Showing posts with label Automaton. Show all posts
Showing posts with label Automaton. Show all posts

Monday, October 2, 2017

Droid Manufacturing Plant Encounters

 
Standard Battledroid

Droid Manufacturing Plant
For Sci-Fi OSR Adventures
Roll 1d20

[1] Head storage facility. Thousands of robot heads line the shelves, each row a different droid or model. Eight of the heads in this room are actually active and will sound the security alarm if you enter their line of sight. (Roll Alarm Encounter)

With a simple tinkering or robotics skill check, one or more of the heads can be turned into a type of helmet that is used like a pair of binoculars, using the advanced sensors of the droids. Could also be worn to potentially sneak past robots.

[2] Conveyor belt railway. Located near the heart of the facility- many destinations end up here. Several hundred different conveyor belt tracts, each potentially on a different vertical or horizontal level are here. Some are also on inclines.

This area allows you access back to any other Encounter space as long as the party members which access chute it takes, which are labeled with frustrating names. (A12-Alpha for a broom closet) none of the conveyors are labeled as the machines can use them without labeling.

[3] Old robot storage. The party will find several still activated though ancient robots within several unlocked and unmarked rooms. Each room is roughly sorted by model and type of droid.

The robots have parts plucked out of them and some cannot walk, though a few still have functioning weapons- However they do not attack intelligent beings under any circumstances as their original robot programming is programmed with robot 'laws' to protect humans and other creator races.

Roll a wandering encounter and double the number of enemies. The robots within storage will jump to defend the party members screaming “CREATORS IN DANGER!” and will help in the fight, even if they aren't that strong.

[4] Two strange Battledroids argue over what to do with a rat they captured in an old metal crate. One wants to horrible torture it, then kill it. The other wants to capture more rats and make them all fight in a “grand tournament”.

The Battledroids have faulty wiring that results in their cruelty circuits being overloaded. This is obvious to any robot technician that examines their casing. It also appears intentionally done.

If the party whispers or implies one of the two plans above without being seen, the robots will take it as extra arguing points said by an AI watching them and will end up killing each other, leading to only one injured battledroid left.

[5] Combat Simulation room. This room is controlled by an AI that controls the holographic 'hard light' projectors. Once all party members are within range it will activate and trap them, before speaking to them in a giddy electronic voice. The AI wants to speak to living beings badly and wants to study their morality.

Once trapped, the AI will subject the party members to several 'tests', including one with hologram soldiers pretending not to see inside the hologram bunker- where a hologram women says her hologram baby won't stop crying and needs to be strangled to keep the soldiers from discovering all of the hologram people and the party. Other common tests include the trolley problem. Coin under a few giant hologram cups (all hologram projections are somewhat transparent; AI will get angry if you cheat), a game of giant hologram chess among others. Party will also be released if they play along after 2d6 turns.

If the party members refuse to take part or make fun of the machine's attempts to test them it will summon a hologram soldier every round and have them all fight. Hologram soldiers can deal 1d4 damage with their hologram blasters and have one hit point each. The trick is to wait until the machine overloads its processor with the number of hologram soldiers to escape instead of killing them; approximately 10 or more all fighting and moving at once will overload the AI.

[6] Abandoned Lightsabre, sits on floor. Anyone who picks it up will experience a psychic vision of the secret mastermind or the past of the facility, illuminating them. Additionally, they gain +1 Wisdom but only so long as they own the lightsabre.

The lightsabre itself has an orange blade, burns extra hot, and deals +1 damage to machines.

[7] Janitor Closet A12-Alpha. Within is the skeletal remains of the janitor, his damaged cleaning droid, and a credit chip worth 1d6x5 credits. The cleaning droid has been stripped of all parts except for battery, a single camera, and brain faced towards the skeletal janitor; was forced to watch his owner die and rot away for the past few decades.

If rebuilt, the robot will by loyal to anyone who treats it kindly.

[8] Spare Droid Parts. Section of factory almost totally stripped clean; 1d6+1 Retrofitted Cleaning Droids guard this place.

Retrofitted Cleaning Droids (1HD, +2 AC, blades deal 1d6+1 damage, no ranged attacks, compulsive need to clean messes before attacking)
Written here is a data-log entry about how the cleaning droids were retrofitted as combat models, but were too weak and fastidious to be useful for anything but guarding an empty room. Droid parts of defeated droids could be used to repair other robots.

[9] Chemical Tanks. Giant vats holding various chemicals, paints, enamels, and other caustic and dangerous liquids. There is a large AI gravity puller that can travel along tracks on the ceiling; will attempt to pick up party members and fling them into vats, dealing either 1, d4, d6, or d8 damage a round depending on the liquid.

At the bottom of one tank is an airtight container with a brain scan of a robot technician and his life savings; 500 credits. Brain scan can be used in a robot or body-blank to create a clone copy of that man, who is self centered but skilled.

[10] Oven. Long hallway with a long conveyor oven on one side. Unbeknownst to party there are laser tripwires which if activated will send out a silent alarm (Roll Alarm Encounter).

Most things coming out of the oven are for combat machines, which is obvious given the plants purpose, but still frightening.

[11] Blaster Testing Range. Three one-armed robots fixed in place test fire each blaster used for combat droid assembly. They cannot swivel on their own power but can use their arm to manually rotate themselves around to fire upon intruders, which they will do if the party makes enough noise to be heard over blaster fire.

Blaster Test Droids (1HD, +3 to hit, d6 blaster, cannot move on their own)

This room has enough blasters (d6) and blaster battery packs to arm a small army.

[12] Robot ethics and education center. Totally destroyed; filled with hundred corpses of ex-staff members. There will be a clue here that points to the Mastermind table. Among the bodies is a packet of Gazlor Grey- a type of smoked or chewed drug that cures paralysis and brings ectasy. Worth decent money of the black market.

[13] Droid AI Core Production Center. The entire mainframe computer that uploads droid programming into new droid brains is dilapidated and torn apart, made make-shift from wires and PDAs hooked up to it. This explains the weird 'robot personalities' so many bots here have.

Another clue will be left here to the identity of the Mastermind table results.

[14] Droid painting & finishes. Still active but decommissioned (all currently produced droids are unpainted). Six painter bots are currently spray-painting all over a nearby wall, drawing beautiful murals but are constantly erasing and defacing each others' work, as if competing.
The fumes here cause 1 damage to Wisdom or Intelligence each turn spent in this room.

[15] Main Assembly. Massive room with hundreds of arms, presses, conveyor belts, forges with molten steel and more. Moving anywhere but on the catwalks acts as though you activated a trap due to all the industrial chaos, requiring a save or lose a limb to one of the horrible machines.

The robots here are not active and there is surprisingly little security, but stopping the machines from functioning or foreign material being added to any of the processes will cause an Alarm encounter.

Additionally, roll a regular random encounter when party explores this area, but due to the noise and smell it is easy to avoid detection (+2 sneak).

Within this room are many semi-valuable robot parts and an assembler AI core, worth several hundred credits on its own. Taking the core instantly deactivates the entire process though and activates an Alarm encounter when taken.

[16] Klipnitiz Nest. Alien creatures with a taste for sweets; but can survive off eating electrical wires and corpses. Can also turn invisible if they are shocked enough by electricity, but still take damage from it.

Klipnit (1HD, +2 attack, 1d6 damage bite)
Looks a bit like a mix between a kangaroo and a dog with rainbow fur that seems to change color randomly depending on how you look at it. There are about 8 of them in the facility, with at least 3 here. The security does not notice them as they are not intelligent enough to classify as an alien race, but they are smart enough to avoid eating any wires in or around the central assembly room.
Can be distracted with surgery treats.

[17] Battledroid Storage. Hundreds of battle droids standing still in neat rows in a gigantic warhouse. There are far too many to fight by normal means for normal people. If party gets their attention make a reflex or agility save or die as hit by hail of blaster fire.
Additionally, if Masterminds are found or fought in the lair, they will activate these battledroids on a warpath, killing anyone they see.

[18] Corporate Offices. Surprisingly clean and well-lit part of the facility. Roll a random encounter and put it inside of a random room here. The offices contain the personal belongings of some of the staff, alive or dead, and the party can scrounge up about 150 credits worth of stuff here. Immune to wandering encouter checks here.

[19] Hand & Limb storage facility. Several dozen pairs of hands, arms, and legs are stored here. With an advanced first aid or tinkering skill check you can replace lost limbs and hands with robot ones for the time being.

[20] Reactor Core. Glowing miniature sun stuck within a glass orb; fusion energy powers the entire facility. If glass is cracked the star will go supernova and self destruct the entire facility in 1d6+1 turns.

Party simply being in this room activates an Alarm, and if self-destruct begins all the battledroids in [17] will probably go on a killing spree.

Wandering Encounters (Regular)
Roll 1d6

(1) Franken-Droid (1HD, 2 random weapons each, +2 AC)
Group of 1d4-1, minimum of 1 appearing. Strange robots either made as an experiment, by survivors or something else.

Random Droid-Weapon Sub-table: (d6)
  1. Scrap Blaster. Overheats and melts after one round of firing.
  2. Regular Blaster. D6 damage.
  3. Orb Launcher. Works only once but fires an exploding orb; d8 damage AoE
  4. Circular Saw. Cuts off a limb on max damage roll.
  5. Flamethrower. Short range, lights people on fire dealing d4 damage a turn.
  6. Razor-Drones. Flying drones with razor sharp wings and bodies- like to cut people up and can easily chase down party even if they escape the encounter normally.
(2) Rogue Battledroids (2HD, +2 to hit and AC, armed with d6 blasters and accurate)
3 Appearing.

Battledroids are basic but effective combat robots that operate on simple rank and file military tactics. They communicate with each other through high pitched whines and whistles, which is too high pitched for humans to hear or interpret, but other alien races might be able to.

Do not retreat under any circumstances, but are known to use suicide tactics when on losing side of battle to demoralize and further injure opponents.

These battledroids have gone Rogue due to faulty programming and will be attacked by security the same anyone else will, currently looking for a way out but will not speak or ally with organics easily.

(3) Metal-Hermit Crab (1HD, +2 AC, d6 claws that shread armor)
1d6 appearing.
Cousin of a hermit crab, but bigger, land dwelling, and stays inside old discarded robot parts instead of shells. Stays near the humid parts of the facility and eats whatever comes out of broken sewage and water piping.

(4) Hackers (1 HD, +3 to hit and damage vs machines only, d4 laser pistol)
1d4+1 appearing
Humans who have come to hack the computer mainframe here to turn the control of the bots to themselves, but are not strong enough to penetrate deeper into the facility.

One among them is actually a psychic trying to learn how to read machine minds as well as human ones but keeps his mind-reading powers a secret, even from his own group. Willing to trade or help party but will not sway from mission unless proven how hopeless it is.

(5) Killdroid (3HD, +2 to hit, d8 energy blade)
Lone droid with faulty intelligence. Views self as a master ninja assassin. Wears a Klipnit pelt and wants to know how to turn invisible like they do.

(6) Haywire Sexbot (1HD, -1 to hit and damage, 1d4 'death tickle' weapon)
Lone robot. Completely ineffectual in combat, but murderous. Worth good money if somehow disabled in one piece and sold.

Alarm Encounters
Roll 1d4 only when 'Alarm' sounded

(1) Battledroid Interceptors (2HD, +2 to hit, d6 blasters, fast moving)
1d6+1 appearing

Faster then regular battledroids but less armored. These droids are clever enough to lay in ambush for party members or use hit and run tactics, but are also known to commit suicide if they can take out a party member with them (push both of them into a crushing machine for example)

(2) Heavy Battledroid (4HD, always hits if in 'turret' form, d8 heavy blaster, +3 AC)
1 or 2 Appearing

Uncommon Heavy Battledroid. Can switch into 'turret' form where it cannot move but also doesn't miss its attacks. Extremely strong but easy to outmaneuver and trick. Likes to set up on the ends of hallways in Turret form.

(3) Strangudroid (2HD, in the form of flying dust, cannot be hit except with explosives or AoE attacks)
1 or 2 appearing.

Uncommon 'swarm' droid that attacks people by diving into their windpipes and using tiny lasers to blast their insides. Save to avoid breathing them in while within the cloud. They deal either 1 damage per turn outside of the body but 1d6 within it. Extremely dangerous without a mask, flamethrower, or some other weapon to combat them. The excessive heat of [15] can damage them enough to kill them.

(4) Scavengers (2HD, +2 to hit, one has 1d12 lightning cannon, the rest d6 blasters) 
1d6+1 Appearing
Random human and alien survivors looking for advanced technology. They found it.

Secret Mastermind Table
Roll 1d12 to determine a secret mastermind between the battledroid factory

  1. Alien merchant-lords, resurrect the facility for their own gain.
  2. Politicians ordered the facility reopened so they can pass laws banning robots.
  3. Robot Rights activists; proves spontaneous robot personalities
  4. Facility AI went Rogue, killed all staff to take over the world.
  5. Sole staff member went rogue, killed the staff and messed up the facility.
  6. Tiny space-amoeba god; unwittingly changed facility into what it is
  7. Intelligent Rats- Their intelligence only lasts as long as facility continues to run.
  8. Psychic of the Hackers- wanted to lead friends to death to absorb their minds
  9. Engineering Project based around AI and optimization gone horribly wrong.
  10. Government experiment gone horribly wrong, but they wanted this to happen
  11. Battledroids all share a hivemind. Want to start glorious communist revolt by force.
  12. Random acts of nature and accidents caused everything to happen.

Thursday, July 20, 2017

War-Torn Magic City Encounters

Adventurers taking cover from [17]

War-Torn Magic City
For OSR Adventures
Roll 1d20

[1] Street-Sweeper elementals create narrow passages of intense upward draft to clean rubbish from the street; have become way too intense after years without intervention.

The street-sweepers are not hostile unless you liter. These ones are trying to collectively lift a dead cow off the road, and are totally flabbergasted they can't do it.

Street-Sweeper Elemental (2 HD, +2 to hit, attack by throwing rocks and sharp things, draft knocks away all your arrow and crossbow bolts) The number that appear are 1d4 on small streets, 1d6 on the main roads.

[2] Several deactivated killer automata are under a pile of rubble, their tension coils ran out long ago. If rewound, they will revert to (2), and be hostile to the party. Their parts can be scrapped for [3].
2d6 deactivated automata.

[3] Coil-Locked door to a noble mansion. It was locked during the war, and has rusted shut in several places. The lock could be picked, but only if the right parts are used. Tension coils from Killer Automata [2] and (2) would suffice.

The door once opened leads the way into a dungeon filled with the treasure of a noble family and their magic familiars and clockwork guards.

[4] Angry Windows. These windows have been enchanted to cast hexes on anyone who tries to break them with rocks or enter them, but after many years of isolation they view anyone holding rope or a ranged weapon/rock as being a potential burglar.

Angry Windows (1 Hit Point (die when smashed), cast 1d4 Magic Missile, Color Spray limited to one target, or a Bestow Curse that lasts 2 turns.)
Appearing; 2-10, depending on size of house.

[5] Residents of the city actually trading and doing business on a street corner. Often they stop to talk to the thin air, trading money with nothing. That's actually because some of the residents have made themselves on exist on the astral plane, in hiding until order is restored, or because they were already killed and their soul is trapped in the magic city.

[6] Escaped animals from the city's finest menagerie. Roll 1d6
  1. Lion Pride (2HD, 2d4+2 lions. Each of the 2d4 lions is female with +1 AC, group always has 2 male lions that get +1HD and can roar to save vs fear or be unable to attack it.
  2. Gorillas (4 HD, 1d4 appearing. Low morale) Strong but doesn't want to fight, will posture and beat chest instead.
  3. Eagles. (1HD, flight grants +3 AC, 1d8 swoop down to attack) Seem strangely coordinated; may pick up a halfling and try to fly away to a nest to feed hatchlings.
  4. Electric Eels (1 HD, deal 1d4 damage but stuns on roll of 4, 1d12 appear) Only appear on a flooded street or in a storm drain, etc.
  5. Psychedelic Peacocks (2 HD, 1d6 appear, deal 1d4 damage pecking, if you see their full splayed tail you take -1d4 Wisdom damage)
  6. Giant Snails. (3 HD, +4 AC from shell, slow but acidic slime deal 1d6 a turn, deals 1d12 if you're caught under them. 1d6 appearing) Stupid and aimless.

[7] Spillage from a nearby potion factory has swept toxic magical waste onto the nearby street. City animals (like rats, pigeons, cats, dogs) who drink the sludge get an extra HD, grow larger with rainbow colored fur, and have a hatred of mankind.

If you drink it you just get a stomach cramp, but your eyes and ear permanently change into a random unnatural color. You can also use the sludge to power oil lanterns, which causes unnatural light; Whenever you roll for random encounters roll twice and take worst result.

[8] Fat noble laughs on street corner and gives out sweats and chocolate to anyone who comes by that are messed up; deals 1d4 damage to anyone who eats them, gets offended if you don't and will try to shove them your throat. Twitches strangely when alone. Sometimes throws out (fake) gold coins and beads, roll a save to avoid tripping on them.

Killing him reveals he is made of gelatin and is an artificial construct, meant to give out treats to children and improve relations with the nobility and commoners of this city. He's so rotten on the inside that the animals and monsters of the city just ignore him.

[9] Initiate Paladins of the Town Guard. (2HD, chainmail, +2 to hit vs criminals, high morale, 1d8 appearing) If an 8 is rolled then they are being lead by a true Paladin of the Guard, having +1 HD and full abilities.

These initiates have studied city law and will follow it like a religion, having gained minor paladin powers from it. Each of them can once a day lay hands on a person but only heal 1 HP doing it, plus they get a bonus to saving throws equal to the number of tickets they wrote today once (assume 1d4).

Their equipment is aged and worn, and most of the “initiates” despite normally being young are all in their fourties. They've obviously been at this a long time trying to restore order and aren't doing a good job of it, but are not hostile unless to the party unless they break a city ordnance.

[10] Pet Tiger roams the street, looking malnourished but still dangerous, huge, and confident. It has a collar on its neck which reads 'kitty'. If anyone in the party is a little girl it will protect them fiercely, but otherwise just roars at them to defend its territory, an old bombed out dress and shoe store.

Within the rubble of the store is a tiny silver tiara, several gold coins, and an automaton doll which can dance like a ballerina. The corpse of a young girl sits under a pile of rubble, crushed to death long before you ever arrived here.

[11] Automaton clockwork pie truck rumbles down the street slowly, having a sign on the side that says “wind me please” underneath its hand crank. It also has a supply of charcoal that is about half full.

If winded up for at least a turn, the clockwork truck will get to action and will open doors along its sides to insert in meat, fruit, and bread, of which any combination will make a pie out of. The compartments are big enough to stuff a goblin or halfling into, and they will be quickly silenced by slicing knives and burning ovens.

Each HD worth of creature put inside will make a ration out of. Fruits that are tough or unappealing can be made more delicious by going through the pie machine. If a party makes pie, the smell will attract attention (roll on random encounter table).

[12] Gigantic high rise apartment built on top of a sliding hill, animated by humongous gears and cogs to allow a bridge to be raised to any level (so the residents wouldn't have to walk up stairs to get to their floor.

The gears of the building have been blocked by the bloody remains of several huge beasts of burden. If removed, the building could be moved again, or used as a humongous weapon if used in such a way, more or less 'throwing' everything on a 20 ft wide platform anywhere in the city.

[13] Prisoners of the city's magical prison, now escaped and turned it into a fortress. Each of them wears a tiny scrap of blue fabric, the warden's uniform, chopped up and given to all the inmates. This prevents the rope and chain golems in the prison from capturing them and locking them in a rusted old cell. The golems don't know any better and think anyone not wearing the warden's uniform are prisoners, and haul them into cells.

Escaped Prisoner (1HD, +1 to hit, crafty but protective of uniform scrap)

Binding Golem (3HD, +3 AC, doesn't deal damage, each time they attack save or be immobilized in a mass of coiled ropes and chains)

[14] Magic Chain-Gang. Four orderlies force a line of people to march together. The people are collared with a large steel mantle, a golden thread connecting them, with leather hoods on their face.

The line of people cannot see, but the magic bindings that hold them allow them to collectively cast magic spells. The orderlies give commands and the members of the line cast the spells by force, or else are whipped and hit with canes. The spells they know are Disruption Blast, which is a d6 version of magic missile that only works on constructs and elementals and the other spell is Repair Foundations which instantly repair structures, sidewalks, and parts of city architecture equal to about the output of a few workers over a long day in a few seconds.

The chain gang is always looking to add new members to it, and all their current ones are tired and groggy. The chain gang also only takes non-Wizards, as the bindings allow the magic to be cast by nonmages, which is why they're so tired. They can't collar a mage because once they do he would be able to control all the magic down the golden line and turn against the orderlies. The Orderlies might attack parties without magic users, or ask the magic users in the party to give up their mundane counterparts to add to the chain-gang.

Chain-Gang Orderlies (2 HD, strike with 1d4 canes and whips, has several restraints on belt)

[15] Battling Graffiti on a nearby wall. The artwork of two distinct styles changes and morph into different monsters, soldiers, and magical effects to try and destroy the other separate style drawn by another artist on the wall so they can have free reign to create. The graffiti will no doubt create an art society with a feudal hierarchy all their own within the fictional worlds they create once they win this 'war'.

Offers to paint arrows leading to treasure if the party gives them paint to work with, which will allow them to push the other paint off the wall and collapsing into useless puddles of paint on the ground. If paint is given, the graffiti will return to fighting after drawing an arrow leading to [3].

[16] City park being patrolled by an army of ents, sentient forest fires, domestic pet wolves, and ambulatory cider presses who will instruct the party to leave if they won't give up their weapons to enter. Fighting them will lead to a random encounter with some of the guardians every turn you're in the city park forest.

At the heart of the city park is a few put together shacks and hammocks, some of the city's residents living there in relative peace. Some of them have started a nature cult and don't want to return to the urban lifestyle even if the city gets back to where it was before.

[17] Local city gang, once all urchins and filthy orphan pickpockets are all grown up and have risen to some amount of power in the chaos and finding groups of survivors and visitors to extort for money and booze. They ride atop tiny magic clouds which helped control the city's weather but are now being used by the gang to fly around.

Even with missile weapons the party will be unable to easily fight the gang members unless they find their hideout, which is a huge clocktower that displays the time, date, weather, and political climate (EXTREME ERROR) using clockwork machinery. The bottom stairs of the hideout are all bombed out, making it perfect as the urchins are the only ones who can fly to the top level unless you climb there or repair the stairs or elevator.

 Cloud Rider Urchin (1 HD, +2 AC, can 'kick' his cloud to unleash a 1d8 thunderbolt to anyone directly underneath. when they retreat, they make their clouds release water just to drench the party and make them cold and unhappy, laughing as they return to their hideout.)

[18] Animated tannery on the prowl. Has long run out of cow skins to make into leather, so is starting to attack any creature it can to convert into raw skins. Eats creatures and 'shits' out disgusting tanned hides behind it.

Animated Tannery (3 HD, +2 to hit with machine maw, follow skins to sneak up on it. Made of wood and flammable)

[19] Medium sized building with a huge device poking out the window. Is actually a huge ballista-sized crossbow, set up by a sniper who fires it out any Cloud Urchins ([17]) or monsters who get close. If befriended, he'll state he needs some food for him and his wife and child (this is a lie, his wife and child are dead, but he doesn't want people to hold out on him because he's running low). If food is given he'll give sniper support, firing 1d8 huge crossbow bolts at enemy anywhere within 5 city blocks or hexes of the tower. He can fire once every exploration turn.

[20] Weird public square with a fountain of a famous water god spitting up water. The whole place has a feeling of being really eerie and weird. You cannot scoop water out of the fountain, and instead must reach in with your hands to take a drink or step in to drink.

The fountains water looks clear and is exactly like regular water, but has a random effect or acts as a random liquid for everyone that uses it. Roll 1d8
  1. Lamp Oil. You are now dangerously flammable until you wash off.
  2. Tastes delicious and gives you hiccups. Heals 2 points of stat damage if you have any when you drink it for the first time.
  3. Acidic. Drinking it causes death, touching it 1d6 damage per round.
  4. Slimy and slippery, but seems to make you more evasive. You have a 1 in 6 chance to drop weapons and lose your footing, but get +2 AC for as long as you are coated.
  5. Water directly touching you turns red. If you drink it, your skin also turns red. No other effects, but red skin lasts 1d6 days.
  6. Levitation liquid. Makes you capable of floating upwards at half your walking speed and glide around without taking fall damage, but your carry weight is halved. Must drink to get effects.
  7. Animal Magnetism, literally. You get +1 to all reaction checks, but animals can sense when you're nearby, including dangerous ones that want to eat you.
  8. Water helps patch up holes in your equipment and clothes, but only stuff owned by you is effected.
Wandering Monsters Table
Roll 1d6

(1) Undead Couriers (2 HD, +2 to hit, 1 in 6 chance one of them has something dangerous when thrown (bomb, chakram, biting ferret) that will thrown it in first round of combat.)
Appearing; 1d8 If encountered at night double the number, but found in an allyway pressed against each other 'sleeping' and waiting for sunrise. Not hostile when 'sleeping'.

(2) Killer Automata (2 HD, +2 AC, immune to fire, poison, and mind control. Clockwork soldiers, some of which have metal heads shaped like animals or symbols of the noble families)
Appearing; 1d6. 1 in 4 chance they have a Clockwork Weapon

(3) Letters of Rejection (1 HD, +1 AC, flying letters that reject everyone from local Wizard college by burning REJECTED into their flesh with a 1d4 unnerving laser per round. Wizards in the party are instead OVERQUALIFIED but hireling Wizards have a 1 in 6 chance to be accepted, and instead are given a golden key to the campus library, which is currently overrun with ghouls and ghosts and shit.)
Appearing; 1d8

(4) Loose Experiment (1 HD, metal jaw bites for 1d8 damage, when dies casts a random spell with itself as the target.)
Appearing; 1d4

(5) Flying Bricks (1 HD, +2 AC, deal 1d6 damage, floats at about eye level. Once defeated they drop the floor and are just normal breaks again.)
Appearing; 1d20

(6) Old Clockwork Titan (4 HD, +4 AC, sweeping blade deployed once per round at a random target deals 1d12 damage if it hits; you can give up your attack to dodge it.)
Appearing; 1

Wednesday, July 19, 2017

Clockwork Tables & Weapons

I've been reading ATWC recently and was thinking about the Clockwork soldiers. Personally I call them Automatons, but when you get your face smashed in by a piston powered by a giant wind-up toy, doesn't really matter what its called right?

Clockwork Dwarf [2]
What happens when you grapple an Automaton?
Roll 1d12

[1] Hidden scythe blade cuts from its neck and tries to slash yours. Once this weapon is revealed just spins it fast like a helicopter blade, charging at you in an attempt to cut you up.

[2] Steam engine spurts boiling water onto you. Machine might break its tank to do this.

[3] Your hands get caught in crushing gears. The machine laughs at the unintentional injury it causes you.

[4] Metal windlass pummels you with counterweight.

[5] Puncturing spike comes from chest, tries to impale you up close.

[6] Spinning metal cylinder on the side of the machine makes you lose your grip.

[7] Coolant spills onto floor, causing you to slip and fall. Clever machine might try to spit it into your mouth. Mildly toxic.

[8] Machine grips you extremely tight, wraps you in bear hug, incredibly strength tries to crush you.

[9] Automaton tension coil dislodged, punches you in chest and sends you flying back.

[10] Pure spite causes it to rip off its robotic head and try to bash you to death with it.

[11] Metal parts slough off robotic body. Was never actually a robot, just a very convincing shell for a humongous crustacean. It just molted and is now very hungry.

[12] Machine reverses its joints and grabs onto you like a backpack, jerkily controlling your limbs and forcing you to move towards more of its kind or off a nearby cliff.

Devastating Clockwork Weapons 
Roll 1d6

[1] Power Piston. Extremely strong punching weapon, using metal plate and springs. Deals 1d8 damage. Slow enough that you can use your sheild to block it. If you use a metal shield it will dent it and stun you one round, wooden shields will tank the damage for you but explode into a million pieces. Takes 1d6 rounds to wind itself back up. Most are shaped like a ram's head or a fist.

[2] Chakram Springs. One shot Chakram launcher. When the ring hits a wall, it fires out another ring inside its tension coil, which fires another ring, and so on. You take 1d6 damage for each wall nearby you, in a small enclosed room you'd take 4d6. Takes ages to pick back up the rings and get ready to fire again.

[3] Unwinder. Fires a twisting machine that unwinds any automaton it lands on, stealing almost all of their energy and disabling them. Does nothing against humans, but will tie your hair up in a big stupid braid as it tries to unwind you.

[4] Banshee Box. Clockwork music box, after a second or two it screams and all creatures with ears nearby must cover their ears and lose a turn (as well as lose AC bonus from shield). If you don't you take 1d4 damage instead and are deafened for 1d6 exploration turns. Elves take 1d8 damage unless they cover their ears and are deafened for 1d6 days due to sensitive hearing.

[5] Sparkthrower. Shitty clockwork flamethrower; hopper filled with flint is grinded by extremely fast metal spinning wheel. Sparks deal 1d4 fire damage, and on a roll of 4 will ignite things that are very flammable, like straw or hay.

[6] Nibbler. Metal creature that bites away swords and metal equipment. Weapons lose a size of their damage die each round (1d8 → 1d6 → 1d4, etc) and armor loses its AC bonus until they can be properly repaired. You can bash the nibbler off by focusing on it for one round, cracking its painted metal teeth.

10 Extra Ways to Rewind your Clockwork Technology
Roll 1d10

[1] Mechanical leg brace put onto a horse. Each time the horse steps, it clicks back a wind-up box near the hoof, which can be removed and used to wind up clockwork technology.

If a horse has an injured leg the springs can be put in backwards and the leg instead supports the horse and lets it walk again without being lame. However this requires one hour of winding for every 2 hour of regular walking, or one hour of winding for one hour of rough riding.

[2] Clockwork dwarf with a single arm, has a carved beard and everything. Every hour of turning his gears lets him wind other devices for two hours. Don't ask how this works. Is extremely heavy to carry around though.

[3] Solar panels. Specific plants are grown inside small boxes with glass tops. The plant expands and pushes back the gears which lock into place, ready to be used to wind other devices. The plant must be scraped out and a new seed replanted and watered every time you use it.

[4] Aqueduct used to bring water to a city (or perhaps the Wicked City) can be channeled into huge metal drums, which when filled up press down on giant tension coils. Then a spigot is opened to let the water drain out, but the tension coil remains charged.

[5] Trained mice that runs endlessly on wheels when prompted with cheese. Can charge up devices above ¼ the speed of hand cranking it per mouse. They will run themselves to death if you let them.

[6] Charged up by a spirit. Regular negotiations and spirit bribes must be done, but the spirits can use its magic to make the clockwork instantly wind up to the amount you bargain for.

[7] Connect to wind mill. Unfurl the corkscrew sails to wind up your devices. Powerful and cheap, but stationary and reliant on mother nature to give you the breeze. It could be utterly still when you need your clockwork weapons.

[8] Using a system of pumps, pulleys, and special lighter then air alchemical lubricant, you can use an 'Ease-Handle' to greatly reduce the resistance of a winder. You still wind it by hand but at 1.5x the winding power. The device itself is not as expensive as the lubricant. If it breaks the liquid will just float away, carried by the wind.

[9] Heartbeat Machine. Requires a dangerous surgery to put metal bands around the heart and interface it to the rest of the body. Creates a clockwork port in the center of the chest, can be used to wind up machines at the cost of slowing your own heart rate and dealing damage to yourself; 1 HP damage per ½ hour of winding something. Every half hour of this winds at the rate of two normal hours.

[10] Conscript the undead. The undead turn the wheels with ancient rotting muscles and decrepit bones, meaning they're only about half as strong as a normal human in terms of winding speed. The undead leak negative energy and/or require human flesh to continue to serve, else they will just go mad and attack anyone who comes near.