event 4:
influential (which makes their friends won- and Thoron will reconcile with Shtrawnek, The Characters’ Investigation
der why their personalities have changed). and the tribe’s internal divisions will end. of the Lunar Temple
This combat is tricky, because you have Keep in mind, however, that all this is Even if the characters unmask Haimler and
an enemy that can possess PCs, you have still within the context of the Legion. While Thoron early in the episode, they’ll probably
enemies that fight one way when possessed the PCs did a great favor for the tribesmen, still want to explore the lunar temple. In order
and another way when not possessed, and Legion members are still enemies of the to complete the mission successfully, they
you have the potential for a huge brawl if the Stenian Confederacy, and they still dislike have to eradicate all taint of lunar influence,
PCs don’t stop a skinstealer from fleeing and nonhumans. Any hint of Stenian loyalty will which includes the three spawns of Serofici-
alerting the tribe. be greeted with hostility. The tribesmen tacit that dwell in the temple, so they really
Secrets Revealed: Once Haimler and will grant the PCs a “free pass” and let them must explore the temple to do their job prop-
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erly. Exploring the temple also gives them the second starshard. (If this Irontooth mech has valuable, however; combined, they’re worth
chance to catch the Irontooth mech in the act been to the first lunar temple, it might cor- 250 gp and weigh 400 pounds. The remaining
as it makes off with a valuable starshard. rectly surmise that the PCs have the other furnishings are the mundane artifacts of nor-
Unlike the other lunar temple, this one starshard.) However the combat progresses, mal living: food, clothing, bedrolls, stools and
landed right-side-up. This meteor is actu- the Irontooth mech should be forced to a portable desk. A thorough search (DC 20)
ally Level 2 of the lunar temple in the other retreat. (Overwhelming odds? A critical reveals three solid gold holy symbols of Peri-
meteor. If the first meteor were turned over injury?) Then begins the tracking described patetin (worth 100 gp each); 12 silver ingots
and placed atop this meteor, they would in Episode Four. (worth 10 gp each); and six uncut, low-grade
match up; the hole by which the Thrawtek For further details on the Irontooth mech diamonds (worth 50 gp each).
tribe is entering this lunar temple corre- and its pilot, see Area 7 of the Second Lunar Tent of Haimler and Thoron: This
sponds to the chute at Area 12 of the first Temple, below. 30-by-30-foot tent is where Haimler and
lunar temple. Thoron spend their days. Like Shtrawnek’s
The full map key for the lunar temple is in tent, it is richly appointed with thick rugs
the next section. LOCATIONS and pillows, worth 250 gp and weighing
400 gp. Aside from the usual assortment
Event 5:
Arrival of the
Irontooth Mech
T here are four locations of particular
interest in the tent city: the two large
tents with the red pennants, one of which
of mundane items, a search (DC 15) reveals
five holy symbols of Seroficitacit; two broken
holy symbols of Peripatetin; three potions of
Through the use of divination magic, the belongs to Shtrawnek and the other of which cure light wounds; and a bag of 25 uncut, low-
Irontooth Clans heard about the starshards’ belongs to Haimler and Thoron; the typical grade diamonds (worth 50 gp each). Among
fall to earth. They sent out several small smaller tent (of which there are roughly 48); the clothing stored in the tent are the Legion
reconnaissance mechs to infiltrate enemy and the meteor. The meteor is described in military uniforms of both men.
territory and recover the starshards. They more detail in the next section. Here are Typical Tribal Tent: The typical tent
arrived at the first lunar temple too late, overviews of the other locations. measures 10 feet by 10 feet. It has a few basic
but an Irontooth mech arrives at this second Tent of Shtrawnek: This large, 30-by- pieces of portable furniture (such as a fold-
temple just in the nick of time — it snatches 30-foot tent is occupied by Shtrawnek and ing stool and table), several bedrolls, and
the starshard almost literally right out of the his two acolytes. The tent is well appointed sacks of mundane goods. A typical tent has
PCs’ hands! with a thick layer of rugs and comfortable 4d10 cp hidden somewhere in the bedding
The Irontooth encounter is described in pillows. These furnishings aren’t particularly (Search DC 20).
Area 7 of the Second Lunar Temple, below.
The flow of the adventure should place the
encounter with the Irontooth mech as the NPCS
very last encounter in this episode. That
way, the PCs can immediately set out to
pursue it, without having to finish any
other tasks first.
T his section provides the statis-
tics for the major NPCs encoun-
tered in Haimler’s Town, including
If the PCs reach Area 7 before a typical tribesman, Shtrawnek’s
the Irontooth mech should acolytes and the lunar skinsteal-
appear, make Area 7 totally ers that have taken over Haim-
empty. In this case, the Iron- ler and Thoron.
tooth mech has already stolen
the starshard, but is sticking Haimler, Tribal
around to investigate the camp Leader
further. After this episode is and Legion Major
resolved, present the Irontooth Haimler is a stocky, judgmental
mech in some dramatic manner. man who commands the atten-
Perhaps it emerges from the lunar tion of those around him. He’s
temple right as the tribesmen are of medium height but is broad and
about to enter for the night. It could heavy for his size. His face is always set
even attack the PCs (or Haimler or Tho- in a grimace. He never offers approval;
ron) in the mistaken belief that there is a the best a subordinate can hope for is his
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respect, and everyone in the tribe tries hard +12, Sense Motive +6, Spellcraft +12.
to gain it. Haimler is supremely skilled in Feats: Brew Potion, Combat Casting,
almost all aspects of life (reflected by Power Spell, Scribe Scroll, Spell Cleave.
an exceptional array of ability scores); Possessions: 6 daggers, +2 ring of
he could have excelled at any pro- protection, +3 bracers of armor, small
fession, but chose to be a wizard sack, symbol of Seroficitacit, spell
because he takes a long-term book, 89 sp, 12 gp.
view of most things. Spells Prepared (4/4/3/2, spell
Goals: Haimler is loyal DC 14 + spell level): 0—acid
and protective. He is also splash, daze, ray of frost, message;
ambitious. He wants to rise 1st—charm person, magic missile
in the ranks of the Legion, (x2), shocking grasp; 2nd—cat’s
but would prefer to do so in grace, M.’s acid arrow, web;
a way that helps his tribe as 3rd—fireball, lightning bolt.
it helps him. Nonetheless, he Spells in Spellbook: 0—all;
won’t abandon Shar Thizdic or 1st—burning hands, charm person,
the Legion, as he sees great poten- expeditious retreat, mage armor, magic
tial in what Shar has done. He’d missile, shocking grasp, T.’s floating disk;
just prefer to find a way around Shar’s 2nd—cat’s grace, invisibility, M’s acid arrow,
heavy-handed control. rope trick, web; 3rd—fireball, lightning bolt,
The lunar skinstealer now controlling whispering wind.
Haimler, on the other hand, has only two
goals: domination of the surface creatures (+3 Dex, +2 deflection, +3 armor), touch Thoron, Warrior Leader
and furtherance of Seroficitacit’s worship. 15, flat-footed 15; BAB +2; Grp +4; Atk/Full and Legion Sergeant
Distinguishing Characteristics: Even Atk +4 melee (1d4+2/19–20, dagger) or +5 Thoron is taller and heavier than anyone else
when controlled by the skinstealer, Haimler ranged (1d4+2/19–20, dagger); SA Spells; AL in the tribe. He wears banded armor at all
comes across as himself. He carefully consid- N; SV Fort +5, Ref +4, Will +5; Str 15, Dex times, which is painted in contrasting black
ers his words before speaking, and never says 16, Con 18, Int 18, Wis 13, Cha 18. and red bands that match Thoron’s tribal tat-
more than is necessary. He will not carry a Skills: Concentration +12, Diplomacy +12, toos. He’s a born warrior, with a natural tal-
conversation past the point of its usefulness; Knowledge (arcana) +12, Knowledge (local) ent for combat that’s been nurtured through
he’s not impatient so much as commanding, years of combat training. He’s quite talkative
and will simply dismiss attempts to sway his and loves to regale visitors with tales of the
opinion after he has made up his mind. He tribe’s exploits. His modesty prevents him
has an intense stare that he levels on from telling stories about himself, but
those whom he speaks to, making him he’s happy to discuss his father (Thor-
very intimidating. Despite all this ak) and grandfather (Thorgan), both
— or perhaps because of it — his of whom performed many daring
personal magnetism is great; he deeds back in the days when the
is extremely influential to those Thrawtek used to fight orcs for
around him. control of the endless plains.
Note that Haimler does not Goals: Thoron defends his
have a familiar. The skinstealer tribe from aggressors: noth-
saw it as a threat, since it was ing more, nothing less. He is
aware of the changes overtak- intensely loyal to Haimler and
ing Haimler, so the skinstealer would probably follow him in
made Haimler kill it. Haimler his worship of Seroficitacit even
could do nothing to prevent this, if he weren’t possessed by a lunar
as he was possessed at the time. skinstealer. Any serious threat
Haimler, Human Wiz5: CR to the community will find Thoron
5; Medium humanoid (human); HD quickly at hand.
5d4+20; hp 32; Init +3; Spd 30 ft.; AC 18 Distinguishing Characteristics: Tho-
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ron is as garrulous as Haimler is curt. He is was the most promising of the acolytes, so
easygoing and well behaved, the sort of war- he assumed the mantle of shaman. He looks DON’T SLAUGHTER
rior who really enjoys defending those who like a young man aged beyond his years. His THE CAMP!
can’t defend themselves. He uses his hands brown hair is trimmed short, his unwrinkled In playtests of this adventure, the PCs came up
a lot when talking, and when he reaches the face is leathery, and he wears passed-down, with a simple, direct solution to the situation in
fighting scenes of any war story, he jumps up tattered skins of wild cats and boars long Haimler’s Town: “We have a mech. They don’t.
and acts out the important parts. since wiped out by the lunar rains. He is Why don’t we just trample them all?”
Thoron, Human Ftr4: CR 4; Medium usually accompanied by one of his two aco- Try to discourage this course of action. This
humanoid (human); HD 4d10+12; hp 36; lytes, who aren’t far behind him in ability. “blunt force” approach definitely removes some
Init +2; Spd 20 ft.; AC 19 (+1 Dex, +6 armor, Shtrawnek is of average build and height. of the challenge from the adventure! One simple
+2 shield), touch 11, flat-footed 18; BAB +4; Goals: Shtrawnek worships Peripatetin, observation should push the PCs toward more
Grp +7; Atk/Full Atk +8 melee (1d8+5/x3, the traditional god of the Thrawtek. He is thoughtful behavior: Remember that the camp is
battleaxe) or +7 melee (1d8+3/19–20, dag- the tribe’s spiritual and medicinal leader. located beside a meteor that crash-landed only
ger) or +5 ranged (1d6+3, javelin); AL LG; He leaves politics and martial affairs to days before. The impact threw up tons of debris.
SV Fort +7, Ref +4, Will +2; Str 17, Dex 13, Haimler and Thoron, respectively. When The surface is strewn with rubble, which counts as
Con 16, Int 10, Wis 12, Cha 11. it comes to religious matters, however, difficult terrain for a mech. Any attempt at running
Skills: Climb +3, Intimidate +6, Jump +3. he has strong opinions, and Seroficit- the mech through the camp requires a Mech Pilot
Feats: Cleave, Great Cleave, Lightning acit goes against every one of them. He skill check every round to keep the mech on its feet.
Reflexes, Power Attack, Weapon Focus (bat- is not opposed to occupying the lunar The Irontooth mech that appears later in this epi-
tleaxe), Weapon Specialization (battleaxe). temple as a matter of survival, but the sode has no trouble in making these checks, thanks
Possessions: Banded mail, heavy steel idea of rebuilding it in honor of Serofici- to the pilot’s +18 modifier to Mech Pilot checks (as
shield, battleaxe, 3 javelins, dagger, 34 gp. tacit is repugnant to him. He is engaged described in Episode Four).
Lunar Skinstealer, Unhosted: CR 2; in a standoff with Haimler over the tribe’s
Medium aberration (lunar); HD 4d8; hp 18; future. He is not aware of the lunar skin-
Init –1; Spd 10 ft.; AC 9 (–1 Dex), touch 9, flat- stealers but suspects something is afoot, Distinguishing Characteristics:
footed 9; Atk +5 melee touch (special, face since Haimler’s behavior has changed so Shtrawnek has deep, wise eyes. He pauses to
grapple); Full Atk +5 melee touch (special, much over the past three days. look into his interlocutor’s eyes before mak-
face grapple) and +1 melee (1d2, 4 hooks); SA Over the course of the adventure, the PCs ing any statement. He speaks evenly, with
Improved grab, host domination; SQ Lunar will probably end up allied with Shtrawnek. little inflection. It’s obvious he’s a wise man,
traits; AL CN; SV Fort +0, Ref +0, Will +0; Str Keep his underlying goals in mind. The PCs for he makes comments of stunning insight
18, Dex 8, Con 10, Int 20, Wis 4, Cha 14. are simple tools to him, nothing more. After on occasion.
Skills: Bluff +26, Disguise +25, Hide +14, they have served their purpose, he’ll double- Shtrawnek, Human Clr3: CR 3; Medium
Listen +2, Spot +2. cross them if that’s what has to be done to humanoid (human); HD 3d8; hp 17; Init +2;
Lunar Skinstealer, Hosted: CR 2; get rid of them — or if that’s the best way to Spd 20 ft.; AC 19 (+2 Dex, +6 armor, +1
Medium aberration (lunar); HD 4d8; hp 18; get rid of Haimler and Thoron. However he shield (Two-Weapon Defense)), touch 12,
Init as host; Spd as host; AC as host; Atk/Full gets involved, he’ll probably try to arrange flat-footed 17; BAB +2; Grp +3; Atk/Full
Atk as host; SA Improved grab, host domina- for the PCs to face Haimler without his Atk +1/+1 melee (1d6+1, quarterstaff) or +4
tion, camouflage, neighbor domination; SQ direct involvement, keeping his name unsul- ranged (1d6+1, throwing hammer); SA Turn
Lunar traits; AL CN; SV Fort as host, Ref as lied and giving him an excuse to get rid of the undead, spells, domain abilities; AL N; SV
host, Will +4; Str as host, Dex as host, Con PCs if need be. (“They attacked our chief. Fort +3, Ref +3, Will +7; Str 12, Dex 15, Con
10, Int 20, Wis as host, Cha 14. They must be killed!”) 11, Int 13, Wis 18, Cha 10.
Skills: Bluff +26, Disguise +25, Hide +14, There’s one last aspect of the situation to Skills: Concentration +6, Heal +10,
others as host. keep in mind. The Legion is by nature preju- Knowledge (arcana) +7, Knowledge (reli-
See Chapter 6 of DragonMech for spe- diced against non-humans. But lunar skin- gion) +7, Listen +4, Spellcraft +7, Spot +4,
cial abilities. stealers aren’t, and generally are inclined Survival +6.
to dismiss such petty terrestrial concerns Feats: Combat Casting, Two-Weapon
Shtrawnek, Tribal Shaman in favor of their larger goals. Non-human Defense, Two-Weapon Fighting.
Shtrawnek is a young shaman forced to PCs may find that they’re treated better by Possessions: Breastplate, quarterstaff, 2
accept responsibility before his time. The Haimler and Thoron than Shtrawnek. If you throwing hammers, 16 gp, holy symbol of
old shaman died in the lunar rains while want to stir some interesting debates within Peripatetin.
Shtrawnek was still an apprentice. Shtrawnek the party, throw this into the mix. Domains: Luck, Travel.
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Defeating the skinstealers without harming Haimler and Thoron 100 XP any kind inside the meteorite, but the tribe has now
outfitted it with oil-burning lanterns. There are two
lanterns per room, usually located on the floor.
Spells (4/3+1/2+1; save DC 14 + spell Walls: All passages in the tunnel are round, with
level): 0—create water, cure minor wounds, XP AWARDS a slightly flattened floor. Unless noted otherwise
detect magic, guidance; 1st—cure light wounds they are 10 feet tall. They have stats as follows:
(x2), divine favor, longstrider*; 2nd—aid*, cure
moderate wounds, inflict moderate wounds.
*Domain spell.
T his free-form episode involves just as
much investigation and research as it
does combat (perhaps more, in fact). Award
Hewn Stone Wall: 3 ft. thick between rooms,
otherwise solid rock; Break DC 50; hardness 8;
540 hp; Climb DC 22.
Acolytes (2), Human Clr2: CR 2; XP bonuses to the PCs based on their suc- Doors: Doors within the lunar temple are quite
Medium humanoid (human); HD 2d8; hp 9; cess in uncovering the mysteries as shown unlike normal doors. They are round passages a full
Init +0; Spd 20 ft.; AC 16 (+6 armor), touch on Table 3-3. 10 feet tall, with a round door set within. The door
10, flat-footed 16; BAB +1; Grp +2; Atk/Full opens by rotating on a horizontal bar set within the
Atk +2 melee (1d6+1, quarterstaff); SA Turn frame 5 feet above the ground, effectively “flipping
undead, spells, domain abilities; AL N; SV over” to open. Humans using these doors must
Fort +3, Ref +0, Will +3; AL N; Str 12, Dex move with the bottom half of the door and duck un-
11, Con 10, Int 11, Wis 16, Cha 10. SECOND der the horizontal bar. Creatures with the ability to
Skills: Concentration +4, Heal +7, Knowl- do so can throw themselves at the upper half of the
edge (arcana) +4, Knowledge (religion) +4, LUNAR TEMPLE door to flip through to the other side. The rotating
Listen +5, Spellcraft +4, Spot +5. door can swing in either direction.
Feats: Alertness, Combat Casting.
T his section details the significant loca- Stone Door: 4 in. thick; hardness 8; 60 hp;
Domains: Luck, Travel. tions in the second lunar temple found Break DC 28 (stuck or locked).
Spells (4/3+1; save DC 13 + spell level): in Haimler’s Town. Time Period: The room descriptions assume
0—create water, cure minor wounds, mending, that the players enter during the day. If they enter
virtue; 1st—cure light wounds (x2), longstrider*, at night, the temple complex will be crammed with
summon monster I. AREA 1: inhabitants — almost the entire population of the
Possessions: Banded mail. LADDER AND CHUTE town squeezes in here at night. Obviously, a night-
*Domain spell. time raid won’t get the characters very far!
Typical Legion Citizen, Human Com1: Read or paraphrase the following:
CR 1/2; Medium humanoid (human); HD
1d4; hp 2; Init +0; Spd 30 ft.; AC 11 (+1 The chute is 20 feet deep. The rope lad-
armor), touch 10, flat-footed 11; BAB +0; The tribesmen enter the meteor through a rope der goes down the chute to the floor level of
Grp +0; Atk/Full Atk +0 melee (1d4/19–20, ladder that rises up its side. At the top is a deep Area 2, making the descent easy.
dagger); AL LN; SV Fort +0, Ref +0, Will +0; chute that drops straight into the meteor. Guard, Human War1: CR 1/2; Medium
Str 11, Dex 10, Con 10, Int 10, Wis 11, Cha 10. humanoid (human); HD 1d8; hp 4; Init +0;
Skills: Craft (any one) +6 or Profession Spd 30 ft.; AC 13 (+1 Dex, +2 armor), touch
(any one) +6, Handle Animal +3, Listen +2, During the day, a guard watches over this 11, flat-footed 13; BAB +1; Grp +3; Atk/Full
Ride +3, Spot +5. ladder. The divide in the tribe has made Tho- Atk +4 melee (1d8+2/x3, spear) or +3 melee
Feats: Alertness, Skill Focus ron and Haimler worried that someone will (1d4+2/19–20, dagger), or +3 ranged (1d8+2/
(Craft or Profession). interfere with the lunar temple, so the guard x3, spear) or +2 ranged (1d4+2/19–20, dag-
Possessions: Heavy prevents unauthorized entrance. He can be ger); AL LN; SV Fort +2, Ref +0, Will +0; Str
clothing (treat as pad- easily overcome, but if combat is initiated, 14, Dex 12, Con 10, Int 9, Wis 11, Cha 9.
ded armor), dagger, his first action is to run back to the tent city Skills: Climb +6, Intimidate +2, Jump +5.
1d10 cp. and alert everyone — which would rapidly Feats: Power Attack, Weapon Focus (spear).
bring reinforcements. Possessions: Spear, dagger, leather armor, 1d10 sp.
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AREA 2:
WORSHIP AREA
effect can be received only once per day. The diately recognized as outsiders, although
statue has no effect on nonbelievers. they still might be able to pass themselves
This 50-foot-wide, perfectly circular room has off as belonging there. Possible ways to calm
smooth, almost glassy walls. It is illuminated by two down the man include the following:
oil lanterns, one at the foot of the chute and one be- AREA 3: Bluffing: The characters can try to come
side the open passage leading out to the northeast. SLEEPING CHAMBER (EL 1/2) up with a plausible explanation for their
You see signs of recent human habitation: bedrolls, presence. Only allow this if the players can
sleeping pads, dirty clothes and crumbs litter the Read or paraphrase the following: actually come up with a good reason on the
floor. In the center of the room is a bizarre statue of a spot. Allow a Bluff check opposed by the
10-foot-tall blob. It looks like it was carved from the man’s Sense Motive.
rock of the meteorite, but it is worn smooth in many This perfectly round, 40-foot-wide chamber looks as Diplomacy: The characters might acknowl-
places, as if touched by a thousand hands. if it serves as the sleeping quarters for many people. edge they don’t belong, but they try to
At least 90 bedrolls are crammed next to each other, smooth things over with a silver tongue.
along with blankets, dirty clothes and other signs of Allow a Diplomacy check to influence
This room was once a meditation and prayer habitation. Two oil lanterns illuminate the room. the man’s attitude. His initial attitude is
chamber for the lunar skinstealers. The blob Suddenly, one of the bedrolls rustles. A man rolls unfriendly, so the Diplomacy check must hit
is a representation of Seroficitacit. The room over and then starts when he sees you. “Hey!” he DC 15 to make him indifferent to the PCs.
is now used by the tribe as sleeping quarters. says. “What are you doing in here?” Refer to the Diplomacy skill in Chapter 4 of
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the Player’s Handbook for full details. the guard at Area 1 (if he’s still alive and able to The floor is now covered in bedrolls and sleep-
Disguise: If the characters are disguised act); if he hears the fight, he sets off the alarm ing gear. Two man-sized holes have been bashed
as laborers, followers of Seroficitacit, or in the tent town and then comes in himself. through the northern wall. The sounds of picks
some other good cover, they may be able XP Award: If the PCs do quiet the and shovels emanate from rough-hewn passages
to explain their presence. Allow a Disguise man, award them XP for defeating a CR 1/2 beyond the holes.
check opposed by the man’s Spot. encounter. In the southwestern corner of the room is a half-
Intimidation: The PCs can try to open round door leading to a dark passageway.
intimidate the man into shutting up. Allow
a standard Intimidate check opposed by his AREA 4:
level check (for which he receives only a +1 DIVINATION CHAMBER The lunar skinstealers used this chamber as a
modifier). If successful, the man is scared for place to meditate on Seroficitacit’s greatness.
his life and will stay quiet — at least as long as Read or paraphrase the following: In addition to the man-made tunnels lead-
the PCs are there to threaten him. ing to Area 6, the room contains four exits.
Failure: If the PCs fail to quiet the man Three are secret doors in the walls (one of
within 3 rounds, or if they attack and he The walls of this 60-foot-wide circular room are which is standing half-open, as described
receives at least one action before dying or completely covered in carved alien symbols. Even above; it leads to Area 5B). The fourth is a
falling unconscious, he starts screaming at the 20-foot-tall domed ceiling is carved. The flick- secret trapdoor in the ceiling.
the top of his lungs. The laborers from Area ering light of two oil lanterns in the center of the In fact, none of the doors are truly
6 should make a Listen check against DC 10; room plays with the bizarre shapes and symbols. “secret.” Any lunar creature capable of
if they succeed, they come running, ready to None of them resemble any sort of writing you’ve reading the language inscribed on the
fight. Make a Listen check against DC 20 for ever seen before. wall would know the doors are there (kind
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of like how doors in a movie theater are soon as each becomes aware of the PCs, it first PC in the marching order, who will
marked “Exit”). Yet to terrestrial creatures, advances to attack. block other PCs from being able to make
the bewildering array of symbols is utterly Roll 1d8 on the table under the spawn of attacks. Once the skinstealer has a host,
confusing, and it hides the presence of the Seroficitacit entry (see “New Creatures” in it can then fight its way out. Alternately,
round doors that don’t look like normal Appendix One) to determine what changes the skinstealer could hide in the
doors to begin with. these particular spawn have undergone. same position but wait until
A search (DC 25) of the room reveals the Young Spawn of Seroficitacit: the PCs have passed, then
secret doors. The ceiling trapdoor is only CR 3; Medium ooze (lunar); HD attack the last character.
revealed if the PCs specifically note they are 3d10+5; hp 31; Init –5; Spd 10 ft.; Once it attains a host, it
searching the ceiling (and have the means to AC 5 (–5 Dex), touch 5, flat-footed can either fight the now-
do so; Search DC 25), or via an exceptional 10; BAB +2; Grp +6; Atk/Full Atk +6 trapped rest of the party
search (DC 30) result on the ground, which melee (1d4+4 plus change, slam); SA or simply run, taking the
alerts the character to the lunar equivalent Change; SQ Blindsight 40 ft., moon lore, character’s body with it, and
of an “Exit” sign beside every exit. ooze traits, lunar traits; AL N; SV Fort +6, make it do mischief that will get it
A powerful Decipher Script attempt (DC Ref –4, Will +5; Str 18, Dex 1, Con 20, Int 18, killed by the tribe.
35) also reveals the secret doors via reading Wis 18, Cha 10. Lunar Skinstealer, Unhosted: CR 2;
the wall language. The walls tell stories of Skills: Bluff +6, Knowledge (lunar) +20, Medium aberration (lunar); HD 4d8; hp 18,
the great deeds of Seroficitacit in his war Knowledge (the planes) +10, Knowledge 25; Init –1; Spd 10 ft.; AC 9 (–1 Dex), touch
against the lunar dragons. (religion) +10, Listen +10, Spot +10. 9, flat-footed 9; BAB +3; Grp +7; Atk +5
If the characters still fail to discover the Feats: Insightful Step, Seroficitacit’s melee touch (special, face grapple); Full Atk
trapdoor in the ceiling, then inform the PC who Changes. +5 melee touch (special, face grapple) and
possesses the starshard that the item pulsates +1 melee (1d2, 4 hooks); SA Improved grab,
— as if in anticipation — as he walks through host domination; SQ Lunar traits; AL CN; SV
the center of the room. They should realize that AREA 5B: Fort +0, Ref +0, Will +0; Str 18, Dex 8, Con
they’re missing something at that point. THE LAST SKINSTEALER (EL 2) 10, Int 20, Wis 4, Cha 14.
Skills: Bluff +26, Disguise +25, Hide +14,
AREA 5A:
THE GREAT SPAWN (EL 3)
O ne more lunar skinstealer survived
the meteor’s crash to earth, but was
injured in the process. It has remained in
Listen +2, Spot +2.
Lunar Skinstealer, Hosted: CR 2;
Medium aberration (lunar); HD 4d8; hp 18;
this room, recovering from its injuries while Init as host; Spd as host; AC as host; BAB as
A short tunnel leads to an unlit, perfectly round See “New Creatures” in Chapter 6 of
This unlit, perfectly round 30-foot-wide cham- 30-foot-wide chamber with smooth, glassy walls. DragonMech for special abilities.
ber has smooth, glassy walls. In the midst of the The room appears empty.
room is a 15-foot-wide shapeless mass of gray
protoplasm. Small buds and tentacles sprout oc- AREA 6:
casionally from its surface before dissipating back The skinstealer uses its excellent Hide score NEW LIVING QUARTERS (EL 3)
into the goo. As soon as you enter the room, the to remain hidden until someone comes
tentacles begin to veer toward you. within striking distance, then it leaps up
and attempts to take a host. It is highly intel-
ligent, so play it as such. It will hide on the
T his room is filled with laborers expand-
ing the caves. Only a few of the most
loyal tribesmen are allowed to work here.
There is one spawn in each room marked floor or ceiling, flat and flush against the sur- In general, they’re making enough noise
5A. These young spawns of Seroficitacit are face, preferably in the 10-foot-wide entrance that they hear only exceptionally loud noises
healthy and ready to defend their temple. As corridor. Here it can leap up and attack the (such as the man in Area 5 shouting at the top
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before they fully enter the room, or perhaps the characters need to be pushed, use the somehow pass off as the truth. Perhaps
it gets a surprise round and wins initiative, starshard as an impetus: Aside from glowing the PCs controlled them using charm
so it’s gone before they can react. If the PCs and humming when briefly in the presence of person; maybe the PCs are lunar crea-
do somehow engage the Irontooth mech, it its kin, it can also communicate empathetic tures in disguise! Whatever they say, they
simply tries to get free, then runs once it has messages that the characters are to reunite it make the PCs out to be important so as
escaped. with the other, now-departed starshard. The to better cover their own mistakes. The
The trapdoor leads up to the top of the next stage of the adventure involves tracking Legion now believes the PCs are power-
meteor. Its Climb DC is only 10, thanks to down the Irontooth mech. ful enemies, so it sends mercenaries to
handholds built into the shaft. The vertical trail them — or perhaps hatches a plan to
shaft is 10 feet tall, for a total distance of Further Adventures lure them back somehow.…
20 feet from the floor of Area 7 to the top with the Legion • Several weeks after the end of Episode
of the meteor. The shaft was obscured by This episode gives a shallow view of the Three, the PCs are visited by a young girl.
a pile of rubble, so it was not detected by Legion that is tangential to its true nature, She says she is Haimler’s daughter. Haim-
the tribesmen. but nonetheless insightful. The Legion is ler and Thoron were brutally punished by
By the time the PCs get to the top of the built of disparate human tribes united by the the Legion for their insubordination. The
meteor, all they see is the Irontooth mech sheer charisma of the greatest human leader entire tribe was rounded up and returned
running off into the distance. They aren’t the ever to walk the endless plains. In the pres- to the industrial complexes, where Shar
only ones to see this; the camp is an uproar, ence of Shar Thizdic, the tribes function like Thizdic’s minions made examples of
pointing and shouting at the strange new clockwork. When he’s away, they often revert them. Haimler and Thoron disappeared
mech on the scene. to their ancient traditions and rivalries. The completely and have not been seen since.
Stats for the Irontooth pilot are presented true Legion military-industrial complexes, Before he was dragged off in the middle
in Episode Four. This encounter should where the government is largely centralized of the night, Haimler gave his daughter a
really proceed with only a glimpse of the and the tribal functions broken down, feel handwritten note and told her to deliver
Irontooth pilot and no real interaction with like Russian military complexes from the it to the PCs. In it, he asks for the char-
him and the PCs — he should be long gone height of the Cold War: paranoid, autocratic, acters’ assistance in defending his tribe
before they react. militaristic and regimented. In these places, against the excesses of Shar Thizdic.
there are no tribes, no last names; people • Somehow the Legion has discovered
are addressed by rank, and individuality is the PCs’ Stenian affiliations. Perhaps
subsumed to the collective. Each mech is a a tribesman searched their mech while
nameless, faceless expression of Shar’s will; they were in Haimler’s Town. Maybe
CONCLUSION each soldier, one of his thoughts given form. a Legion patrol saw them enter from
Remember that this adventure took place Stenian territory and surmised what
TRAVELING
ENCOUNTERS
O
ENCOUNTER A:
IRONTOOTH AMBUSHES
pilot, he bypasses the mech’s hardness and for only a round or two, attacking with its fire, but certainly not all.
directly targets the character. That’s the unarmed strike, before retreating. If it is
point of the Spot check; he’s firing right able to get a surprise round (remember its
through the cockpit window. Hide +23 modifier?) and also wins initia-
• If the PCs pass the point where the Raptor tive, it will charge, attack and retreat so the
changed its path to look for an ambush, Magwagon can’t return a blow. If any PC is ENTER THE
allow any PCs with the Track feat a Sur- foolish enough to expose himself (outside
vival check (DC 14) to detect its altered a porthole, walking alongside, etc.), the IRONTOOTH
path. (The Raptor pilot will try to hide his Raptor will directly target him with a melee
tracks by staking ambushes on firm ground
where they’re hard to detect.)
Morgon, Irontooth Pilot, Human Mcj6: CR
strike (don’t forget the Spot check [DC 15],
if applicable). Otherwise, he makes general
attacks against the mech.
B y this stage of the adventure, the PCs
should be 3rd level. The Irontooth
Clans are far more powerful than low-level
6; Medium humanoid (human); HD 6d6; hp 24; This sort of hit-and-run tactic isn’t very PCs. They are, in essence, a collective com-
Init +7; Spd 30 ft.; AC 16 (+3 Dex, +3 armor), effective in the long run, as the Magwagon’s posed of some of the best mech jockeys
touch 13, flat-footed 13; BAB +3; Mech hardness absorbs most of the dam- on the planet. Their “mech devil” pilots
Attack Bonus +6/+1; Grp age. Yet until the Irontooth are legendary. By the time an Irontooth
+3; Personal Atk/Full Atk mech begins to take dam- clansman reaches puberty, he’s already had
+6 melee (1d6/18–20, age, it will continue far more experience in a mech than most
rapier) or +6 ranged to harry the larger Stenian mech commanders. By the time he’s
(1d8/19–20, light mech, hoping to officially an adult, an Irontooth clansmen is
crossbow); Mech whittle it down so at least a 4th-level mech jockey.
Atk/Full Atk (any its clan brothers Part of what allows this to happen is the
mech weapon) +9/ will have an easier Irontooth jousting tradition. The Irontooth
+4 melee or +9/+4 time against it in clans originally grew out of a longstanding
ranged; SA Extraordi- the coming days. monastic temple where the martial arts
nary pilot, hand speed, It is unlikely that were practiced. It is believed that the jousts
mech fingers (warrior the players will capture grew out of these practices, though no
instinct), patchwork repairs, or defeat Morgon and his one knows for sure. Regardless, jousts and
push the envelope 2/day, roll mech, but it’s possible that contests are now an important part of the
with the punches (1 increment); AL player ingenuity (or luck) may cre- Irontooth culture.
CN; SV Fort +2, Ref +8, Will +3; Str 11, Dex 16, ate such a situation. If this occurs, there are When the characters track the Raptor to its
Con 11, Int 15, Wis 12, Cha 9. two easy options to keep the plot moving destination, they’ll encounter such a joust.
Skills: Climb +8, Craft (mechcraft) +11, toward the Irontooth camp. The first option On the beginning of the fourth day of their
Hide +3, Jump +8, Knowledge (mechs) +11, is the starshards, which will urge the PCs to pursuit, read or paraphrase the following:
Knowledge (steam engines) +11, Listen +2, continue traveling toward the Irontooth.
Mech Pilot +18, Spot +10. The starshards want to be brought to the Iron-
Feats: Dodge, Improved Initiative, Mechi- tooth, who know more about their powers After days of tracking your quarry, you notice that
dextrous, Mechwalker, Mobility, Quick (and proper uses) than the PCs. The second his pace has finally slowed. You come out of a
Draw, Speed Freak, Weapon Finesse. option is Morgon himself, who may try to boulder-strewn flatland to see a low hill that ap-
Possessions: Pilot’s armor, light crossbow, escape being killed by promising a handsome parently rises out of nowhere. The hill extends for
rapier, dagger, 1d6 gp. ransom from his father Phegrip, who waits what looks like miles in both directions, forming
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a slow, steady arc that moves away from you. The suddenly notice movement far below you. A host the latter. Descending the crater counts as
mech’s tracks lead right to the top. of mechs is jostling for position around a crudely difficult terrain (DC 10 Mech Pilot check;
defined ring built from boulders piled in a circle. refer to “Mech Combat,” Moving a Mech, in
There must be at least 20 mechs watching as two Chapter 2 of DragonMech).
Once the PCs follow the tracks to the top of nimble combat-mechs joust within the circle. The Challenge: When the PCs reach the
the hill, read or paraphrase the following: The joust quickly ends, however, and the mechs bottom of the crater, read or paraphrase the
turn to face you. There’s a booming sound, and a following:
cannonball zips through the air over your head!
You follow the tracks to the top of the hill. As you
approach the crest, you stop short. This is no hill. At least three dozen mechs, of all different sizes
The opposite side of the ridge drops precipitously If the players think they can get away from and shapes, move into position around you. All
at a steep angle. It must fall at least 300 feet be- this easily, they’re mistaken. The Raptor are marked with the flags of various Irontooth
fore it starts to level out. pilot wasn’t dumb enough just to leave the clans. As you come to a stop before them, there
You’re standing on the edge of an enormous rear guard open. He and four other Rap- is a long pause. Then a huge mech of seemingly
crater, a gigantic bowl carved out of the earth. A tor mechs suddenly appear out of nowhere unbelievable agility steps forward. A short, squat,
meteor of cataclysmic size must have landed here behind the Magwagon. (They were hiding grizzled man can be seen through the canopy. He
once. Now, the opposite side of the crater disap- behind boulders with their take-20 Hide speaks into a tube that blasts his voice across the
pears into the morning mists on the far horizon. modifier of +23 up until now. You may want field toward you: “So, you thought you could
The Irontooth tracks lead straight down the to make secret Spot checks for your players.) sneak up on the Irontooth, huh? Ha! Ha! They
nearly vertical cliff face right into the crater. As The PCs’ only options are to fight or descend think they’re funny. Ha!
you bring your eyes downward to follow them, you into the crater. The Irontooth clearly prefer “So, now that you’re here, is there any reason
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we shouldn’t just kill you now?” He gestures to- entrance, which is closed up by Irontooth
ward the mech you’d been following, then adds, mechs once the joust starts. Now Phegrip
“My boy over there says you fight like old women.” “Alright then, a duel it is. Now, you horse-riders explains the rules:
listen up. You have something we want, and you
know what it is. That globe talks to you, but it
Stress to the PCs that there’s absolutely no talks to us more —žand we know more about it “Alright, get set. When you hear the cannon, go
way they can fight their way out of this alive. than you do. If you win the duel, you keep your at it!”
They’re facing a small army of mechs, several lives and we keep the globe. If you lose, we keep
of them much larger than themselves. the globe and maybe your lives, depending on
The ultimate goal is to steer this confron- how you do. If you aren’t courageous, there’s no That’s all the rules the PCs get. A Knowledge
tation toward a challenge. The two main pro- reason we should spare you anyway. (local) or bardic knowledge check (DC
tagonists, Phegrip (the grizzled pilot) and “Your mech’s a lot bigger than Morgon’s, so 15) reveals additional information about
his son Morgon, prefer sport to bloodshed, we’ll give you a choice: either take a Raptor for traditional Irontooth dueling practices, as
and the chance to earn a little good face in yourself, or let Morgon get a bigger mech. What’s described above, including their emphasis on
front of the tribe doesn’t hurt, either. Allow it gonna be?” honorable combat and respect for those who
the characters to make social skill checks as fight with courage regardless of the outcome.
follows: The Fight Begins: Run through the fight
Diplomacy: If the characters try to talk The choice is the players’. If the characters like a normal combat. Unless the dice go hor-
their way out of the situation, allow them a choose to fight in a Raptor, the extra pas- ribly awry, the Irontooth pilot should win. As
Diplomacy check. Unless they fail dramati- sengers are allowed to stand on a boulder sur- he comes close to the end, evaluate the char-
cally, Phegrip will sportingly accept their rounding the ring, and the PCs’ elected pilot is acters’ behavior. If they have acted as cowards,
explanation, then Morgon will shout out given a Raptor in perfect working order. If the or at any point pleaded for their lives, tried to
hot-headedly that he challenges them. Phe- reverse happens, the Irontooth produce a Mag- bribe the Irontooth, or in any way impugned
grip encourages this behavior in his son and wagon from the back of their pack of observers. the Irontooth clansmens’ honor, Morgon
makes it clear to the PCs that the only way It’s scarred, burnt and miserable-looking, but unapologetically closes in for the kill. In this
out that doesn’t involve a bodybag is accept- has the same stats as the PCs’ mech. The Mag- case, the PCs will really have their work cut
ing the duel. wagon has the same number of crew members out for them trying to escape; it’s up to you
Bluff: As above. Unless the PCs make an as the PCs’ mech; treat additional crew as hav- how you want to handle this.
exceptionally bad or extraordinarily good ing the same stats as Morgon. If, however, the PCs have demonstrated
roll, they still get a challenge. Traditional Irontooth jousts are described strength, courage and resolve, even in the
Intimidate: The PCs are outnumbered in “Mechdoms,” The Irontooth Clans, in face of overwhelming odds, the Irontooth
more than 30-to-1, in hostile territory, and Chapter 4 of DragonMech. These jousts will accept them. Remember that the Iron-
currently surrounded in a weak position. utilize dulled melee weapons operated at tooth are kind of like a loose-knit biker gang;
Intimidation attempts utterly fail. In fact, low power levels to minimize damage. The they’ll take in anybody if they respect them,
any attempt at intimidation elicits laughter weapons are coated with dye, which is used and they frequently put personal loyalties
from the entire clan, and, again, produces to record “hits” on the jousting combatants. ahead of political realities. There are always
a challenge. The mechs that were jousting when the PCs one or two military mech pilots from the
Starting the Duel: Remember that the arrived are suitably equipped. Stenian Confederacy training with the Iron-
PCs don’t have to win the duel to make it When outsiders are involved, however, the tooth, anyway; the Irontooth look the other
past this encounter. They really shouldn’t win, Irontooth aren’t always so generous. This is way, because they know perfectly well that
since they’re facing a superior pilot. The especially the case when the outsiders need these pilots will return to the Confederacy as
Irontooth are more concerned about how to be intimidated so they’ll give up a starshard. the best-trained mech jockeys in the Stenian
courageously they fight. Unlike a traditional joust, this duel does not fleets, and someday the Irontooth will be
Phegrip explains the duel as follows. Note consist only of close combat weapons, nor able to call in a favor from a powerful Stenian
that “horse-riders” is a derogatory term for do the mechs involved use dye to record mech commander.
incompetent mech pilots; the phrase com- hits. Morgon’s mech is already prepared for If the PCs somehow win the combat
pares them to the anachronistic knights of a duel to the death (or at least that’s the clear against Morgon’s mech, they’ve earned the
the old days, who are now utterly ineffectual impression the characters get). respect of the Irontooth. That might not be
against mechs. The jousting arena is a level, rocky field enough to keep them alive, however, if they
500 feet across. A circular ring of Huge boul- injure or kill Morgon himself. Make it clear
ders surrounds the field. There is only one from the activity of the crowd that mech-to-
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PCs get to know the rest of the Irontooth or Stenian intervention, or something else
present for the jousts: 268 people on board along those lines.
After the characters recover, they are invited 37 mechs. Five clans are represented: Clan
to leave the mech on foot and meet Phegrip Hawk, North Star Clan, Lotus Clan, Clan
and Morgon in the center of the ring. Phe- of the Middle Pass and Clan Bugbear. FURTHER ADVENTURES
grip congratulates them on their perfor- Each clan has its own group of leaders, WITH THE
mance and invites them to stay the night and who vary considerably in temperament; IRONTOOTH CLANS
drink with the clan. for instance, Lotus Clan is calm and can
Morgon brings the starshard with him.
It glows as it gets closer to the characters’
starshard. When Phegrip is done, Morgon
almost be imagined in their ancient role as
monks, while Clan Bugbear is as rowdy as
orcs at a pillaging. There are a wide variety
T he easiest way to separate the PCs from
the Irontooth is to give them a mission.
Here are some ideas:
explains the history of the globes. The clan of NPCs present, and we leave it up to you • As the night of revelry wears on, Morgon
knows much about their powers. Morgon to develop them as it furthers your own reveals progressively more about the star-
tells about the Clan’s history as monks who campaign continuity! shards. It turns out that the Irontooth know
shook loose their lawful ways and adapted XP Awards: Give the PCs 500 XP each for far more than they let on about these arti-
to life as nomadic mech raiders. Their the duel. Even those who didn’t directly expe- facts. They even know the reputed location
ancient monastic traditions are still followed rience get the XP for comporting themselves of the third starshard: It is in the possession
(though in rather modified ways), and those in a manner that didn’t get everyone killed! of a dwarven king in Edge, the great trading
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tory, cut off from support, and hunted by or find food. While out administrator reviews
the Legion.… of the mech, they are the paperwork, nods at
suddenly accosted Grunnar’s notes, con-
by dusk devils, gratulates the char-
LOOKING FOR HOME whose frightening acters, and pulls
speed lets them out a citizenship
NEW RULES
T his appendix presents the new game
mechanics, items, mechs and creatures
where you won’t be, effectively hampering
his ability to strike.
attack bonus. This penalty lasts until your
next action. This penalty does not apply to
introduced in The Shardsfall Quest. Make a Bluff check to feint as usual but attacks against other creatures.
specify that you are using your Insightful Special: The benefits of this feat stack
Step feat. The usual penalties to feinting with those that improve your ability to feint.
against nonhumanoid or unintelligent If you have Improved Feint, you can perform
creatures apply. If your Bluff check result an Insightful Step feint as a move action.
NEW CHARACTER exceeds your target’s Sense Motive check A mech jockey of sufficient level to have
result, he suffers a penalty to all attack and the Mech Fingers – Skill Transfer ability can
OPTIONS: FEATS damage rolls against you equal to your base use this feat while in a mech.
Piston Rage Benefit: You can make a feint action to original spell by aiming the third missile at
(General) frustrate the attacks of multiple opponents. a target. Even if the third missile drops the
You have specially crafted your mechanical Make a Bluff check to feint as usual, using a target, he cannot cleave with it, as he has
body to maximize its strength potential. move action due to your Improved Feint feat. already used that effect for this round.
Prerequisites: Ability to rage, steamborg You can use this feint to mislead a number of
level 1+. opponents equal to your Wisdom bonus, pro- Tinker’s Touch
Benefit: When you rage, your artificial vided they are within your line of sight. Each (General)
part bonus is added to your temporary such opponent makes a Sense Motive check Your deep understanding of mechanical crea-
Strength bonus. It does not matter whether to oppose your feint, as usual. Those that tures allows you to identify their weak points.
you have already used your artificial part fail the opposed check suffer a penalty to Prerequisites: Knowledge (steam
bonus to enhance your Strength or for another all attack and damage rolls against you equal engines) 3 ranks.
purpose. For example, a multiclassed 1st-level to your base attack bonus. This penalty takes Benefit: You can make sneak attacks
barbarian/4th-level steamborg normally gains place immediately and lasts until your first against constructs, and inflict critical hits
a +4 bonus to Strength when he rages. With action in the following round. on them, as if they were living creatures.
this feat, he gains a +6 bonus because of his Special: A mech jockey of sufficient level You never suffer a penalty to feint attempts
artificial part +2. This extra bonus wears off to have the Mech Fingers – Skill Transfer abil- against constructs, even if they have nonhu-
when the rage ends, as normal. ity can use this feat while in a mech. man anatomy or low Intelligence.
Normal: Without this feat, the constructs
Power Spell Spell Cleave you attack are immune to critical hits and
(Metamagic) (Metamagic) sneak attacks. The one exception is mechs,
You tap a powerful inner strength to fuel You can strike down multiple foes with a which are vulnerable to critical hits (but
your spellcasting. single spell. not sneak attacks) due to their complex
Prerequisites: 13 or higher in appropri- Prerequisite: Power Spell. construction.
ate spellcasting ability score (Int for wizards, Benefit: If you deal enough damage with a
Cha for sorcerers, Wis for clerics, etc.). spell in one round to make an opponent drop,
Benefit: When you cast a spell that deals you can continue the momentum of the spell
damage, you add your appropriate ability toward another target. The spell must have
modifier to the damage result. The damage is a single target (area-effect spells cannot be NEW ITEM:
added for each individual attack generated by used with this feat) and must have a casting
the spell. For example, a 5th-level wizard with time of 1 round or less. When the opponent THE STARSHARDS
Int 16 casts magic missile. Normally, this would drops, you can immediately extend the spe-
produce three missiles that each does 1d4+1
damage. With this feat, each missile would do
1d4+4 damage. If the same wizard cast fireball,
cific spell effect that dropped him toward
another opponent within the maximum range
and other normal parameters of the spell.
A powerful hierophant journeyed to
the moon 40,000 years ago. He was
the first terrestrial creature to walk there.
the attack would do 5d6+3 damage. (Spells that require touch attacks, such as What he saw were the earliest stages of life,
Special: The ability modifier is only vampiric touch, cannot be used with this feat. a sort of life that was nothing like life on
added to hit point damage inflicted directly However, such spells, if already active, can be the surface: puddles and oozes and massive
from the spell. It does not apply to duration, used with the standard Cleave feat.) You can- creatures without anatomical structure that
range, area or other aspects of the spell, nor not affect more than one extra target with this nonetheless thrived.
does it apply to other kinds of damage or feat each round. A cleaved spell uses up a spell This hierophant was called Athuraz, and
secondary damaging effects. For example, slot one level higher than the spell’s actual he was lawful good. His divination spells
casting the poison spell with this feat would level. You must declare that you are casting a quickly revealed that the moon held far
have no added benefit. cleaved spell before you roll the dice. greater significance than just another place
For example, imagine a 5th-level wizard to adventure. Its creatures were utterly
Prophetic Step with Int 16 and this feat who casts magic mis- unable to communicate with either him
(General) sile against an orc. The spell generates three or, as he discovered, his god. They were
You maneuver around your opponents with missiles, each of which does 1d4+4 damage. truly alien — and their alien intelligence was
uncanny ease, deftly predicting their attacks The second missile kills the orc. The wizard coalescing into divine forces outside the ter-
and stepping aside before they materialize. can then extend the effect of that second restrial pantheon.
Prerequisites: Improved Feint, Insight- missile to impact one other target, for anoth- Athuraz lived as a mortal for 3,000 years,
ful Step. er 1d4+4 damage. He can then continue the finally rising to his own place on the outer
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planes as a minor demigod. All the while, his completely covered with a cloak or other level to divination spells and all spells of the
experience on the moon remained with him. solid surface, this ability is suppressed. deities of their respective casters.
As a demigod, he watched the formation of • A starshard emits patterns of light that Furthermore, combining the starshards
the young lunar gods. With prescient vision, mimic the constellations in the sky, both sets the following events into action:
he foresaw that they would eventually clash past and present. Studying these patterns • Two, three, or four starshards: The gods
with the creatures of earth. He did not know grants insight into the future. A star- to which the starshards are attuned
when or how, but he knew it was inevitable. shard can be used as the focus for become aware of the fact that they
To prevent bloodshed should the event occur any divination spell, and any can communicate directly via
long after his influence had passed, Athuraz divination spell cast within the starshards.
created the starshards. He imbued them with 120 feet of the starshard is at • Five or six starshards: Within
the fullness of his essence, nearly killing +1 caster level and receives each pantheon, all gods of align-
himself in the process. As a result, the star- a +1 bonus to the Will DC to ments to which the starshards are
shards are extremely powerful, and Athuraz’s resist its effects. attuned can now communicate
inert husk now floats through the Astral • If held by a cleric who casts prayer directly. The powers of those of
Plane in a zombielike state, its spark of divin- or commune, a starshard becomes attuned similar alignment are amplified such that
ity barely detectable. to that character’s deity. From then on, each god is as powerful as the sum total of
Eight starshards exist. Athuraz hid three on the presence of a starshard makes direct all gods of that alignment before the star-
the moon and five on Highpoint’s surface. communication with the deity much sim- shards were brought together.
The starshards have a number of minor powers, pler. Followers of that deity have +1 caster • Seven starshards: All gods within each
which have been experienced by countless level when casting divine spells within 120 pantheon can now communicate directly,
adventurers who have encountered the items feet of a starshard. Furthermore, such cler- and all gods of similar alignment can com-
over the millennia. Yet they are actually far, far ics are much more likely to receive mes- municate across pantheons. All gods of
more powerful than anyone has ever realized. sages, dreams or visions from their deity. each pantheon are rendered as powerful
Only when the time is right — as it now is • A starshard can cause itself and whoever as the sum total of all gods in that pan-
— will their full powers finally emerge. holds it to levitate up to 100 feet off the theon before the starshards were brought
To ensure the starshards would be found ground. When not held, it usually rests at together.
when their time came about, Athuraz had a height of 6 to 10 feet. • All eight starshards: The power of all gods
previously planted their story in countless • The starshards are intelligent (Int 18, Wis 16, within all pantheons represented by the
legends and myths of innumerable terres- Cha 18; ego 19). They can communicate via starshards is equalized. None is stronger
trial and lunar cultures. Now, 35,000 years empathy and telepathy, and have darkvision than any other, and none is weaker. They
later, the clash between the lunar and ter- out to 120 feet, as well as blindsense and are no longer tied to the energies of their
restrial gods is reaching its climax. Some of hearing. Their greater purpose is for them followers, or at least those energies now
the legends of the starshards survived. They are to be reunited when the time is right so benefit all equally, effectively rendering
surfacing once again, and not just among the that they might forestall conflict between them irrelevant.
Irontooth Clans. Even some lunar creatures the divine powers. However, they are quite The result of combining all eight starshards
are interested in the artifacts. Few of those patient and not given to dominating their is a situation in which divine power is spread
who pursue them realize that their quest will possessors, except for the occasional equally. The gods can either choose to
actually bring peace to the world. The legends subtle push. After all, they’re operating on destroy themselves utterly through endless
that motivate them are those that speak of the a god’s timetable: What’s the rush? war or make perpetual peace. The presence
starshard’s great powers, which they hope to of weaker gods who are now super-powerful
use for selfish purposes — but no legend spe- Combining the Starshards creates a core of defenders for the starshards,
cifically states what those great powers are. The real power of the starshards becomes evi- for these gods have the most to lose if the
Little do their pursuers know they are divine dent when they are brought together. When starshards are separated. Finally, the joining
tools in a cosmic quest for peace. two or more starshards are aware of each other, of the starshards has another effect, one that
they will rise into the sky together, glowing Athuraz foresaw long ago: Athuraz himself
Powers of the Starshards brightly, and start rotating around each other will be revived and raised to the same power
There are eight starshards. Each has the fol- like planets in a constellation. When this hap- level of all other deities, to whom he can
lowing properties: pens, their powers are increased by +1 for each speak in the name of peace.
• A starshard maintains a constant light level additional starshard present. For example, two Such are the starshards.
within a 50-foot radius, as described in the starshards together grant a +2 bonus to the Will Strong divination; CL 25th; Weight 3 lb.
description of Area 12 in Episode One. If save to resist divination spells and +2 caster
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NEW MECHS
The Magwagon is an old mech model. It
was originally built as a stopgap solution.
The Stenians needed to develop a mech
fleet quickly to extend their influ-
ence, so they constructed
T
his section provides the stats for two large, intimidating
new mechs used in the adventure. mechs with readily avail-
able materials. The Mag-
wagon, with its stone
MAGWAGON armor and impressive
(FREIGHT MODEL) physique, was one such
Size: Colossal creation. As more advanced
Power Source: Steam mechs were later built, many
Payload Units: 16 Magwagons were retrofitted
Height: 35 ft. to freight duty. The above pro-
Space/Reach: 15 ft./15 ft. file is for a Magwagon freighter,
Crew: 4 (weapons: 2) which resembles an awkward dump
Firing Ports: 12 truck on legs.
Hit Dice: 48 The pilot rides in the head, which has
Hit Points: 264 room for two Medium creatures. The boiler
Critical Thresholds: Green, Yellow 132, and coal dump are located in the huge cargo
Orange 66, Red 26 hold, which can be used for passengers or
Base Initiative: –1 loads of even the heaviest metals. The left
Speed: 50 ft. (6 mph) arm holds the mech’s only weapon, a Huge
Maneuverability: Average steam cannon.
AC: 1 (–1 Dex, –8 size)
Hardness: 9 (stone)
Base Melee Attack: +2 RAPTOR
Base Ranged Attack: –1 Size: Large
Unarmed Damage: 1d12+10 Power Source: Clockwork
Trample: largest Large; safe Medi- Payload Units: 3
um; damage 4d6 Height: 10 ft.
Saves: Fort 0, Ref –1, Will +0 Space/Reach: 5 ft./5 ft.
Abilities: Str 30, Dex 8, Con –, Crew: 1 (weapons: 1)
Int –, Wis –, Cha – Firing Ports: 3
Mechcraft DC: 39 Hit Dice: 9
Base Planning Time: 78 days Hit Points: 50
Base Cost: 2,752 gp Critical Thresholds:
Total Cost: 9,128 gp Green, Yellow 25,
Labor Requirements: 3,840 Orange 12, Red 5
man-hours Base Initiative: +2
Construction Time: 16 days Speed: 60 ft. (7
(30 avg. laborers plus 3 overseers) mph) (70 ft./8 mph
Special: Heavy payload when piloted by Irontooth with
Payload Usage Speed Freak feat)
PU Use Maneuverability: Perfect
4 Workspace for crew AC: 11 (+2 Dex, –1 size)
8 Storage/passenger space Hardness: 12 (steel)
(heavy payload = up to 16,000 pounds) Base Melee Attack: +3
4 Onboard weaponry Base Ranged Attack: +4
128 Total Unarmed Damage: 2d6+4
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Sample Ferrovore
Trample: largest Tiny; safe Tiny; damage 1d6 A Raptor looks like a 10-foot-tall bird of This example uses a giant fire beetle
Saves: Fort –2, Ref +4, Will +0 prey. Its cockpit is stylized to resemble a advanced to 3 HD as the base creature.
Abilities: Str 18, Dex 18, Con –, hooked beak, and its legs feature gigantic
Int –, Wis –, Cha – claws (which are more than just decorative Ferrovore Giant Fire Beetle,
Mechcraft DC: 40 elements). The entire mech is layered in Advanced
Base Planning Time: 80 days razor-sharp steel feathers, which act as com- Small Vermin (ferrovore)
Base Cost: 1,021 gp bat spikes in close combat. Hit Dice: 3d8 (13 hp)
Total Cost: 5,677 gp Initiative: +0
Labor Requirements: 960 man-hours Speed: 30 ft.
Construction Time: 20 days AC: 16 (+1 size, +5 natural), touch 11,
(6 avg. laborers) flat-footed 16
Special: Combat spikes, fast legs, steady feet NEW CREATURES BAB/Grapple: +2/–2
Note: Base trip bonus is +12 (+4 for perfect Attack: Bite +3 melee (1d4 plus rust)
T
maneuverability, +4 for steady feet, +4 his section details four new creatures Full Attack: Bite +3 melee (1d4 plus rust)
for size Large) encountered in the adventure. Space/Reach: 5 ft./5 ft.
Payload Usage Special Attacks: Breath weapon (DC 11)
PU Use Special Qualities: Darkvision 60 ft.,
1 Pilot FERROVORE vermin traits, detect metal, corrosive
2 Onboard weaponry skin (DC 11)
3 Total
The Raptor is a fast, nimble mech devel-
oped by the Irontooth Clans for reconnais-
A ferrovore is a normal creature that
has developed a taste for metal. Its
corrosive powers and hunger for all things
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 10, Dex 11, Con 11,
Int –, Wis 10, Cha 7
sance purposes. Only 10 feet tall, it is a pip- metallic make even the weakest ferrovores a Skills: —
squeak in the world of mechs but a frightening monumental challenge, for they can reduce Feats: —
opponent in the world of men. Its (relatively) an adventurer’s gear to rust before he is even Environment: Gear forests
small size allows it to sneak about in a way within striking range. Ferrovores resemble Organization: Cluster (2–5) or colony
larger mechs can’t. The steel armor still pro- normal specimens of their type, but smell (6–11)
tects the pilot securely, and the fast legs allow strongly of metal and have a faint rust-col- Challenge Rating: 1
him to outrun many foes. The steady feet let ored tinge to their outward appearance. Treasure: None
him trip those he can’t outrun, and he can fol- Ferrovores result from infestation by a Alignment: Always neutral
low that up with a devastating unarmed attack, rare fungus that corrodes metal on contact. Advancement: —
courtesy of the mech’s razor-sharp combat Living creatures that consume this fungus Level Adjustment: —
spikes. For ranged combat, the Raptor carries suffer a horribly painful infection as the This small, red-tinted beetle smells strongly of
a steam gun, but this weapon is rarely used; fungus interacts with their digestive system. metal. A gland above each eye produces a red glow
Irontooth pilots prefer close combat in which Most die as a result, but a few survive with that seems distinctly rust-colored.
they can use their mech fu to its best advan- completely altered physiology. From then
tage, so the Raptor usually closes into melee on, they can survive only by consuming
as quickly as possible. metal. They are the ferrovores.
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+1, if base creature is 6 HD or less; as base Special Qualities: Lunar traits, entropic
creature +2, if base creature is 7 HD or more. skin (DC 17), blindsense
Saves: Fort +6, Ref +2, Will +9
Abilities: Str 14, Dex 12, Con 20,
LUNAR ELEMENTAL Int 4, Wis 20, Cha 11
Lunar Elemental, Small Skills: Listen +9, Spot +8
Small Elemental (Lunar) Feats: —
Hit Dice: 2d8+8 (17 hp) Environment: Lunar or mete-
Initiative: +1 ors
Speed: 40 ft. Organization: Solitary
Armor Class: 16 (+1 size, +1 Challenge Rating: 3
Dex, +4 natural), touch Treasure: None
12, flat-footed 15 Alignment: Usually neutral
BAB/Grapple: +1/–3 Advancement: 5–7 HD
Attack: Slam +2 (Medium)
melee (1d4) Level Adjustment: —
Full Attack: Slam +2
melee (1d4) Lunar Elemental,
Space/Reach: 5 ft./5 ft. Large
Special Attacks: Lunar Large Elemental
mastery, adaptive (Lunar)
Special Qualities: Lunar Hit Dice: 8d8+48 (84 hp)
traits, entropic skin (DC Initiative: +1
15), blindsense Speed: 40 ft.
Saves: Fort +4, Ref Armor Class: 18 (–1 size, +1 Dex, +8
+1, Will +7 natural), touch 11, flat-footed 18
Abilities: Str 10, BAB/Grapple: +6/+14
Dex 12, Con 18, Attack: Slam +9 melee (2d6+4)
Int 4, Wis 18, Cha 11 Full Attack: 2 slams +9 melee (2d6+4)
Skills: Listen +7, Spot +6 Space/Reach: 10 ft./10 ft.
Feats: — Special Attacks: Lunar mastery, adaptive
Environment: Lunar or meteors Special Qualities: Lunar traits, entropic
Organization: Solitary skin (DC 20), blindsense
Challenge Rating: 1 Saves: Fort +8, Ref +3, Will +12
Treasure: None Abilities: Str 18, Dex 12, Con 22,
Alignment: Usually neutral Int 4, Wis 22, Cha 11
Advancement: 3 HD (Small) Skills: Listen +12, Spot +11
Level Adjustment: — Feats: —
Environment: Lunar or meteors
Lunar Elemental, Medium Organization: Solitary
Medium Elemental (Lunar) Challenge Rating: 5
Hit Dice: 4d8+20 (38 hp) Treasure: None
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Alignment: Usually neutral provide access to a different set of planes, begins to shift toward the new opponent.
Advancement: 9–15 HD (Large) or alternate versions of the known planes, For example, a lunar elemental is fight-
Level Adjustment: — and perhaps the plane of lunar energy is one ing two steamborgs. For the first round, the
This strange, putty-like mass of flesh seems such place. lunar elemental studies one of them and
unable to stand still. Its body pulses and undu- begins to adapt, gaining a +1 insight bonus
lates before you, slowly changing shape into a Combat to attacks and AC against that steamborg.
semi-humanoid state. The yellowish material that A lunar elemental moves in fits and starts. On the second round, the lunar elemental
composes it has an oily sheen, and you can’t help Sometimes it is slow and ponderous; other attacks that opponent (receiving a +1 bonus
but think you catch reflections of yourself in it. times it is nimble and quick. Its form slowly on the attack roll). The attack is successful,
adapts to that of the creature it is fighting, which increases the lunar elemental’s insight
Description and it also acquires powers similar to its bonus to +2. On the third round, the lunar
Lunar elementals are embodiments of enemy. All the while, images of its opponent elemental makes another attack (this time at
raw entropy. Their bodies are constantly flash across its surface, distracting them and +2), but it misses. Its bonus remains at +2
in motion, undulating and even mutating in some cases causing emotional reactions. and does not increase. On the fourth round,
before the eyes. They cannot alter their Lunar Mastery (Ex): The lunar elemental the lunar elemental decides to target the
mass, but their shape seems to change receives a +1 bonus to attack and damage rolls other steamborg. It attacks (with no insight
almost subconsciously; they generally as long as it and its target are in contact with bonus against this target) and causes dam-
assume the rough shape of whatever creature the moon or fragments of the moon (includ- age. It now has a +0 insight bonus against
stands before them. Their natural state, if ing meteorites that have fallen to earth). If the first steamborg and a +1 bonus against
it can be called that, is a shapeless mass of the elemental’s target is not in contact with the second.
putty, sometimes flat like a pool of fluid, the moon (including via flight or any other Lunar Traits (Ex): Lunar creatures suf-
other times bulky like a pile of clay. method that takes its feet off the surface), fer half damage from elemental attacks
Scholars are divided as to what composes it does not receive this bonus. If both the (air, earth, fire or water), or no damage on
the body of a lunar elemental. The material elemental and its target are not in contact a successful save. They receive a +10 bonus
is spongy but durable. It has been likened with the moon, the lunar elemental receives a to saves against mind-affecting effects
to a “solid ooze.” Regardless of the lunar –1 penalty to attack and damage rolls. (charms, compulsions, phantasms, patterns
elemental’s shape, it retains its opalescent Adaptive (Su): The lunar elemental and morale effects), mind blasts and psionic
yellowish color. slowly adapts to the shape of one opponent. attacks, and thought detection due to alien
The most unusual part of a lunar ele- It does not turn into an exact mimic, and psychology.
mental’s anatomy is the haunting images there’s no chance that anyone will confuse Entropic Skin (Su): Any creature glanc-
reflected on its surface. Like the entropy it the elemental with the target. At best, it ing at a lunar elemental sees the nature of
represents, the elemental reflects all pos- resembles a rough likeness carved from change in its skin. Flickering glimpses of
sibilities, in a random and chaotic fashion. clay. As the elemental adapts, however, it potential pasts and haunting futures distract
Those who stare at its skin catch glimpses slowly intuits the nature of its opponent and the viewer. Anyone attacking or even staring
of what appears to be them, but at different becomes better equipped to combat it. at a lunar elemental must make a Will save
ages, in strange surroundings. Sometimes Each round it is not in combat, the lunar (at the DC indicated in the creature’s stats)
the image is something that really happened elemental may choose to use a standard each round or be dazzled (–1 to attack rolls
or something that is truly destined to hap- action to adapt. When in combat, it does and Search and Spot checks). This condition
pen, but most often is an alternate possibil- not need to use an action if it damages the lasts only until the creature’s next turn, but
ity, a tangent of entropic fate that will never opponent with a normal melee attack; strik- a new check must be rolled each round. The
connect to the material plane. ing an enemy automatically induces adapta- save DC is Wisdom-based.
Lunar elementals appear to speak an tion. For each round of adaptation, the lunar
unidentified lunar language. They attack ter- elemental gains a +1 insight bonus to attack
restrial creatures on sight. They have been rolls and armor class against that one target, NANITE
seen cooperating with other lunar creatures, to a maximum of +10. Each additional bonus Nanite
although it is unknown whether this is volun- makes the elemental’s physical form change, Tiny Vermin (Lunar)
tary or coerced. Lunar elementals show no too, bringing it closer and closer to the form Hit Dice: 1/2d8 (2 hp)
signs of being extraplanar and do not appear of the target creature. A lunar elemental that Initiative: +2
to hail from another plane; nonetheless, strikes a new opponent reverts to a +1 bonus Speed: 30 ft.
they are distinctively elemental in nature. against that new opponent and no bonus AC: 14 (+2 size, +2 Dex), touch 14,
Some sages theorize that the moon may against the original target, and its form flat-footed 12
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SPAWN OF SEROFICITACIT
Young Spawn
Medium Ooze (Lunar)
Hit Dice: 3d10+15 (31 hp)
Initiative: –5
Speed: 10 ft.
Space/Reach: 15 ft./10 ft.
Special Attacks: Change
Special Qualities: Blindsight 40 ft., moon
lore, ooze traits, lunar traits
Saves: Fort +9, Ref -3, Will +13
Abilities: Str 26, Dex 1, Con 24, Int 22, Wis
22, Cha 1
Skills: Bluff +10, Knowledge (arcana) +16,
AC: 7 (–5 Dex, +2 natural), touch 5, flat- Knowledge (lunar) +26, Knowledge (the
footed 7 planes) +16, Knowledge (religion) +16,
BAB/Grapple: +2/+6 Listen +16, Spot +16
Attack: Slam +6 melee (1d4+4 plus Feats: Insightful Step, Prophetic Step,
change) Seroficitacit’s Changes
Full Attack: Slam +6 melee (1d4+4 Environment: Lunar or meteor
plus change) Organization: Solitary or
Space/Reach: 10 ft./5 ft. coven (2–7), often found
Special Attacks: Change with lunar skinstealers
Special Qualities: Blind- Challenge Rating: 5
sight 40 ft., moon lore, Treasure: None
ooze traits, lunar traits Alignment: Always
Saves: Fort +6, Ref -4, neutral
Will +5 Advancement: 8–12 HD
Skills: Bluff +6, Knowledge (Large)
(lunar) +20, Knowledge Level Adjustment: —
(the planes) +10, Knowl- This shapeless mass of
edge (religion) +10, Listen gray protoplasm lies flat
+10, Spot +10 before you. Small buds and
Feats: Insightful Step, Serofic- tentacles sprout occasionally
itacit’s Changes from its surface before dissi-
Environment: Lunar or meteor pating back into the goo.
Organization: Solitary or coven
(2–7), often found with lunar Description
skinstealers The spawn of Seroficitac-
Challenge Rating: 3 it is a creature created by
Treasure: None the lunar god of change.
Alignment: Always neutral One or more spawns are
Advancement: 4–6 HD (Medium); 7–12 bestowed upon each temple
HD (Large) of Seroficitacit, where they serve
Level Adjustment: — as guardians and guides. Unlike most
oozes, a spawn is quite intelligent. It is
Elder Spawn an oracle of sorts, channeling the direct will
Large Ooze (Lunar) of its creator and advising its worshippers
Hit Dice: 7d10+49 (87 hp) appropriately, and serves as a vast storehouse
Initiative: –5 of knowledge on lunar history.
Speed: 10 ft. A spawn appears as a shapeless mass of
AC: 8 (–1 size, –5 Dex, +4 natural), touch 4, gray or ochre protoplasm, generally a flat
flat-footed 8 puddle no more than one foot deep. It
BAB/Grapple: +5/+17 is an ooze in the purest form: a creature
Attack: Slam +12 melee (1d6+8 plus change) with no limits to its possibilities. Spawns
Full Attack: Slam +12 melee do not speak in any terrestrial manner, but
(1d6+8 plus change) are nonetheless capable of communicating
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LEGAL INFORMATION
T his printing of The Shardsfall Quest
is done under version 1.0a of the Open
Game License; version 5.0/4.0 of the d20
Edge, Stilt City, Tyratian River, Chemak, Bes-
semer, Rook, Lebra, Stavians, Wisps, Thurd,
Gur, Hypsies, worm farmer, deep trader,
contained herein that is already Open
Game Content by virtue of appearing in
the System Reference Document or some
System Trademark License tortog, dusk runner, Vermil, Pretominin other OGC source.
and d20 System Heads, Irontooth, Irontooth Clans, Some portions of this book that are
Trademark Logo L’arile Nation, Tannanliel, Ned- delineated OGC originate from the Sys-
Guide; and derpik, Durgan-lok, rust riders, tem Reference Document and are
the Revised the Legion, Gearwrights ©1999, 2000, 2001,
(v.3.5) Sys- Guild, dronog, lunar 2002, 2003 Wizards
tem Refer- skinstealer, fores- of the Coast, Inc.
ence Docu- trati, slathem, The remainder
ment, by m a g wa g o n , of these OGC
permission nanite, lunar portions of
from Wizards elemen- this book
of the Coast. tal; any and is hereby
Subsequent all Goodman added to
printings of this Games products, Open Game
book will incorporate logos, titles; any and all C o n t e n t ,
final versions of the license, guide stories, storylines, plots, thematic and if so used,
and document. elements, and dialogue; all artwork, should bear the
Designation of Product Identity: The symbols, designs, depictions, illustrations, COPYRIGHT NOTICE
following items are hereby designated as maps and cartography, likenesses, poses, “The Shardsfall Quest by
Product Identity in accordance with Section logos, symbols, or graphic designs, except Joseph Goodman, Copyright 2004, Good-
1(e) of the Open Game License, version 1.0a: such elements that already appear in the man Games; for more information, see
The terms DragonMech, clockwork ranger, d20 System Reference Document and are www.goodman-games.com, or contact
coglayer, mech jockey, steamborg, the already OGC by virtue of appearing there. info@goodman-games.com.” All contents
assimilated, gearwright, mech devil, steam The above Product Identity is not Open of this book, regardless of designation,
mage, Dotrak, gearstride, Seroficitacit, Game Content. are copyrighted year 2004 by Good-
College of Constructors, steam powerAn- Designation of Open Game Con- man Games. All
dakakilogitat, Erefiviviasta, bar- tent: Subject to the Product rights reserved.
bagula, Janzeter, rodwalker, Identity designation Reproduction
Smiggenbopper, lunar above, the following or use with-
rain, Stenian Confed- portions of The out the writ-
eracy, Duerok, Dig- Shardsfall Quest ten permis-
gon, Axon, Digget, are designated sion of the
Suron, Suret, Surel, as Open Game publisher is
Arie, Cammerce, Content: all expressly forbid-
Highwater, Flero, creature and den, except for the
Jealo, Lowwater, NPC stat blocks; purpose of review or use
Highpoint, Glatek, and anything else of OGC consistent with the OGL.
67
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on
original material by E. Gary Gygax and Dave Arneson.
Book of Templates, Copyright 2002, Silverthorne Games; author Ian Johnston.
DragonMech Copyright 2004, Goodman Games
The Shardsfall Quest by Joseph Goodman, Copyright 2004, Goodman Games; for more information, see www.goodman-games.com, or contact
info@goodman-games.com
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DESIGNER’S NOTES
T he Shardsfall Quest is an amalgam
of several longer adventures I ran in
my first DragonMech campaign. I’ve tak-
DragonMech campaign, so perhaps that
was why they felt confident of quick
success. Unknown to them, however,
favor. Suffice it to say, they made their
Hide check more than once due to divine
intervention.
en the basic concepts, rewritten them as I’d retooled the monster and made the This epic battle began with one such
shorter episodes, and tied them together spawns tougher. Less than an hour into the Hide check. It started in Area 4 of the
with the larger concept of the starshards. In session, two of five party members were second lunar temple. The PCs opened the
that first campaign, all of these elements dead, and the remaining three were drag- door to Area 5A in the southwest corner,
were present, including an earlier version ging away the bodies and trying to figure where they had a rocking battle against
of the starshards: They were out how to retrieve their coglayer’s con- the spawn there. Next they detected the
crystalline pendants, traption, which was now guarded secret doors and entered the hidden room
in the possession by the remaining spawn. They, in the northeast corner. Here I departed
of nearly a dozen of course, blamed me for from my own adventure text and made it a
brothers, sis- not properly telegraph- repeat of Area 5A (with the spawn, rather
ters and vari- ing how dangerous the than two skinstealers), hoping to lull them
ous half-sib- spawns were. (“You into a sense of false security about what
lings, most should have said it to expect from the last hidden chamber.
of whom looked like a really pow- When they finally opened the southeast
didn’t know erful ooze!”) secret door, they had their “anti-ooze
each other, all By the next session, SWAT-team tactics” down pat, and were
of whom were their neophyte characters prepared to dispatch another spawn.
imparted with were back on their feet and Instead, they found an empty chamber.
scattered portions ready to explore the meteor I made this Area 5B. The PCs went in
of a half-understood the way the read-aloud text searching. The skinstealers made a terrific
prophecy, and each of whom said they should. We played through Hide check (wonder how that happened?)
bore the same strange birthmark. The PCs the following episodes without incident, and escaped notice. The characters blun-
stumbled into this prophecy when the until we reached the second lunar temple. dered right into the middle of the room
dying pilot of their hired mech asked them Herein lay the greatest D&D battle that I before one of the skinstealers made a
to get his starshard into the hands of his sis- have ever witnessed. surprise attack.
ter. But that’s a story for another day. Before I tell you about this And then the fun
Playtesting this adventure led to some battle, you have to understand began. The skin-
interesting situations. As usual, the play- something about lunar skin- stealer attacked
ers did things I never expected. This was in stealers. They’ve been a Fin, a half-elf
spite of the fact that most of the scenes in consistent element of my clockwork
this module came from other adventures DragonMech campaigns, ranger and
the same players had been through over and the players know one of the
the preceding year. At the very onset of how to fight them. The party’s two
The Shardsfall Quest, the PCs decided skinstealers are extremely main fight-
that instead of entering the obvious begin- powerful if they win the ers. The
ning of the adventure (Area 2 in the first surprise round and take over skinstealer
meteor), they would explore the crack a PC immediately. Otherwise, made its grapple
running down the center of the meteor. So they’re dead meat, easily defeat- and Fin failed his
they pitted their 1st-level party against the ed with ranged attacks. Because the Will save, leaving him
several spawns of Seroficitacit residing in playtesters knew to expect them (in a way under the skinstealer’s con-
the ravine between the two meteor halves. that your own first-time players won’t), I trol. This ended the surprise round, and
They’d faced such creatures in an earlier made a few allowances in the skinstealers’ now the regular round began. The skin-
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stealer-hosted Fin came last in the order. and his possessed character swung his gaze you kill him with this last shot, the skin-
All four of the other PCs got a chance to toward the only remaining PC: Kenteth stealer will fall off my body and I can save
attack him, but they rolled terribly. Even Clockwinder, the halfling coglayer. Ken- the rest of you!”
Rangus, the half-orc steamborg-barbarian teth had done more damage to the skin- A light of hope came into Garrick’s
who wielded a greataxe with a 20 Strength, stealer than anyone else, pelting it with his eyes. “Yeah!” everybody said. “Go for it!”
failed to land a blow. Only the halfling 1d4-damage shocker for round after round Garrick picked up his lucky 20-sider.
coglayer hit, with a measly 1d4 points of – and now the skinstealer wanted revenge. Kenteth looked Fin in the eye and then
damage caused by a ranged shocker device Kenteth pondered using his coglayer shouted the most glorious battle cry a man
he had built. contraption to fly to safety in the 20-foot-tall has ever heard –
Now came the skinstealers’ turn. The sec- ceilings of Area 4, but I reminded him that “I’LL SEE YOU IN HELL!”
ond stealer jumped from hiding and attacked if he did so, Fin’s skinstealer would naturally Garrick threw down the d20 with a
Rangus. It hit and grappled. Everybody administer a coup de grace to the remaining flourish. His character Kenteth took 1 point
assumed the dim-witted Rangus was done members of the party. So of damage and went into negative hit points.
for, but he somehow made his save. the coglayer made a But the d20 rolled a hit! Garrick rolled for
Then the skinstealer-hosted Fin brave choice: to damage – a measly 1 point on 1d4! But that
attacked... and the party would stand and fight was enough! Eight consecutive rounds of
never be the same. He aimed the clockwork blasting the skinstealer had finally taken
for Ang, the party cleric. ranger toe-to- their toll! As Kenteth faded into uncon-
Attacking with two weapons, toe. sciousness, the dead skinstealer slipped off
he rolled a 20 to threaten a It didn’t of Fin. Fin was back to his senses. Kenteth’s
critical, then rolled another last long. Ken- sacrifice had saved the party!
20 to confirm it. He rolled teth launched From then on it was a race against time
near-maximum critical damage, one more attack as Fin dug through backpacks for healing
then proceeded to deal near-max from his shocker, potions and tried to stabilize the party. In
damage with his second weapon. again doing 1d4 the end, he managed to stabilize everyone,
In a single round, Fin the skinstealer- damage, and the skin- and the party was able to leave the meteor
possessed clockwork ranger dealt more stealer again shrugged it off. in tatters – but alive. Well, mostly. Sarah
damage than he’d done in any round of the Then Fin stepped into melee and chopped Mae the mech jockey was dead-dead, but
entire campaign so far – and he dealt it to Kenteth down. she’d soon find resurrection.
the party’s cleric. There was a moment of silence. The So, as you consider how to impart this
Fin’s player continued to have the players stared dejectedly at the table. adventure to your players, keep in mind
best rolls of his career. In the combat’s Four of them had dead PCs, a feat which the power of a lunar skinstealer with a
second round, he dropped the cleric. In had been administered by the fifth. The surprise round and good dice rolls. There’s
the fourth round, he killed Sarah Mae the campaign was over. a reason Area 5B only has one skinstealer
mech jockey (all the way to –10 hit points). Then Fin’s player, Stephen, jumped up. now. If you have a skilled, large or expe-
Meanwhile, the rest of the players had “Wait!” he shouted. “There’s rienced party, you might consider two
been rolling terribly. They’d managed to still a chance! You’re skinstealers in that room. But
dispatch the second skinstealer (which at exactly zero hit be careful. The results can
rolled poorly) but couldn’t touch Fin. points, right?” be deadly!
In the sixth round, Fin dropped Rangus. “Yes,” said
Until that point in the campaign, Rangus had Garrick, Kente- Joseph Goodman
been nigh-unstoppable, a low-level charac- th’s player. “So May 2004
ter who routinely dealt 12+ points of damage what? I die if
every round– but against Fin, the half-orc I do anything!
barbarian-steamborg’s Power Attack and 20 The exertion
Strength didn’t seem to matter one bit! will put me
Round seven began with a moment of into negative hit
stark clarity. Fin’s player looked down on points.”
a battlefield littered with the bodies of “That’s our only
his friends. He had dropped three of the hope!” shouted Stephen.
party’s five members. He was the fourth, “You’ll die either way. But if
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HANDOUT A
HANDOUT B
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