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DragonMech - Campaign Setting PDF
DragonMech - Campaign Setting PDF
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CONTENTS
INTRODUCTION 5 STEAM POWERS
Using Steam Powers
53
54
Basic Mech Combat
Piloting a Mech
89
89
Building Steam Powers 54 Initiative 90
CHARACTERS 9 Building Steam Powers of Different Sizes
Steam Powers List
55
55
Armor Class
Attack Rolls
90
90
CHARACTER MOTIVATIONS 9
RACES IN DRAGONMECH 10 Some Fun Combinations 62 Attacks of Opportunity 90
Humans 10 RELIGION 63 Grappling 91
Dwarves 10 Resurrection on Highpoint 64 Called Shots 91
Elves 11 Basic Mech Combat Summary 91
Critical Hits 91
Gnomes
Half-elves
11
12
MECHS 67 Critical Thresholds 91
ORIGINS 67 Mech Critical Hits Summary 92
Half-orcs 12
SOCIETY 68 Crew 92
Halflings 12
INSIDE A MECH 69 Crew Protection 92
ADAPTING CLASSES
DESCRIPTION AND Insufficient Crew 92
TO DRAGONMECH 12
CONSTRUCTION 70 Boarding a Mech 92
Barbarians 12
Power Source 70 Targeting the Crew 93
Bards 12
Profile 71 Attacking the Crew after Boarding 93
Clerics 13
Size 72 Tripping a Mech 94
Druids 14
Maneuverability 73 Downed Mechs 94
Fighters 14
Steam-powered Mechs 73 Pulling Down a Mech 95
Monks 14
Man-powered Mechs 75 Special Attacks 95
Paladins 14
Clockwork Mechs 75 Unarmed Attacks 95
Rangers 14
Animated Mechs 78 Trample 95
Rogues 15
Undead Mechs 78 Dispelling Animated Mechs 96
Sorcerers 15
Armor 79 Riding a Mech 96
Wizards 15
Improvements beyond the Base Profile 80 Ranging Shots 97
NEW CORE CLASSES 15
Specialized Traits and Payloads 80 Indirect Attacks 97
Clockwork Ranger (variant ranger) 15
Construction and Pricing Guidelines 81 Repairing Damaged Mechs 98
Coglayer 16
Planning Time 82 MECH GALLERY AND
Constructor (variant wizard) 18
Labor Contribution 82 TECHNICAL READOUTS 98
Mech Jockey 18
Base Requirements 82 Explanation of Terms 98
Stalker (variant rogue) 21
Incremental Improvements 84 Barbagula 99
Steamborg 22
Armor 85 Bastion 100
NEW PRESTIGE CLASSES 26
Base Cost 85 Daughter, The 100
Anklebiter 26
Final Cost 85 Dignitary 101
Assimilated 27
Animated Mechs 85 Fangbiter 102
Gearwright 29
Necromantic Mechs 85 Incinerator 103
Mech Devil 31
Making the Mechcraft Check 86 Iron Maiden 104
Riftwalker 33
Building onto an Existing Mech 86 Janzeters Amazing Mobile Cannon, Mark I 105
Steam Mage 35
Personalizing Mechs 86 Juggernaut 107
Vessel of Dotrak 37
MECH COMBAT 86 Lancer 108
SKILLS 40
Summary of Mech Combat Rolls 86 Mother, The 109
FEATS 43
Moving a Mech 87 Rodwalker 111
SPELLS 47
Fuel Sources 87 Scale Hunter 112
Spell Variants 47
Difficult Terrain 87 Scorpion 113
College of Constructors 47
Stepping over Obstructions 88 Skull Crusher 114
Clockwork Familiars 47
Running and Charging 88 Slaughtergore 115
Constructor School Spell List 48
Climbing 88 Smiggenboppers Perambulatory Orc 116
Clockwork Ranger Spell List 48
Jumping 88 Talon 117
Riftwalker Spell List 48
Bull Rushing 88 Totem 118
New Cleric Domain: Engines 48
Docking on a City-mech 88 Verdant Fury 119
New Spells 48
Deploying a Mech Fleet 89 Viper 121
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has been done to solve the lunar rain itself. its beginning. They resent the treasure-hunt-
While independent clerics and paladins ers who loot their ruined villages, the gear-
organize attacks on the lunar dragons wrights who challenge their magic, and
home turf, the Confederacy focuses the mech jockeys who question
solely on terrestrial power. As many their history. Riding magical-
resentful citizens of the oppres- ly powered mechs crafted
sive Stenian Confederacy exist as from the still-living
do outsiders desperate to enter its remnants of their village
safe zones. ancestor trees, elven
As the lunar rain destroyed long- artifact-hunters hunt
established settlements, so too did lost treasures stolen by
it eradicate long-established social the new mechdoms. Mean-
customs. With few exceptions, the institu- while, the orcs of the south-
tions that once held together the fabric of ern plains grow entranced by
life are now gone. In the place of churches manding entire city-mechs in its name. Its the power of mechs, raiding more
and nations, new forces have emerged. Faith coglayers and steamborgs push the limits of frequently as they seek to acquire mechs for
in the old gods has practically vanished as technology, eagerly seeking new techniques, themselves.
worshippers question those who could not while new recruits explore ancient legends: As always, the rogues profit. From an
save them. The newly emerging mechani- Is it true that the huge metallic dwarflike early stage, the thieves guilds insinuated
cal-god Dotrak whispers cryptically in the sculptures buried in the Wet Desert are themselves into the management of the city-
ears of his prophets, while the bizarre lunar in fact ruined mechs from the first Age of mechs. Even the Stenians now make con-
gods recruit mortals in disguise. Mobile Walkers? cessions to the guilds. The destitute lower
mechdoms rule where kingdoms formerly Not all accept the new order. While nearly levels of their city-mechs are kept in line by
prevailed. The Gearwrights Guild is more five human generations have passed since ruthless guild organizations, which ensure
powerful than some nations once were, com- the lunar rain began, most elves remember available manpower to work the smelting
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plants and engine rooms as long as their outrunning the military when they can and point is essentially a Wild West environment
methods go unquestioned. All the while, a outfighting them when they cant. Treasure- with scattered law and great power waiting
shadowy group of so-called stalkers prac- hunters travel to the endless plains, where to be claimed. The old institutions are dead
tices infiltrating and disabling mechs from they raid the Legion and the orc hordes; and gone. The competition to replace them
within. Rogues and cutthroats have fantastic glory-hunters pit their steam-mechs against has begun.
new opportunities for power. dragons, giants, demons, and necromechs. Now hope exists again. It is once again a
One hero stands above them all. Mech On the outskirts of the Confederacy, a time for adventure! On the fertile endless
jockeys are the ace pilots who make life on loose collection of reclusive families called plains, elven wizard-pilots carry adventur-
the surface possible. They ferry precious the Irontooth Clans rides under no flag but ers in search of lost elven treasures. Shar
loads of iron from distant mines, risking its own. The Irontooth practice the art of Thizdics Legion sends saboteurs into
ambush by raiders and dragons. They pilot mech fu, steeped in ancient traditions but Stenian mines, while independent mech
the massive military-mechs bristling with modernized for the world of mechs, and the jockeys profit from trade with both sides.
steam cannons. Independent operators ride mech devil pilots of the Irontooth Clans Righteous paladins fight nobly against the
scout-mechs into the frontiers, seeking new are feared above all others. lunar dragons, and treasure-seeking fighters
trade routes or ruins to loot. They smuggle In a land where chaos comes hand in hand hunt for their lairs. Gnome coglayers build
contraband into the Stenian Confederacy, with opportunity, it is no surprise that efforts fantastic clockwork weapons for their allies,
to solve the true cause of the problems the while dwarven steamborgs replace their own
lunar rain and the creatures it brings to earth body parts with steam-powered prosthetics.
have failed repeatedly. Only the most All the while, the soft pinging of the lunar
heroic adventurer can resist the daily temp- rain can be heard through the sturdy metal
tation of personal wealth and power. High- shell of your transport mech, as you bed down
for the night outside the ruins of a once-great
surface city. Hope exists once again
And its powered by steam.
plate 2 The heroes of DragonMech include
the traditional classes as well as those
who build and pilot mechs.
plate 1 The standard races are well represented in the land of Highpoint.
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Restrict knowledge of mechs to those who ly few natural obstructions, combined with well fortunate had to travel hundreds of miles
can use it wisely defined boundaries preventing outside invad- to the western steppes or northern forests,
Rise to a senior pilot position in the mech ers, made this the perfect realm for nomads; where some were accepted by the elven vil-
jockey hierarchy of the city-mechs the open plains were protected from invasion lages. Most died en route.
Discover what lives in the endless engine by the steppes to the west, the forests to the Humans living in other regions, such as the
rooms that power the city-mechs north, the sea to the east, and the swamps to flatland, were less affected by the catastro-
Prove that life on the surface is possible the south. Between the nomad tribes, how- phe. They were closer to underdeep havens,
without the city-mechs ever, no shortage of conflict existed. Human or on good terms with nearby dwarves, and
Unravel the mystery behind the Pretominin civilization has always been wild and malleable fared better than their nomadic brethren.
Heads and the Great Standing Dwarf to begin with, with entire kingdoms rising Many took shelter in the dwarven strong-
Hunt monsters, find treasure, and become and falling within a few short generations, holds. There they forged life-long alliances,
a hero in this shattered world and the endless plains are no exception. The standing side by side with their dwarven hosts
many tribes bickered constantly over territory, to defend against later waves of refugees.
resources, and prestige. The orc hordes that Older human characters are likely to be
also walked the plains made for still more con- embittered, cynical refugees. Their personal
flict. The few nonnomadic cultures retreated history includes constant flight or fight for
to impregnable fortress-cities that the combat- the past fifty-odd years. Theyve never known
RACES IN ive nomads couldnt invade. peace, stability, or true safety, nor have their
Now, however, the endless plains are fathers or grandfathers. To them, the mechs
DRAGONMECH decaying. With little shelter from the lunar arent hope; the mechs are merely the latest
rain, they are eroding with every passing in a string of refuges. They adventure solely
This section describes the major races in dwellers. See page 157 for information on
DragonMech and the ways they interact. these tribes.
HUMANS DWARVES
dragons were only a small threat; no large dwarven bonuses in combat against giants, Elven characters are sad and distant, but
creature can fit very far into a dwarven tun- orcs, and goblinoids do not apply to combat among all player character races they are the
nel. But the dwarves suffered mercilessly with orc mechs. The bonus is due to genera- most hopeful. They have a seven-hundred-
from the secondary effects of the catastro- tions of training in personal martial combat, year lifespan more than sufficient to use
phes: When the surface dwellers looked for not mech combat. their mechs to eradicate the lunar dragons,
shelter from the lunar rain and dragons, they use their magic to shield them from the
headed to the mountains. The dwarves were lunar rain, and re-establish the culture they
forced to defend their underground caves ELVES once had. They adventure with very long-
against almost every living surface-dweller term goals: to recover the artifacts and icons
in the world.
The dwarven kingdoms have been in a
constant state of war for nearly a century.
T he elves were well protected by their
dense forest realms, which shielded
them from the lunar rain for some time.
their villages lost, seek new sites to reroot
their ancestor trees, establish alliances with
others who would help them fight the lunar
The more recent years have seen less vio- Although the forests were eventually worn creatures, and find magical solutions to the
lence, since most of the invaders are dead down, they bought time for their residents. worlds problems.
by now, and the development of mechs gives Even so, the elves suffered hard. The
refugees another option. But the first few elven lifespan is long, and their traditions
decades were horrible. Most dwarves now are strongly cemented. While humans had GNOMES
refer to these as the Years of the Blood Rain, short memories and several generations to
for the invasions caused by the lunar rain
spilled more dwarf blood than any other war
or catastrophic event within memory.
adapt to a new world, and the dwarves at least
retained the vestiges of their former realms,
the elves have had every last woodland village
T he gnomes have suffered much as the
dwarves have, with their underground
burrows raided and used as shelters by other
During the Years of the Blood Rain, almost utterly destroyed. Tens of thousands of years races. Unfortunately, the gnomes lack the
every dwarf household lost at least two thirds of of advanced civilization have been reduced extensive defenses of the dwarf kingdoms,
its numbers. Some were exterminated entirely. to a few portable libraries, the occasional and they have fared much worse. Despite
Some mountaintop dwarven cities are now rolled-up painting, and remembered songs. their illusions, most gnomes were evicted
occupied entirely by humans, elves, and orcs. Humans give birth to children who never from their burrows and forced to seek shelter
Some still have dwarven residents, who are the knew anything different, but barely half an elsewhere. Their burrows were then batted
slaves of the current owners. Other cities have elven generation has passed since the lunar back and forth between successive invaders
been successively occupied by wave after wave rains began. Each and every living elf is pain- until the constant activity finally attracted
of invaders, each of which wipes out the pre- fully aware of all that has been lost. To make the attention of the lunar dragons. Most
ceding one. These sanctuaries from the lunar it all the worse, they are now forced to live in gnome villages are now flattened wastes.
rain are testaments to its disruptive power. confined spaces, a condition which is anath- Although the dwarves invented the mechs
Dwarven characters are likely stoic, tired ema to the elven psyche. A deep sadness and the humans developed them, gnomes
defenders. After decades of invasion, they are permeates elven society. actually constructed many of them. The few
distrustful of anyone who is unfamiliar, particu- Nonetheless, elves welcome the mechs gnomes to survive their forcible displace-
larly if they are approached in their strongholds. with open arms. From the perspective of ment have been welcomed by mech crews,
To them, the mechs are a mixed blessing. They those used to woodland groves and high who deeply appreciate their technical prow-
relieve the pressure on the dwarven kingdoms. forest homes, living in a tall, mobile mech ess. They are less needed on the magically
At the same time, for those dwarves who now is a monumental improvement over living powered elf mechs, but most other mechs
live in mechs, they represent the abandonment underground. Although the mechs were include a cadre of gnome technicians, and
of thousands of years of dwarf stone-dwelling invented by dwarves and developed by many gnome clans have traded their services
tradition. They adventure to escape their con- humans, the most advanced are the product for safety on a human or dwarven mech.
fines, search for new solutions, beat back the of elven magic. They have taken the denuded Gnomes are welcomed for another reason:
attackers who have threatened their way of life ancestor trees that were once the centers of Theyre fun to be around. The gnomish sense
for so long, or free the dwarven cities that are their villages and magically recrafted them of humor has sustained the race, and their
still occupied by invaders. into still-living mechs. These wooden mechs jokes and pranks are welcome diversions in
The dwarven bonus to Craft checks relat- must root in the earth for one hour each day, the bleak land of Highpoint. Of course, their
ed to metal applies to Craft (Mechcraft). but they are still far more powerful than any jokes these days tend be a little darker, but
Dwarves raised in mechs do not receive the others, wielding barrages of fireballs and they still make people smile.
stonecunning ability, but in its place receive other spells at their fingertips. They carry Gnomish adventurers are jovial tricksters,
a +2 bonus to Mech Pilot skill checks. The with them the villages traditions. as they always have been, but at night, when
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theyre alone in their bedrolls, they silently Half-orcs are found in mechs only as pay- mech. Many halfling communities have now
weep for the clan members they have lost. ing passengers (when their payment is high relocated to mechs, where they provide
enough to overcome natural prejudices) or most of the unskilled and semiskilled labor
as slaves or laborers on an orc mech. required to keep the steam engines running.
HALF-ELVES Half-orc characters are coarse, crude mer- In many cases, these coglings are illicit stow-
cenaries, as they have always been. The lunar aways unknown to the mechs leaders. In the
a very different life from the whirling, wan- adjusted, for they took the least pride in Halfling adventurers are cynical, as
dering human nomads. Many half-elves split what they were to begin with. are all the races, but not quite as jaded as
their time between their two cultures. Being others. After all, halflings see change as
from two races that respected one another, opportunity. Many halflings are now pro-
they were always accepted, even when they HALFLINGS tected by the same mechs that protect the
never belonged. dwarves, gnomes, and humans, despite the
Each half-elf usually identified more
strongly with one parent or the other and T he halflings of Highpoint never had
a specific city or region to call their
halflings absence in the innovation of such
mechs. As usual, they have adapted rap-
spent more time with that society, though own, nor a civilization quite as advanced as idly and found places to support themselves.
he took pride in the accomplishments of that the elves lost. They settled everywhere
both of his heritages. Now that the lunar and moved often; halfling neighborhoods
rain has decimated the landscape, half- existed in most human cities, throughout
elves have, for the first time, had a chance elven territory, in the halls of Duerok, and
to define their own identity as something along the banks of the Endless River. ADAPTING CLASSES
other than a confused, misplaced mix- For many reasons, the halflings have
ture. Although it would be an enormous adapted well to the catastrophes. First, their TO DRAGONMECH
exaggeration to say that any half-elf actu- small size let them escape the lunar dragons
ally appreciated the catastrophes, it is true
that many have found themselves in the
new world. As social structures which con-
easily. Many halfling communities were
able to survive in the nooks and crannies
beneath the rubble of cities destroyed by
M ost traditional classes can be eas-
ily integrated into DragonMech,
although a few require adaptation.
fused them have broken down, they have the dragons. Others became worm farmers.
had less difficulty fitting into the newly Unlike the larger races, they were not forced Barbarians
reformed societies. They have flocked to battle for the underground homes of the Barbarians have always been common, espe-
to the mechs, seeing the new culture as dwarves and gnomes. Second, halflings are cially among the nomadic human tribes. Now,
a place they can fit into from the start. always quick to adapt to new opportunities, as new generations come of age in the rain-
Relative to their percentages in the overall and they did so en masse after the catastro- scalded world of Highpoint, they are even
population, half-elves are quite common phes. Many became traders, scouts, guides, more common. Any character raised on the
in human and elven mech crews. prospectors, and technicians. surface (in the rubble of old cities, in shallow
Thus were born the coglings: halfling cave complexes, or any other such area) is far
laborers and technicians who tend to mechs. more likely to be a barbarian than a fighter.
HALF-ORCS The huge, complex steam engines of the Barbarians adventure to locate kin who were
dwarven mechs require extensive mainte- lost in the disasters, to acquire whatever ves-
most survivors of the lunar rain are naturally bodies (although many were killed) but to the moon and surface has given these gods a
suspicious of anyone or anything they encoun- their faith. What sort of god would allow strong foothold in the affairs of the surface
ter, the one exception to their suspicion is the such disaster to befall his followers? Either world. On other planes, they battle the old
bard. Theyll wait to ask questions until after the gods allowed such inexplicable disaster, gods and are slowly overwhelming them.
the bard performs, and if he performs well, which would make any follower question Clerics in Highpoint must contend with
they might never ask any questions. Bards his own piety, or the gods did not allow the the battles between their deities and the
adventure to piece together what bits of disaster, in which case they are ineffectual lunar gods. They receive spells only when
knowledge they can, hoping to uncover the and lack the strength to stop whatever power their deities have the strength and divine
ultimate secrets behind the lunar rain. Even did cause the disaster. Either way, a clerics focus to spare. Each day, after the cleric
while joking and singing, they pursue the big faith will be shaken, and many attribute their completes her hour of supplication, check
questions: Why did it happen? What is life like declining powers to these causes. to see if she receives spells. This is resolved
on the moon? How can this be stopped? In reality, the old gods are being overrun by with a Wisdom check against a base DC of 6.
the lunar gods, particularly those of the lunar A roll of 1 always fails.
Clerics dragons. The physical interaction between The base DC is modified as follows.
Few clerics have survived the catastrophes For each day that the cleric did not receive
unscathed. The damage has been not to their spells, the DC on the following day is
increased by 2.
If on the previous day the cleric succeed-
ed in a major defeat of the lunar gods or
their allies and agents, in any way, the DC
is decreased by 2.
If on the previous day the cleric otherwise
aided his deity in some significant way,
such as completing a temple, founding a
new sect, defeating an enemy cleric, or
significantly enlarging an existing sect,
the DC is decreased by 1.
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This check is rolled separately for each origin. This free action is a flash of insight that trained them. Many also succumb to the
and every cleric, even two of the same faith, provided by the clerics deity in its war allure of glory and treasure waiting to be had,
as it depends not just on the deitys abil- against the lunar gods and requires no effort and seek profit from the new world growing
ity but also the clerics piety and the deitys on the clerics part. The DM should make up around them.
power on that day. Clerics still receive their the check.
spells most of the time, but the few days on Clerics now feel a compelling urge to set Monks
which they dont are certainly disturbing. forth in the name of their gods, or at least to The monasteries of Highpoint are tradition-
This weakness of clerics reflects the dis- fight against the lunar gods. They adventure ally located in the higher altitudes: the rough-
traction and limited power of their gods as out of a sense of faith, dedicated to reviving lands, the foothills of the Boundary Peaks, or
they battle the lunar gods. However, there is their faith and solving the root causes of the even on the Peaks themselves. Some monas-
a silver lining. The deities are now focusing disaster, not merely profiting in its wake. teries are in the Lilat and Herel forests, and
much more of their energy on thwarting the two extremely isolationist orders have set up
invading lunar gods and their minions. Any Druids camp west of the Boundary Peaks, far from
cleric of any faith can attempt to channel The lunar rain has had two effects on druids. civilization. All of these areas are far from
divine energy spontaneously into a spell First, not as many of them exist. Forced to the worst ravages of the lunar rain, and monks
opposing any lunar dragon or other lunar seek shelter, many had to abandon their have endured the pain of the catastrophes
creature or effect, including attempts to groves. Lacking the natural world with which as stoically as one would expect. Although
protect or heal someone from the conse- to instruct new followers, they have had a monks have never been particularly common
quences of lunar rain, damage from drag- hard time increasing their numbers. At the in Highpoint, theyre as common (or as rare)
ons, and other such causes but only if he opposite extreme is a corollary effect: those now as they have been.
receives his normal spells that day. druids who remain, and the few who have Some monks have reinterpreted their
To attempt such spontaneous casting, appeared since the lunar rains, are dedicated heritage in a new way. The mech devils of the
the cleric simply tries to cast any spell he to their cause as no others before them. They Irontooth Clans have clear roots in monastic
could normally cast, regardless of whether see themselves as participants in a sacred martial tradition, though they apply it to
it is in his daily allotment. A Wisdom check battle of epic proportions, warring against combat with mechs rather than personal
determines success. If the check is success- the lunar denizens for the sake of all things melee. Many monks have joined these clans,
ful, the cleric casts the spell as normal with- natural. Few enemies of the lunar rain are so where they are welcomed with open arms
out losing one of his allotted spells for that dedicated. They are utterly driven in their and taught the ways of the mech devils.
day. If the check fails, the cleric does not cause to protect what little remains of the
lose an allotted spell, but no spell effect natural world. In many cases, their dedica- Paladins
occurs and his action is wasted. The cleric tion borders on insanity, so hard it is to take Paladins are needed now more than ever
must still meditate to be able to cast these the losses that their groves have seen. before. As with the clerics, many have
spontaneous spells. A player must explain how his druid char- questioned their gods, but as the ultimate
These spontaneous spells can be cast acter has come to such a profession in the champions of their faith, none has held such
more than once per day. The DC for the first world of Highpoint. He may be apprenticed doubts for long. Paladins have emerged as
spontaneous spell cast each day is 20, modi- to an older druid who roamed the woods true champions, battling the lunar dragons
fied by the same adjustments as the clerics before the catastrophes, or perhaps he is a where others flee, and their numbers have
chance to get spells. The DC for each sub- refugee raised in a burrow, whose knowledge actually grown thanks to the examples they
sequent spell rises by 4 for each attempted of nature is limited to the razed environment have set.
spontaneous casting, whether successful or of the postcatastrophe world. Paladin spellcasting is limited as a clerics
not. For example, the initial DC is 20. After is (see above). None of the paladins other
one attempt, whether failed or successful, Fighters abilities are affected.
it rises to 24. After a second attempt, again Fighters are always in abundance, whether
regardless of success, it rises to 28. on Highpoint or any other world, but Rangers
In addition, clerics and paladins of ter- fewer of them are around now. The armies, As with the druids, rangers have found
restrial deities may automatically sense if a dedicated training, and military schools their homes destroyed. Rangers can still be
creature is of lunar origin. They must already necessary to produce fighters have been found among the elves and surviving human
be aware of the creatures presence. This is disrupted. Most fighters now hail from nomads, but new recruits are rare. Some have
resolved with an unadjusted Wisdom check Chemak or Duerok. Fighters adventure to responded similarly to the druids, declaring
against DC 15. On a success, the cleric suc- test their skills against the new challenges a sacred war against the lunar creatures; oth-
cessfully determines if a creature is lunar in of this world and to defend the homelands ers have simple given up, living the rest of
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their lives in the meteor-pocked wastes of wizards. Much magical knowledge was though their natural talent is not as well
what were once great forests. destroyed along with the great cities, and developed as that of the coglayers.
A variation on the traditional ranger, the destruction of the ancestral elven vil- The personal history of a clockwork rang-
called the clockwork ranger, can now be lages dealt a powerful blow to the study of er usually motivates him to adventure. In
found haunting the gear forests of city- magic. Furthermore, the age favors steam many cases, their lives were saved by mechs
mechs. Clockwork rangers are described in power, not magic except among the elves, early on. Their worship of the gear forest
detail below. it is the coglayers who are protecting their is intertwined with a desire to protect it
societies, not the wizards. as an environment, in part to preserve the
Rogues Wizards are not as common as they used city-mech itself. They adventure to foil
Rogues will always have a place, in any loca- to be. Those who remain are motivated to those who would threaten the lumbering
tion and any time. The rogues of Highpoint return magic to its place of preeminence. city-mechs, to find resources to benefit the
have been unaffected by the catastrophes, They adventure to prove the worth of their city-mechs, or simply to further the cause
except insofar as it has been a great time skills, to gain new knowledge, and to track of steam technology. They oppose those
for opportunists and looters. Life on a mech down the few remaining archmages who can who advocate a return to the old ways, not
doesnt particularly favor a rogue the quar- teach them the greatest secrets of all. just because it threatens the denizens of
ters are a little too cramped to get away with the gear forests, but because they see it as
much but rogues have found their skills are a deceptive solution.
perfectly suited to infiltrating enemy mechs, Clockwork rangers are also known as
which are little more than walking buildings. metal rangers or enginekeepers.
Some rogues have even specialized in such NEW CORE CLASSES
skills, and rumors exist of a secretive orga- Game Rule Information
nization of stalkers who are dedicated to Clockwork rangers are identical to normal
taking down mechs without ever being seen. CLOCKWORK RANGER rangers with the following modifications.
Rogues adventure for the same reasons they (VARIANT RANGER)
always have: loot, experience, fame, infamy,
and the challenge of a great heist.
Sorcerers
T he clockwork ranger is a fighting
man who has adopted the mech
as his home. On a normal world
The moons low orbit has caused all manner he may have grown up studying
of strange events on Highpoint, not least of the creatures of the woods,
which is a huge jump in the number of natu- but, raised as he was on a
ral-born spellcasters. Sorcerers are on the mech, he has instead
rise, apparently driven by some magical side made the world of
effect of the moon. Many of the new blood metal his domain.
manifest spells that are moon-themed varia- Most clockwork rangers
tions on the traditions, such as magic missiles live in the gear forests, the vast
that launch meteorites instead of arrows. engine rooms that occupy mul-
In some cases they are hated for this, being tiple levels of every city-mech.
seen as part of the worlds problems; in other Clockwork rangers are in most
cases, they are treasured as bearers of unique respects just like traditional rangers.
magic. In any event, the respect they enjoy They study the creatures that occupy
must now be shared with mech jockeys and the gear forests, both natives (like
coglayers, a fact many sorcerers find grating. coglings) and invaders (which can
They adventure to test their limits and find include practically any creature that
their purpose, especially those whose tal- threatens the engines regularly). They
ents indicate they are connected to the lunar tend to be standoffish loners who
catastrophes in some inexplicable way. retreat to the engine rooms for sol-
ace and skill. Clockwork rangers have
Wizards a natural understanding of engineer-
Fewer places exist to learn magic these days, ing rather than the affinity for nature
and fewer people are training to become found with woods-dwelling rangers,
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Class Skills gear forests develop their own unique ecolo- Characteristics: Coglayers are shy and
The clockwork rangers class skills (and the gies, albeit it with creatures far removed from reclusive. They prefer to spend their time
key abilities for each skill) are Climb (Str), those that walk the woodland dale. Clockwork with machines, not people. They maintain
Concentration (Con), Craft (Int), Handle rangers may still draw on nature to cast divine a conservative appearance and dont draw
Animal (Cha), Heal (Wis), Hide (Dex), Jump spells, though the spells available to them are attention to themselves except when
(Str), Knowledge (nature) (Int), Knowledge slanted more toward mechanical life. See page demonstrating new inventions, at which
(steam engines) (Int), Listen (Wis), Move 48 for their spell list. point they are happy to show them off.
Silently (Dex), Profession (Wis), Search Track: Clockwork rangers still receive the Alignment: Coglayers tend toward neu-
(Int), Spot (Wis), Survival (Wis), and Use Track feat. The grime and grease that coat the trality and even chaos. Their belief structure
Rope (Dex). floors of gear forests count as firm ground for places a high premium on knowledge and
Clockwork rangers have the unique abil- purposes of the feat. Particularly sludge-cov- truth, as well as the advancement of tech-
ity to use Handle Animal to influence con- ered areas are considered soft ground. nology through contributions to the greater
structs. See page 42 for details. Favored Enemy: Clockwork rangers still body of knowledge. They consider these
Skill Points at 1st Level: (4 + Int modi- have favored enemies. They may choose timeless values to be far more important
fier) x 4. from the traditional categories, provided than the temporal loyalties of mortal life.
Skill Points at Each Additional Level: they have had exposure to those enemies. Religion: Coglayers have no respect
4 + Int modifier. Animal Companion: The clockwork for the old gods. They are utterly atheis-
rangers animal companion must be a creature tic. They worship only technology and the
Class Features native to the gear forests. Choose from this list: power it can bring them. If they exhibit any
Clockwork rangers are like rangers except dire rat, grease lizard, monstrous centipede religious leanings at all, it is toward Dotrak,
for the following. (Medium or Large), monstrous spider (Medi- the great engine.
Spells: Though the gear forest is a man- um), or snake (Small or Medium viper). Background: Many coglayers are offi-
made environment, cially trained by the Gearwrights Guild, or
its inhabitants are a similar organization in their hometown. If
creatures of COGLAYER not part of the guild, they are almost always
nature. Many apprenticed to an older, more experienced
loses one steam power. All lost steam powers Characters become constructors because never teach these spells to nonmembers.
are restored as soon as the coglayer spends a they exhibit a talent for both engineering The only way to learn them is to be a mem-
full hour on maintenance. and arcane magic. If they lacked the abil- ber of the college or to discover them in a
Integrated Parts: Most coglayers are ity to cast spells, many would have become members spellbook.
Small creatures, such as gnomes, halflings, coglayers. Instead, they fuse their two skill Specialist: Constructors are specialists.
or coglings. With their low Strength, these sets to create creatures far beyond the scope As described in the PHB, a constructor can
coglayers have been forced to develop of simple engineering (or so they hope). prepare one additional spell of each level per
new ways to carry around all their gear. At The constructor class is a mix between a day, and receives a +2 bonus to Spellcraft
3rd level and every 4 levels thereafter, the normal character class and a prestige class. checks to learn the spells of her chosen col-
coglayer can integrate two steam powers Constructors are always members of the lege. The extra spell selection may be any
into one. These powers must be built into College of Constructors. This membership spell from the constructor school spell list
the same device. The two parts combined is freely available to anyone who professes (page 48).
then weigh the same amount as the smaller an interest. In that regard, the constructor is To become a constructor, a wizard must
of them did before they were combined. For like a prestige class, as it requires member- select any single other school as her prohib-
example, an imagemaker combined with an ship in a world-specific institution. On the ited school. Almost all constructors choose
iron arm would have a total weight of 8 lbs., other hand, this is hardly more specialized necromancy as their prohibited school,
the same weight as the iron arm by itself. than what is required of a specialist wizard since spells of all other schools are required
Parts integrated in this manner cannot be (an illusionist, for example). Constructors for the creation of all typical constructs.
separated once combined; to replace them, are essentially specialist wizards whose Those who dont choose necromancy as their
the coglayer has to build two whole new specialization includes membership in an restricted school often have foul ambitions
parts from scratch. It is perfectly acceptable organization. Unlike normal specialists, involving the creation of smoking dead and
to integrate disparate parts of radically dif- however, their specialization does not fall other undead semiconstructs.
ferent size, weight, and dimensions after along the lines of a specific school. Familiar: A constructor may build a
all, this is fantasy engineering! Players may select constructor as their clockwork familiar (see page 47).
That Piece is Important: At 12th level class at 1st level.
(or higher), a coglayer may take the that
piece is important ability (per the stalker class Game Rule Information MECH JOCKEY
description) in place of a normal feat. A A constructor is identical to a normal wizard
coglayer with this ability may identify stalker
sabotage in half the usual time (which nets to
with the following modifications.
Class Skills A mech jockey pilots mechs. The mech
jockey embodies technical inclination
one-fourth the time the stalker spent finding The constructors class skills (and the key combined with lightning reflexes, extraordi-
the piece). abilities for each skill) are Concentration nary spatial abilities, an emotional sensitivity
(Con), Craft (alchemy) (Int), Disable to machines, and an unflinching belief that a
Device (Int), Knowledge (any) (Int), Profes- mech can do anything a human can.
CONSTRUCTOR sion (Wis), and Spellcraft (Int). While the earliest mechs were piloted
(VARIANT WIZARD) Skill Points at 1st Level: (2 + Int modi- by the technically minded people who built
fier) x 4. them, it soon became clear that technical
cautious pilots of the massive city-mechs in mechs and steam technology from an early as common. Many dwarven mechs are still
stride mightily above the ground, plotting age, but rather than learn how the mechs piloted by coglayers.
their steps with expert precision so as to worked, they just wanted to make them go, Other Classes: Mech jockeys get along
avoid disaster. go, go! They hail from cultures where mechs well with the wild, roughneck classes: bar-
Adventures: Mech jockeys adventure are common, or at least familiar: usually one barians, bards, rogues, and most fighters.
because its the only way they can get behind of the mechdoms, or Duerok. Mech jockeys The more conservative classes consider
the controls of a mech. Most of them are in from the underdeep are unheard of. them a little too much to handle, including
love with mechs from the moment they set Races: Although dwarves and gnomes coglayers, who appreciate the mech jockeys
sight on one. On top of that, mech jockeys are most common among the technical love of their creations but really cant quite
get a thrill from the rush of piloting and love professions, mech jockeys are far more connect with them. Sorcerers and wizards
excitement, danger, battle, and loud noises. likely to be human. Humans love the thrill often feel a sense of rivalry with mech jock-
The transition from there to active adventur- of piloting. Whenever you see a mech doing eys, as they embody the steam technology
ing isnt very far. Mech jockey adventures something extraordinary dancing, fight- that is rapidly challenging the predominance
involve ferrying cargo, passengers, or even ing unarmed with its elbows and knees, of magic. Clerics and paladins disdain them
contraband; scouting out new locations for moving faster than even the builder thought for their lack of faith, and monks consider
settlements or mines; patrolling safe zones; possible it is almost guaranteed to be a them undisciplined and rowdy (except for
defending city-mechs against invading crazed human mech jockey behind the con- the mech devils, whose own brand of monas-
mechs; and going head to head with lunar trols. Mech jockeys of other races do exist, ticism intersects perfectly with that of a
dragons and other huge monsters. of course, but theyre neither as crazy nor mech jockeys).
Characteristics: The mech jockey is
like the quintessential fighter pilot: cocky, Game Rule Information
self-assured, and good at what he does. Mech jockeys have the following game
Mech jockeys have a specific ability which statistics.
has never before been recognized as useful. Abilities: Dexterity is by far the most
In the past, they may have become chariot important ability for mech jockeys. It helps
drivers in the military, or simply raced bug- them control their craft with precision and
gies with the lads back in the village. Now skill. Intelligence is useful for understanding
their piloting talent finally has a produc- the engineering that powers the mechs.
tive, respectable outlet, and theyre very Alignment: Any.
proud of that. Hit Die: d6
Mech jockeys are always amateur techni- Class Skills
cians, and some start out as coglayers before The mech jockeys class skills (and
multiclassing into piloting. Unlike coglay- the key abilities for each skill)
ers, however, their technical abilities arent are Balance (Dex), Climb (Str),
directed at building new kinds of machines. Craft (mechcraft) (Int), Jump
Rather, they are most interested in souping (Str), Knowledge (mechs) (Int),
up their legs. They focus on customizing Knowledge (steam engines) (Int),
their mechs and jerry-rigging repairs. Listen (Wis), Mech Pilot (Dex), and Spot
Alignment: Mech jockeys can be of any (Wis).
alignment. A chaotic mech jockey sets out Skill Points at 1st Level: (4 + Int modi-
to acquire his own mech (whether legally fier) x 4.
or not), while a lawful mech jockey joins the Skill Points at Each Additional Level:
military in order to be assigned to a mech. 4 + Int modifier.
Religion: Mech jockeys are not as athe- Class Features
istic as some of the other newly appearing All of the following are class features of the
classes, but their faith is still solidly planted mech jockey.
on the side of machinery, not gods. They may Weapon and Armor Proficiency: Mech
retain some residual worship of the divine, jockeys are proficient with all simple weap-
but most espouse a belief in Dotrak. ons, plus the rapier, short sword, all cross-
Background: Mech jockeys love speed, bows, and the steam gun. They are proficient
thrills, and excitement. They were interested with light and medium armor, including
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green column, while red critical hits use jockey levels as fighter levels for purposes Skill Points at 1st Level: (8 + Int modi-
the yellow column. of meeting the feat prerequisites. fier) x 4.
At 20th level, a mech jockey treats critical Skill Points at Each Additional Level: 8
hits as three increments less dangerous. All + Int modifier.
critical hits use the green column, regardless STALKER (VARIANT ROGUE)
of threshold. Class Features
Bonus Feat: At each of the indicated
levels the mech jockey may take one of
the following feats for free, provided
S talkers are rogues who specialize in infil-
trating and destroying mechs. Although
their abilities are generally similar to tradi-
All class features are identical to those of a
rogue except as described here.
Special Abilities: On achieving 10th
the feats prerequisites are met: Dodge, tional rogues, their training departs in a few level and every three levels thereafter (13th,
Expertise, Cleave, Great Cleave, Greater important ways. They study steam engine 16th, and 19th), a stalker gains a special
Weapon Focus (any mech weapon), technology and mech piloting extensively, ability. At 10th level the stalker must take
Greater Weapon Specialization (any mech and the focus of their rogue skills is on infil- the contortionist ability. At 13th level the
weapon), Improved Critical (any mech tration and concealment at the expense of stalker must take the that piece is important
weapon), Improved Initiative, Improved certain other areas. For game purposes, they ability. At future levels he may choose from
Sunder, Improved Trip, Mech Dancer, are considered a different class than the the usual options.
Mech Fu, Mechidextrous, Mechwalker, traditional rogue. Contortionist (Ex): A stalker with this abil-
Power Attack, Shot on the Run, Speed Stalkers are described in more detail on page ity can contort her body into a bewildering
Freak, Spring Attack, Weapon Focus (any 179. They are not a formal organization, simply variety of shapes. She can dislocate joints
mech weapon), or Weapon Specializa- a type of rogue with specialized interests. at will, contract her body into unnaturally
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CHPT.
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small shapes, and fit through incredibly tiny must spend at least half as much time find- was it faster and stronger, it was modular and
spaces. She receives a +5 competence bonus ing the damaged piece as the stalker spent easily repairable.
to Escape Artist checks. This stacks with the identifying it. From Darius experiments formed a cote-
Agile feat. Stalkers use this skill to squeeze If the check fails, the stalker can con- rie of obsessive dwarven engineers. It wasnt
into the tiniest openings on a mech, often tinue searching for another week, then long before they dispensed entirely with the
finding entry through narrow air vents and make another check. After each failed pretense of helping the crippled. Soon they
seemingly impassible exhaust pipes. attempt the stalker must pass a Bluff check were voluntarily performing surgery on one
That Piece Is Important (Ex): A stalker with of the same DC as the Disable Device another, replacing natural limbs and organs
this ability can assess weak points in a mechs check or have her activities in the engine with steamborg parts. In time, they were
engines with expert ability. After extensive rooms detected (probably by investigating more steam engine than dwarf, and thus were
study of the mechs engine rooms, she can coglayers). This routine of a new check born the steamborgs.
identify a single piece that, if destroyed, will each week can continue until the stalker Adventures: Steamborgs adventure
bring the entire mech to a grinding halt. gives up or is detected. because it provides a source of funds for their
Using this ability requires studying the This ability is far more subtle than simply experiments and a chance to test their latest
mechs engines for at least one full hour on a bashing in an important gear. Its sabotage in accouterments. Some are also motivated to
small mech, and as long as several months on the most inconspicuous possible manner. adventure because they have no homes and
the endless gear forests of a city-mech. After The stalker might remove a single bolt, cut nowhere else to go. Low-level steamborgs
the period of study, the stalker can make a a single wire, or file the edges of a gear by may still have a place in their society, but as
Disable Device skill check. The stalker can- a single millimeter. This ability sums up the they advance and become progressively less
not take 10 or take 20 on this roll. The time very motto of the stalker: cause maximum human (or dwarven or gnomish, as the case
required and the DC depends on the mechs damage with minimum visibility. may be), they invariably become outcasts.
size as follows: Necromantic and animated mechs are not Some are treated as deranged eccentrics
affected by this ability. useful allies, but certainly not someone
Size Study Time Disable Device DC Favored Class: Regardless of race, any to leave unattended with your children
Large 1 hour 16 rogue may multiclass as a stalker as if stalker while others are deemed a bad influence
Huge 2 hours 18 were a favored class, and vice versa. and chased out of town.
Gargantuan 4 hours 20 Characteristics: Steamborgs acquire
Colossal 8 hours 22 power through the addition of steam engine
Colossal II 2 days 24 STEAMBORG technology to their own bodies and their
Colossal III 5 days 26 improved proficiency in using it. Over time
Colossal IV
Colossal V
City-mech A
2 weeks
3 weeks
1 month
28
30
32
T he steamborgs are a profession unlike
anything the world has seen before.
They are human, dwarf, and gnome engineers
they become more and more adept at oper-
ating steampunk equipment. Not only can
they use the powers built into their artificial
City-mech B 2 months 34 who have taken steam engine technology to a body parts, they can surpass the limitations
City-mech C 3 months 36 dangerous new level. Rather than experiment of humanity, mixing the best aspects of
City-mech D 4 months 38 in building enormous mechanized walkers, machine and mortal. Their ability to operate
City-mech E 5 months 40 they took the next logical step: They turned technology is similar to that of gearwrights,
City-mech F 6 months 42 themselves into mechanized walkers. They but their talent with technology is focused
are, in essence, self-constructed cyborgs more on applying it in creative ways than
If successful, she brings the entire mech to built from steam engine technology. inventing new techniques.
a grinding halt. Within 2d6 minutes of her The rise of steam engine technology, cou- Alignment: Steamborgs tend toward
sabotage, every single system connected to pled with the nihilism of a world in tatters, neutrality and chaos. Becoming a steamborg
the mechs central engines has failed, from led to the creation of steamborgs. The early requires overstepping cultural boundaries
the legs to the arms to the water supplies to impetus was artificial limbs. A peg-legged common to almost all societies. Little dis-
any weapons connected to the main engines. dwarven engineer named Darius had long cipline is involved; rather, it entails comfort
The mech loses no hit points but must be experimented with a variety of articulated with risk and, in a world where steamborgs
repaired as if its hit points had been reduced legs, both magical and mundane. As steam are still extremely rare, a great degree of dar-
by 15%. Repairs take an unusually long time engine technology improved he applied it ing the unknown.
because the mechs coglayers must locate to his prosthetics, with surprising results. Religion: Steamborgs have no respect for
the specific part damaged by the stalker. He was able to produce an artificial leg that the old gods. Where are they now that the
Before repairs can begin, the mech crew worked better than his normal leg. Not only world is falling apart? For a steamborg, power
23
CHPT.
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comes from the steam technology that infuses readily. Some wizards, with their own ambi- almost completely replaced by steam engine
his being, not through worship of absent gods. tions and willingness to make sacrifices for technology, and only through sheer physical
Steamborgs worship only technology and the personal improvement, sympathize with the vitality are the bodys basic systems able to
power it can bring them. If they exhibit any reli- steamborgs motivations. Fighters, barbar- sustain themselves.
gious leanings at all, it is toward the quasigod ians, and some rogues (as well as most orcs) Intelligence and Charisma are also impor-
Dotrak, the great engine. respect the improved abilities that come tant to a steamborg. With Intelligence, he
Background: Steamborgs are born tin- with steamborg parts, even if they see the comprehends the technology that he will
kerers. Those who had normal professions process as unnatural. Coglayers sympathize build into his body, expressed in his acqui-
before the catastrophe were often black- with the reverence for technology but still sition of skills. With Charisma, he retains
smiths, metalworkers, and other craftsmen. see steamborgs as freaks. Clerics and pala- his essential humanity as his body becomes
Many were known for their fabulous hand- dins disdain the steamborgs abandonment more and more metal.
crafted devices, such as complex clocks of religion. Alignment: Any.
and self-loading crossbows. After the catas- Hit Die: d8
trophe, they were drawn to the developing Game Rule Information Class Skills
field of steam engine technology. Without Steamborgs have the following game statistics. The steamborgs class skills (and the key abili-
exception, a steamborg has been involved Abilities: Constitution is the defining ties for each skill) are Balance (Dex), Climb
in the construction of at least one mech. trait of a steamborg. He gains power by (Str), Concentration (Con), Craft (mech-
Some have worked on more than one, and pushing his body to its absolute limits. At craft) (Int), Disable Device (Int), Heal (Wis),
many became technicians or coglayers. the upper levels of advancement, the body is Jump (Str), Knowledge (steam engines) (Int),
Just what spurs the leap from coglayer to Listen (Wis), and Profession (engineer).
steamborg is a matter of debate and Skill Points at 1st Level: (4 + Int modi-
often varies by individual. Some saw fier) x 4.
mechs as the wrong direction for Skill Points at Each Additional Level:
steam engine technology, believ- 4 + Int modifier.
ing instead that personal power was more Class Features
important. Others have no objections to All of the following are class features
mechs but pursue steamborg technology of the steamborg.
for self-defense. Still others always aspired Weapon and Armor Proficiency:
to personal power but lacked the requisite Steamborgs spend little time learn-
talent to become fighters or wizards. ing about weapons. They devote their
Races: High-level steamborgs are uni- energy to other things. As a result, they are
versally dwarven, for it was the dwarves who proficient only with simple weapons and the
developed the class in the first place. Mid- following exotic weapons (which they learn
level steamborgs may be dwarves or gnomes. about in their engineering studies): buzzaxe,
Beginning characters tend to be dwarves buzzsaw, chattersword, flame nozzle, lobster
or gnomes, as they are the most advanced claw, steambreather, and steam gun. Their
in steam engine technology, but human armor proficiency is limited to light and
steamborgs are also known, since humans medium armors, and shields (except the
are ambitious, innovative, and willing to tower shield).
experiment for personal gain. A steamborg is always considered profi-
Other Classes: No one doesnt have a cient with any weapon he has built using his
strong opinion about steamborgs. In gen- steam powers.
eral, most other classes find steamborgs Steam Engine (Ex): A steamborg
disturbing, to say the least. They are most becomes a steamborg when someone
accepted among gnomes and dwarves, but implants a steam engine into his body. All
even then are seen as freaks. Among druids, 1st-level steamborgs are the recent recipi-
rangers, bards, and monks, as well as most ents of steam engine implants. The steam
elves, they are viewed as twisted, depraved engine is usually implanted into the chest
mockeries of nature. The only exception is cavity but can be anywhere: inside the thigh,
the drow, whose own magical adamantine in a metal sheath in the small of the back,
limbs lend them to accept steamborgs more even on the crown of the head. The steam
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CHPT.
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TABLE 1-3: THE STEAMBORG ated bonus. The associated bonus can be used
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers to improve ability scores, attacks, movement,
1 +0 +2 +0 +2 Steam Engine and other physical attributes, as follows:
2 +1 +3 +0 +3 Artificial Part +1 Function Change Bonus Eqv.
3 +2 +3 +1 +3 Lose Self Str +1 +1
4 +3 +4 +1 +4 Artificial Part +2 0+Int Dex +1 +1
5 +3 +4 +1 +4 Metal Skin 0+Int Attack bonus (ranged and melee) +1 +1
6 +4 +5 +2 +5 Artificial Part +3 1+Int Damage (any attack that uses Str) +1 +1
7 +5 +5 +2 +5 1+Int Natural armor +1 +1
8 +6/+1 +6 +2 +6 Artificial Part +4 1+Int Fortitude saves +1 +1
9 +6/+1 +6 +3 +6 Steel Skeleton 2+Int Reflex saves +1 +1
10 +7/+2 +7 +3 +7 Artificial Part +5 2+Int Movement speed (max of double) +5 ft. +1
11 +8/+3 +7 +3 +7 2+Int Natural weapon or Next higher die +1
12 +9/+4 +8 +4 +8 Artificial Part +6 3+Int unarmed damage (1d4 to 1d6 to 1d8, etc.)
13 +9/+4 +8 +4 +8 3+Int Hit dice +1 +2
14 +10/+5 +9 +4 +9 Artificial Part +7 3+Int Attacks (max of two extra) 1 extra attack at +3
15 +11/+6/+1 +9 +5 +9 4+Int lowest attack modifier
16 +12/+7/+2 +10 +5 +10 Artificial Part +8 4+Int
17 +12/+7/+2 +10 +5 +10 4+Int For example, a 2nd-level steamborg can
18 +13/+8/+3 +11 +6 +11 Artificial Part +9 5+Int use the +1 bonus from its artificial part to
19 +14/+9/+4 +11 +6 +11 Ageless 5+Int improve any function with a bonus equiva-
20 +15/+10/+5 +12 +6 +12 Artificial Part +10 5+Int lent of +1. At 4th level, the steamborg can
add another replacement part, or improve
the functioning of the current one, as long
engine is a fist-sized engine that powers all person. The extra water goes to the steam as the total bonus is +2 or less. Thus, he can
the steamborgs future equipment. engine. The steamborgs physical body does improve two functions with +1 bonus equiva-
The steam engine is protected from not need any more water; thus, dehydration lents, or make one change of a +2 bonus
attack but is still quite obvious. Gauges and only sets in if the steamborg gets less than a equivalent. At 6th level, the steamborg can
pipes are visible on the surface. A smoke- normal persons water requirement in a day. again add another part or improve the func-
stack spews forth gusts of black exhaust. However, if the steam engine doesnt get its tioning of an existing one, as long as the total
This gives a 4 penalty to all Hide checks. full share of the water, it starts to malfunc- bonus equivalent is +3 or less. And so on.
Steamborgs can disable the exhaust func- tion. If it gets only half its normal water All of these bonuses are tied to the steam-
tion for up to 5 minutes in order to hide, but requirements, the steamborgs engine-relat- borgs steam engine. If it ceases functioning,
after 5 minutes they must emit the exhaust ed functions drop by half; if it only gets a the steamborg immediately loses all associ-
or they begin to suffocate. third of its normal requirements, the engine- ated bonuses. Additionally, the artificial
The steam engine is protected from expo- related functions drop by two thirds; and so parts stop working. For example, an artificial
sure to the elements except for complete on. This exact details are up to the DM to arm freezes up or becomes limp. Dont get
submersion. If completely submerged for adjudicate. Maybe it means the devices work an artificial heart if your steam engine
more than 30 minutes, it ceases to func- in the morning but not the evening or cuts off, youll die!
tion. All special abilities associated with maybe they work sporadically for 10 minutes This ability has an important restriction.
the steam engine cease and the engine itself out of every 20. Its up to you. The steamborgs body can sustain a limited
must be repaired as if it had lost 20% of its Artificial Part (Ex): Once the steamborg amount of stress. If too many artificial parts
hit points (a minor repair, based on a cost of becomes acclimated to the use of its steam are added, or they are too powerful, the
100 gp; see the Craft (mechcraft) skill, page engine, its time to start replacing body physiological functions of his mortal body
40). Note that artificial limbs are disabled parts with steam-driven equipment. The are overwhelmed.
when the steam engine stops functioning, steamborg can replace any one body part The steamborg may never have a cumula-
meaning a steamborg with two artificial arms except its head. The exact part isnt important, tive bonus from artificial parts that exceeds
cannot repair itself! although it should somehow relate to the twice his Constitution modifier. For
The engine draws moisture from the effect it has. For example, artificial earlobes example, imagine a 13th-level steamborg
steamborgs body. All steamborgs must should improve hearing, not movement had a Constitution of 17 (+3 bonus). Upon
drink three times as much water as a normal speed! Whats most important is the associ- achieving level 14, the steamborg would have
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CHPT.
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1
to maintain the current artificial part bonus fails, he is affected as if he were a ferrous nently implanted into a mech (see page 27).
of +6, because his body simply cant handle creature (e.g., he takes 3d6 damage from a The DM may substitute other robotic
any more. If his Constitution is raised to 18, rusting grasp spell). tendencies in place of the tendency toward
he immediately gains the additional artificial Metal Skin (Ex): At 5th level, the steam- true neutral. The steamborg could become
part bonus due to him for being 14th level, borg is able to embed metal plates into his overly logical or extremely repetitive. It
bringing the total to +7. skin. These give him a +2 natural armor bonus could cross its wires and begin behav-
One final consideration: The steamborgs to AC. This bonus stacks with other types of ing in a seemingly insane manner, or some
artificial parts must come from somewhere. armor, as it increases the total thickness of aspect of its personality could simply shut
The steamborg can either build them or buy armor covering the steamborgs body. down. The exact effects are up to the DM.
them. In general, a steamborg acquires new The materials for the implantation cost They should be grounded in the nature of
abilities from leveling up at no cost and can 2,000 gp, and the procedure requires a suc- the ongoing campaign, and be sufficient to
install the artificial parts successfully with- cessful Craft (mechcraft) check (DC 25). disrupt the steamborgs interactions with
out difficulty. But altering an existing parts The steamborg can perform this operation other sentient creatures without negatively
ability (i.e., changing an artificial part bonus on himself or have someone else do it. Fail- affecting its playability.
from a previous level) costs 1,000 gp per ure means the operation failed but can be Steel Skeleton (Ex): At 9th level, the
bonus point changed. retried at additional time and expense. The steamborg can replace his skeleton with a met-
Improved Technology Skills (Ex): As the operation takes one full day and requires two al substitute. This steel skeleton is stronger and
steamborg gains experience with artificial weeks of convalescent time. more durable than a mortal skeleton. It grants
parts, he understands steam engine technol- Lose Self (Ex): As the steamborgs body a +2 bonus to Constitution and Fort saves (not
ogy better and better. The steamborgs total becomes more and more metallic, he risks inclusive of any bonuses due to the improved
artificial part bonus equivalents are added to losing his own identity. Some high-level Constitution). This bonus to Fort saves is not
all skill checks for Craft (mechcraft), Disable steamborgs are really nothing but mobile included in the save progression in Table 1-3.
Device, and Knowledge (steam engines). calculating machines, lacking any personal- The materials for the operation cost 5,000
Built-in Weaponry (Ex): A steamborg with ity whatsoever. gp and the operation itself requires a success-
an artificial arm can wield it as a club. As Starting at 3rd level, the steamborg must ful Craft (mechcraft) check (DC 30). The
long as his arm functions, he is never con- make a Charisma check each morning. The steamborg cannot perform this operation on
sidered unarmed, and causes 1d6 damage DC is equal to 10 plus his accumulated arti- himself. Failure means the operation failed but
with his arm attack. Additionally, artificial ficial part bonuses. For example, the check can be retried at additional time and expense.
arms may be constructed with built-in at 3rd level is DC 11; at 15th level, its DC 17. The operation takes five full days and requires
weapons, as long as the price of the weapon If the check is successful, the steamborg suf- four weeks of convalescent time.
is paid. A steamborg thus equipped can fers no ill effects. Ageless (Ex): At 19th level, a steamborg
never be disarmed. If the check is failed, the steamborg loses is more machine than man. His body has
Rust Vulnerability (Ex): With each artifi- its self identity for the day. A successful been so thoroughly reconstructed that aging
cial part bonus the steamborg acquires, his check the following morning restores its is no longer a factor; old parts can simply
body becomes progressively more metallic. personality, but for the remainder of the day be repaired or replaced. For all practical
He becomes vulnerable to rust monster of the failed check, the steamborgs align- purposes, the steamborg no longer ages,
attacks, the spell rusting grasp, and similar ment becomes true neutral. It thinks like a although he must have access to materials
effects. If subjected to such attacks, he machine. Human emotions are irrelevant to and tools to maintain this ageless state.
may make a Fort save to resist, even if the its calculations. It is bland and boring to be Steam Powers (Ex): The steamborg can
spell or effect does not normally allow it. around. Loyalty and friendship are evaluated imbue his artificial limbs with steam powers.
This represents the chance that the attack only in terms of their immediate utility. Oth- These powers require the steamborgs steam
targets what is left of his flesh-and-blood er human conditions are affected as well. For engine to be fully functional, as they are
body. The DC is determined normally (10 + example, the steamborg may retain a sense hard-wired into the mechanics of the limbs.
spell level + ability modifier for spells; 10 + of humor derived from analyzing humor pat- A steamborg gains steam powers according
1/2 creatures HD + relevant ability modifier terns but lack any real comedic sense. to his level and Intelligence modifier, as
for creature attacks), and the steamborg uses Until it recovers, a steamborg that has shown in Table 1-3.
his Fort modifier combined with a negative lost its self suffers an inherent 4 penalty to Each power is associated with one artifi-
penalty equal to his artificial part bonus. For all Charisma-based skill checks. Failing this cial part. Once a power is chosen, it may only
example, a 6th-level steamborg has a +5 Fort check several times in a row fulfills one of be changed if the artificial part is changed.
save and a +2 artificial part bonus, resulting the requirements of the Assimilated prestige The ability to execute the power is a physi-
in a net (5 2 =) +3 modifier. If the Fort save class, in which the steamborgs body is perma- cal part of the steamborgs body, hard-wired
26
CHPT.
#
1
detail on page 53. raiders, and those who defend against mechs. manner to ease the difficulty in opening a
Even warriors with no specialized training porthole (or a door or chest). This
can learn the skills of the anklebiter with involves clipping off bolts, struts,
sufficient infantry-versus-mech combat and reinforcing bands to reduce
experience. the tensile strength of a portal. An
NEW PRESTIGE Hit Die: d10 anklebiter who uses the tools in
Requirements this manner cannot attempt
CLASSES To qualify to become an anklebiter, to pry open, break, or
a character must fulfill the follow- otherwise burst
ing criteria: through the
ANKLEBITER Skills: Balance 5 ranks, Climb 5 porthole in the
ranks, Jump 5 ranks same round.
this, the break DC of the porthole is reduced the process if need be. mech trample.
by 1, to a maximum reduction of 5 points. Before making an attempt to break open Bonus Feat: At the indicated levels, the
Hanging on to a mech to work in this way a mech portal, the anklebiter declares hell anklebiter gains a bonus feat selected from
may require a Balance check, per the usual attempt a bloody invasion. As a free action, the list of fighter bonus feats. He must still
rules. At any point the anklebiter can stop he then makes a Fort save against DC 10. If meet all normal prerequisites.
working and make an attempt to break open he succeeds, he manages to push himself
the porthole. If he fails, he may use the tools past the normal limits of his body, hurting
again (if he hasnt reached the maximum himself in the process. For each point by ASSIMILATED
reduction yet) and then make another try at which the save exceeds 10, he adds +1 to
the reduced DC.
For example, a normal mech porthole
has a break DC of 28. An anklebiter with his
his Strength check to break open the portal
but takes 1 point of nonlethal damage. For
example, if his Fort save result were 14, hed
S ome mech jockeys become so devoted
to their mechs that they literally join
with them. These are the assimilated.
tools and an 18 Strength receives a +8 modi- add 4 to his Strength check and take 4 points They are similar to steamborgs in that they
fier to this check. That means replace their natural body parts
he still has to roll a natural 20. with artificial components.
He climbs onto the mech and Unlike steamborgs, however,
spends five rounds clipping at their reconstructed bodies
the porthole, reducing the DC dont mimic the functions of
to 23. He can now break open their original parts. Instead,
the porthole on a roll of 15 or their metal bodies are hard-
better. wired into a mech. Eventu-
Connections (Ex): An ankle- ally an assimilated is little
biter seeks out those who can more than a torso embedded
supply him with the right tools to in a metal throne, its nerve
take down mechs. At 2nd level, endings directly wired into its
he has the connections to buy steel legs.
up to 1d4 pressure bombs each Only a handful of assimilated
day. At 3rd level, he has the con- are known to exist. They are
nections to buy up to 1d4 magnet condemned as insane by every-
bombs each week. At 4th level, one, including even steambo-
he has the connections to buy up rgs. Why would anyone choose
to 1d4 rust bombs each month. to weld his body into a mech?
Rapid Boarder (Ex): The To the assimilated, everyone
anklebiter develops a technique else is insane. They know life
for grabbing mechs as they pass in a way the rest of humanity
near. He receives a bonus to will never grasp. An assimilated
Climb checks to climb a mechs perceives the world as if his
legs, ranged touch attacks to mech were an extension of his
hook a mech with a grappling own body. He feels pain when it
hook, and Jump checks to grab is wounded, feels the wind on its
hold of a passing mech. The skin when it runs, and feels the
bonus is +1 at 2nd level and rush of adrenaline when its pis-
rises thereafter as shown on the tons are pumping full bore. The
anklebiter class table. of nonlethal damage. This maneuver may be assimilated are literally living mechs.
Bloody Invader (Ex): By 3rd level, the attempted as often as the anklebiter wishes, Hit Die: d4
anklebiter has learned the benefits of rapid up to once per round. Requirements
boarding. Less time spent hanging off the This ability can also be used against nor- To qualify to become assimilated, a charac-
mech means less time being shot at. The mal doors and chests. ter must fulfill all of the following criteria.
anklebiter can now exert all of his energy to Trample Evasion (Ex): An anklebiter The criteria are quite rigid. Usually the only
try to break open a mech porthole immedi- of 5th level or higher takes only half dam- paths to the assimilated are via the steam-
ately, even going so far as to hurt himself in age if he fails his Reflex save against a borg class, or by a multiclassed steamborg/
28
CHPT.
#
1
nents (or has the Still Spell feat) and doesnt
page 60). He immediately feels any damage need to flip through a spell book physically.
to the mech or its engine. In effect, he has
the same sensory perception of the mech that
normal people do of their bodies. GEARWRIGHT
A secondary benefit of this knowledge is
that the assimilated always knows the exact
limits of his engine. He may push the enve-
lope (as the mech jockey ability) five times
G earwrights are the most knowledgeable
of all steam engineers. As members of
the Gearwrights Guild, they have access to
per day. This stacks with uses of that ability knowledge that dates back to the first Age of
gained from the mech jockey class. Walkers. The knowledge, training, materials,
Assimilated (Ex): At 5th level the char- and resources offered by the Guild are supe-
acter is fully assimilated. No physical or rior to anything else in the known world. Any
psychic distinction exists between him and coglayer would leap at a chance to join but
the mech. They have truly become one. The membership is offered only to the best of
characters soul pervades the entirety of the the best.
mech and is subject to death effects, necro- For more information on the Gearwrights
mantic effects, and other such attacks aimed Guild, see page 177.
at the mech. The assimilated mech is subject Hit Die: d4
to psionic attack and will register via detect Requirements
thoughts and other such spells. He is effec- To qualify to become a gearwright, a charac-
tively a living construct. ter must fulfill all of the following criteria:
now communicate with his mech via thought What remains of the mech jockeys Race: Dwarf or gnome. Humans have
alone. He need not move or speak. Unless flesh-and-blood body is so thoroughly been accepted on a few rare occasions,
the mech has sufficient optical interface, he dissected by steam engine apparati that but they must be exceptionally skilled (all
still must use his eyes to pilot it. it cannot be detached without destroy- numerical prerequisites listed below must
Feat: At each level indicated, the assimi- ing it but even this would not cause be exceeded by at least 20%). No elves, half-
lated receives one feat from the following the characters death. His hit points are elves, half-orcs, or halflings have ever been
list that he does not already have. He must merged with the mechs and they are con- admitted to the Guild.
meet the usual prerequisites: Gearhead, sidered one pool. Killing the characters Alignment: Neutral
Natural Pilot, Speed Freak. body removes his hit points from the pool Abilities: Dexterity 16+, Intelligence 18+
Perfect Knowledge (Ex): At 4th level, but does not eliminate his consciousness Skills: Craft (mechcraft) 10 ranks, Knowl-
the assimilated has fully integrated his ner- from the mechanical decision-making edge (mechs) 10 ranks, Knowledge (steam
vous system with the hull of his mech. At sentience now governing the mech. engines) 10 ranks, Mech Pilot 10 ranks
all times, he has perfect knowledge of the Other Classes: The path toward assimila- Membership fee: Membership dues of
mechs physical condition. He receives direct tion is not to be taken lightly. Once a char- 500 gp per year, paid upon admission
feedback from any sensory devices built into acter has become assimilated, he may take Sponsorship: The applicant must be
the mech (such as optical orbs, described on levels in other classes or prestige classes only sponsored by an existing gearwright.
30
CHPT.
#
1
engineering ability. Abilities: Dexterity 18+, Intelligence 16+ himself to an existing Irontooth mech devil.
Gearwrights of levels 11, 12, and 13 can Skills: Mech Pilot 13 ranks This requires covering much of the masters
incorporate these techniques into their Feats: Mech Dancer, Mech Fu, Mechidex- expenses, which are split between his
research. They gain the ability to take 30 trous, Mechwalker, Natural Pilot apprentices. This can prove quite expensive
(yes, 30) on any skill check relating to mechs Irontooth Clansman: The character must on the order of 2,000 gp or more per year
or steam engines. This works in all respects be a member of an Irontooth clan. If not in material costs, plus countless hours of
as taking 20 except that the result is 30 and already a member, he must gain admittance labor for each apprentice.
the time required is 30 times normal. These by challenging and defeating a renowned Special: The tradition of mech fu grew
high-ranking gearwrights are notoriously Irontooth mech jockey (not necessarily a out of the same traditions as those of the
slow in building their constructs, but they mech devil) in a ritualized Irontooth joust. monk class. The Irontooth Clans have great
are capable of producing incredible feats The clan must then decide he is worthy and respect for skilled monks and will accept
of engineering that no other living engineer offer him membership. This usually requires them into their ranks without question. Any
can match. formally annulling allegiances to mechdoms monk of at least 5th level is automatically
other than the Irontooth clan. accepted into the clan, regardless of mech
Master: The character must apprentice ability. Once accepted, the monk may mul-
MECH DEVIL ticlass as a mech jockey, trained by the clan.
Provided the monk meets the Dexterity and
to counter incoming arrows, ballistae, greatest victory is the one without a fight) Spellcraft (Int), and Spot (Wis).
hurled boulders, steam cannon shells, and find the riftwalker techniques well suited to Skill Points at Each Additional Level:
other shot or thrown weapons. The mech confounding and evading opponents without 4 + Int modifier.
must have at least one free hand to make ever having to confront them.
an attempt. (If an attempt is made with a The first riftwalker of renown was Fasil of Class Features
hand that holds a weapon, the weapon is the Aurora Plains. He had already been tin- The following are class features of the riftwalker.
automatically damaged by the attempt.) kering with the concepts of the riftwalker Weapon and Armor Proficiency: As
Otherwise, the ability is in all respects for some time before the lunar rain began. previous class. No additional proficiencies
like the Deflect Arrows feat. The Reflex Within a few days of the first meteor storms, are gained.
save is made using the mechs save, not he was successfully shifting his wizards Spells: Riftwalkers can cast spells. Their
the characters, but the character may add tower onto another plane whenever it was spell choices are very limited, focusing
his personal Dexterity bonus to the roll threatened by the lunar rain. This attracted on spells designed to travel the planes or
because he has the Mech Dancer feat. many pupils, who learned from him and
Once a mech devil has the Deflect eventually established a small school called
Arrows feat, he may then take Snatch the School of the Aurora Walkers. But one
Arrows as a normal feat slot (even if he morning Fasils tower didnt reappear, nor
lacks the other prerequisites) and use it to did the Aurora Walkers. Those who had
catch incoming projectiles. already left the school carried on its tradi-
Masterful Dodge (Ex): At 8th level, tions, but the tower and those who were
the mech devil anticipates enemy attacks in it that night have never returned.
and jumps out of the way just before they It is surmised that they decided to
hit. Any mech he pilots receives a +2 dodge find permanent habitation on
bonus to AC. another plane, but it is possible
their high-risk nocturnal jaunts
were detected by a powerful
RIFTWALKER extraplanar creature that
destroyed them. Only by
prevent detection. The primary use for to the material, or DC 25 to find a rift to the increment (such as material to transitive, or
their spellcasting is not even the casting outer planes from the ethereal plane (since transitive to inner) requires two spell levels,
of spells, but instead the channeling of theyre now closer). two increments requires four spell levels,
magical energy to open dimensional rifts Note that this ability doesnt let the rift- and three increments requires eight spell
(see the riftwalk ability, below). Riftwalker walker use the rift to travel the planes (yet). levels. The riftwalker must have the requisite
spells are memorized from a spellbook as a It simply lets him find them. It also doesnt spell energy available and sacrifice it. A spell
wizards are. In all other respects, they are let him look through the rift to see whats on counts toward levels as its spell level.
like a wizards spells, requiring a sufficient the other side. Travel through such rifts is For example, magic missile is a 1st-level
Intelligence score to learn. The riftwalker generally safe, but not always. spell. A riftwalker with magic missile memo-
spell list appears on page 48. Searching takes one minute per five feet rized twice (or otherwise available twice)
Rift Sensitivity (Su): The riftwalkers searched. A failure does not get a retry, could surrender two castings of it to rift-
greatest ability is a knack for finding and the riftwalker cannot take 10 or 20 walk one increment. Or he could sacrifice
shortcuts in the fabric of reality. The mate- on this roll. In general, as long as the rift- two castings of it, plus web (a 2nd-level
rial plane is filled with minute rifts to other walker passes the check, its safe to assume spell), to surrender four spell levels and
planes. These rifts are formed from natural a rift is around. Most planes are tattered by travel two increments.
stresses or ambient magical energy released such rifts; theyre just hard to locate for At this level, the riftwalker can transport
after planar travel spells. The riftwalker normal people. only himself through the rifts. Riftwalking is
learns to locate and exploit them. Riftwalk (Sp): At 2nd level, a riftwalker a full-round action (one standard action to
A riftwalker has a natural sensitivity to can use these rifts to transport himself expend the spell energy, then one movement
these rifts. A riftwalker (and only a riftwalk- between planes. Doing so requires locating action to move through). Other creatures
er) can search an area to attempt to discover the appropriate portal, then expending spell see the riftwalker seemingly step into an
planar rifts. Locating a rift requires a Search energy to shift through it. A shift of one invisible door, then disappear.
check against a DC based on the planes Distances traveled on other planes
proximity to the riftwalker. Within the con- often cover much greater distances on the
text of the four groups of planes (material, material plane. A riftwalker may be able
transitive, inner, and outer), the DC is 20 to to riftwalk to the astral plane, travel for a
go one increment, 25 to go two, and 30 to go few rounds on the astral plane, and then
three. Traveling between planes in the same riftwalk back to appear miles away from his
group (such as from the astral to ethereal former material location.
plane) is DC 20. The riftwalker has a 1% noncumulative
For example, finding a rift to a transitive chance per riftwalk that he will step through
plane (ethereal, shadow, or astral) from the the rift into a dangerous area (that is, even
material plane would be DC 20, whereas more dangerous than the usual state of pla-
finding a rift to an outer plane would be DC nar travel). This could include walking into a
30. Once the riftwalker travels to the ethe- solid object, entering a lava flow, or appear-
real plane, its DC 20 again to find a rift back ing inside the acidic belly of a great astral
35
CHPT.
#
1
whale. If this occurs, the riftwalker takes 1d6 solid objects while doing so, as long as his on and off), but it is lost when he is asleep or
damage per increment traveled and is imme- movement remains within the visual range unconscious. When fighting defensively, he
diately shunted back to the material plane. of his starting position. He can charge up to can concentrate on his flickering to coordi-
Riftdoor (Sp): At 4th level, the riftwalker twenty times his usual speed. nate it with enemy attacks, raising his dodge
can make the rifts large enough for other Observers see him constantly flickering bonus to +4. This stacks with the normal
creatures to travel with him. By expending as in and out of existence as he moves, seem- benefits of fighting defensively.
much spell energy as for his initial riftwalk, ingly jumping ten or twenty paces between Improved Evasion (Su): At 10th level,
the riftwalker can hold open the rift long flickers. He is stepping through one rift after the riftwalker gains improved evasion, as the
enough for someone else of up to Medium another to cover ground rapidly, effectively rogue ability.
size to pass. Expending double the spell teleporting himself multiple times over the
energy lets a Large creature walk through, course of a single move.
quadruple lets a Huge creature go through, The riftwalker must physically touch at STEAM MAGE
and so on. The rift automatically closes when least one fourth of the distance of his travel.
the riftwalker goes through, so he must be
the last to exit.
For example, a riftwalker opens a rift from
He can use this ability to bypass squares
threatened by enemy attacks of opportunity,
move through intervening opponents, step
D espite coglayers native intelligence,
the difficult apprenticeship required
of that profession prevents them from hav-
the material to the astral plane at a cost of two through solid objects that would block his ing the time to study magic also. Some
spell levels. He can hold it open for another path, and bypass obstacles (such as pits or special individuals possess both intelligence
Medium creature at a cost of two additional lava flows). and innate spellcasting abilities, however.
spell levels. By expending six more spell Additionally, a 7th-level riftwalker has Though their careers begin as coglayers,
levels he could let three more creatures pass the spell level cost of the riftwalk and riftdoor these individuals often take sabbaticals to
before he finally steps through. abilities reduced by half. At this level the explore their spellcasting abilities. As they
Other creatures who riftwalk must use riftwalkers of legend truly escaped the lunar
a move action to reach the portal and walk rain, for they were able to begin shifting
through it. The riftwalker may also use a stan- entire houses or even mansions onto other
dard action to concentrate and move the rift planes for merely an evening.
itself. This requires a Concentration check Evasion (Su): At 8th level, the rift-
each round (DC 10). If successful, the rift walker has developed the habit of
can move by up to 20 ft. Riftwalkers can use subconsciously identifying nearby
this ability to make a rift envelop an entire rifts and using them to con-
house or tower, sending it to another plane. stantly flicker in and out of
Rapid Shift (Su): At 5th level, the time existence on the mate-
required for the riftwalker to locate a portal rial plane. He gains the
is reduced to one round per 5-foot square. If rogues evasion abil-
the Search check beats the DC by 5 or more, ity as a supernatural
he finds the portal fast enough to step through ability, not as a result of
immediately on the same round he searched. terrific reflexes, but because
Ghostwalk (Sp): A 7th-level riftwalker is he has a good chance of not being
so attuned to planar rifts that he can seem- present at the instant of any area
ingly walk through solid objects. As a free effect. This works even against
action, he may make a Spot check to detect opponents from another plane
rifts within his intended path of movement. the riftwalker can always choose
(Up until this time he has used Search; this is another plane to retreat to.
the first level at which he can locate rifts so Additionally, an 8th-level
casually.) The DC is the same as the Search riftwalker gains a constant
check for rift sensitivity. +2 dodge bonus to AC, to
If the riftwalker passes the Spot check, reflect the fact that hes
he has found the necessary rifts to perform often not present when enemy
a ghostwalk. By expending one spell level, he attacks come swinging through.
can travel up to ten times his usual speed in This dodge bonus is not lost when the
a single movement action and step through riftwalker is flat-footed (hes still flickering
36
CHPT.
#
1
steam-powered device functioning for a day. total spell requirements must be cast up Vessels of Dotrak are not true clerics.
Each device (regardless of the number of front to start the engine, then the rest can be They have very little control over their pow-
separate steam power components) requires cast over the course of the day as the engine ers, even over whether they become vessels
a separate spell slot. Note that at this stage burns through its power. For example, a or continue to advance as them. They are
the steam mage can use this ability only on steam mage powering a Large mech could endowed with divine abilities by Dotraks
steam powers, not regular engines. do so by casting five 2nd-level spells, which growing consciousness but are ultimately
Synergy: At 10th level, the steam mage would take five full rounds, or six 1st-level freak manifestations of still-wild energy.
learns to harness magical energy to power spells and two 2nd-level spells, which would They cannot commune with their god as
any engine. He converts raw arcane energy take eight full rounds. clerics can, but they clearly are being given
into heat, light, kinetic motion, or what- This steam mage ability can be duplicated power by someone.
ever other force is needed to power the by the spell furnace, a magical item the steam Currently fewer than two dozen vessels
engine. The first benefit of this is that he mages themselves built (see page 143). exist in all of Highpoint. They are known
can now craft magical engines of any kind. Clockwork Familiar: Sorcerers plan- far and wide among Dotraks followers.
This is considered an act of the Craft Won- ning careers as steam mages usually forego More than one coglayer has been motivated
drous Item feat. The second benefit is that taking familiars until they are able to build to start a long journey in search of their
he can expend spell slots to give power to clockwork familiars. Steam mages are the thoughts on the true word of Dotrak.
any engine, including those that power only class besides constructors able to build Hit Die: d6
mechs. The amount of energy required clockwork familiars. Since they lack access
to power an engine depends on the size to the College of Constructors facilities, Requirements
of what it runs, measured in spell levels however, construction is more difficult. To qualify to become a vessel of Dotrak,
as follows: Building a steam mages clockwork familiar a character must full all of the following
takes one week and costs 500 gp. See page criteria:
Size Daily Spell Level Power Requirement* 46 for more details. Race: All vessels so far have been dwarven,
Medium 5 though it is conceivable that another race
Large 10 could be chosen.
Huge 25 VESSEL OF DOTRAK Alignment: Neutral
Gargantuan 50 Abilities: Intelligence 16+, Wisdom 16+
Colossal
Colossal II
Colossal III
100
150
250
T he pseudogod known as Dotrak, or the
Great Engine, is acknowledged by many
coglayers, steamborgs, and gearwrights as
Skills: Knowledge (steam engines) 10 ranks
Worship: Must be an adherent of Dotrak
Whim of the Gods: No one chooses to be
Colossal IV 400 the creator of the universe. They dont wor- a vessel. It simply happens. And once it hap-
Colossal V 600 ship him in the traditional sense, nor does pens, theres no guarantee it will continue.
City-mech A 900 Dotrak have clerics or churches. His adher- If a character is eligible to become a
City-mech B 1,250 ents eschew worshipping the traditional vessel, the DM should carefully monitor
City-mech C 1,750 gods, however. Instead, they proclaim their his actions. If the character consistently
City-mech D 2,500 belief in Dotrak, a belief that is little more performs deeds of outstanding engineering
City-mech E 3,500 than acknowledgement of a greater order expertise, spreads the word about Dotrak,
City-mech F 5,000 they cannot fathom. and embodies the (admittedly vague)
*Zero-level spells count as 1/2 a spell level. All other Whether Dotrak is real is a matter of great principles of Dotrak, the character may be
spells count as per their level (e.g., a 2nd-level spell has a debate. Some evidence exists that Dotrak stricken with the powers of a vessel. When
value of 2). has genuine power. The enigmatic trak traks the character next advances a level, he has a
animated piles of junk gears that wander 10% chance that he will advance to a 1st-level
Powering an engine in this manner requires aimlessly before dissipating are one vessel, regardless of his desires or wishes.
that the necessary spell energy be expended proof put forth by his adherents. Another From then on, his will is enmeshed with that
as spells cast directly into the engine. The far more powerful point of persuasion is the of Dotrak. Though the character receives no
spell cast has no name; it is simply a unique vessels of Dotrak, living beings spontane- communication or signs from Dotrak other
form of expending arcane energy. Each such ously endowed with his energy. These reli- than the occasional spells, he is clearly being
spell takes one full-round action to cast and gious messengers are known as messiahs by affected by his power.
uses spell-level energy equal to the level of the followers of Dotrak, for they combine his Gaining one level in the vessel of Dotrak
the spell (except for zero-level spells, which technical aptitude with a divine spellcasting class doesnt mean a character will advance
count as 1/2 level). At least 20% of the days ability unknown among coglayers. any further. See below.
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vessels body becomes progressively more subject to critical hits, nonlethal damage,
mechanical. At 2nd level, his fingernails ability damage, ability drain, or energy drain.
and toenails become silvery and hard (like He is immune to any effect that requires a
aluminum), and at 3rd level his teeth are Fortitude save (unless the effect also works
encased in a metal sheath. At 4th level, on objects). He is not at risk of death from
the vessels skeleton is transmuted to massive damage, but when reduced to
steel. This grants a +2 bonus to the 0 hit points, he is immediately killed.
vessels Constitution. His Fort save Unlike a construct, he can be resurrect-
is increased by an additional +2, ed or raised (he still has a soul), and his
stacked on top of the bonus from body does heal damage normally. The
extra Constitution. These bonuses character must still eat and drink as a
are not included in the saves indi- normal person.
cated in Table 1-10. The characters body stays a silvery
Metal Skin (Su): The vessels body color, as per his metal skin change at the
continues to transform into a living previous level. The character is still partially
construct. At 6th level, his eyes become vulnerable to rusting grasp and related spells.
metal orbs, his joints turn into metal sock- Prophet of Dotrak (Su): At 10th level, the
ets, and his skin is replaced by a thin layer of characters clockwork body acquires a golden
steel with incredible tensile strength. The sheen. He gains the following abilities:
appearance of the metal skin varies; some Because of his divine favor, he is less vul- Prophets Touch: Once per day, with a single
vessels have skin like aluminum foil or gold nerable than a steamborg; a vessel sustains touch, the prophet can restore a damaged
leaf, others have skin like chainmail or even half damage on a failure and no damage on mechanical or clockwork device to perfect
overlapping reptilelike scales. Regardless, a success. functioning. This works on magical and non-
the change grants a +2 natural bonus to AC, Clockwork Body (Su): At 9th level, the magical devices, though the ability fixes only
which stacks with other kinds of armor. The characters transformation to a construct is nonmagical mechanical problems. The device
metal skin is literally the characters skin, complete. His entire body is an intricately can be as large as a city-mech or as small as a
and cannot be removed or detached with- wrought clockwork creation that is indis- pocket watch, provided it is one single inter-
out the character taking damage as if his tinguishable from a construct, fashioned in connected engine. This ability does not clean
normal skin were removed. At 8th level, the exquisite detail far beyond the means of any the device, make it more efficient, affect cos-
skin begins to shimmer with the radiance of living gearwright. The character is essen- metic concerns, or improve flaws in its design,
silver, an indication of the vessels growing tially a living construct. nor does it repair nonmechanical damage; it
closeness to Dotrak. He is now immune to mind-influencing simply repairs any mechanical problems in a
Beginning at 6th level, the character effects (charms, compulsions, phantasms, devices current functioning. Roughly half of
becomes partially vulnerable to rusting grasp patterns, and morale effects) and to poison, all hit points lost in combat are considered
and related spells, as a steamborg is. He sleep, paralysis, stunning, disease, death mechanical problems for these purposes; the
may make a Fort save to resist such effects. effects, and necromantic effects. He is not remaining nonmechanical damage must be
repaired through normal means. point, or 3d6 minutes for a general effect
Commune with the Great Engine: The prophets (such as repairing a critical hit).
are the only mortals who claim true knowledge Major: The mech has suffered between
of Dotraks existence. The Great Engine speaks 21% and 50% of its hit points in damage. It is
to them, they say, and leads them to problems substantial damage a major component is
in the infinitely complex mechanical system broken or damaged; the modern equivalent
that mortals know as reality. Three times per is a busted radiator on a car. You can retry
day, the prophet may meditate for 30 min- until you make the fix. The time required is
utes prior to examining a mechanical device. 10 minutes per hit point, or 1d3 hours for a
For the next hour after such meditation, the general effect. Obviously, you will need the
prophet receives a +20 competence bonus to replacement parts.
any Craft (mechcraft), Disable Device, Knowl- Critical: Damage of greater than 50% of
edge (mechs), Knowledge (steam engines), starting hit points. The time required is 1
Profession (engineering), or other similar skill Craft (Mechcraft) hour per hit point, or 1d3 days for a general
checks relating to identifying a problem, fix- (Int; Trained Only) effect. Most importantly, you can make only
ing a problem, or building something. The skill Craft (mechcraft) is exceedingly one check, which is made after the time and
Create Trak Trak: Once per day, as a stan- valuable in todays Highpoint. Mechcraft cost of the repair is expended. If the check
dard action, the prophet may animate any determines your success in building mechs fails, the mech cannot be repaired.
pile of gears as a trak trak (see page 202). and repairing mechs. It also covers gen- The DM makes the check. You dont know
For 3d10 minutes, the trak trak will obey the eral knowledge of crafting steampunk whether youve fixed the mech until you try
prophets command. At the end of the dura- equipment, including general steam engine to use it. Note that its easier to repair a
tion, it collapses into the pile of junk from technology, but the skill is called mechcraft mech than to build one in the first place.
whence it came. because mechs are its primary focus. Salvaged Parts: Coglayers can use the
Ex-Vessels: Vessels who somehow leave Check: Building mechs is covered in Chap- Craft (mechcraft) skill to salvage parts from
the fold of Dotrak lose all spells and class ter 2. Repairing them depends on the mechs wrecked mechs for use in their steam pow-
abilities and can never advance as a vessel complexity and how damaged it is, as follows: ers. No other class can use the skill in this
again. Their clockwork body parts convert manner. With a successful Craft (mechcraft)
back to simple flesh. Repair DC Repair Modifier check, the coglayer can find salvageable
Minor 10 1 parts in a wreck.
Major 15 2 Only steam-powered and clockwork
Critical 20 3 mechs can be salvaged. The time required
to conduct the salvage operation is ten
SKILLS The cost of repairs is always equal to the minutes per payload unit of the mech when
Abbreviations: mechs lost hit points as a percentage of its it was intact. The coglayer can make a DC 20
Crg: clockwork ranger total, multiplied by its base cost, multiplied check for every full hour of searching, with
Cog: coglayer by the repair modifier (which grows as the an additional check for any left-over time
Con: constructor object takes more damage). For example, say based on PU not in increments of 6.
Mcj: mech jockey a mechs base cost is 10,000 gp and it has 100 The gp value of the salvaged parts is equal
Stk: stalker hp. It has suffered 30 hp damage. 30 is 30% to the margin by which the coglayer beats
Smb: steamborg of 100, which means its a major repair (as each skill check, multiplied by 10, lim-
Ank: anklebiter described below). 30% of 10,000 gp is 3,000 ited by the wrecks maximum salvage value
Asm: assimilated gp. The repair modifier is 2, so the cost is as described below. For example, a coglayer
Grt: gearwright 3,000 gp x 2 = 6,000 gp. The cost of repair- who rolls 24 on a check finds 40 gp worth of
Mcd: mech devil ing 30 hp on this mech is 6,000 gp. salvageable parts. If he made the same check
Rft: Riftwalker Minor: The mech has suffered less than result for three hours in a row, hed find 120
Stm: steam mage 20% of its hit points in damage. These sorts of gp of salvageable parts.
VoD: vessel of Dotrak repairs usually involve a single broken part, a A coglayer can continue to make salvage
C = class skill minor fault, or a visible and obvious problem. checks until the full payload unit allotment
c = cross-class skill They require few or no replacement parts. The of the mech has been searched (in which
x = you cant buy this skill modern equivalent is a broken brake light on case he has found all he can from that mech,
a car. The time required is 1 minute per hit though another coglayer may find more), or
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until the mechs maximum salvage value has Special: Characters receive a +2 synergy to control a mech. While the Mech Pilot
been met (in which case no one else will find bonus if they have 5 or more ranks in Knowl- skill represents practical piloting ability,
salvageable parts in the wreck). edge (steam engines). Knowledge (mechs) is academic knowl-
A wrecks maximum salvage value is its Mechcraft is similar to engineering, and edge of the piloting process and systems.
original gp cost divided by 10. in many cases they overlap; it is essentially a Steam engines, which covers understand-
Salvaged parts can be used in one of specialized form of engineering. In general ing their function, identifying their parts,
two ways: characters with Profession (engineering) and knowing how to build or destroy one.
The coglayer can re-use the parts in his may attempt anything covered by Craft Special: Characters checking their knowl-
steam powers. In this case, the value of (mechcraft) at a 4 penalty. edge of mechs receive a +2 synergy bonus if
the salvaged parts can be applied to the they have 5 or more ranks in Craft (mechcraft).
cost of any new steam power that the Handle Animal
coglayer builds. For example, a coglayer (Cha; Trained Only) Mech Pilot
who gains a new steam power chooses Clockwork rangers, and only clockwork rang- (Dex; Trained Only)
to add a discriminator to one of his cre- ers, may use Handle Animal to influence This skill lets you control mechs. You can
ations. A discriminator costs 350 gp. The the attitude of constructs and clockwork make them go where you want them to
coglayer waits until he finds a mech to creations, just as wild empathy influences go, fire their weapons, operate their cargo
salvage. From the wreck he salvages 142 the attitude of animals. In some cases, this bays, and generally work with them with-
gp worth of parts. He can put these toward is completely useless, particularly with con- out damaging either yourself or the mech.
building the discriminator, which he can structs that are programmed to attack any- Check: This skill lets you pilot a mech.
now build using these parts and only 208 thing that comes near automatically. In other Unless you have the relevant feats, you may
gp. Using salvaged parts in this manner cases, it may be possible to convince a laborer not fire the mechs weapon and pilot it in
requires one hour of labor for every 10 gp construct to work for you, fool a guardian con- the same round your attention must be
of applied cost, as the salvaged parts must struct into thinking that you are nonthreaten- focused solely on one action or the other.
be reworked into usable condition. ing, or bribe semi-intelligent constructs with General piloting does not require a check,
The parts can be sold. Parts sold in this high-quality metals or other gifts. Extremely but a check is necessary in unusual circum-
manner are generally useful only to other skilled clockwork rangers can intuit the stances, such as these:
coglayers, and because they require so nature of a constructs programming from Task Base DC*
much labor to transform into useable the most subtle signs to gain a sense of what Maintain balance in difficult terrain 10
mechanisms, the going price is low. actions are least likely to provoke it. A truly Maintain balance in extremely difficult terrain 20
Assuming a buyer can be found, salvaged talented clockwork ranger has occasionally Deploy from a city-mech 10
parts can be sold for 1/10 of their value. been said to have convinced a construct that Board a city-mech 15
For example, the above coglayer could he is its creator, though this talent is so rare Right an overturned mech 20
instead sell his 142 gp worth of parts for 14 the stories may be merely apocryphal. Jump Varies
gp and 2 sp. For purposes of the table for influencing Climb Varies**
There is one exception to the above rule: NPC attitude, almost all constructs are con- *Plus modifiers, as described in the relevant sections.
A coglayer can automatically recover maxi- sidered initially hostile or unfriendly. Some **Use DCs for Climb skill +4.
mum salvage value from anything he himself will attack even when indifferent, but all will Maintain balance: It is difficult for a mech
built without making a check. The required be pacified if rendered friendly. To imperson- to walk over rubble, rocky areas, riverbeds,
salvage time is unchanged. ate the constructs creator successfully, the and other uneven surfaces. Collisions and
Constructs built from steam engines can clockwork ranger must effectively persuade a other circumstances may also challenge a
also be salvaged in this manner. This includes construct to be helpful (usually DC 50). mech to keep its balance. A check is required
clockwork puppets, steamborg carcasses, and to keep the mech from losing its balance and
most devices built from coglayer steam pow- Knowledge falling over. Failure on this check means the
ers. Treat them as having PU equal to their (Int; Trained Only) mech falls over. See page 87.
size: 1 for Medium, 3 for Large, 5 for Huge, 10 The advent of steam technology has made cer- Board a city-mech: City-mechs are enor-
for Gargantuan, and 16 for Colossal. tain kinds of knowledge more useful than ever. mous, thousand-foot-tall mechs that can host
Salvaged parts have an average weight of 1 Popular new areas of knowledge include: smaller mechs on their docking bays. Board-
pound per 10 gp value. Mechs, which covers identifying a mechs ing a city-mech requires jumping or stepping
Retry: For repairing mechs, this depends abilities and weapons based on its silhou- onto the city-mech as it walks by. This is
on the difficulty, as above. No retry is ette, placing mech designs with the mech- extremely difficult to time properly, and the
allowed for salvage attempts. doms that use them, and knowing how consequences of failure are great: More than
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one mech has been crushed by the city-mechs ditional d20 system of incremental doubling Craft Steam Gear
foot when its pilot judged improperly. This is (e.g., x2 twice is x3, not x4). (General)
described in more detail on page 88. Combined ranges and durations double You can build steam-powered gear, such as
Right an overturned mech: A mech that normally, as do targets that affect areas or num- flame nozzles, chatterswords, steam guns,
has fallen over is not always easy to get up, bers. In the case of creature targets, the spells hydraulic armor, and the like.
especially if its in an awkward position. This potential target size rises by one size increment Prerequisite: Knowledge (steam
check must succeed for the mech to stand on per extra spell cast. (Normally creature target engines) 5 ranks
its feet, as described on page 64. spells are limited to creatures no more than Benefit: You can design and build steam-
Jump: Some mechs can jump, as described twice the casters size.) For example, three powered equipment. If you create a steam-
on page 88. endure elements spells cast by a Medium caster powered weapon, this does not necessarily
Climb: Some mechs can climb. Use the could be used to affect a Gargantuan mech. mean that you will be proficient in it. Craft-
DCs for the Climb skill +4, as described on All spellcasters involved must have the ing steam gear by the use of this feat takes
page 88. Combine Spell feat. This feat is commonly one day for every 1,000 gp of the items cost.
Special: A pilot with the Mech Dancer feat used to cast spells capable of affecting mechs. Normal: A character without this feat
and 5 or more ranks in the Balance skill receives See page 143 for more details. can use skills such as Craft (blacksmith) to
a +2 synergy bonus to Mech Pilot checks. construct simple pieces of steam gear (such
Craft Magical Mech as steam guns), but the time required is
(Item Creation) measured in silver pieces per the usual rules
You can build mechs powered by magic. of Craft checks. It takes much less time to
Prerequisite: Spellcaster level 9th+, build such gear with the knowledge granted
FEATS Craft (mechcraft) 5 ranks by this feat.
Benefit: You can design any animated or
Normal: Gear forests are normally more applications but is certainly good for entertain- deflect the enemy attack and take no dam-
dangerous if you move faster than half your ment. The most talented Irontooth clansmen age. The enemy may take no further actions
walking speed, or fight within them. often have mech dancing competitions. or movement after you deflect his attack.
Furthermore, if you succeed by a margin of
Mech Dancer Mech Fu (Mech: Irontooth) 5 or more, you manage to wound him in the
(Mech: Irontooth) A small but dedicated cult of Irontooth process, and he suffers damage as if hit by
Some Irontooth clansmen are so skilled clansmen has taken mech dancing to a your unarmed attack.
at piloting their mechs that they can make whole new level. They are so in tune with Once you have the Mech Fu feat, you may
them dance. Other mech jockeys acquire their mechs that they are able to fight with advance in the mech devil prestige class. See
this skill through great talent as pilots. them as they themselves would fight in close page 31 for more details.
Prerequisites: Dex 13+, Mech Pilot 10 combat weaving, ducking, punching, and
ranks kicking as the mech design allows. Termed Mech Rider (Mech: Rust Rider)
Benefit: You are so finely attuned to your mech fu, this art of close mech combat is The rust riders are renowned for fighting
mechs positioning that you can maneuver it as extremely rare but exceptionally powerful. from the mech. They often ride the legs
if it were an extension of your own body. You Prerequisites: Dex 15+, Mech Dancer, of their mechs, attacking both infantry and
add your own Dexterity modifier to the mechs trained by Irontooth clansmen mech targets as they pass. The most dan-
AC, to the mechs trip checks (in addition to Benefit: Once per round, you may use gerous thing about many rust riders isnt
your ranks in Mech Pilot or the mechs Str or unarmed attacks to counter melee attacks the mech itself its the thirty swordsmen
Dex bonus), to the DC for creatures to avoid on your mech. You must use a ready action hanging off of it!
being trampled by the mech, to the mechs to specify that you are countering melee Prerequisites: Dex 13+. As a general
Reflex saves, and generally to all other mech attacks from a specific enemy mech. If that rule, characters may not take this feat unless
checks that are contingent on Dexterity. mechs melee attack hits, you may make a they are rust riders or have trained with the
Mechdancers are able literally to make their Mech Pilot skill check using the enemys rust riders, or are anklebiters. A character
mech dance. This has no practical combat attack roll as the DC. If you succeed, you who observes rust riders in action may
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CHPT.
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attempt to teach himself this feat (provided off the mech (see page 96), but you receive a attack bonus. This includes multiple attacks
he has a feat slot available, of course). This +4 bonus due to this feat. if you have them. This applies only to mechs
requires a mech to practice with and takes you have trained with.
at least three months. For every full three Mech Weapon Proficiency Normal: Only the classes of mech jockey,
months of dedicated practice, the character (Mech) assimilated, and mech devil normally have a
must make a Wisdom and Dexterity check You are proficient in certain mech weapons. mech attack bonus. Other classes fight at
(DC 13); if he passes both he learns the feat. Benefit: Choose one type of mech of size half their base attack bonus and may not use
For each failed check, he gains a +2 bonus to Colossal III or smaller. You are proficient in multiple attacks.
subsequent attempts. all weapons mounted on that mech, whether
Benefit: You do not need to make a Bal- Mech or Siege type. You may use them Mechidextrous (Mech)
ance check to hold onto a moving mech, without penalty. You may also use different- You are able to operate both a mechs hands
or attack (or take similar actions) while sized versions of the weapons without penalty. at once, even while you pilot the mech.
doing so. To make a ride-by attack while Normal: Without being proficient with a Prerequisites: Dex 15+, Mechwalker
on a mech, you must make your attacks on weapon you suffer a 4 penalty to its use. Benefit: Even while causing a mech to
the mechs initiative count, by delaying move, you can also fight with it. You can use
your activation or having the mech delay its Mechanized Combat Practice up to two of a mechs weapons each round, at
activation if necessary. (Mech) the same time you are piloting it, provided the
You may make a ride-by attack at any point A fighter with decades of combat experience mechs construction permits as much. This
in the mechs movement. You may attack any is practically useless in a mech, where his includes targeting ranged weapons, which
target within your reach and may make as base attack bonus is not incorporated into may be used to attack different targets. If you
many attacks as you are normally permitted to the roll. With extensive training, however, attack with two weapons in the same round,
do. These attacks do not provoke any attacks he can transfer that skill to the mech. each suffers a 3 penalty to its attack roll.
of opportunity beyond whats normal. Prerequisite: Dex 13+ Normal: Most mech pilots can barely use
Depending on the situation, you may even Benefit: You learn to fight effectively a single weapon while piloting a mech, much
be able to lift both hands off the mech to with each mech model that you spend at less attack with two.
make your attack. This requires you to make least three months practicing on. You now
the usual Balance check to keep from falling have a mech attack bonus equal to your base
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CHPT.
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Mechwalker (Mech) ment. For example, a mech with average Siege Weapon Proficiency
You are able to maneuver a mech at the same maneuverability has good maneuverability in (General)
time you use its weapons. your hands. This has no effect on mechs with You are proficient with siege weaponry.
Prerequisites: Dex 13+ perfect maneuverability. Benefit: You are proficient with ballistae,
Benefit: You can attack with one of a catapults, javelin racks, steam cannons, and
mechs weapons in the same round that you other siege weapons.
cause the mech to move. Normal: Without being proficient with a
Normal: Except for trained mech jock- weapon you suffer a 4 penalty to its use.
eys, most civilians are able to cause a mech
to move or to attack with it, but not do both Speed Freak (Mech)
at the same time. Speed freaks love to push their mechs to the lim-
it. They have the uncanny ability to coax a little
Moonwatcher (General) extra speed out of even the clumsiest mech.
You are unnaturally sensitive to the phases Prerequisites: Mech Pilot 5 ranks
of the moon. Benefit: Any mech you pilot moves 10 ft.
Prerequisites: Wis 13+ faster than normal.
Benefit: You can predict the lunar rain
with some degree of accuracy. A Wisdom Unnatural Pilot (Mech)
or Survival check (DC 10) will allow you to You move mechs like no one has ever seen
forecast the general severity of this evenings before. Your skill is so unnatural they say you
lunar rain in your immediate vicinity. You Seroficitacits Changes must have made a pact with a demon.
may forecast further ahead, but the DC (General) Prerequisites: Natural Pilot, ability to
rises by 2 points for every day past the first. You have been marked by Seroficitacit, the cast divination spells, worshipper of Dotrak
For example, forecasting the lunar rain for lunar god of change. Benefit: This bizarre talent has only mani-
three nights from now would require a check Prerequisites: You must have declared fested itself among a handful of mech jockeys,
against DC 16. The same rule applies to fore- adherence to the beliefs of Seroficitacit all of whom were clerics or mages in prior
casting at great distances, with the DC rising and instigated some sort of major change careers but converted to the worship of Dotrak
by 2 for every five miles beyond your loca- to something longstanding. Additionally, when they became mech jockeys. By expend-
tion. For example, forecasting the lunar rain this feat is almost always found in lunar crea- ing two levels of spell slots (which are used for
for three nights from now at a point 15 miles tures, though it could theoretically appear channeling divinatory energy), you gain a flash
away would require a check against DC 20. in any worshipper of Seroficitacit, even of insight concerning how to pilot your mech.
This feat bestows other benefits as well. terrestrial ones. This grants the following bonuses:
You are naturally attuned to the moons phas- Benefit: You are now a living embodiment
es and always know them by heart. If you are of change. Once per week, make a special Your mechs maneuverability is improved
a spellcaster, you cast detect lunar and similar Change Check. Roll 1d20, then make a Wis- by one increment for this round and the
lunar-related spells at +1 caster level. dom check against that result. If the check next round only. This stacks with the ben-
Normal: Most people cannot predict the succeeds, your body morphs to anticipate efits of Natural Pilot.
lunar rain until they see it coming down. future changes. One small part of your body Your mech gains a +4 insight bonus to AC.
a finger, elbow, eye, nose changes shape. Your mech gains a +4 insight bonus to
Natural Pilot (Mech) You have a 25% chance that the change will be checks to oppose enemy trip attacks
You have an innate talent for piloting mechs. harmful (one eye blocked by morphed eyelid (though not for making them) and any
Most people with this ability were raised in flesh), and a 25% chance it will be helpful other checks or rolls to avoid tripping,
families of mech jockeys, or taught to pilot (improved eyesight); otherwise, it is neutral. falling, or losing control of your mech.
mechs from an early age. A rare few have no The greatest potential bonus due to such
mech experience whatsoever, yet are perfect a change is a +2 bonus to an attribute (for Activating this feat and expending the
pilots from the moment they start. The gear- example, improved Strength thanks to growth spell slots is a free action you simply
wrights claim these prodigies are descended in the arm). experience a flash of insight that is brought
from the lineage of ancient mech jockeys The change lasts until the next success- by Dotrak. The spell slots can be expended
from the First Age of Walkers. ful Wisdom check. At that point, the old in any combination of levels. It takes two 1st-
Benefit: Any mech you pilot has its change reverts to its natural state and a new level spells, one 2nd-level spell, or one spell
maneuverability improved by one incre- one occurs. of higher than 2nd level to activate this feat.
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This ability may be used as many times per speak with animals; affects constructs) to find and punish the leak in their orga-
day as you are willing to expend spell slots. Clockwork messenger (variant of animal mes- nization. Depending on the behavior of the
senger; affects a Tiny clockwork creature) outsider who is casting their spells, they may
Hold construct (variant of hold animal; also attempt to steal his spellbook in order to
affects constructs) erase his access to the spells in question.
Control gears (variant of control plants; Construct Labs: The College maintains
SPELLS affects gears and metal engines) several labs dedicated to creating con-
Diminish gears (variant of diminish plants; structs. The labs are well stocked and spe-
can make a gear forest passable at normal cially designed to make construct building
SPELL VARIANTS speed, though no less dangerous) more efficient. Any member of the College
Gear shape (variant of tree shape; subject may use the labs, though he may have to trav-
constructs. In many cases, they create modi- can step between gears with a range of trans- large city-mechs (including Nedderpik) or
fications of existing spells in order to affect port of 1,500 feet) on smaller mechs operated by the College
constructs. This lets their spells affect all and built specifically to house the labs. They
inhabitants of the gear forest, whether ani- are always well guarded by golems and other
mal or construct. It affects their casting of COLLEGE OF constructs. Building a construct in one of
some spells, such as summon natures ally (see CONSTRUCTORS the Colleges labs eliminates the need for a
page 52), and gives them the ability to affect constructor to build his own lab (normally
constructs with spells normally limited to
animals and plants.
A clockwork ranger or constructor may
T he College of Constructors is rapidly
advancing the study of constructs. Its
members are developing arcane magics dedi-
it costs 500 gp to build the lab necessary for
construction of a golem). It also reduces the
gp cost of the constructs material compo-
cast any of the following spell variants, which cated to controlling, creating, and modify- nents and labor expenses by 10%.
are identical to the indicated spells but with a ing constructs. Exclusive Spells: The College has devel-
construct as the target instead of an animal Membership in the College is oped a number of entirely new spells whose
or plant. In their divine form, these open to any constructor, distribution it controls. Some are taught
spells are available to clockwork with dues of 200 only to constructors who take the Spell Mas-
rangers only. In their arcane gp per year. No tery feat so they can leave no written trace
form, they are available other character of the coveted knowledge they have learned.
through the College class may Non-constructor characters may not learn
of Constructors only join. Joining the arcane versions of these spells unless
(see below). the College either taught by a constructor or by acquir-
Speak with con- confers several ing the knowledge illicitly.
structs (variant of advantages: spell In their arcane forms, the following spells
variants, construct are exclusive to the College of Construc-
labs, exclusive spells, tors: animate gears, clockwork double, detect
and clockwork familiars. clockworks, enginemasters grasp, ironclad, tick
Spell Variants: As noted above, tock knock, transpose spirit, and vanquish spirit.
arcane spell variants that affect con-
structs instead of animals or plants Clockwork Familiars
are constantly being developed The artisans of the College of Constructors
by the College. In their arcane build intricately detailed clockwork crea-
form, these spells are available tures that are intended to serve as familiars
to members of the College for wizards. These are available for any
only. Constructors will constructor to use. The normal process of
never share the spells with summoning a familiar instead animates the
other classes. If another clockwork construction, which from then
class is seen casting on acts as a miniature clockwork familiar.
these spells, construc- It is imbued with a life force of its own, and
tors will endeavor except for its shell of metal is exactly like a
48
CHPT.
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1
normal familiar. It grants all the usual ben- cialist constructor may choose one spell of 8th astral projection, etherealness, gate, greater
efits and upon its death or dismissal has all any previous level in place of this slot. planar ally, greater planar binding, maze, tele-
the usual drawbacks. In addition, it has the portation circle, temporal stasis
following qualities: Clockwork Ranger
Construct Immunities: As a construct, the Spell List
clockwork familiar is immune to mind-influ- Clockwork rangers select their spells from NEW CLERIC DOMAIN:
encing effects, poison, sleep, paralysis, stun- this list. ENGINES
ning, disease, death effects, and necroman- 1st alarm, animal friendship, construct friend- Deities: Dotrak
tic effects. It is not subject to critical hits, ship, delay poison, detect animals or plants, Granted Power: Once per day, you can
nonlethal damage, ability damage, ability detect clockworks, detect snares and pits, heal or smite an engine (your choice). With a
drain, or energy drain. It cannot heal on its enginemasters grasp, magic fang, pass with- touch, you can heal 1d6 points of damage per
own, but it can be repaired by its creator at a out trace, read magic, resist elements, speak caster level, or inflict the same. This power
cost of 2 gp and ten minutes per hp. with animals, speak with constructs, summon affects only constructs, mechs, and other
Darkvision: The clockwork familiar auto- natures ally I such creatures.
matically has darkvision. 2nd animal messenger, clockwork messenger, Add Knowledge (steam engines) to your
Natural Armor: The clockwork familiar has cure light wounds, detect chaos/evil/good/law, list of class skills.
an extra +2 natural armor bonus to AC, in hold animal, hold construct, protection from Engine Domain Spells
addition to the usual bonus for familiars. elements, sleep, snare, speak with plants, sum- 1 Construct friendship
Speak with Constructs: Instead of the ability mon natures ally II 2 Hold construct
to speak with animals of its type, the clock- 3rd control gears, control plants, cure moderate 3 Tick tock knock
work familiar can speak with constructs, wounds, diminish gears, diminish plants, gear 4 Rusting grasp
provided they have an Intelligence score and shape, greater magic fang, neutralize poison, plant 5 Animate gears
the ability to communicate. growth, remove disease, summon natures ally III, 6 Animate objects
tree shape 7 Transpose spirit
Constructor School 4th animate gears, cure serious wounds, free- 8 Clockwork double
Spell List dom of movement, gear stride, nondetection, 9 May choose any one spell from the prior
Constructors may select any spell that wiz- polymorph self, summon natures ally IV, tree spell levels
ards and sorcerers normally select, as well stride, wind wall
as the following spells. These are considered
their specialized spells for the purpose of Riftwalker Spell List NEW SPELLS
extra spell selection. Riftwalkers select their spells from this list.
Note that the spells below fall across a 1st detect secret doors, endure elements, Animate Gears
variety of schools all but necromancy, in expeditious retreat, feather fall, floating disk, Evocation
fact. A constructor who selects necromancy hold portal Level: Con 5, Crg 4
as his prohibited school may use all of the 2nd arcane lock, knock, levitate, locate object, Components: V, S, M
spells below. Otherwise, the constructor obscure object, resist energy, whispering wind Casting Time: 1 action
may not select spells from the list below that 3rd blink, dimensional anchor, dimension Range: Touch
are from his prohibited school. door, fly, gaseous form, nondetection, phantom Targets: One or more piles of scrap metal
1st construct friendship, detect clockworks, steed, protection from energy Duration: Instantaneous
enginemasters grasp, speak with constructs 4th detect scrying, L.s sturdy cottage, lesser Saving Throw: None
2nd clockwork messenger, hold construct, planar ally, locate creature, minor creation, Spell Resistance: No
make whole, shield other passwall, plane shift, teleport This spell turns scrap metal into animated
3rd control gears, diminish gears, gear shape, 5th contact other plane, dismissal, dream, humanoid creatures that follow your com-
tick tock knock false vision, lesser planar binding, M.s faithful mands. The moment you finish the incanta-
4th gear stride, rebuild soul, rusting grasp hound, M.s private sanctum, major creation, tion, the targeted scrap metal rises into the
5th animate gears, ironclad, ferrous soul R.s telepathic bond, sending, shadow walk, air, swirls about, and forms a roughly human-
6th animate objects telekinesis oid shape. Known as an iron shambler, this
7th soul box, transpose spirit, vanquish spirit 6th contingency, ethereal jaunt, greater tele- undead construct mindlessly obeys your
8th clockwork double port, phase door, planar ally, planar binding, instructions. It can follow you, or remain
9th The College of Constructors has not teleport object in an area and attack any creature (or just a
developed any new 9th-level spells. The spe- 7th banishment, dimensional lock, forcecage specific type of creature) entering the place.
49
CHPT.
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1
Iron shamblers remain animated until they fills in the details, which takes another 2d4 Spell Resistance: Yes
are destroyed. A destroyed iron shambler weeks, until the clockwork double is a metal- This charm makes a construct regard you
cant be reanimated. lic twin of the original creature. as its trusted friend and ally. It is like charm
Each casting of animate gears creates a Once the soul has occupied the clockwork animal, except that it affects a creature of
number of HD worth of iron shamblers equal double, it has the same ability scores as the the construct type. Constructs immune to
to your caster level. It takes at least 200 original body, except that it no longer has magic are not affected by this spell, nor are
pounds of scrap metal to create a normal a Con score. Its type changes to construct, those that are piloted or otherwise not self-
1 HD iron shambler. The scrap metal must and it gains all the immunities and limita- propelled. This includes mechs that require
be loose and not be attached or connected tions of a construct. It is not a robot, how- a pilot. Other constructs act as if their atti-
to any larger object, since the spell cannot ever; the construct has the same personality, tude is friendly. You are able to command
break strong bonds. For example, animate the target as if you were its creator, provided
gears cannot be cast on a functioning sec- your instructions are within the scope of its
tion of a gear forest those gears are normal behavior.
connected to the larger engine and
cant be manipulated by the spell. Detect Clockworks
Alternatively, the scrap metal Divination
could already be assembled into a Level: Crg 1, Con 1
humanoid shape, which the iron Components: V, S
shambler will then assume. Casting Time: 1 action
The iron shamblers you cre- Range: Long (400 ft. + 40 ft./
ate remain under your control level)
indefinitely. No matter how Area: Quarter circle emanating
many times you use this spell, from you to the extreme of the
however, you can control only 2 range
HD worth of iron shamblers per caster Duration: Concentration, up
level. If you exceed this number, all the to 10 minutes/level (D)
newly created creatures and any excess from Saving Throw: None
previous castings become uncontrolled. Spell Resistance: No
Iron shamblers are described in more You can detect clockwork life. Any
detail on page 194. animated clockwork creature, whether a
construct or a naturally occurring creature,
Clockwork Double memories, skills, and levels of the original at will be registered by this spell. Only self-
Conjuration (Creation) the time the construct was built. animated creatures are detected; clockwork
Level: Con 8 In all other regards, the spell is like clone. components of larger creatures are not.
Components: V, S, M, F Material Components: Hair, nail, scale, or Casting this spell within an animated mech
Casting Time: 10 minutes the like from the original creature, various reveals clockwork life in all directions.
Range: 0 ft. laboratory supplies (cost 1,000 gp), and The amount of information revealed
Effect:One clockwork double the precious metals to build the constructs depends on how long you search a par-
Duration: Instantaneous body (cost 5,000 gp). ticular area:
Saving Throw: No Focus: Special laboratory equipment (cost 1st Round: Presence or absence of clock-
Spell Resistance: No 500 gp). work life in that quarter.
Clockwork double functions like the nec- 2nd Round: Number of individuals in the
romantic spell clone except that it creates a Construct Friendship area and the condition of the healthiest
mechanical clockwork double rather than a Enchantment (Charm) specimen.
biological clone. The clockwork double is a Level: Con 1, Crg 1, Engine 1 3rd Round: The condition and location
physical duplicate except that it is construct- Components: V, S of each individual present. If a construct is
ed entirely of metal, from its skin to its eyes Casting Time: 1 standard action outside your line of sight, then you discern
to its heart. Until the original creatures soul Range: Close (25 ft. + 5 ft./2 levels) its direction but not its exact location.
enters, it is inert and unliving. Its basic frame- Target: One construct Conditions: The categories of condi-
work must be built by the caster, a process that Duration: 1 hour/level tion are defined as with the spell detect
takes 2d4 weeks. Thereafter, the spells magic Saving Throw: Will negates animals or plants.
50
CHPT.
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1
Note: Each round you can turn to detect entangled character who attempts to cast The recipient construct of ferrous soul
things in a new area. The spell can penetrate a spell must make a Concentration check may be built as part of a larger vessel. A
barriers, but 1 foot of stone, 1 inch of com- (DC 15) or lose the spell. She can break free ghost mech on the endless plains called
mon metal, a thin sheet of lead, or 3 feet of and move half her normal speed by using a the Red Lotus was reportedly taken over
wood or dirt block it. full-round action to make a Strength check against the pilots will by a mad constructor
or an Escape Artist check (DC 20). A crea- using this spell.
Earthrise ture who succeeds at a Reflex saving throw
Evocation [Earth] is not entangled but can still move at only Ironclad
Level: Clr1 half speed through the area. Each round, Transmutation
Components: V, S, M the gears once again attempt to entangle Level: Crg 5, Con 5
Casting Time: 1 action all creatures who have avoided or escaped Components: S, M
Range: Touch entanglement. Casting Time: 1 action
Target: Creature touched At the end of the spell, affected engine Range: Touch
Duration: Instantaneous parts return to their original positions and Target: Creature touched
Saving Throw: Will half resume their former motions. Parts bent or Duration: 10 minutes/level or until
Spell Resistance: Yes otherwise damaged by escaping creatures discharged
This spell uses the energy of the earth are not fixed. Because the animated engine Saving Throw: Will negates (harmless)
to break a lunar creatures connection to components may be part of larger processes, Spell Resistance: Yes (harmless)
the moon. The caster utters the necessary this spell has unpredictable side effects. Ironclad transforms the target into a liv-
incantations as he touches the target with a Casting this in the midst of a gear forest is ing, breathing creature of metal. Its internal
handful of fertile soil. If the target is a lunar quite likely to cause damage to the mechs organs become clockwork apparati made
creature, it immediately takes 1d10 points engines though the ever-present coglings of the finest platinum and gold. Its skin
of damage +2 points per caster level (up to may fix the damage before anyone notices. becomes a thick, dense armor of living
+10). The target must be physically touching iron. Its mind becomes a mechanical deci-
the ground for this damage to take place; fly- Ferrous Soul sion-making machine. The spell is similar to
ing lunar creatures are unaffected. Transmutation iron body, but it transforms the creator into
If the target is an earth elemental of any Level: Con 5, Clr 5, Wiz/Sor 6 a clockwork creature rather than an iron
kind, it is immediately healed for 1d10 points Components: V, S, M golem, and is less powerful.
+2 points per caster level (up to +10). Casting Time: 10 minutes A target of ironclad gains the following
Other kinds of creatures are not affected. Range: Touch benefits:
Material Components: A handful of fertile Target: Living creature and new vessel A natural armor bonus of +8. This stacks
soil, a fragment of a lunar meteorite. touched with any armor the target is wearing.
Duration: Instantaneous Damage reduction 10/magic.
Enginemasters Grasp Saving Throw: Will negates A +4 enhancement bonus to Strength.
Transmutation Spell Resistance: Yes Construct immunities: Immune to
Level: Crg 1, Con 1 Ferrous soul is a voluntary form of rebuild mind-affecting effects, poison, sleep,
Components: V, S soul where the caster transfers a living soul paralysis, stunning, disease, death effects,
Casting Time: 1 action into a metal construct body. The effects are necromantic effects, and any effect that
Range: Long (400 ft. + 40 ft./level) exactly as rebuild soul and include the same requires a Fortitude save unless it also
Area: Metal engine components in a 40-ft.- costs for the construct body. The effect is works on objects. The creature is not
radius spread permanent, and the spell works only in one subject to critical hits, nonlethal damage,
Duration: 1 minute/level direction it cant be cast again to return ability damage, ability drain, energy drain,
Saving Throw: Reflex (see text) the soul to the flesh-and-blood body. That or death from massive damage.
Spell Resistance: No body, which now has no soul, immediately Construct limitations: While under the
Gears, cogs, sprockets, belts, chains, and drops to 10 hit points and collapses to the influence of the spell, the target cannot
even pistons reach to grab any creatures floor, utterly dead. heal, be raised, or be resurrected.
in the area, holding them fast. All metal If the subject is unwilling he receives a Metallic vulnerabilities: The target is
engine parts in the area are affected. Crea- saving throw to resist. If he is willing the now a creature of metal. It suffers from
tures grasped are considered entangled, effect is automatic. This spell can be cast on the effects of spells such as heat metal,
with these effects: 2 to attack rolls, 4 to oneself, if a wizard wishes to transfer his own rusting grasp, shocking grasp, and tick tock
effective Dexterity, and unable to move. An soul to a construct. knock. A rust monsters antenna touch
51
CHPT.
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1
deals 4d6 damage. A crumble bugs bite living construct with a soul. He has the fol- The construct is not at risk of death from
deals 1d6 damage. lowing traits: massive damage. When the body hits 0
Once the spell has prevented a total of 10 He is now immune to poison, sleep hp the characters soul is immediately
points of damage per caster level (maximum effects, paralysis, stunning, and disease. released and the construct body dies.
150 points), it is discharged. Although a construct, he does have a liv- The character can once again be raised
Material component: A piece of metal from ing soul and a working mind. Unlike most or resurrected, provided the proper
a construct. constructs, he is subject to death effects spells are at hand.
and necromancy effects. He is still vulner- The construct body has darkvision to 60
Rebuild Soul able to mind effects (charm, compulsions, feet and low-light vision.
Transmutation phantasms, patterns, and morale effects). The metal body retains the characters
Level: Con 4, Clr 4, Wiz/Sor 5 The construct body requires no sleep and Wisdom, Intelligence, and Charisma
Components: V, S, M no food. It does require a normal amount scores. It has new physical scores:
Casting Time: 10 minutes of water. It does not require fuel; magi- Strength 18 and Dexterity 12. It has no
Range: Touch cal animation provides its energy. It does Constitution score. The character no
Target: Dead creature and new vessel not breathe. longer receives ability score adjustments
touched The characters metal body does not heal every four levels, but magical effects can
Duration: Instantaneous naturally. It must be repaired. Repairing still adjust his abilities.
Saving Throw: None; see text one point of damage takes thirty min- The character retains hit dice gained
Spell Resistance: Yes (harmless) utes, costs 50 gp, and requires a repair- from levels or race, but they are now d10
In a world of magic and metal men, why man with the Craft Construct feat or at dice. The character receives exactly 5.5
bring the dead back into bodies of flesh? least 15 ranks in Craft (blacksmithing). hit points from each hit die.
Rebuild soul is a form of reincarnation in Knowledge (mechs), Knowledge (steam The character may continue to advance
which the deceased soul is summoned back engines), and Craft (mechcraft) are of in level, using d10 hit dice regardless
from the dead into a metal body built to little help in these repairs because the of class. Advancement in some classes
hold it. The soul must be willing to return or construct body is magically powered. may be limited due to the characters
the spell fails. (But even a willing soul may The character may repair himself, pro- new body.
fail to return if this spell is cast on High- vided he has the skills and the tools. The character retains all feats, skills,
point; see page 64.) Furthermore, the death Certain spells also provide healing. base attack bonuses, saving throws,
must have occurred no more than one week Mending heals 1 point. Make whole heals class abilities, and racial abilities, except
prior to the casting of this spell. A creature 2d8 points +1 point per caster level where the metal body may change them.
that has been turned undead or killed by a (maximum +10). Major creation com- His alignment is unchanged.
death effect cant be returned to life with pletely heals the construct, but the hit This spell is permanent. The recipient
this spell. The usual limitations of reincar- points are temporary and vanish after 20 construct of rebuild soul may be built as part
nate apply. minutes per caster level. of a larger vessel. It is possible to bestow
The metal body must be constructed of The metal construct body is vulnerable consciousness to a mech by building the
the finest steel, and in order to grant the to rust attacks but receives a Fortitude recipient construct body into the mech,
revived soul some semblance of its former save to resist them. then casting this spell.
human abilities, it must be articulated and The construct body is not subject to Material Component: A perfect crystal
balanced far more carefully than the typical critical hits, nonlethal damage, physical worth 500 gp, plus the metal body described
construct. It costs 20,000 gp to build, plus ability damage or ability drain, fatigue, above. The body takes 1 week per 10,000 gp
another 1,000 gp for each level or HD of or exhaustion. It is subject to mental to build.
the creature being raised. The spellcaster ability damage or ability drain, and
must place the dead body beside the metal energy drain effects. Soul Box
body and cast the spell while touching The construct is immune to most effects Necromancy
them. A burst of light and a chilling sensa- that require a Fortitude save, but not Level: Con 7, Clr 8, Wiz/Sor 8
tion much like a nearby strike of lightning necessarily all. This requires discretion Components: V, S, M
occur, and then the metal body rises with on the part of the DM. Anything that Casting Time: 10 minutes
new life. would affect the characters soul or Range: Touch
The deceased awakens to find himself in a mental processes still affects him. Cer- Target: Living creature and new vessel
new body, a body not of flesh and blood but tain effects, such as rust effects, grant a Duration: Instantaneous and permanent
of metal and gears. The character is now a Fortitude save to resist them. (see below)
52
CHPT.
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1
Saving Throw: None (see text) all of these are animals (or even vermin), 4th Level
Spell Resistance: No but they are all natures allies in the gear Animated object, Large (usually
Soul box is a voluntary form of soul bind forest ecology. an animated engine component)
designed to avoid the difficulties of resur- Dire grease lizard
rection on Highpoint. The terrestrial gods Gelatinous cube
are loath to allow reincarnation of the
souls of their most faithful, for theyd Tick Tock Knock
rather have the souls fight their wars Transmutation
on the outer planes. Thus, normal Level: Crg 3, Con 3, Eng 3
death often results in the soul Components: S, M
being pulled to the outer planes Casting Time: 1 action
before raising is possible. Soul Range: Close (25 ft. + 5 ft./2
box prevents this by temporar- levels)
ily trapping the soul in a small Target: Nonmagical construct
charm until it can be revived or engine of Large size or
or transferred to another smaller
body, perhaps even a construct Duration: 1 round/level
or mech. Saving Throw: Will partial (see
Soul box is cast in advance on a below)
charm worth at least 5,000 gp (usu- Spell Resistance: No
ally a valuable gem). The charm must Tick tock knock is a devious spell
be worn around the neck of the target designed to combat clockwork
while the spell is cast. The soul must be creations. The spell is targeted at an
willing to accept temporary imprisonment, individual nonmagical construct. Any
so this spell affects only willing targets. creature or object with a nonmagical
Unwilling targets are simply not affected. clockwork or steam engine component
Charms and compulsions arent enough to can be targeted, such as an automaton,
elicit cooperation; the targets true soul a clockwork horror, or a clockwork pup-
must be willing. 1st Level pet. Smoking dead and steamborgs are
The soul remains trapped in the gem for Clockwork puppet (warder) also vulnerable because of the steam
one day per caster level. After this period, it Dire rat engines that power them.
is released and travels on to the afterlife. If Giant beetle, fire Although the spell is targeted at an indi-
the target is killed by death effects or nec- Monstrous centipede, Medium vidual creature, it actually affects the space
romancy while wearing the charm, his soul Monstrous spider, Small immediately around it, in an area that moves
is destroyed before it reaches the charm. In 2nd Level with the creature. Tick tock knock disrupts the
that case, the charm is ineffective. Animated object, Small (usually natural rhythms of space and time. All laws
The spell effects last indefinitely until an animated engine component) of physics governing mechanical motion
activated or until the charm is destroyed. If Giant ant, worker become unpredictable. A smoothly swing-
the target dies with the charm still around Grease lizard ing pendulum placed within the affected
his neck, his soul is instantly captured by Iron shambler area would suddenly swing erratically fast,
the charm. Unlike soul bind, the soul can Monstrous centipede, Large slow, fast, fast, slow. Springs, cogs, and gears
be raised through reincarnation, raise dead, Monstrous spider, Medium lose their natural rhythms and turn at swiftly
rebuild soul, and other such spells even while Trak trak changing rates. The spell disrupts the regular
trapped in the charm. As long as the soul 3rd Level motion that a clockwork engine depends on
remains in the charm, it does not leave the Animated object, Medium (usually for smooth functioning.
material plane. an animated engine component) The effect on constructs and creatures
Giant ant, solder that depend on steam engines is devastating.
Summon Natures Ally IIV Giant beetle, bombardier They are immediately stunned. This is an
When cast by a clockwork ranger, summon Giant lizard exception to the normal construct immunity
natures ally calls only those creatures native Monstrous centipede, huge to stunning. The stunned effect lasts for 1
to the gear forests, as described here. Not Monstrous spider, large round per caster level. A construct that suc-
53
CHPT.
#
1
ceeds in a Will save is only confused rather The doll containing the spirit may be spells such as reincarnate and raise dead. It is
than stunned. attacked. It can be damaged by weapons of possible to bind the escaped soul back to the
Material component: A miniature pendulum +3 enchantment or better, and has AC 10 construct body provided the body is intact
made of the finest silver (value 40 gp), which and 25 hit points. Part of the spell incanta- and rebuild soul is cast in time.
is consumed as the spell is cast. tion requires the caster to promise the spirit
that it will be protected, however. Golem
Transpose Spirit spirits are unwilling and welcome any chance
Abjuration to escape their prisons, even if it is only
Level: Con 7 another prison for a short while. If the caster STEAM POWERS
Components: S, M, V, F allows someone to damage the doll while it is
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Magical construct animated by an
within his power to defend it, the spirit will
immediately leave the doll and return to the
golem, ending the spell prematurely.
S team engines can do amazing things.
Some can launch fireballs, an ability pre-
viously restricted to spellcasters. Others can
elemental spirit Focus: The doll described above. generate force fields or shoot projectiles.
Duration: 1 round/level Given the right parts and the right builder,
Saving Throw: None Vanquish Spirit a steam engine can accomplish feats previ-
Spell Resistance: No Abjuration ously unheard of in Highpoint.
Transpose spirit is a specialized spell devel- Level: Con 7 The effects produced by an innovative
oped for combat against golems. It requires a Components: S, M, V steam engine are called steam powers. The
focus of a small doll made of pure elemental Casting Time: 1 full round simplest steam engines have no steam
energy of the same sort that animates the tar- Range: Touch powers; they merely spin cogs, lift levers,
get. For example, a clay golem is animated by Target: Construct animated by a soul and pump cylinders in order to make
a spirit from the elemental plane of earth, so Duration: Permanent something move. More complicated steam
the focus in attacking a clay golem is a small Saving Throw: Will negates engines combine special parts, rare chem-
doll of elemental earth energy. Creating the Spell Resistance: No icals, innovative designs, and ingenious
doll costs 300 gp and requires access to the Vanquish spirit is a specialized spell used to building techniques to generate amazing
necessary materials. The dolls type must combat constructs animated by living souls. effects. These are the steam powers.
match the energy or energies that animate By such targets it is greatly feared, for it is Coglayers are always experimenting
the golem; if the wrong kind of doll is used, the construct equivalent of a death effect. with different kinds of metals, stones, and
the spell has no effect. Vanquish spirit breaks the binding between liquids, searching for unusual properties
The caster must hold the focus in his a soul and its metal construct, effectively with practical applications. Although they
hand as he casts the spell. He then targets killing the construct and sending the soul eschew magic in favor of scientific logic,
one golem within range and points the doll into the afterlife. they deem it perfectly acceptable to incor-
at it. The spirit that animates the golem The target must be a construct animated porate naturally occurring materials into
vacates it and enters the doll. The golems by a living soul. Potential targets include their creations. Thus, it is not unusual to
body collapses, lifeless and inanimate. It recipients of the rebuild soul and soul box see a steam engine use arcane ingredients
may be freely attacked for the duration of spells, as well as the mechs of 5th-level combined with nonmagical techniques to
the spell. When the spell ends, the spirit is assimilated characters. Lower-level assimi- produce seemingly magical effects. The
expunged from the doll, and the golem is lated characters still have their souls focused best examples are the element genera-
once more animated. on their bodies, not the entirety of their tors, which are steam engines capable of
Transpose spirit bypasses a golems magic mechs. producing fire, water, earth, or air, due to
immunity by specifically targeting the Once touched, the target receives a Will a bit of pure elemental energy built into
trapped elemental spirit rather than the save to resist the effect. If the save fails, the their systems.
golem itself. The spell does not force the tie between the soul and construct is imme- A coglayers grasp of steam powers is
spirit to do anything but instead invites it to diately broken. The construct body falls determined by his level and intelligence.
escape its imprisonment for a short period, lifeless to the floor (though it does not lose Similar guidelines affect steamborgs and
effectively opening a portal for it to reside in any hit points it is simply unanimated). An other classes. A given steam power might
the doll. Spell resistance and magic immuni- assimilated mech affected by this spell grinds require sophisticated construction, elabo-
ty are no defense against this spell. However, to a halt but can still be piloted normally rate piping, rare materials, and an insuf-
the spell affects only constructs animated if such control mechanisms exist. The soul ferably complex design. Only characters
with elemental spirits. travels to the afterlife and can return only via with sufficient experience, training, and
54
CHPT.
#
1
intelligence will be able to build it. Any character who knows a steam power ify which other parts. This is especially true
Coglayers relentlessly pursue the per- with offensive potential is automatically with amplifiers, which improve the power of
fection of their steam engines, and they considered proficient with its use. another part.
are always on the lookout for new steam For example, imagine a combination
powers. When Gilmer Guddengut first pilot light/light generator, which produces
produced electrical sparks with his steam BUILDING STEAM POWERS a small flame and illuminates an area. If the
engine (the predecessor to successful imi- character were to add a pump and amplifier,
tation of the lightning bolt spell), the word
spread like wildfire. Coglayers from miles
away paid visits to find out how he did it.
O nce a coglayer or steamborg gains an
understanding of how to use a certain
steam power, he still must build the engine
he would have to specify to which piece they
were being added. If both were added to
the pilot light, he would have a small flame-
In every city and on every mech, informal to use that power. Each steam power entry thrower that also illuminated an area. If both
groups of coglayers meet routinely to dis- includes a building cost. This covers materials were added to the light generator, he would
cuss their research and swap inventions. only; it is assumed the coglayer provides the have a weak pilot light and a good lantern. If,
The one restriction common to all steam labor. Labor time is equal to one complete day on the other hand, the pump were added to
powers is a steam engine. All steam powers (eight hours) for every 1,000 gp of value or the light generator and the amplifier to the
depend on a steam engine to run, and all fraction thereof. Building some steam powers pilot light, the character would have a bulls-
steam engines, regardless of powers, need requires assistants, as well; this is indicated in eye lantern and a torchlike weapon that
water to operate. Most of the time, this the entry. Qualified assistants, such as black- causes 1d6 points of damage.
is not a problem. But any time characters smiths, apprentice coglayers, or specially Reconstituting Steam Powers: A character
make an extended trip into areas without trained helpers, cost 1 gp per day. Unqualified may want to rearrange his steam powers on
renewable water sources, theyd best bring assistants can be retained for only 1 sp per day, the spot in order to achieve a new result.
along plenty of extra water. Some steam but this generally doubles the building time This can be done at no cost but requires
engines can be specially adapted to function and may have negative repercussions on the 1 full minute for every steam power to be
with other liquids, as described below. functioning of the constructed steam power, affected. Parts that have been combined per
at the DMs discretion. the coglayers integrated parts ability cannot
Some steam powers require unconven- be separated and rearranged.
USING STEAM POWERS tional materials. These are not included in Size: Each steam power has a listed size,
the cost; instead, they are listed separately. scaled for a Medium user. Combine the sizes
(and, in most cases, several steps of recombi- Clockwork Puppet fier, 150 ft. with two, and 200 ft. with three.
nation) that they become powerful. Darkness Generator Effects that cause damage have their die
Dehumidifier sizes increased by 1 (in this progression: 1d4,
Descrambler 1d6, 1d8, 1d10, 1d12, 1d20, 2d20, 3d20, etc.).
BUILDING STEAM POWERS Discriminator The DC of any applicable saving throws is
OF DIFFERENT SIZES Drill increased by 2. For example, an amplifier
Fin Apparatus combined with a pilot light produces a flame
specific open-ended function with general For example, a pilot light with two ampli- ly. For example, two boilers allow a steam
accuracy. It is, in essence, a simple form of fiers illuminates an area of 20 feet by 20 feet. engine to turn a rotor arm of three times the
artificial intelligence. With a pump, it has a maximum range of 80 normal length.
In practical terms, an animator can allow feet. With a billows added, it would attack in
a device to fight in melee, fight with ranged a cone with a range of 20 feet. Cauterizer
weapons, control a mech, or do some other Cost: 500 gp
rather complex but single-minded function. Blood Pump Assistants: 2
An animator by itself is like a brain Cost: 1,500 gp Size: Small (12)
without a body; the device possesses the Assistants: 0 Weight: 2 lbs.
conceptual knowledge of how to perform Size: Medium (20) Materials: Mundane healing agents worth
its task but cant physically do so. In most Weight: 8 lbs. 200 gp; must be refilled after every 20
cases, a discriminator is required in order Materials: 4 gallons of blood for construc- points of healing
for the device to have any sense of judgment tion, plus more blood to function A cauterizer is a rudimentary healing
between friend and foe. This foul addition to a steam engine device. It uses heat and a variety of natural
allows it to run on blood in addition to herbs to mix and apply healing salves.
Automator water. In general, all other functions remain Holding a cauterizer over a creatures
Cost: 20 gp the same, though the blood being used may wounds immediately heals 1d4 hit points. A
Assistants: 0 transfer some properties to specific devices. creature can be healed only once per day by a
Size: Half of automated object For example, a fog generator powered by the cauterizer; additional uses have no effect on
Weight: Half of automated object blood of a poisonous creature may produce the same creature.
An automator is a collection of poisonous fog. The precise effect is at the Multiple cauterizers can be combined to
springs, coils, and bolts that can be used discretion of the DM. build more effective healing devices. Each
to automate another device, allowing it A device with a blood pump affixed to a additional cauterizer heals an additional 1d4
to perform a task of up to three simple living creature deals 1 hp of damage per hour points, though the healing process takes an
steps. The other device must be some- as it slowly pollutes the creatures blood extra round for each extra die.
thing that lacks the parts needed to do supply. Perversely, the blood pump can also
the task at hand. Examples include auto- be used as an artificial heart, provided the Clockwork Puppet
matic reloading of a bow or crossbow, blood passing through it is artificially oxy- Cost: 1,000 gp
polishing a suit of armor, turning an axle, genated. Unverified reports exist of zom- Assistants: 4
lifting a latch to open a door, and pick- bielike, semi-undead creatures powered by Size: Fine (1), Diminutive (3), or Tiny (6)
ing up a dropped object. A device that blood pumps. Weight: 1 lb. (Fine), 3 lbs. (Diminutive), or
includes the necessary parts to automate Blood pumps are banned in Duerok, the 6 lbs. (Tiny)
its actions such as a clockwork puppet Stenian Confederacy, and most other civi- A clockwork puppet is a finely constructed
doesnt need an automator. lized lands. model of a creature of up to size Tiny. Mul-
The automators specific task is deter- tiple clockwork puppets can be combined
mined during the time of construction, and Boiler to build larger models: Two puppets can be
it can do nothing else. Its construction is Cost: 40 gp used to build something Small, four to build
specialized to fit the precise task at hand. It Assistants: 1 something Medium, eight to build some-
excels at that one task, however, and can do Size: Medium (24) thing Large, and sixteen to build something
it over and over again without error. Weight: 20 lbs. Huge. No known coglayer has constructed a
A boiler increases the force that the steam clockwork puppet above size Huge.
Billows engine can exert. It makes physical outputs By itself, the model merely sits in place. It
Cost: 5 gp of the steam engine more powerful. is manually operated using a control box on
Assistants: 0 A steam engine with a boiler can gener- its back. It can be animated with the addition
Size: Small (10) ate twice the force it previously could. This of an animator. Once so equipped, the mod-
Weight: 3 lbs. doubles the weight it can support and the el can accurately mimic the movements of
A billows mixes air with a pumps output force of any attacks. For example, a boiler its model creature, although its motions are
to create clouds. A billows converts a normal allows the steam engine to turn a rotor arm jerky and it is obviously robotic. Without a
attack into a cone with a range equal to its of twice the normal length. discriminator it can be operated only via the
previous edge. The cones width at its fur- Boilers can be stacked. Their effects control box. With a discriminator and voice
thest point is equal to its range. accumulate arithmetically, not exponential- command it can be commanded to attack.
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angles, attacking creatures around a corner Folder A force generator can produce up to ten
without injuring himself. The angles of Cost: 2,000 gp square feet of force energy. Thats roughly
fins within reach can be adjusted once per Assistants: 3 equivalent to a circle 3 1/2 feet across, or a
round as a free action. Multiple fins can be Size: Medium (17) square of a little more than three feet to a
combined to create weapons that fire in an Weight: 1/6 of subject side, or a cube of a little more than two feet
S shape. Mirrors can be added to the fin The folder is a thoroughly entertaining to a side. An amplifier doubles the area that
mounts for around-the-corner visibility. device. It is an apparatus of springs, pipes, can be produced.
and joints that can be fitted on any construc- The force can be arranged in any shape
Flywheel tion. It requires a great deal of installation or size that the operator wishes, though
Cost: 280 gp and once fitted cannot be removed without reconfiguring the machine for a new shape
Assistants: 0 its destruction. requires a full-round action. The force
Size: Small (12) A folder folds the object it is attached to field can float up to three feet off the
Weight: 3 lbs. back on itself, like a piece of origami, until ground. It functions in most respects as a
A flywheel is a series of cogs and gears it is much smaller than it started out. It wall of force, though it can be pierced given
with teeth of different measurements. The effectively reduces the size of something by enough force (hardness 10, AC 10, hp 20
flywheel can be used to speed up the one increment. For example, it to puncture). If used in combat, it can be
functioning of any other device. can make a Large device positioned vertically to provide cover as if a
A device fitted with a flywheel Medium. When large steel shield.
operates twice as fast as determining sizes The force field is not subject to gravity,
normal. This doesnt affect numerically, sim- but the force generator is. If set upon its own
power output or damage, ply reduce the force field, both it and the force field will fall
nor does it let the charac- size value to to the ground.
ter gain an extra attack. It the middle of
only improves the speed the range for Identifier
of objects that move or the next lowest Cost: 200 gp plus samples and consultation
require a specified amount size. Assistants: See below
of time to function. The object Size: Medium (24)
No more than one flywheel cannot be used Weight: 10 lbs.
can be fitted to each device. while folded. Ini- Materials: Special samples and experts
tiating the unfolding (described below)
Fog Generator requires a normal action by the An identifier can identify almost any
Cost: 70 gp coglayer, and the folding/unfolding process natural, nonmagical substance placed within
Assistants: 0 takes 1d6 rounds. it. It can break down foods and poisons to
Size: Medium (18) A single folder can affect an object of up to their component ingredients and point out
Weight: 12 lbs. Medium. Stacking two folders affects a Large the source of a particular flavor or toxin. Its
A fog generator produces a dense, thick object, stacking four affects a Huge object, most common use is to tell whether a liquid
cloud of fog. The fog spreads in a 15 ft. and so on. Multiple folders do not add ben- or food is poisonous, though it can do much
radius, 10 ft. high, centered on the user. If efits, nor do amplifiers affect folders. more than that.
operated continuously, the radius expands Yes, mechs can be folded in this fashion, For game purposes, the identifier can
by an additional 5 ft. each round. but they are useless and cannot be occupied identify any natural, nonmagical substance as
The fog obscures all sight, including while folded. if it had 20 ranks in the relevant Knowledge
darkvision, beyond 5 feet. Creatures within skill. Identification requires a small sample
5 feet have one-half concealment; creatures Force Generator (about 1 ounce), which is destroyed in the
farther away have total concealment. The fog Cost: 2,000 gp process. It is useless in identifying magical,
disperses in 1d4+1 rounds in still weather Assistants: 0 extraplanar, or artificial materials, although
and much faster if there is wind. Size: Small (16) it can identify any mundane ingredients in
A fog generator can be used four times Weight: 7 lbs. such concoctions.
before draining its water reservoir. It is A force generator produces force energy, Building an identifier requires a full six
refilled with one gallon of water. like that used in many evocation spells. Unlike months of work, an endless variety of natural
the spells, however, the force generator uses samples, and consultation with a variety of
mechanical means to produce this energy. experts. Such experts are usually found only
59
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in major metropolitan areas. A coglayer who Weight: 40 lbs. maximum Dex bonus of +1 (its quite
cuts corners while constructing an identifier An iron jacket is a collection of pipes and stiff), armor check penalty of 4. The iron
will end up with a device with holes in its springs that can be fitted to the shape of any jacket can be locked via a switch on the
knowledge. Medium or smaller creature. It serves as an back. The wearer can reach the switch.
exoskeleton. Combination with an addi- Once locked, the wearer cannot move at
Imagemaker tional iron jacket allows it to fit a creature of all unless he succeeds in a Strength check
Cost: 90 gp one size larger. (DC 30). An iron jacket must be fitted
Assistants: 0 By itself, an iron jacket acts as a rudi- directly over the wearers skin, but armor
Size: Large (48) mentary suit of armor: armor bonus +2, can be worn over it.
Weight: 50 lbs. In combination with an automator (to flip
An imagemaker uses steam technol- the switch) and a voice command, an iron
ogy to transmit and receive video images,
much like a modern television. It does not
transmit sound; a separate wavemaker is
needed for that. Each imagemaker can send
and receive images over a 5-mile range, on
a clear day with no obstructions. Use while
underground or otherwise impeded by thick
walls (including transmission within a mech)
is often limited to a mile or less.
Iron Arm
Cost: 40 gp
Assistants: 0
Size: Small (12)
Weight: 8 lbs.
An iron arm is exactly what it sounds like:
a piston-powered metal arm with a hand at
the end, simulating a normal human arm. It
can do pretty much anything a normal arm
can do, with a functional Str of 18 and a
Dex of 8. If attacked, it has hardness 10
and 20 hit points. If used to attack, it
uses the wielders base attack bonus and its
own Strength and Dexterity.
Normally the arm is worn on the shoul-
der and operated via a handheld control-
ler, which takes a standard action. Weak
coglayers often put a weapon in the iron
arms hand and wade into combat to utilize
its greater strength. With the addition of a
voice command, the arm can be operated
orally (still a standard action). With a dis-
criminator and animator, it will function
on its own and effectively grants an extra
attack each round.
Iron Jacket
Cost: 400 gp
Assistants: 1
Size: Medium (24)
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CHPT.
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jacket can be used to retain an unwilling crea- it could convert a flame into a fireball, or Assistants: 0
ture involuntarily, though it can be freed at water into a huge splash. Attacks made Size: Small (12)
the captors command. With a discriminator with lobbers explode in a burst equal to the Weight: 3 lbs.
and animator (which can move the jackets same area the attack normally has. A lobber A noisemaker is pretty straightforward:
limbs even while it is locked), the creature can has a range increment of 30 feet. A device It makes noise. A noisemaker can record
be sent into combat against its will. (Resisting equipped with a pump, billows, lobber, up to one hour of noises. The noises can
the motions of an iron jacket requires the and nozzle can be switched between three subsequently be played according to various
same Strength check of DC 30.) Coglayers of modes of attack: line, cone, and burst. tracks, much like a modern CD.
evil alignment have used this method to ani- A noisemaker can also speak any
mate corpses or send their still-living enemies Metal Ear noises received via a wavemaker or other
into battle against their friends. Cost: 35 gp source. An off-site user can use a noise-
Fitting an unconscious, Medium creature Assistants: 0 maker to make inanimate objects seem to
with an iron jacket takes 10 minutes, a Large Size: Small (16) speak. Combined with a wavemaker and
creature takes 20 minutes, a Huge creature Weight: 4 lbs. voice command, it can be commanded
takes 40 minutes, and so on. An actively A metal ear is an artificial to play prerecorded noises via remote.
resisting creature must be knocked out or listening device. It can Combined with a discriminator, it
held down by someone else or the iron jacket hear just as well as a can make noise when certain
cant be properly installed. normal human ear. conditions are met (when
Combined with a friend passes, when an
Light Generator a wavemaker, it enemy passes, etc.).
Cost: 40 gp can transmit
Assistants: 0 noises across Nozzle
Size: Small (16) distances, per- Cost: 10 gp
Weight: 4 lbs. haps even to a Assistants: 0
A light generator produces a powerful wavemaker that Size: Diminutive (2)
light. Unlike a pilot light, which produces will speak what the Weight: 1 lb.
light as a byproduct of heat, a light generator metal ear hears. A nozzle lets the character
produces only light. switch the output channel of
A light generator produces enough light Metal Legs an attack. It can be used to turn a
to illuminate a 20 foot by 20 foot area clear- Cost: 300 gp pump on and off. When added to a device
ly. Combined with a pump, it can produce Assistants: 1 with more than one output source, such as
a device that functions much as a bulls-eye Size: Medium (17) a pump and billows, it lets the character
lantern. A light generator equipped with Weight: 50 lbs. switch between different forms of attack
a pump and amplifier can be used to blind Any mundane object can be fitted with a (e.g., a cone attack or line attack). The switch
enemies within one quarter of its maxi- pair of mechanical legs. The legs will support is made as a free action, provided the player
mum range. Make a normal touch attack to any creature up to size Large with a weight of declares what kind of attack he is making
target the enemys eyes; if successful, the 1,000 pounds or less. before each roll. If he does not declare, the
enemy must make a Reflex save (DC 16) or When in rest, the legs are compressed. attack is automatically the same as whatever
be blinded for 1d6 rounds. Stacked amplifi- Shoving the object causes the legs to extend, the previous attack was.
ers improve the range of the blinding attack, raising the object to an upright position.
not the DC. Adding a nozzle to this device From that position it is easily guided about. Optical Orb
creates a lantern that can be quickly turned The legs can be compressed again by apply- Cost: 275 gp
into a blinding weapon. ing downward pressure. Assistants: 0
When combined with a voice command, Size: Diminutive (3)
Lobber the belegged object can become extremely Weight: 2 lbs.
Cost: 15 gp useful: a chair that follows its owner around An optical orb is a glass eye set in a metal
Assistants: 0 the house; a tool chest that is always right at base. It can perceive the world around it. It is
Size: Tiny (8) hand; and so on. semi-animate and will turn in place to watch
Weight: 4 lbs. moving objects. It can be destroyed easily
A lobber is a device that converts an Noisemaker hardness 5 with 3 hit points.
attack into explosive globules. For example, Cost: 300 gp An optical orb combined with an image-
61
CHPT.
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1
maker can transmit its sights over long dis- pump lets the character shoot that energy at ing shots, granting a +1 shield bonus to AC.
tance. Two optical orbs combined with two a distance. The pumps maximum range is the Additionally, it is a powerful melee weap-
imagemakers can create a two-way video link. area of the input divided by 5. on (sort of like a steampunk weedwhacker)
For example, a pilot light has a 5 foot by that causes 1d8 damage on a successful
Pilot Light 5 foot area. Thats 25 square feet. If sent attack. Because the rod rotates from a fixed
Cost: 120 gp through a pump, the pilot light could be point, however, it threatens the two corner
Assistants: 1 channeled into an attack with squares in front of the character, but not
Size: Tiny (6) a range of 5 feet. If the square directly in front of him.
Weight: 6 lbs. an amplifier were Any attack made with a rotor
This device produces a small flame. The added, the pilot arm automatically attacks both
flame cannot be extinguished unless it is lights new corner squares in one action
submerged or cut off from a supply of oxy- area would be at no penalty. This ability
gen. Even then, it can be immediately relit 10 feet by 10 cant be turned off all
with any spark. feet, and its attacks made with the rotor
The flame is too small to be used as a light range in the arm affect both sides of the
source; it illuminates only a 5 foot by 5 foot pump would character, whether friends
area. It can be used as a last-resort melee be 20 feet. or foes are there.
weapon, however, like a torch. It causes 1d4 Adding a second If pointed at the sky, the
points of fire damage but cannot ignite a fire amplifier extends rotor arm creates lift. A normal
unless the target is stationary for 2 rounds. its range to 80 feet. rotor arm can lift up to 40 pounds
A pilot light requires a fuel source. It can A pumps range incre- at a speed of 40 feet. With the addition
hold enough fuel for 10 shots before requiring ment is 40 feet. Its maximum range of boilers, it can lift more weight. Nonfly-
reloading. If the fuel source is ruptured, it will is always limited by the rules above, regard- ing characters automatically fly at clumsy
explode. The explosion has the same area as the less of range increment. maneuverability. A character can expend a
flame, centered on the wearer. It causes double skill point to improve his flying ability; each
damage to everything within the area (all but Ranger skill point increases his flying by one incre-
the wearer may make a Reflex save at DC 14 Cost: 240 gp ment, to a maximum of good.
to take half damage). The fuel source is well Assistants: 0
protected and wont rupture in normal combat. Size: Diminutive (3) Scanner
A long fall, a piercing attack from behind, and Weight: 2 lbs. Cost: 800 gp
extreme heat may rupture the fuel tank. A ranger is a collection of springs and Assistants: 2
bearings fitted to a short barrel. The ranger Size: Medium (32)
Pump acts like an adjustable sight. Devices fitted Weight: 20 lbs.
Cost: 35 gp with rangers gain a +1 enhancement bonus Materials: At least 100 specimens of mate-
Assistants: 1 to any attack at a range of 20 feet or more. rial to be detected
Size: Small (12) Bonuses from multiple rangers on the same A scanner can detect certain physical
Weight: 2 lbs. device do not stack. types in the area around it: undead, elves,
Adding a pump allows the steam dragons, metal, etc. Each scanner detects
engines output to be Rotor Arm one kind of material, at a range of 100 feet.
launched at a distance. Cost: 500 gp The scanner displays the materials approxi-
A pump combined Assistants: 0 mate location, and an experienced reader
with a pilot light cre- Size: Small (12) can determine the materials quantity, too.
ates a flamethrower. Weight: 10 lbs. For example, a scanner set to detect elves
A pump combined A rotor arm is a metal rod that would show the location of nearby elves, and
with a water source rotates. A normal steam engine can a skilled reader could tell how many elves
creates a hose. A pump support a steel rod up to 5 feet in were there.
combined with a light length. The rotor arm can rotate at vari- The material is determined when the scan-
source creates a spotlight. ous speeds. ner is constructed, by including at least 100
A pump can accept anything as At its highest settings, the rotor arm has a specimens of the material to be detected in
an input: heat, light, cold, water, steam, number of uses. Held in front of the charac- the scanners construction. Generally the
electricity, flames, or anything else. The ter, it rotates fast enough to deflect incom- scanner will pick up the common denomi-
62
CHPT.
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1
nator for all provided specimens. If all 100 with a scanner, it will aim at the nearest make up a walkie-talkie system. Each wave-
specimens are pieces of dragons of various enemy creature of the type detected by the maker can send and receive sounds over a
kinds, the scanner will pick up dragons. If, scanner. Further combined with a voice com- 5-mile range, on a clear day with no obstruc-
on the other hand, they are all gold dragon mand and animator, the targeter-equipped tions. Underground use is often limited to a
scales, the scanner will pick up only gold weapon can be commanded to aim and fire, few dozen yards.
dragons. Usually this isnt a problem, but and it will always pick the nearest enemy of A device fitted with a wavemaker and voice
coglayers who arent careful (or who dont the type detected by the scanner. With an command can be controlled by the operator at
adequately scour the area to provide enough automator, it can then reload itself. a distance, provided he also has a wavemaker.
variety in their specimens) may inadvertently With a wavemaker, voice command, and dis-
build the wrong kind of scanner. Translator criminator, a decision-making device can be
Scanners can only be set to detect physi- Cost: 25 gp activated and deactivated as necessary.
cal properties. Elves are physically different Assistants: 0
from dragons, so both can be detected; Size: Small (12)
rogues are not physically different from Weight: 3 lbs. SOME FUN COMBINATIONS
fighters, so scanners cannot detect charac- Materials: Builder must know both lan-
ter classes. Magic and magical properties
are not considered physical for these pur-
poses; scanners cannot detect magic.
guages to be translated.
A translator can translate one verbal
language into another. It looks like an old-
H ere are some fun combinations of steam
powers that can be derived from those
listed above. Many other possibilities exist.
fashioned telephone: The user listens by The Ally: Clockwork Puppet + Animator
Spark Generator holding a speaker to his ear and pointing + Voice Command + Discriminator = A
Cost: 75 gp a receiver at the speaker, then speaks into Tiny construct that will go into battle on
Assistants: 0 the speaker to have his speech translated. your command.
Size: Small (12) Translators are built with a specific lan- The Handheld Ally: Clockwork Puppet +
Weight: 4 lbs. guage exchange in mind and can only trans- Clockwork Puppet + Clockwork Puppet
A spark generator produces a steady late between two languages. The builder + Clockwork Puppet + Animator + Voice
stream of electrical current. The current must know both languages. Command + Discriminator + Folder = A
can be anywhere from tiny, harmless sparks Medium construct that can be folded to
to a taserlike charge. At its highest setting, Voice Command Small size for easy transport.
the generator causes 1d4 points of nonlethal Cost: 100 gp Guardian Angel: Discriminator + Animator
damage with a touch attack. Attacks against Assistants: 0 + Iron Arm holding a normal longsword = An
metallic creatures or targets wearing metal Size: Tiny (6) extra longsword attack in melee.
armor receive a +2 circumstance bonus to Weight: 1 lb. Personal Combat Assistant: On one shoulder,
the attack roll. A voice command box lets a device a Discriminator + Animator + Iron Arm
If amplified, the spark generator causes 1d4 receive its instructions via the coglayers holding a normal longsword; on the other
points of normal damage. If amplified a second commands, rather than manual controls. It shoulder, a Force Generator = An extra long-
time, it causes 2d4 points of normal damage. can hear a normal voice at a range of 5 feet sword attack plus a shield in melee.
From then on it rises in increments of 1d4. and a shout at 30 feet, and is trained during Sidewinder Flamethrower: Rotor Arm + Pilot
A spark generator fitted to a pump has an construction to recognize the owners voice. Light + Amplifier + Pump = A rotor arm that
initial range of 5 feet, which is doubled with It will not respond to anyone elses voice, nor shoots a 20-foot-long flame to either side of
each amplifier. will it respond if the owners voice is some- the character with each attack.
how altered; in such a case, it would have to Three-way Flamethrower: Rotor Arm + Pilot
Targeter be completely rebuilt. Light + Amplifier + Pump, combined with
Cost: 320 gp Pilot Light + Amplifier + Pump facing for-
Assistants: 0 Wavemaker ward: A flamethrower that attacks in three
Size: Diminutive (3) Cost: 65 gp directions (ahead and to each side) with
Weight: 1 lb. Assistants: 1 each attack.
A targeter automatically acquires a target Size: Tiny (6) Cover Fire: Normal repeating crossbow
for a weapon. By itself, a targeter always aims Weight: 1 lb. + Automator + Targeter + Discriminator
at the nearest creature, whether friend or A wavemaker transmits and receives + Voice Command, mounted on the char-
foe. Combined with a discriminator, it will sounds through radio waves. A single wave- acters shoulder: A voice-operated weapon
aim at the nearest enemy. Combined further maker is useless, but two in concert can that will target and attack the nearest enemy,
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CHPT.
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then reload itself. Point it behind you for rear slowly overwhelm them. The powers of earthly The Regenerators are the largest of the
protection. Add a Scanner set to elves for an clerics become progressively more limited as cults, a cross-racial group that aspires to
elf-slaying automatic crossbow. the lunar gods sap their strength. The earthly rebuild surface society through any means
deities, so used to their own bickering, are possible. Disdaining the failed religions
unable to muster a concerted defense, and and impotent armies of the past, they have
they slowly wane under the cooperative force joined across racial backgrounds to war
of the lunar gods. This limits the powers of against the lunar dragons.
RELIGION clerics, as described on page 13. Not all cults are led by humanoids, though.
Where are the gods to protect us now? The greatest of the lunar gods is Anda- The treants of Lilat have become completely
kakilogitat, the god of dragons. His name deranged since their forests were sheared to
speaking his thoughts in turn. His symbol is Dotrak is neutral. He does not have the Seroficitacit has grown steadily in power.
an asymmetrical swirling pattern of dragon power to grant spells to clerics aside from his The rampaging changes sweeping across
heads. Andakakilogitat is close to lunar drag- mysterious vessels, who are associated with both planet and moon have only fed its pow-
ons and lunar dragon-kin, and some earthly the domains of Engines and Knowledge. er. Now it has many worshippers, including
dragons have begun worshipping him in the some terrestrial creatures, who think that
hopes that it will improve their chances of Erefiviviasta, the time of change is at hand.
survival. For millennia, he has watched the Lunar Goddess of Flight
world of Highpoint with a covetous eye, and Erefiviviasta is called goddess because her
he has no sympathy for its residents; they are manifested character seems more feminine RESURRECTION ON
fodder to be conquered, nothing more. The than those of her peers, but sexes among HIGHPOINT
domains he is associated with are Chaos, lunar creatures are poorly understood and
Destruction, and War.
Dotrak,
it is not clear at all whether she is truly
female. Erefiviviasta enjoys a twisted fol-
lowing among the lunar dragons, who were
T he war between the lunar and terrestrial
gods has wrought an interesting twist on
the nature of resurrection. While the ter-
the Great Engine once her most devoted servants. Her role restrial gods gain power from their believers
Dotrak, the great engine, may or may not was usurped by Andakakilogitat, a great on the material plane, they also gain soldiers
be a real deity. He has no formal churches and dragon who rose to godhood and gathered when those believers souls return to the
no clerics, though his vessels or messiahs the dragons to him. Ever since, Erefiviviasta afterlife. The gods are battling vast wars on
appear with greater and greater frequency. and Andakakilogitat have been bitter rivals. the outer planes, and the souls of the dead
His worshippers are the generally agnostic When the invasion of Highpoint began, make up the foot soldiers in these conflicts.
gearwrights, who limit Dotraks role in the cos- however, they put aside their differences to As a result, the terrestrial gods arent
mology. They ascribe no creation myths to him, support the lunar dragons jointly. eager to let souls return to mortal life,
nor any great legends; instead, he is simply the especially if theyre powerful followers who
Starter, the god that laid the universes gears in Seroficitacit, could help even more in the outer planes.
place and then left them to run. Lunar God of Change The dire need for assistance in the planar
Followers of Dotrak are scorned for several Seroficitacit is the lunar god of transforma- wars has created a perverse effect: The most
reasons. First, they have no evidence that their tion. It appears as a pulpy mound of flesh that faithful followers of a god are now the least
god is real. Detractors call him a figment of continually generates vaguely recognizable likely to be revived by raise dead and similar
the imagination. Second, Dotrak isnt a god shapes on its skin before they dissolve into spells. Conversely, it is the heathens and dis-
in the traditional sense. He doesnt walk the something else. It has no sex and no symbol; believers whom the gods have little need for,
earth or cause miracles; according to his own various followers often create their own sym- so their souls are free to return.
followers, he merely set things in motion and bols, which change from group to group and An attempt to use raise dead, resurrection,
then sat back to observe. Other religions con- from time to time. rebuild soul, or a similar spell on Highpoint
sider him weak and powerless. Seroficitacit has a range of worshippers requires a Will save by the character being
In reality, both camps are right. Dotrak sprinkled throughout the various lunar rac- raised. The base DC is 10. If the character
doesnt exist yet, but he soon will. The steam es. Its worshippers have no cohesion and no has class levels as a cleric or paladin, those
engine is a new force in the universe, and the unity, and they come and go as times change. levels are added to the DC. For example, a
collective energies of the myriad gearwrights Lunar thought processes are hardly intel- 6th cleric would have a Will save DC of 16.
who fervently believe in its potential, com- ligible, but to the extent that they are under- If the character makes this save, his soul
bined with the power of their understated but stood, those who worship Seroficitacit seem returns to his body according to the nature of
very real worship, has coalesced into a nascent to be those opposed to tradition and long- the spell cast and is affected normally. If the
consciousness. Dotrak is an infant god, little standing ritual, be they terrestrial or lunar in save is failed, the soul has been conscripted
more than a subtle thought wave, who is slowly origin. Seroficitacit actually grows in power for service in the afterlife. No attempt at res-
growing in power. His influence is already seen from the changes in its base of worshippers, toration will ever succeed, for divine inter-
in the mysterious piles of animated gears called regardless of the number of worshippers, so vention has placed the soul beyond the reach
trak traks (see page 202) and the vessels of it rewards those who leave its fold as well as of mortal spells. This is a great honor to the
Dotrak that now walk the earth (see page 37). those who enter. The greatest reward is to soul, for it has gone to serve side by side with
In the years to come he will continue to evolve, make the worshippers body as malleable as its god in the afterlife.
and, if his followers are sufficiently numerous that of Seroficitacit through the rewarding
and their will sufficiently strong, he may come of the Seroficitacits Changes feat.
into being as a deity proper. Since the beginning of the lunar rain,
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plate 3 From city-mech to combat walker,
the mech is the defining feature of todays Highpoint.
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streamline such encounters. Now mechs are common among all was as if they had had the residual knowledge
advanced surface cultures. The humans of and needed only to be shown how to use it.
the plains, the elves of the forest, and even The success of the steam-powered mechs
the ubiquitous orcs have built, stolen, or was immediate. Lunar dragons that had
salvaged their own mechs. It is said that even previously been defeated only with massed
ORIGINS some underdeep civilizations have experi- forces, cumbersome siege weapons, or high-
mented with mechanized walkers, though level mages were beaten back by the mobile,
The early mechs were built primarily of among the generally regimented forces of Over time, expanding safety zones have made
wood and stone, with iron infrastructures the Stenian Confederacy. Personal grudge the residency requirements less stringent.
underlying it all. Now, the best mech jock- matches are officially off-limits to mech Most city-mechs dont perceive themselves as
eys personally commission custom-built jockeys of all civilized races (orcs naturally being in the same state of siege that they once
steel mechs with mithral or adamantine not falling into that category), but once the were, an attitude that has been helped along
armor. The humans have mastered basic mechs are in the field, their superiors often with extensive bribery. Thus, a portion of each
iron construction methods, the elves have look the other way, knowing full well that mechs population is now nonessential. Rules
magically bent still-living trees into the theres no point in fretting over something governing such positions vary from mech to
shapes of mechs, and the orcs have learned they cant stop. In battles involving mech mech. On most mechs, nonessential person-
to chop down huge forests to build crude fleets with longstanding rivalries, it is cus- nel are required to pay monthly rent to the
wooden mechs. Some mages have attempted tomary to declare short-term cease-fires mechs governing forces and are also prohib-
the construction of massive, hollow golems so individual mechs can pair up and resolve ited from owning land on the mech. (Certain
which are essentially animated mechs. Some their grudges mano a mano. sections of the mech can be owned, much like
reports even say that foul necromancers The largest mechs support full-time a modern condominium within a larger com-
reanimate the bodies of felled dragons into populations. The majority of a so-called city- plex, while other areas are considered common
necromantic bone-mechs. mechs population is crew, civilian support property or restricted areas.) Many a thieves
personnel, and military. A small but growing guild has already exploited this situation to
cadre of wealthy aristocracy has bribed its control black-market land ownership and get
way into the populations of several city- stowaways on board. Wealthy aristocrats have
mechs, highlighting a constant problem: resorted to bribes and influence peddling to
SOCIETY determining who is useful on a city-mech. get spots, while politics have surfaced concern-
City-mechs are by far the safest places to ing which professions are declared essential.
forward and the left leg advances. Push them Steam-powered mechs require large to scrutiny, especially if they appear in
forward in an alternating sequence and the amounts of water, as well as fuel. Usually numbers or in any way appear to be military
mech walks. Push a lever all the way and the this is coal or wood. When burned, this fuel mechs, but the blue flag will keep them
mech strides as far as it can; push it halfway heats the water reserves to the boiling point, from being blown away at a distance before
and the mech takes a shorter stride. providing the steam power. The mechs are they ever get to talk.
Piloting a mech consists of learning designed to suck water through filters in
how to time the motion of the levers. The their feet whenever they pass over a river
pilot must connect his own personal kin- or stream, but the fuel can be more difficult DESCRIPTION AND
esthetic sense to that of the mech. Avoid- to come by. In places without large timber CONSTRUCTION
ing boulders while walking across a rocky reserves, wood and coal have become pricey
field requires moving the legs in different
strides with each step, which only the best
mech jockeys can do with any sort of speed
commodities. Mechs that utilize such power
sources have built-in pulley systems for
lifting buckets of coal into the mech. The
A mech can be built by anyone with skill,
a lot of gold, and a huge labor pool. In
theory, the field is wide open; in practice,
or precision. Jumping requires pumping pulley-powered bucket brigades can even only well organized (or extremely numer-
the legs to the maximum stride at just the be powered by the mechs steam engine, ous) societies can cobble together a battle
right moment, then putting them in the if fuel is that common. No other kind of mech, much less a city-mech.
right position when the mech lands. Turn- mech requires fuel except for clockwork Player characters can build their own mechs
ing requires moving one leg forward and mechs, which need a short burst of fuel once to field against dragons, enemy mechs, and
the other backward at just the right rate. every week. Their needs are so minimal that other foes. They can also adventure on board
All of these techniques are hard to learn theyre not worth keeping track of. the larger city-mechs, explore the burned-out
and difficult to master (especially since the Communication between mechs takes husks of wrecked or ancient mechs, battle
consequence of failure can be toppling over place in a variety of ways. Almost all elven against enemy mechs, and research new ways
and damaging the mech). mechs use magic items or spells that allow to improve mech technology.
A pilot-operated weapon is generally telepathic communication. Dwarven city- This section covers the description and
controlled with a metal strut or arm that mechs, as well as larger mechs with room construction of mechs. The two topics are
extends from the cockpits wall. The pilot to spare, incorporate steam powers such as covered together because by discussing a
moves the weapon by moving this oversized wavemakers. Mechs without these luxuries mechs construction, we will simultaneously
joystick, whose motions are amplified use signal flags. The exact signals vary by detail its description.
and mimicked by the mechs arm. If it is race and faction but can range from simple
an axe or other melee weapon, the pilot (orc mechs usually have only three flags:
must swing the joystick in the right motion attack, retreat, and stop) to complex POWER SOURCE
relative to the position of the mechs real (the mechs of the Legion have more than
arm. If it is a steam cannon or other ranged
weapon, the pilot must aim the arm, then
push a button to fire.
two dozen flags that have different mean-
ings when combined with each other).
Mechs distinguish their allegiances in
M echs are classified by their power
sources. By this measure, five types
of mechs exist: steam-powered, man-pow-
Since it is nearly impossible for a two- a number of ways. General aesthetics are ered, clockwork, animated, and undead.
handed creature to control two joysticks and one method; its very easy to tell a dwarven Steam-powered mechs are the most preva-
two levers at once, advanced mech jockeys mech from an elven mech at a glance, and lent. The first mechs to be built were steam-
modify their controls to make them easier. the allegiance of any mech taken over by powered, and most new mechs continue to
One common adaptation is the addition of the Irontooth clansmen is obvious. Beyond use steam as their power source. Dwarves
a horizontal bar between the two leg levers. that, a mech will fly a flag indicating its and humans are the predominant users of
The bar has a ball joint on each end, and if the mechdom, or, on the larger mechs, simply steam-powered mechs. These mechs are
levers are given a little leeway at their base, paint the flag or a coat of arms on its arm durable and rugged, but labor-intensive and
the bar can be used to control both levers or torso. Military insignia are commonly vulnerable to mechanical mishap.
at once. The pilot simply grasps the bar in painted on, as well as personal insignias as Man-powered mechs are primitive con-
one hand and then shifts the strength of his the pilot prefers. structs that mimic the mechs physical shape
hand to move one lever or the other. Pushing Finally, certain flags are universal. A sky- and abilities using a more antique engine
forward on the center of the bar brings both blue flag means a merchant or trader. Mech human labor. The typical man-powered
levers forward; pulling back does the same traders use these flags to find customers in mech requires dozens or hundreds of slaves
thing. Its similar to pushing a bicycle with territories that would be hostile to anyone toiling ceaselessly to keep it running. Orcs
one hand on the handlebars. else. Mechs with such flags are still subject are the only race to use man-powered mechs
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CHPT.
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mechanisms. Every single component ent strengths and weaknesses. Table 2-1 durable than a mech built of stone. This
of the mech is connected in an elegant, sums them up. is reflected in the mechs hardness score.
complex symphony of brass and steel. The Similarly, a Colossal size mech has a denser
winding process requires extreme force superstructure than a Large mech. It also
generally it entails turning a massive PROFILE has more open space, meaning a successful
spring running the height of the mech penetration is less likely to hit something
and the clockwork mech incorporates
steam or manpower once every few days to
wind itself. Outside of this refueling pro-
A mechs stats are defined in the tradi-
tional monster format. They have hit
dice, attacks, damage, and ability scores,
important. All of this is reflected in the
mechs hardness rating.
Critical Thresholds: A heavily damaged
cess, however, it runs on its own power. just like any construct. A few new terms mech may suffer system failures long before
Clockwork mechs are extremely powerful apply to mechs, however, and a few old terms it is completely destroyed. Mechs have what
and extremely rare, having been seen only are defined differently, as follows. are known as critical thresholds. These are
in the hands of high-level gearwrights. It is Hit Dice: All mechs use d10 for hit dice, and divisions of their hit points. At each new
rumored that the Master Repository holds they always receive 5.5 hit points per hit die. threshold, the mech is more likely to suf-
even more advanced designs. Speed: Mech speed is listed in tactical fer critical hits. Critical hits cause not only
Animated mechs are like massive, hol- terms, as with normal monsters. Large mechs additional damage, but also specific system
low golems. Rather than be granted lim- can move great distances quickly due to their failures (such as a loss of power to the right
ited intelligence, as traditional golems massive strides, but in general mechs are not arm, or clogged gun ports).
are, they are endowed solely with a capable of high-speed movement. Each mech has four critical thresh-
rudimentary kinesthetic sense that lets Tactical speed converts to overland speed olds: green, yellow, orange, and red. A
them move their bodies in response to at the following rates: mechs entry will include break points, as
their commanders wills. Only the elves Tactical Speed Overland Speed a percentage of total hit points, for these
wield such mechs, which are magically 30 ft. 3 mph critical thresholds. For example, Green,
constructed. These mechs are by far the 40 ft. 5 mph Yellow 50%, Orange 25%, Red 10% means a
fastest and most agile, and their magical 50 ft. 6 mph mech crosses the threshold to yellow when
arsenals are deadly. But they have one fatal 60 ft. 7 mph reduced to 50% of its starting hit points,
weakness, which the dwarves are learning 70 ft. 8 mph orange at 25% of its total, and red at 10% of
to exploit expertly: The concerted use 80 ft. 9 mph its total.
of dispel magic spells can render animated 100 ft. 11 mph The effects of hits at the various criti-
mechs inoperable. 120 ft. 14 mph cal thresholds is described in more detail
Undead mechs are a rarity. Known only 140 ft. 16 mph on page 91. Note that all critical damage
through anecdotal evidence, they are 160 ft. 18 mph ignores the mechs hardness, since it takes
rumored to be the reanimated, recon- 180 ft. 20 mph place inside the mechs shell.
structed remnants of dragon skeletons. 200 ft. 23 mph Attacks: A mechs attacks depend on
Who would reassemble a dragon into a 220 ft. 25 mph its crew. This is described in more detail
mechlike creature is unknown. Neverthe- AC: Armor Class isnt relevant in most mech in the combat section (see page 86).
less, explorers of Highpoints less-traveled combat. Each mech has an armor class, but due For now, keep in mind that even though
regions continue to bring back disturbing to their size they are often painfully easy to hit. a mech may have many attacks listed, it
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CHPT.
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up one payload unit, a Large creature or The mech itself occupies a space equal mechs entry includes a definition of the
weapon takes up two payload units, a Huge to twice its payload units. For example, a power source that runs it.
creature or weapon takes up four payload Huge mech stored on board a city-mech
units, and the progression doubles at each would occupy 8 PU.
increment thereafter. Payload units can also be used for transport- SIZE
Living space (for city-mechs) requires addi- ing raw materials. In general, 1 PU is sufficient
tional payload units. The absolute minimum is
living space equal to the creatures PU (e.g.,
a Medium creature would require 1 PU for
to carry a volume measuring roughly 6x6x6 feet
(216 cubic feet), or a weight of 1,000 pounds.
Crew: Different kinds of mechs require
A mech is constructed by determining
its size and type, customizing various
components, and adding weapons. Con-
workspace and 1 PU for living space). This is different kinds of crews. Man-powered mechs struction will be described in more detail
slavelike housing just enough room to lie are extremely labor intensive, since the entire later, along with information on pricing.
down beside a workstation. Normal mech liv- mech runs by manpower. Steam-powered For now, lets look at the various compo-
ing conditions require double the creatures mechs also need a lot of hands on board to nents of a mechs profile.
PU (e.g., a Medium creature requires 1 PU keep the fires stoked and maintain machinery. The first consideration in a mechs pro-
for workspace and 2 PU for living space). This Animated mechs require substantially less file is its size. This determines the range
is still quite cramped but at least includes crew (mostly just gunners and tactical staff), of its payload and height. The type when
enough room for a bed and a few possessions. while an undead mech requires only a single combined with the size then determines the
73
CHPT.
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mech type. These critical hit tables will be Climb Yes 4 No No No
explained in more detail later. Jump Yes 4 8 No No
Clearance 3/4 height 1/2 height 1/2 height 1/4 height 1/4 height
F
MANEUVERABILITY
Size
Large
Huge
Gargantuan
Colossal
Colossal II
Str
18
22
26
30
34
TABLE 2-5: STEAM-POWERED MECHS
Dex
10
10
8
8
6
Fort
+2
+2
+2
0
0
Ref
2
2
2
4
4
Speed
40 ft.
40 ft.
40 ft.
50 ft.
50 ft.
HD
6
12
24
48
96
C
CLOCKWORK MECHS
lockwork mechs use intricate, complex
mechanisms to transmit power from a
coiled spring to the rest of the mech. Based
Colossal III 38 6 0 4 60 ft. 144 on their size, clockwork mechs have the fol-
Colossal IV 42 4 0 4 60 ft. 192 lowing base profile.
Colossal V 46 4 0 4 80 ft. 240 Power Source: Clockwork apparatus.
City-mech A 50 2 2 8 100 ft. 336 Physical Appearance: Clockwork
City-mech B 54 2 2 8 120 ft. 432 mechs are the best designed of all the
City-mech C 58 0 2 8 140 ft. 528 mechanically-powered mechs. They are
City-mech D 62 0 2 8 160 ft. 624 smooth and sleek. They dont need as much
City-mech E 66 0 2 8 180 ft. 718 crew as other mechs, nor do they require
City-mech F 70 0 2 8 200 ft. 814 chimneys or slave quarters. Under normal
operation they produce no smoke or steam,
and their only audible output is a constant
low hum or ticking. Once per week, a clock-
work mech must activate its steam engine
to wind the central spring, and for this short
MAN-POWERED interval it belches smoke from a single cen-
tral chimney. The only drawback to clock-
MECHS work mechs is their fragility (expressed as
mech jockey and gunners must provide some a low Fort save) although they are well
Large 18 18 2 +2 50 ft. 6 immune to critical hits.
Huge 22 18 2 +2 50 ft. 12
Gargantuan 26 16 2 +2 50 ft. 24
Colossal 30 16 4 0 60 ft. 48
Colossal II 34 14 4 0 60 ft. 96
Colossal III 38 14 4 0 70 ft. 144 UNDEAD MECHS
Colossal IV 42 12 4 0 80 ft. 192
Colossal V
City-mech A
City-mech B
46
50
54
12
10
10
4
8
8
0
2
2
100 ft.
120 ft.
140 ft.
240
336
432
U ndead mechs are the combined,
reanimated remains of several enor-
mous creatures. They are grotesque, ugly
City-mech C 58 8 8 2 160 ft. 528 combinations of dismembered body parts,
City-mech D 62 8 8 2 180 ft. 624 bones, ligaments, and partially reanimated
City-mech E 66 6 8 2 200 ft. 718 zombies. Unlike other undead creatures,
City-mech F 70 6 8 2 220 ft. 814 they are designed as vehicles. They have
hollow spaces within them. In one such
space, a necromancer controls every
Crew: 10% of a clockwork mechs PU less like trees, incorporating mithral or action of the mech, while in other areas,
must be dedicated to crew, with a minimum adamantine. hordes of zombies, skeletons, and other
of 1. Smaller mechs have only a pilot and Critical Thresholds: Not subject to undead are haphazardly piled together,
one or two gunners. Larger mechs need critical hits. awaiting the command for the mech to
engineers to keep the clockwork apparatus Crew: 10% of an animated mechs PU must disgorge them. Undead mechs are a recent
oiled and functioning. be dedicated to crew, with a minimum of 1. phenomenon, having appeared only since
Smaller mechs have only a pilot and one or the skeletons of lunar dragons began dot-
two gunners. Larger mechs need navigators, ting the continent. No one knows what
a mech commander, assistant pilots, and twisted necromancer took the dwarves
repairmen. mechanical innovation and turned it into
ANIMATED MECHS this debased parody.
Animated Mechs Critical Hits Based on their size, undead mechs have
endowed with physical mobility and the TABLE 2-10: ANIMATED MECHS
capacity to obey instructions, but no intel- Size Str Dex Fort Ref Speed HD
ligence or decision-making ability. Based on Large 10 18 0 +2 50 ft. 4
their size, animated mechs have the follow- Huge 14 18 0 +2 50 ft. 8
ing base profile. Gargantuan 18 16 0 +2 50 ft. 16
Power Source: Magical enchantment. Colossal 22 16 2 0 60 ft. 32
Physical Appearance: In theory, ani- Colossal II 26 14 2 0 60 ft. 64
mated mechs could vary dramatically in Colossal III 30 14 2 0 70 ft. 96
appearance. Any material can be enchanted, Colossal IV 34 12 2 0 80 ft. 128
so any variety of golem could be transformed Colossal V 38 12 2 0 100 ft. 160
into a mech. In practice, only the elves have City-mech A 42 10 4 2 120 ft. 224
experimented with animated mechs, and City-mech B 46 10 4 2 140 ft. 288
they have focused on animating wood. The City-mech C 50 8 4 2 160 ft. 352
larger elven mechs could easily be mistaken City-mech D 54 8 4 2 180 ft. 416
for treants, though the proportions are more City-mech E 58 6 4 2 200 ft. 580
humanoid and the mechs generally sport City-mech F 62 6 4 2 220 ft. 644
obvious weapons. Smaller elven mechs look
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CHPT.
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City-mech B 50 6 2 4 100 ft. 340 equally throughout their entire bodies. They
City-mech C 54 4 2 4 120 ft. 420 are immune to critical hits.
City-mech D 58 4 2 4 140 ft. 500
City-mech E 62 2 2 4 160 ft. 580
City-mech F 66 2 2 4 180 ft. 660 ARMOR
Mechs have armor classes based on primarily dictated by the laws of physics. As a
their size. Because they are generally rule of thumb, a mech cannot have any attri-
large and clumsy, their armor is not bute greater or lesser than a mech one size
handled with armor class but instead class larger or smaller. For example, a normal
with a hardness rating. After all, Colossal clockwork mech has a Strength of 30.
hitting a mech is like hitting the A variant couldnt have a Strength smaller than
broad side of a barn. Combat 26 (Gargantuan) or greater than 34 (Colossal
isnt about hitting the mech; II). The reason is simple: A Colossal clock-
its about piercing it. Armor work mech cant support its own weight with
class is still calculated for a Strength lower than 26, and cant generate
purposes of attacks, but it is a Strength of greater than 34 without adding
based solely on size. additional machinery that will increase its size
Typical armors have hard- past Colossal. The same basic concept applies
ness ratings as follows. Special to all of a mechs attributes.
armors such as crystal, dia- Almost all aspects of a mech may be
mond, and enchanted ivy are improved, including payload units and criti-
reputed to exist, especially in cal threshold. the only aspects that cant be
the Master Repository, but no changed are hardness (which is always a
modern coglayer has constructed function of materials and size), firing ports
a mech with such materials. Remem- (which is a function of physical propor-
ber that the mechs size determines a tions), and crew (which is always dependent
hardness modifier that is added to the hard- on the power source).
ness for its armor. The main considerations in improving
A mech with a mix of armor for example, a mechs profile are cost and difficulty, as
75% iron and 25% mithral uses the weighted described below.
average of its armor types. In this case, its hard-
ness would be 11 (0.75 x 10 plus 0.25 x 15). Specialized
Material Hardness Traits and Payloads
Flesh* 1 Armor Plating: A mech can be equipped
Clay 3 with extra-thick armor plates that make
Wood 5 it more difficult to damage. This can only
Bone 6 be added to mechs with metal armor. Such
Stone 8 mechs have their hardness increased by +2,
Iron 10 but their speed drops by 10 ft. up to size
Steel 12 City-Mech A, and by 20 ft. above that. This
Mithral 15 increases the mechs base cost by 20%.
Adamantine 20 Combat Spikes: Mechs can be adorned
*Available only on undead mechs. with metal spikes, razor edges, barbs, and
other weapons to make them more danger-
Improvements ous in unarmed combat. Mechs equipped
beyond the Base Profile with combat spikes deal an extra 1d6 points
The standard profiles given above are for of damage in unarmed combat. This raises
a typical mech. Of course, no such thing the mechs base price by 10%.
exists. Every mech is individually hand-built. Extra Weapon Mounts: A small combat
Highpoint has no assembly lines, only master mech often has extra weapon mounts on
craftsmen. Even when two dwarven coglayers the mechs shoulders, back, or head. These
work from the same design, they will produce give the mech greater versatility in combat,
very different mechs, each customized to the though the limited crew may not be able to
tastes of its builder. use all the weapons in the same round. A
Any mech may vary from the standard mechs extra weapon mounts may not exceed
profiles described above. Some limits exist, 50% of its base PU. Extra weapon mounts add
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CHPT.
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PU in increments of 2 at a cost of +10% of the already do this on a routine basis. Their mechs Steam Powers: Coglayers can and do
mechs base cost per PU. use fireball wands as weapons and are usually incorporate their steam powers into the
Fast Legs: Some mechs deliver extra power enchanted with some sort of protection spells. mechs they build. For most coglayers, the
to the legs so theyll move faster. The fast legs When considering spell effects on mechs, task of building a mech is itself difficult
trait adds 10 ft. to speed for mechs below Colos- keep in mind the mechs size. Casting protec- enough, but gearwrights and higher-level
sal size and 20 ft. for mechs of Colossal size or tion from elements on a city-mech isnt going to coglayers are familiar enough with the pro-
larger. This stacks with the Speed Demon feat. work. Spells that affect a creature cannot cess to build in steam powers.
It raises the mechs base cost by 5%. affect a creature greater in size than twice It is perfectly acceptable to combine
Gearwright Maintenance: Mechs main- the casters size. For example, a human wizard steam powers with a mech. You could have
tained to the high standards of the Gear- casting protection from elements could affect a a mech weapon fitted with an animator and
wrights Guild are less liable to suffer critical Large mech, but thats it. In order to affect a discriminator, or even a mech that has an
hits. Their critical thresholds are reduced by Huge mech, he would have to cast protection autopilot of sorts controlled by an automa-
5% at each threshold. This requires extra- from elements twice. (Partial protection is no tor and other devices.
careful building and constant maintenance. protection at all.) The number of castings Remember the mechs size. Fitting steam
It raises the base cost of the mech by 20% and doubles at each additional increment. For powers to large weapons or objects may
requires an additional 1% of the cost to be example, protecting a Colossal mech from require stacking them to reach the right
spent each year in extra maintenance costs. the elements requires eight castings of the dimensions. Refer to the individual steam
Hangars and Mech Fleets: A large mech spell. Those castings must be made consecu- power descriptions.
can hold smaller mechs. These smaller mechs tively (or simultaneously by different wizards) Steam powers can be applied only to steam-
can be used as escape vessels, smaller battle and declared as combinatory up front, by powered and clockwork mechs. Clockwork
craft, or a fleet of assault mechs. The specifics spellcasters who have the Combine Spell mechs with steam powers are assumed to
are up to you when you describe the mech. metamagic feat. When the spells are com- have the powers customized to fit the clock-
A mech stored on board another mech bined they have the effect of only one such work apparatus. They thus cant be applied to
occupies a space equal to twice its payload spell, but on a very large target. normal steam devices without being rebuilt.
units. For example, a Huge mech stored on Secure Crew Quarters: Mechs may be built Man-powered, animated, and undead mechs
board a city-mech would occupy 8 PU. with secure quarters for crew (and passengers, cannot incorporate steam powers.
Simply storing smaller mechs is only half if the mech has them). This means raiders must Other Specialized Payloads: Most
the problem; a bigger concern is getting get through a solid iron door to get to the crew. creatures and objects in the d20 rules system
them into battle. See page 89 for informa- The door has hardness 10, 60 hp, and a break include a size descriptor. Generally this can
tion on deploying smaller mechs from large DC of 28. The door can be locked but only from be used as a guideline for the PU of includ-
mechs while in motion. Installing hangars the inside; the outside has no keyhole or lock- ing specialized payloads. If the payload has
raises the mechs base cost by 5%. ing apparatus. Secure crew quarters cost 1 PU unusual dimensions or weight, the PU may
Heavy Payload: Mechs can be con- and 500 gp for the door apparatus, plus 1 extra need to be increased.
structed to bear extra weight. A mech with PU and another 100 gp for each Medium crew
the heavy payload trait can carry up to twice member to be secured. It is possible to secure
its normal payload units provided they are some crew members and not others. It is also CONSTRUCTION AND
in the form of cargo rather than weapons possible to nest multiple layers of secure crew PRICING GUIDELINES
or passengers. This represents extra-heavy quarters by paying an extra PU for the extra
suspension systems capable of supporting
unusual amounts of weight, though space is
still just as limited. A heavy payload raises
door and an additional 1 PU for each double-
protected crew member.
Steady Feet: Some mechs are specially
T he first consideration in building a
mech is that the designer must meet the
design prerequisites. The base prerequisite
the mechs base cost by 50%. Heavy payload designed for trampling and tripping. They is the feat Craft Magical Mech (for animated
can be stacked with extra weapon mounts, are steady on their feet and hard to dislodge. and undead mechs) or Craft Powered Mech
potentially increasing PU by 150%. Mechs with steady feet receive a +4 bonus (for mechs powered by steam, manpower,
Linked Weapons: Weapons with similar to all trip checks. Additionally, their safe or clockwork apparati). Each of these feats
functions may be linked. This allows them trample size is increased by one increment entails certain prerequisites as well.
both to be fired at the same time with the (see page 95 for more information on tram- The designer is not the only person
same crew. Linked weapons must always be pling). For example, a Gargantuan mech with involved in the mechs construction, of
aimed at the same target. steady feet could safely trample creatures up course. Dozens, hundreds, or thousands of
Magical Effects: Mechs can be magically to Medium rather than Small. This raises the laborers will be necessary to help build it.
enchanted just as any other object. The elves mechs base cost by +15%. Success in designing a mech is deter-
82 2
CHPT.
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Making the Mechcraft Check new trait, attribute change (such as making mechs, especially those that have performed
Once a mech has been constructed, and after the mech stronger), or special payload is well in battle. Mechs usually arent named
all labor has been completed and all gold calculated according to the standard pro- until after several encounters, at which point
spent, the creator makes a Craft (mechcraft) cess (given above). If an addition requires the mechs name will reveal itself in the
check. The check to determine whether the removing an existing trait or piece of equip- events of the combat.
mech is successfully built is made using the ment (such as a weapon occupying a certain In the end, your characters should be left
creators Craft (mechcraft) skill. This is slot), one third of the original labor cost for piloting mechs that are known far and wide
similar to an architect building a skyscraper that piece of equipment must be paid. (If as theirs and only theirs.
or a mechanic building a race car: although the original per-item equipment cost is not
dozens or hundreds of laborers are toiling known, the GM can decide that it is 5%, 10%,
under his direction, it is the characters plan- or more of the overall labor cost.) This cov-
ning and technical insight that ultimately ers removal costs. Then the cost of the new
determine whether the design is successful. piece is added. If necessary, a new Mechcraft MECH COMBAT
The laborers are assumed to be competent check is made, but usually minor changes
enough to follow his instructions thats
why the designer must be there every day,
and why he must employ overseers so no
dont require a check.
Only two changes simply cannot be made
to an existing mech, as follows.
M echs are extremely difficult to destroy.
Their hardness ratings sap the damage
of any attacks. Their immense sizes and corre-
modifier is needed for construction error. First, you cannot change an existing sponding high hit dice grant them practically
It all comes down to the designers skill in mechs size. This is determined by the basic inexhaustible reservoirs of hit points. Luckily,
crafting mechs. infrastructure, which cannot be altered destroying them isnt always the goal. They
If the check is made, the creators con- without rebuilding the entire mech. are extremely valuable to both sides of most
struction has been successful. Second, you cannot change an existing conflicts, so capturing enemy mechs is just
If this check is failed by 5 or less, the mech mechs power source, except to downgrade as important as destroying them. Tripping
is inoperable but can be repaired. The creator it to man-powered. The nature of the power and entangling mechs are important combat
can spend another 20% of the mechs cost and source affects building decisions made when tactics, as are boarding actions.
make another check one month later. the mech is first constructed. These cannot When destruction does matter, the best
If this check is failed by a margin of 6 or be altered without rebuilding the mech from most enemies can hope for is to pound, pound,
more, the mechs basic design is inoperable. the ground up. and pound again until the mech has passed
All labor and materials costs are wasted. The Other than that, all aspects of a mech may its yellow critical threshold, at which point
materials can be recovered by spending one be modified over time. criticals become far more likely. Mechs that fall
third of the labor costs necessary to build generally do so due to internal critical damage.
the mech, but otherwise, the whole project Personalizing Mechs Mech combat varies little from the
is a waste. A new attempt must start at square Player characters with mechs are encouraged standard combat rules. This book is a role-
one with the planning stage. to personalize them. Aside from customized playing game, not a tactical wargame, so it
It is possible to take 10 or take 20 on this weapons or payloads, this can cover the full assumes that most mech combats incorpo-
check, but doing so delays all aspects of the range of appearance. Paint color, pattern, rate no more than a handful of combatants.
mechs construction by a factor of 10 or 20, and detail are immediate choices. Do you In other words, it isnt designed for mass
from planning to labor costs. In most cases, prefer camouflage, kettle-black with chrome mech combat. Future supplements will
this produces completely unreasonable lining, or red because it makes it go faster? describe large-scale mech-to-mech com-
timespans, unless the creator has an extra 10 Ornamental features can include spikes, bat at a strategic level. For the time being,
to 20 times more laborers than he needs. trophies from defeated opponents, animal this section describes how to incorporate
skins, totems, firing baskets, cupolas, skulls, mechs into the standard combat sequence
chains, chrome, racing stripes, exposed without much difficulty.
BUILDING ONTO AN engines, thick armor, living vegetation, kill
EXISTING MECH marks, painted insignia, or customized imag-
ery (such as the sharks teeth on WW2 fighter SUMMARY OF MECH
Dexterity modifier + gunners Dexterity mech uses 2 tons every three days. A ton of Difficult: Forests, thick undergrowth, light
modifier + gunners mech attack bonus. coal costs between 20 and 200 gp, depend- to moderate hills, snow, shallow sand.
ing on local conditions and availability. Extremely difficult: Steep slopes, jungle,
Wood can also be used, but it is less effec- deep sand or desert, rocky or uneven terrain,
MOVING A MECH tive. A mech requires three times as much mud, swamp.
wood as coal. Wood costs 20 to 100 gp per Note that the size of the mech determines
large objects (such as castles and redwood Climbing fails, that mech is downed. The DC for each
trees) get in their way. Mechs with arms and maneuverability of check is the other mechs bull rush result.
There is no penalty for going through perfect or good can climb. This requires For example, lets say a Gargantuan mech
passable terrain. a Mech Pilot check against the same DCs with Str 24 (Str bonus +7, size bonus +12)
Traveling through difficult terrain requires listed under the Climb skill, except that a +4 bull rushes a Huge mech with Str 20 (Str
a Mech Pilot skill check every hour (DC 10). penalty is applied to the DC to reflect the bonus +5, size bonus +8). The Gargantuan
Failure by 5 or less means the mechs speed is limited mobility of the mech, and the mechs mech rolls 14, which gives it a result of 33
halved as it picks its way through the terrain. maneuverability penalty (if any) is applied to after bonuses. The Huge mech rolls 8, which
Failure by more than 5 means the mech falls the roll. gives it a result of 21. The Gargantuan mech
over (see below under Downed Mechs). Failing a climbing attempt can be devas- pushes back the Huge mech. To keep himself
Traveling through extremely difficult ter- tating. The mech falls. The usual 1d6 damage from falling over, the Gargantuan mech must
rain requires a Mech Pilot check every hour per 10 feet fallen, up to 20d6, applies. This make a Mech Pilot check against DC 21. The
(DC 20). Passing the check means the mechs damage penetrates hardness. In addition, for Huge mech must make a Mech Pilot check
speed is halved. Failure by 5 or less means the every 6 that comes up, the mech takes one against DC 33.
mechs speed is quartered. Failure by more critical hit (against whatever critical thresh- Obviously, smaller mechs tend to fall
than 5 means the mech falls over. old it was in before the fall). over more easily. But with a lucky roll, the
Running raises the DC by 4. Fighting in smaller mech can lose the bull rush and still
melee raises the DC by 2 and necessitates a Jumping watch the attacker fall over. Bull rushing is a
check every round. Mechs of sufficient maneuverability can dangerous maneuver in a vehicle as clumsy
jump. Vertical jumps arent even up for as a mech.
Stepping over Obstructions discussion; there simply isnt enough lift
A mechs legs can clear obstructions much in any engine for mechs to make reasonable Docking on a City-mech
higher than can the common man. The exact vertical jumps. City-mechs have docking bays where smaller
height depends on its maneuverability class, Horizontal jumps are possible with a mechs can anchor themselves. Getting onto
as listed on page 73. Obstructions up to this Mech Pilot skill check. Jumps up to double one of these docking bays is a frightening task.
height can literally be stepped over at move- the mechs stride (a mechs stride is equal The bays are attached to the city-mechs feet
ment cost equal to the height but no other to its reach, which is half its height) are or ankles, meaning they swing huge vertical
necessary check. Obstructions taller than DC 10, triple its stride is DC 15, quadruple distances as the mech walks. A boarding mech
this must be climbed. is DC 20, and quintuple is DC 25. No mech must time its movement to the city-mechs,
A mechs stride is equal to its reach. It can can jump more than five times its stride. A then jump onto the docking bay at just the
clear this distance with a single step. Greater running start of at least equal to the dis- right moment. One misstep can mean being
distances require a horizontal jump. tance to be jumped is required. crushed by the city-mechs foot. Only veteran
The pilot must make a Mech Pilot check, pilots make these docking attempts.
Running and Charging minus any modifiers for the mechs maneu- The docking bay drops to within 10 feet of
A mechs top speed is double its listed speed. verability class. ground level. On even terrain, a mech with
With a run action it moves at double speed, If the check succeeds, the mech jumps at least a 10-foot clearance can simply step
no faster. Mechs moving this fast suffer a 2 and lands OK. onto the mech. Uneven terrain makes gaug-
penalty to all ranged attack rolls, and their If the check fails by 5 or less, the mech ing the distance more difficult. Note that
maneuverability class is considered one falls short but does not fall over. a mechs vertical clearance depends on its
worse while running. If the check fails by more than 5, the mech maneuverability and its height, as described
Steam-powered and clockwork mechs can falls short and automatically falls over. Roll above; generally, any mech of Colossal II size
move at double speed for a maximum dura- 1d6 to determine its facing when it lands (see or larger can clear 10 feet even if it is clumsy,
tion of one out of every three hours. Any lon- page 94). The pilot does not get a check to with the clearance of smaller mechs varying.
ger will overheat their engines. Man-powered see if he can adjust its position as it falls. A mech without 10 feet of vertical clear-
mechs can run for only one half-hour out of ance must jump to make the docking bay. This
every six hours. Any faster will start causing Bull Rushing is even more dangerous; if the jump fails, the
nonlethal damage to the laborers at the rate Bull rushing isnt advisable in a mech unless mech cannot even attempt to dock and must
of 1d4 points per half hour. Undead and ani- youre prepared to go down. After the bull make the Reflex save described below (DC
mated mechs can run indefinitely. rush is resolved, both the attacker and 5) or be crushed by the city-mech.
Mechs can charge as normal, though the defender must make Mech Pilot checks to Once a mech has sufficient vertical clear-
above conditions apply. retain their balance upon impact. If either ance to dock (whether through stepping or
89
CHPT.
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2
jumping), the pilot must make a Mech Pilot of height.) In this case, mechs on the ground mechs jump modifier based on maneuver-
skill check (DC 15, +2 on difficult terrain, could dock only once every four rounds (and ability does not apply to this roll; its more
+4 on extremely difficult terrain). This then only if they could keep up with it). of a fall than a jump.) If the check succeeds,
measures his timing. If the check is passed, the mech lands on its feet and can make an
the mech gracefully steps onto the passing Deploying a Mech Fleet immediate attack action (though it cannot
city-mech. City-mechs keep fleets of smaller mechs in move until next turn).
If the check is failed, the mech steps too their hangars, ready to defend the mother If the check fails, the mech fails to land
soon or too late, missing the docking bay. ship at all costs. Deploying a smaller mech on its feet. Determine randomly how it lands
The mech must immediately make a Reflex from the dock of a city-mech isnt quite as using the rules for downed mechs (below).
save (DC 5). If the save fails, the mech falls dangerous as boarding the mech in the first
under the city-mechs foot, suffering full place (though that is necessary when the
trampling damage from the city-mech. battle is over), but its just as harrowing. BASIC MECH COMBAT
A mech that misses a docking attempt Mechs deployed from a city-mech always
and is not crushed must then run after the
city-mech, position itself again, and try
once more to dock. City-mechs rarely stop
leave from the rear of the docking bay, and
always step off when the foot theyre on is
the trailing foot. This minimizes the chance
O nce a pilot boards his mech, they
become intertwined. Their statistics
interact, their combat abilities merge, and
(it takes a lot the success of
of effort to each is largely
start one mov- dependent on
ing again), but the other. Basic
they will walk mech combat
in circles to involves coor-
allow smaller dinating two
mechs multiple separate sets of
attempts to stats, plus the
dock. They will complexities of
also launch multiple crew
signal flares to members acting
indicate where in unison. These
they expect are complicated
to step, giving issues, but with
smaller mechs simple rules
time to get into they can be
position. solved.
Note that
some city-mechs Piloting a
have strides that Mech
are greater than The first step is
their speeds. the mechs pilot.
For example, A normal char-
Nedderpik is acter can move
size City-mech or fire a mech,
E. Its height is but not both. To
1,200 feet, giv- shoot or fight in
ing it a stride of melee, he can-
600 feet, yet its not move the
speed is only 180 ft. Its massive feet swing that they will be crushed on a misstep. mech at all (not even a 5-foot step). This isnt
laboriously through the air, touching the The deployment process requires jumping a question of moving and shooting at a pen-
ground only once every four rounds. (Calcu- from the docking bay to the ground, usually alty; the character simply cannot do both. He
late this with stride divided by speed, round- a distance of 10 feet. The pilot must make a lacks the coordination and concentration. In
ing up. Remember that stride is equal to half Mech Pilot skill check against DC 10. (The order for the mech to both move and fire in
90 2
CHPT.
#
the same round, a gunner must be control- giving them an armor bonus to AC. result from normal combat have little applica-
ling the weapons. Mech AC = 10 + mech size modifier tion to machines the heights of buildings with
With the Mechwalker feat, a pilot can (+ pilots Dex modifier if he has Mech strange anatomies, time-delayed responses to
operate one weapon in the same round he Dancer feat). gunner input, and jerky motions.
moves (provided the cockpit is physically Because mech armor is so thick (and the No base attack bonus is determined by
designed to give him access to the neces- mech itself is built of metal), these rules the mechs hit dice. The gunners Dexterity
sary controls). He may move the mech up to rely more on hardness than armor class for modifier is included because mechs are pow-
double its normal speed (a mechs running combat with mechs. Besides, mechs are ered by joysticks, handles, and other sorts of
speed), but if so he suffers a 2 penalty to enormous they ought to be easy to hit. controls. Its a lot like playing a video game.
ranged attack rolls (the usual penalty for a The mechs Strength affects how well it pen-
running mech). If the mech is to fire more Attack Rolls etrates enemy armor, but the gunners Dex-
than one weapon per round, it needs gunners A mechs attack bonuses are determined terity affects how accurately he maneuvers
for the excess weapons. slightly differently than with other crea- those powerful mech arms.
With the Mechidextrous feat, a pilot can tures. First, a few general rules: Note that some weapons do not use the
operate two weapons in the same round In mech combat, you always add the mechs Strength (such as buzzsaws). This is
he moves (provided the cockpit is set up gunners Dexterity modifier to attack noted in the weapon descriptions.
to allow this). A 3 penalty applies to both rolls, whether its melee or ranged. The Ranged: A mechs ranged attack bonus is
attack rolls. No pilot can operate more than gunners Strength modifiers are never determined as follows:
two weapons at once, unless they are linked added (though the mechs Strength modi- Mech ranged attack modifier = mechs
to fire as one. fiers are). Dexterity modifier + gunners Dexterity
For weapons with a crew, use the highest modifier + gunners mech attack bonus.
Initiative Dexterity among the crew. The mechs Dexterity is used because it
A mech has a base initiative score deter- In mech combat, you dont use base attack determines how finely the mechs weapons
mined by its Dexterity. The pilots modifiers bonus. You use mech attack bonus. Some can be positioned and aimed. The gunners
are then added to this: classes have a separate mech attack bonus ability to work the controls (based on his
Mech initiative = mechs Dexterity modi- characteristic (mech jockeys, mech dev- Dexterity) may offset the mechs basic
fier + pilots Dexterity modifier + relevant ils, assimilated). All other classes use half clumsiness.
pilot feats (e.g., Improved Initiative). their base attack bonus, rounded down, Multiple Attacks: Classes with mech
Only one initiative roll is made for each for their mech attack bonus. attack bonuses can receive multiple attacks
mech. All characters on board the mech A gunner must be proficient with his with mech weapons, per the usual rules.
fight on that initiative count. If a boarding weapon or take the usual 4 penalty. Classes without mech bonuses never receive
action is ongoing and there is combat inside Note the distinction when these rules dis- more than one attack per round with their
the mech, you may roll a subinitiative to cuss pilot (of which there is never more mech weapons, regardless of base attack
determine order of movement inside the than one per mech) and gunner (of which bonus or number of attacks.
mech. Within the greater conflict, however, a mech may have several). Mech Profiles: Each mech profile on
all actions in the mech are assumed to take Melee: A mechs melee attack bonus is page 98 includes a base melee attack and
place at the same time. determined as follows: base ranged attack entry. These include all
Mech melee attack modifier = mechs modifiers due to the mech. The pilots modi-
Armor Class Strength modifier + mechs size modifier fiers are then added to these to determine
A mechs armor class is determined solely + gunners Dexterity modifier + gunners the net modifier.
by its size modifier, unless the pilot has the mech attack bonus.
Mech Dancer feat. The mechs Dexterity does If the gunner is a mech jockey, mech devil, Attacks of Opportunity
not modify its armor class. In the context of or assimilated character, he has a separate Attacks of opportunity between mechs
mechs, Dexterity has more to do with the mech attack bonus. Otherwise, his mech attack are generally resolved normally, with a few
ease of aiming a massive mechanical arm than bonus is equal to half his base attack bonus, important exceptions.
the ability to dodge attacks. Even a dexter- rounded down (except for characters with the A mech firing a ranged mech weapon
ous mech is a big, clunky machine. Thus, Mechanized Combat Practice feat). A fighter into melee does not provoke an attack of
the mechs Dexterity affects its attack rolls who trains for decades with every known weap- opportunity.
but not its AC. Since most mechs have low on is awesome in a swordfight, but hes useless A mech may not take attacks of oppor-
Dexterity to begin with, this also helps offset with a set of levers and a joystick. The kines- tunity against creatures boarding it or
the effects of relying on hardness instead of thetic feel, tactical sense, and raw skill that attacking it. The mech does not have the
91
CHPT.
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2
agility to strike targets on itself (and even mech. This determines their ability to dodge Critical Hits
if it did, it would risk damage to itself), the mechs weapon as it tries to fillet them. Most mechs are machines. As their defenses
nor can it react quickly enough. Each crew member who passes the opposed degrade, their most vulnerable components
A mechs unarmed attacks do not provoke save escapes damage. Those who fail, how- become exposed. This is dangerous and
attacks of opportunity. ever, split the mechs damage roll with the increases the likelihood that they will suffer
mech. Half damage from the attack is divided critical hits.
Grappling equally between all affected crew members, In the traditional rules, constructs (a cate-
Mechs can not grapple. They are not flex- with the rest going to the mech. gory that includes mechs) are immune to criti-
ible enough really to restrain one another. For example, a defending mech has a cock- cal hits. This rule was developed in the para-
Moreover, grappling would invariably result pit with three crew and a separate gunners digm of magical constructs such as golems,
in them both prone on the ground, which compartment with two crew. The attacking which are animated lumps of iron or clay with
nobody wants. mech uses a piercing weapon to stab the cock- no internal anatomy of which to speak.
pit. The attack succeeds and the player rolls Most mechs are different. Like a car, they
Called Shots 28 points of damage. If any of the crew mem- have a very specific anatomy with some
It is possible to target a specific component bers fail their saves, 14 points will be divided parts that are more important than others.
of a mech its steam cannon, left arm, right between them. The three crew members each You can detach the battery from a running
knee, cockpit. Rules for targeting a specific make a Reflex save, opposed by the mechs car without slowing it down but if you
crewmember are described on page 93; in single Reflex save. Two of the crew fail. There- damage the alternator, then its game over.
general, a Spot check is necessary to pick out fore, each of those two takes 7 points of dam- Mechs function similarly, though the parts
a human-sized creature on a large moving age. The remaining 14 points go to the mech, involved are powered by steam, clockwork
object like a mech. less its hardness of 10. So the mech takes 4 components, or manpower.
Targeting larger elements is easier. Any points of damage from the strike, while two Animated and undead mechs are immune
major component of a mech (equal to twice crew members each take 7 points. to critical hits. All other mech types are sus-
the size of a human or larger) can be targeted ceptible. Critical hits to these mechs require
with a called shot. Smaller components Basic Mech Combat Summary critical rolls (as usual). With steam-powered,
require a Spot check (DC 1015, depending Normal pilots can either move or fire a mech. clockwork, and man-powered mechs, con-
on size) in order to pick them out of the With the Mechwalker feat, a pilot can move firmed critical hits that cause at least 1 hp of
whirling morass of potential targets. a mech in the same round he fires a weapon. damage (after accounting for the mechs hard-
Called shots are automatically full-round With the Mechidextrous feat, a pilot ness) also cause additional component dam-
actions. By pausing to aim its next shot can move a mech in the same round he age, based on the critical hit table for each
carefully, the attacker provokes an attack of fires two weapons. mech power type. These tables are found on
opportunity. Finally, a 4 penalty applies to 2 penalty to ranged attacks when running pages 74, 76, and 77. This component damage
the attack roll. or charging in a mech. is in addition to the crits extra hp damage.
If the attack hits, the GM resolves the Mech initiative = mechs Dexterity modi- Note that damage from the critical hit
effects. Generally an attack upon a weapon fier + pilots Dexterity modifier + relevant tables bypasses a mechs hardness rating.
may cause damage to the weapon, an attack pilot feats (e.g., Improved Initiative). This damage takes place internally, far
on an arm may damage the arm, and so on. Mech AC = 10 + mech size modifier beyond the mechs hard armored shell.
Called shots against the boiler have no addi- (+ pilots Dex modifier if he has Mech
tional effect on most mechs, since it is one Dancer feat). Critical Thresholds
of the best-armored parts of the mech. Mech melee attack modifier = mechs All mechs have four categories of damage:
The most effective target for called shots is Strength modifier + mechs size modifier green, yellow, orange, and red. These critical
the cockpit or gunners ports. In this case the + gunners Dexterity modifier + gunners thresholds are defined by the hit point totals
attacking mech specifically tries to damage the mech attack bonus. at which the mech becomes more vulner-
mechs interior so that it can hit crew inside. In Mech ranged attack modifier = mechs able. Thresholds are determined by percent-
most cases, only piercing weapons are capable Dexterity modifier + gunners Dexterity age amounts depending on the mechs power
of reaching deeply enough into the mech to modifier + gunners mech attack bonus. source, as described on page 73. For example, a
damage the crew; some slashing weapons may Called shots suffer a 4 penalty and provoke steam-powered mech has the thresholds green,
work depending on the mechs design. an attack of opportunity; targeted crew areas yellow 50%, orange 25%, red 10%. That means
If a called shot against a crew area suc- receive opposed Reflex saves to escape damage. that a mech with, say, 100 hit points would
ceeds, the crew in that area must make enter its yellow threshold when reduced to 50
opposed Reflex saves with the attacking hp, orange at 25 hp, and red at 10 hp.
92 2
CHPT.
#
age according to each mech types critical ones, and checking the spring torque on By entering through a mechs portholes.
hits table. clockwork mechs. Any less than half of the Anyone who manages to climb onto a
total crew and the engines shut down, stop- mech can try to enter through a porthole.
ping the whole mech in its tracks. A mech that is downed is particularly vul-
CREW Once the engine stops, the crew can nerable to such boarding actions, whether
still fire weapons that dont depend on it was tripped or voluntarily sat down.
ports can be closed with iron shutters, goes by, where failure indicates a chance for Attacking the Crew
in which case they are treated like port- trampling damage (Ref DC 10 to avoid). after Boarding
holes. But if they are open or being used, Once a character is on board a mech, There are two ways to resolve boarding
a creature can try to climb through. This he must make Balance checks to stay on actions. The first way is to prepare a detailed
is accomplished with an Escape Artist or board (see page 96) until he actually breaks map of the mechs deck plans. Boarders then
Dexterity check (DC 20, +4 bonus for through a porthole or other entry. move through the mech exactly as if it were
each size increment smaller than Medium Climbing onto or boarding a mech does not a dungeon or building, engaging crew when
of the attacker, 4 penalty for each size provoke attacks of opportunity from the mech. they encounter them.
penalty larger). If an enemy is already fir- This method is complicated and time-
ing through the port, the invader must also Targeting the Crew consuming, however, and deck plans for
make an opposed Strength check to push Exposed crew on a mech or those visible most mech types are not readily available.
him out of the way. through cockpits are vulnerable to having Therefore, an easier way is to resolve com-
Getting onto the mech in the first place being picked off with ranged attacks or bat abstractly, without the use of a map
is another concern or grid. Boarders
entirely. Bore are automatically
launchers make it assumed to enter in
easy, and its also a position to attack
easy if the mech is the crew. The crew
downed. Otherwise, is always arranged
climbing a mechs with the least
legs requires a important members
Climb check. The in the most vulner-
base DC to climb able positions, so
a mechs leg is 15, unless multiple
+2 if the mech is boarding parties are
in motion, +4 if attacking several
the mechs legs are areas, the boarders
oiled. The base DC are assumed to have
to climb with a rope to fight through
is 10 with a knotted layers of unimport-
rope, or 15 with an ant crew before
unknotted rope. reaching the pilot.
A creature climb- (Optionally, the
ing a mech does GM may rule that if
not need to make a an attempt to board
Balance check as if a mech through
it were riding unless mechanized means,
it attempts to attack, pry open a porthole, or magic. This is resolved as follows. such as with a bore launcher, yields a critical
take another action (see page 96). Once it Attackers within 100 feet can freely target hit, then the boarders arrive at the central
attacks, it counts as riding rather than board- anyone they see. control area.) The defender can declare how
ing the mech. Attackers 101 feet away or further may have his crew is arranged (engine room staff at
A ranged touch attack with a grappling hook difficulty distinguishing between the crew the outer edges, then weapon crew, then
allows the character to swing on board and members they see, or even picking them out the pilot), but once declared this cannot
bypass the Climb check. Otherwise, getting against the backdrop of the moving mech. They be changed.
to the Climb check requires fast reflexes and must make Spot checks to pick out particular The following rules apply to combat inside
avoiding the mechs trample. If the mech is crew members on the mech, as follows: a mech:
in motion, the character must make be able Condition DC The total number of boarders cannot exceed
to reach the mech with a standard action or Target a specific visible crew member the mechs available PU for crew and stor-
charge, or ready an action for when it passes (pilot, steam cannon gunner, etc.) 15 age. (For example, if the mech has 8 PU
by. Then a Dexterity check (DC 15) or a Jump Target a randomly determined devoted to crew and storage, it cannot
check (DC 15) is needed to grab on as the mech visible crew member 10 absorb more than 8 Medium boarders.)
94 2
CHPT.
#
Boarders can occupy the same PU as crew. flails, chain tentacles, and changlers are others are designed such that they need
If this happens, then all combat on board among the most common. A pilot can also assistance to be raised.
the mech is automatically grappling until attempt to trip an enemy mech as a melee When a mech is downed, determine its fac-
more space opens up. On a mech with full attack, though this is dangerous. ing by rolling 1d6. The mech pilot can imme-
PU, the maximum number of boarders is A trip attack with a mech is resolved simi- diately make a Mech Pilot skill check against
the same as the number of crew (assuming larly to a normal trip attack, with the follow- DC 20 to try to fall into a favorable position; if
the boarders and crew are the same size), ing modifications. the check is successful, he may choose to add
and all combat is grappling. If the trip attack is made with a weapon, 2 or subtract 2 from the 1d6 roll.
No defender can be flanked, ever. There follow the usual tripping rules. Apply modi- Roll Facing
simply isnt enough room. The insides of fiers for the mechs maneuverability, their 12 Face up
mechs are small, cramped quarters where Strength or Dexterity scores (per the usual 3 Left side
you can barely fit one person into most rules), and their sizes. For easy reference, 4 Right side
control areas, much less two. The only the table below summarizes trip check 56 Face down
exception to this is in specially designed bonuses based on a creatures size. The mechs facing determines which
mechs with luxurious quarters. Size Trip Check Bonus weapons it can use and how easy it will be to
All combats are one on one; excess attack- Large +4 get up, as described below.
ers or defenders may not participate in the Huge +8 Getting up is determined by a Mech
combat (even with ranged weapons). Gargantuan +12 Pilot check against DC 20, modified by the
Ranged weapons cannot be used to fire Colossal +16 trip modifier for its maneuverability class.
into combats inside a mech. The interior Colossal II +20 As you can see, the check is quite difficult
quarters are twisted and cramped, with no Colossal III +24 an inexperienced pilot is often finished
room for shots fired more than 10 feet. Colossal IV +28 once his mech is down. The check can be
Spells or attacks with area effects hit Colossal V +32 attempted repeatedly until it is made. Once
randomly determined combatants in the City-mech A +36 the check is successful, the process of get-
general area. City-mech B +40 ting up takes 1d6 full-round actions.
Mechs may be built with secure crew cab- City-mech C +44 A downed mech is considered prone,
ins, as indicated on page 81. In such cases, City-mech D +48 though the rule is slightly different than
a boarding party cannot reach the crew City-mech E +52 usual. Enemies have a +4 bonus to attack it
unless it breaks through the door. Magnet City-mech F +56 in melee, but they have no penalty for tar-
bombs and rust bombs are often used in A mech that fails to be tripped can try to geting it with ranged weapons mechs are
these situations. trip its attacker, per the usual rules. large enough that they are still viable targets
Attackers move vertically through the mech Mechs with detachable flails (or other such when on their sides. Note that a downed
(as in, if they are trying to reach the head) at tripping weapons) can drop them to avoid mech in the wrong position may not be able
a rate of 10 ft. vertically for every 30 ft. of the trip. Mechs with built-in weapons can- to counterattack in melee.
expended movement. This covers finding not drop them, unless the weapons are spe- Face down: The mech can use only weap-
and climbing stairs, hatches, and ladders. cially designed for such (e.g., the changler). ons on its rear, or shoulder- and head-mount-
Very large mechs (City-mech A or bigger) The pilot may opt to use his modifier in ed weapons that can swivel 360 degrees. No
are large enough that boarders may need the Mech Pilot skill in place of the mechs penalty to getting up.
time just to find the crew. These situations Strength or Dexterity, if it is higher. Face up: The mech can use all forward-
should be resolved with at least a gen- If a mech is tripped, it is considered mounted weapons but cannot fight in melee
eral deck plan that is prepared in advance. downed. if its attackers are outside of its reach. For
(After all, how many city-mechs are in your example, a 15-ft.-tall mech with a 5-ft. reach
game? Probably no more than a couple, Downed Mechs cant even reach its own head or toes, so
enough to prepare deck plans for.) A mech can be downed by a trip, by infantry enemies attacking from those sides are
pulling it down, by a critical hit, or by bad out of its reach. (Always assume the reach
terrain. Any one of these can be enough to is measured from the center of the mech.)
TRIPPING A MECH put it under. Getting up is extremely difficult the DC
A downed mech isnt a pretty sight. While is raised by +4.
forward-mounted weapons are aimed in that attackers make Strength checks against Trample
direction. The DC to get up is raised by +2. DC 10. For each that succeeds, the team Instead of moving, any mech may make a tram-
The mech pilot can choose to put the mech leader receives a +2 to his roll. ple attack against any creature or mech within
face down or face up instead of trying to get The mech makes its check using its Strength its reach. The trample causes damage as below.
up from a side position; no check is required bonus, plus the usual +4 size bonus for Characters within the trampled area may
to change its position in this way. each size larger than Medium that it is (as make attacks of opportunity, or forego them
Right side: As above, but on the right side. listed above under the tripping section). in order to dodge the trample. They may
Additionally, the mech applies any bonuses attempt to dodge with either a Reflex save
Pulling Down a Mech to trip checks due to its maneuverability or Mech Pilot check, whichever is better.
One of the most shocking defeats the Stenian and construction (e.g., +4 for steady feet, The DC for this save is 15. (Smaller mechs are
Confederacy ever faced was when a horde of as described on page 81). faster, but larger mechs have bigger feet that
orc rabble unexpectedly pulled down an If the horde succeeds in its combined trip require more movement to dodge, so the
early-model Juggernaut mech, pried open its check against the mech, the mech is top- same number is used for both.) Pilots with
portholes, and slaughtered the unprepared pled. It is now downed, as described above. the Mechdancer feat may add their Dexter-
crew inside. It was after this that Juggernauts ity bonus to the DC necessary for victims to
were equipped with flame nozzles. avoid the trample.
Infantry can pull down mechs using these SPECIAL ATTACKS A trample victim that successfully dodges
rules. the trample may immediately grab onto the
Pulling down a mech requires a trip check.
Attackers who can stand adjacent to the
mech (diagonals included) may try to pull
M echs have unusual structure and weap-
onry that occasionally demand unusual
actions. The following special attacks are
mechs leg as a free action. It still must make
a Climb check to get up the leg (see page 93).
The Largest Target entry indicates
it down with their bare hands (generally by available to mechs, as well as to unmounted the largest size creature that the mech can
rocking it back and forth). This is a standard creatures with the appropriate weaponry. trample. Note that, based on these sizes,
action; if the mech moves, the attackers city-mechs can trample smaller mechs. This
will probably have to follow it to make Unarmed Attacks can be dangerous, however. Trampling a
their attempt. Attackers in such a position A mechs unarmed attacks are massive large target can backfire on a vehicle with
are generally vulnerable to trampling. For fists of metal or stone backed by hydraulic unstable feet, a category into which many
example, a Juggernaut has a face of 10 ft. systems capable of producing superhuman mechs fall. A mech trampling a creature larg-
by 10 ft., allowing 12 Medium (5-ft. face) strength. They are quite dangerous. er than its Safe Target size must itself make
attackers to reach it all of whom could The basic unarmed damage of a mech a Reflex save (DC 10). If the save is failed,
be trampled on the Juggernauts action. depends on its size. This is detailed on page the trampling mech is tripped by the trample
Attackers unable to stand adjacent to the 72 and repeated below for reference. Add attack. Regardless of whether the save fails
mech may use ropes or chains with grappling the mechs Strength modifier to the damage. or succeeds, the target is still trampled.
hooks. They must all be pulling in the same This is lethal damage. Mech Size Largest Target Safe Target Damage
direction or their efforts cancel each other A mech does not provoke an attack of Large Tiny Tiny 1d6
out, but their labor can still be combined opportunity when making an unarmed attack. Huge Small Small 2d6
with the rocking of creatures adjacent to Size Unarmed Dmg. Gargantuan Medium Small 3d6
the mech. Latching on a grappling hook Large 1d6 Colossal Large Medium 4d6
requires a ranged touch attack. Thereafter Huge 1d8 Colossal II Huge Medium 5d6
the creature may pull, joining in the com- Gargantuan 1d10 Colossal III Gargantuan Large 6d6
bined skill attempt. The mech may jerk the Colossal 1d12 Colossal IV Colossal Huge 7d6
rope or chain out of the pullers hands by Colossal II 3d6 Colossal V Colossal II Gargantuan 8d6
succeeding in an opposed Strength check Colossal III 2d12 City-mech A Colossal III Colossal 9d6
and simply walking away. (For this check, use Colossal IV 5d6 City-mech B Colossal IV Colossal II 10d6
a modifier for each participants size as well Colossal V 3d12 City-mech C Colossal V Colossal III 11d6
as the Strength modifier: +1 for Large, +2 City-mech A 7d6 City-mech D City-mech A Colossal IV 12d6
for Huge, +4 for Gargantuan, etc.) City-mech B 4d12 City-mech E City-mech B Colossal V 13d6
The attackers make their trip check as City-mech C 9d6 City-mech F City-mech C City-mech A 14d6
a cooperative combined skill attempt, City-mech D 5d12
as outlined in the PHB. The strongest City-mech E 11d6
attacker is the team leader. The other City-mech F 6d12
96 2
CHPT.
#
Dispelling Animated Mechs the mech. Weapons whose effects were not If the check is successful, the character
Animated mechs are powered by magic. dispelled may still be activated manually can hang on and release one hand to make
Unless the creator spends the extra time and per their usual terms e.g., a fireball wand an attack (see the Mech Rider feat for details
money to make them immune to magic, they could be fired if someone were outside the on making such an attack). If the check is
are vulnerable to dispel magic effects. Mechs mech grasping the wand and uttering the failed, the character falls off the mech. He
with long-ranged weapons (such as the Rod- command word (though remember that the must make an immediate Reflex save (DC
walker and its fireball wands) are out of danger wand cant be aimed because the arm its 10) or fall under the mechs feet and suffer
from the medium-ranged dispel magic to begin attached to is frozen), or a dancing weapon trampling damage. Either way, hes left in the
with, but those built for close combat would could be deployed if someone could reach dust as the mech keeps on walking.
be better off with magic immunity. Encoun- it and command it to attack. Keep in mind the size of the mech that the
ters with wizards powerful enough to dispel Any spells that were cast on the mech, such characters are riding. Its all well and good to
a mechs power source are rare, but a single as protection spells, are also dispelled. hang 16 people off of a Colossal II mech, but
such encounter can be fatal. The mech is considered a standing, immo- only a few will be at ground level. The rest
Unless the caster states otherwise, a bile target. Its effective Dex is 0 (5 to AC will be hanging off its torso or arms, well out
dispel magic cast at a mech automatically is and Reflex saves). of reach to strike passing creatures.
a targeted dispel centered on the mystical The mech is considered a helpless A mech can support riders according to its
energy that animates the mech and also defender. Melee attacks against it gain size, as follows. This table indicates the total
affects all mech-mounted magical weapons. a +4 bonus. It is vulnerable to coup de number of riders and the number that are at
This disrupts the mechs ability to walk, turn, grace actions, but, of course, this confers ground level (able to strike normal unmounted
move in any way (including open and close no benefit because animated mechs are opponents). Note that riders automatically
crew compartments), aim weapons, and acti- immune to critical hits. block as many firing ports as they are in number
vate weapons and items built into the mech As with all dispel magic spells, the effect (e.g., if a mech has five firing ports, the first five
plus it may also dispel the powers of the lasts for 1d4 rounds, after which the mech riders will automatically block them).
weapons themselves, all in one fell swoop. recovers. Size Total Riders Ground-level Riders
To find the dispel DC for an animated Large 1 1
mech, use the following standard caster Huge 2 2
levels. Some mechs may have higher caster RIDING A MECH Gargantuan 4 2
levels, depending on the creators, but none Colossal 8 4
will have lower. Generally the DC applies
both to the mechs power source and to all
of the mechs components fireball wands,
T he rust riders are famous for having only
a few rickety, poorly repaired mechs for
entire tribes but managing to fit everyone
Colossal II
Colossal III
Colossal IV
16
32
64
6
10
15
dancing weapons, etc. unless they were cre- in the tribe onto the mech. Usually, the tribe Colossal V 128 20
ated by different wizards. members hang off the mech, grasping hand- City-mech A 256 30
Animated mechs smaller than a city-mech: holds or leather straps, striking at enemies as City-mech B 512 45
caster level 15 (dispel DC 26) the mech passes by. City-mech C 1,028 70
Animated mechs city-mech or larger: Riding a mech is like riding an animal, but City-mech D 2,056 110
caster level 17 (dispel DC 28) much, much harder. The mechs movement is City-mech E 4,112 160
Undead mechs of any size: caster level 13 jerky and erratic, it takes massive steps, and City-mech F 8,224 240
(dispel DC 24) the force behind its every move is tremen- Note that riding a mech can be done
Make one dispel check for the mechs dous. On top of all that, removing one hand offensively. Even if boarders cannot pry open
central system, then make additional checks to make an attack makes it all the more diffi- a mechs portholes, they can use their bod-
for other magic items on board (such as one cult. Its akin to hanging onto the outside of ies to cover viewports, or can toss grenades
check for each of the four fireball wands on a a roller-coaster with only one hand. through firing ports. A crew member with his
rodwalker). A mech whose central system is Characters attempting to hold onto a viewport blocked is effectively blinded for
successfully affected by a dispel spell in this mech must make a Balance check each the purposes of mech movement and attacks.
way suffers the following consequences: round. The DC is 10 + the mechs speed in Blinding the pilot of a one-man mech in this
The mech grinds to a halt. It cannot move, mph (see page 71) +4 if the mech is oiled way is a heroic thing to encourage your char-
turn, or aim weapons in any way. Locked to prevent boarders. If the attack requires acters to do (provided they understand all
compartments, doors, portholes, cockpits, lifting both hands off the mech, the DC is the risks, of course).
and other passages cannot be unlocked. increased by 4.
No weapons may be activated from within
97
CHPT.
#
2
A
RANGING SHOTS
D
REPAIRING
DAMAGED MECHS
Irontooth
Human traders
Irontooth
TABLE 2-20: MECHS
Dwarves (obsolete)
Size
Huge
Colossal
Colossal
Colossal II
Gargantuan
Power
Steam
Steam
Clockwork
Steam
Steam
Price (gp)
3,000
5,624
19,310
13,911
4,250
hit points lost or, in the case of critical hits Incinerator Dwarves (Stenian) Colossal II Steam 11,765
and special effects, the category of repair. Iron Maiden Irontooth Colossal III Steam 16,639
Unless noted otherwise, critical hits resulting Janzeters Amazing Mobile
from the green or yellow threshold are minor Cannon, Mk. I Dwarves (Stenian) Colossal III Steam 40,937
repairs, those resulting from the orange Juggernaut Dwarves (Stenian) Gargantuan Steam 7,788
threshold are major repairs, and those result- Lancer (dwarven) Dwarves (Stenian) Gargantuan Steam 10,699
ing from the red threshold are critical repairs. Lancer (elven) Elves Gargantuan Animated 32,390
Mother, The Irontooth Colossal IV Clockwork 61,198
Rodwalker Elves Huge Animated 112,616
Scale Hunter Dwarves (Stenian) Colossal II Steam 19,702
Scorpion Dwarves (Stenian) Colossal II Steam 15,932
MECH GALLERY Skull Crusher Orcs Colossal IV Manpower 18,301
Slaughtergore Unknown (unique) Gargantuan Undead 20 gp + 16 corpses
AND TECHNICAL Smiggenboppers
Perambulatory Orc Gnomes Gargantuan Clockwork 8,702
READOUTS Talon Dwarves (traders) Colossal Steam 12,400
Totem Mech tribes Gargantuan Manpower 1,988
creatures it can trample. See page 95. Labor Requirements: Total man-hours Space/Reach: 5 ft. by 5 ft./5 ft.
Saves: The mechs saves. needed to build the mech. Crew: 1 (weapons: 2)
Abilities: The mechs abilities (really only Construction Time: An estimated con- Firing Ports: 7
Str and Dex). struction time based on a reasonable Hit Dice: 12
Mechcraft DC: The difficulty class of number of laborers. Shorter or longer Hit Points: 66
the Craft (mechcraft) check needed to construction times are possible with Critical Thresholds: Green, Yellow 33,
design the mech. more or fewer laborers. Orange 17, Red 7
Base Planning Time: How long it takes Base Initiative: 0
to come up with blueprints for building Speed: 50 ft. (fast legs)
the mech. BARBAGULA Maneuverability: Good
Base Cost: The mechs base cost (which is Size: Huge AC: 8
the, well, base for any modifications). Power Source: Steam Hardness: 8 (stone)
Total Cost: The total cost to build the Payload Units: 7 (extra weapon mounts) Base melee attack: +4
mech, including weapons. Height: 15 ft. Base ranged attack: 0
Unarmed damage: 1d8+6
Trample: largest Small; safe Small; damage 2d6
Saves: Fort +2, Ref 2, Will
Abilities: Str 22, Dex 10, Con ,
Int , Wis , Cha
Mechcraft DC: 33
Base Planning Time: 66 days
Base Cost: 656 gp
Total Cost: 3,000 gp
Labor Time: 960 man-hours
Construction Time: 12 days
(10 avg. laborers plus 1 overseer)
Options: Extra weapon mounts (2),
fast legs
Payload Usage
PU Use
1 Crew
6 Onboard weaponry
7 Total
The barbagula is a nasty little mech
favored by Irontooth clans (and rust riders,
when they can get them). A barbagula has
long legs and a light build. Its right arm is
equipped with a changler and its left arm has
an oversized lance.
Barbagulas are used to ambush isolated
mechs and to fight in packs against
more difficult targets. They are
built for speed. A skilled
mech jockey can
execute extremely
effective hit-and-run
attacks with a barbagula. The lance is used in
the initial charge, followed up by a trip attack
from the changler. Once the target is down,
it is either boarded or lance-charged repeat-
edly by other barbagulas.
100 21
CHPT.
#
been seen among other forces, In fact, if the bastion were to rest
often with iron or steel armor. itself alongside a castle wall, from
a distance it would look like part
of the castle.
BASTION
Size: Colossal
Power Source: Steam DAUGHTER, THE
Payload Units: 16 Size: Colossal
Height: 35 ft. Power Source: Clockwork
Space/Reach: 15 ft. by 15 ft./15 ft. Payload Units: 18 (extra
Crew: 4 (weapons: 3) weapon mounts)
Firing Ports: 13 Height: 35 ft.
Hit Dice: 48 Space/Reach: 15 ft. by 15 ft./15
Hit Points: 264 ft.
Critical Thresholds: Green, Yel- Crew: 2 (weapons: 1)
low 132, Orange 66, Red 26 Firing Ports: 14
Base Initiative: 1 Hit Dice: 48
Speed: 60 ft. Hit Points: 264
Maneuverability: Average Critical Thresholds: Green,
AC: 2 Yellow 132, Orange 66, Red 26
Hardness: 9 (stone, Colossal) Base Initiative: 3
Base melee attack: +2 Speed: 60 ft.
Base ranged attack: 1 Maneuverability: Good
Unarmed damage: 1d12 +10 AC: 2
Trample: largest Large; safe Medium; Hardness: 13 (steel, Colossal)
damage 4d6 Base melee attack: +2
Saves: Fort 0, Ref 4, Will Base ranged attack: +3
Abilities: Str 30, Dex 8, Con , Unarmed damage: 1d12+10
Int , Wis , Cha Trample: largest Large; safe
Mechcraft DC: 39 Medium;
Base Planning Time: 78 days damage 4d6
Base Cost: 2,622 gp Saves: Fort 4, Ref 0, Will
Total Cost: 5,624 gp Abilities: Str 30, Dex 16, Con
Labor Requirements: 3840 man-hours , Int , Wis , Cha
Construction Time: 48 days Mechcraft DC: 52
(10 avg. laborers plus 1 overseer) Base Planning Time: 104 days
Payload Usage Base Cost: 6,925 gp
PU Use Total Cost: 19,310 gp
4 Crew (does not include weapons)
12 Onboard weaponry Labor Requirements: 7,680
16 Total man-hours
The bastion was one of the first dwarven Construction Time: 96 days
models ever to be constructed and it shows. (10 avg. laborers plus 1 overseer)
It is essentially a walking castle. The torso is Special: Extra weapon
disproportionately tall and narrow much mounts (2)
101
CHPT.
#
2
Payload Usage
PU Use TABLE 2-21: ONBOARD WEAPONS
2 Crew Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
16 Onboard weaponry Barbagula Onboard Weapons
18 Total Left arm Melee Large lance (2d6+6/x3) 2 1
The daughter is usually deployed in pairs Right arm Melee Huge changler (1d10+6, +4 to trip checks) 4 1
by the mother (see page 109). The daughters Total 6 2
harry and harass enemy mechs while the
mother pulls them in. Generally the daugh- Bastion Onboard Weapons
ters are there only to defend the mother, Right arm Melee Huge axe blade (2x8+10/x3) 4 1
but they will engage offensively if necessary. Left arm 180 forward Gargantuan ballista (3d10/x3, 200) 8 2
They look like walking buzzsaws the buzz- Total 12 3
saw takes up more than two thirds of their
height, placed vertically in their torso. The Daughter Onboard Weapons
Torso Melee Colossal buzzsaw (3d12/1920/x3) 16 1
Total 16 1
DIGNITARY
Size: Colossal II Dignitary Onboard Weapons
Power Source: Steam Left arm 180 forward Gargantuan steam cannon (3d10/x3, 950) 8 2
Payload Units: 41 Right leg 360 Gargantuan flame nozzle (2d8, 50) 8 1
Height: 50 ft. Total 16 3
Space/Reach: 25 ft. by 25 ft./25 ft.
Crew: 8 (weapons: 3) Fangbiter Onboard Weapons
Firing Ports: 27 Left arm Melee Huge sword blade (2d8+8/19-20) 4 1
Hit Dice: 96 Right arm Melee Huge barbed sword blade (2d8+8/1920/x3) 4 1
Hit Points: 528 Total 8 2
Critical Thresholds: Green, Yellow 264,
Orange 132, Red 53 Incinerator Onboard Weapons
Base Initiative: 2 Right foot 180 left Huge flame nozzle (2d8, 30, fire) 4 1
Speed: 70 ft. (fast legs) Right foot 180 right Huge flame nozzle (2d8, 30, fire) 4 1
Maneuverability: Average Torso 90 forward Huge steam cannon (2d10/x3, 1,000 ft.) 4 2
AC: 2 Left foot 180 left Huge flame nozzle (2d8, 30, fire) 4 1
Hardness: 14 (steel, Colossal II) Left foot 180 right Huge flame nozzle (2d8, 30, fire) 4 1
Base melee attack: +4 Total 20 6
Base ranged attack: 2
Unarmed damage: 3d6+12 Iron Maiden Onboard Weapons
Trample: largest Huge; safe Medium; Right arm Melee Huge bore puncher (1d10, 5 ft. reach, ignores hardness) 4 1
damage 5d8 Right arm Melee Huge hooked axe blade (2d8/x3) 4 1
Saves: Fort 0, Ref 4, Will Left arm Melee Gargantuan bore puncher (2d8, 10 ft. reach) 8 1
Abilities: Str 34, Dex 6, Con , Total 16 3
Int , Wis , Cha
Mechcraft DC: 42 Janzeters Amazing Mobile Cannon, Mark I Onboard Weapons
Base Planning Time: 84 days Center torso 90 forward Colossal III steam cannon w/explosive shells (8d12+1d10, 800) 64 3
Base Cost: 5,725 gp Total 64 3
Total Cost: 13,911 gp
Labor Requirements: 7,680 man-hours Juggernaut Onboard Weapons
Construction Time: 96 days Right arm Melee Huge axe blade (2d8+8/x3)/sword blade (2d8+8/1920) 4 1
(10 avg. laborers plus 1 overseer) Right arm 180 forward Medium flame nozzle (2d8, 10, fire) 1 1
Special: Fast legs (+20 ft.) Left arm 180 forward 2x linked Medium flame nozzles (2d8, 10, fire) 2 1
Shoulders 360 Huge steam cannon (2d10/x2, 1,000) 4 2
Total 11 6
102 21
CHPT.
#
Payload Usage
PU
8
9
8
16
Use
Crew
Secure passenger quarters
Room for up to 8
Medium passengers
Onboard weaponry
Size: Gargantuan
FANGBITER
being the max that can fit on a Gargantuan 20 Onboard weaponry
mech; see page 96). 32 Total
The incinerator
is a dwarven anti-
INCINERATOR infantry mech. It is
Size: Colossal II designed to comple-
Power Source: Steam ment other mechs,
Payload Units: 32 not to be deployed on its
Height: 50 ft. own, as it lacks the weaponry
Space/Reach: 25 ft. to take on other mechs. It acts as a
by 25 ft./25 ft. wing man for mechs that are vulnerable
Crew: 8 (weapons: 6) to infantry.
Firing Ports: 21 The incinerator is named after the four
Hit Dice: 96 flame nozzles mounted on its feet. They are
Hit Points: 528 only five feet from ground level, just the right
104 21
CHPT.
#
The iron maiden is one of the most feared Space/Reach: 35 ft. by 70 ft./15 ft.
mechs on Highpoint, with good reason. Crew: 16 (weapons: 3 plus see below)
Not only is it operated by the Irontooth Firing Ports: 44
Clans (whose mech devil pilots are superior Hit Dice: 144
to those from all other mechdoms), but it is Hit Points: 792
built from the ground up for one purpose: Critical Thresholds: Green, Yellow 396,
boarding and capturing enemy mechs. Orange 198, Red 79
Since very few mechs have security crews Base Initiative: 2
on board, a single enemy boarder can usual- Speed: 60 ft.
ly take out even the most heavily defended Maneuverability: Poor
mech. On top of that, the iron maiden is AC: 2
ferocious in appearance: Its face is a styl- Hardness: 14 (iron, Colossal III)
ized skull, it is covered in jagged Base melee attack: +6
spikes, and its Base ranged attack: +2 (precision aiming)
Unarmed damage: 2d12 +14
Trample: largest Gargantuan; safe Large;
damage 6d6
Saves: Fort 0, Ref 4, Will
body and
weaponry are
twisted and demonic
in appearance.
A fully equipped iron maiden
holds 32 raiders plus crew and weapons.
Usually the raiders are seated 16 to a bore
puncher. They are equipped with daggers,
hand axes, and longswords (the former
for close-quarter fighting, if necessary),
and sometimes magnet bombs as
well. The magnet bombs arent
useful for mechs that are
to be captured, but for
getting inside a mech
and rapidly disabling
it, they cant be beat.
Iron maiden crew are well aware
of the effectiveness of their tactics. They
are always armed and armored for close- Abilities: Str 38, Dex 6, Con ,
quarters fighting, in case they themselves Int , Wis , Cha
should be boarded. Mechcraft DC: 45
Base Planning Time: 90 days
Base Cost: 11,130 gp
JANZETERS AMAZING Total Cost: 40,937 gp
MOBILE CANNON, MARK I Labor Requirements: 15,360 man-hours
Size: Colossal III Construction Time: 96 days
Power Source: Steam (20 avg. laborers plus 2 overseers)
Payload Units: 80 (extra weapon mounts) Options: Extra weapon mounts (16),
Height: 40 ft. precision aiming
106 2
CHPT.
#
Payload Usage
TABLE 2-22: ONBOARD WEAPONS PU Use
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew 16 Crew
Lancer Onboard Weapons 64 Onboard weaponry
Right arm Melee Huge sword blade (2d8+Str/19-20) 4 1 80 Total
Head 360 Wand of magic missile (level 9) (5x 1d4+1, 190) 1 1 Janzeters amazing mobile cannon was
Left arm Melee Huge lance (2d8+Str/x3) 4 1 the first howitzerlike device constructed on
Total 9 3 Highpoint. It is one of the oddest-looking
mechs in existence. The chassis is long and
The Mother Onboard Weapons short, unlike other mechs, and supports a
Right arm 180 forward Gargantuan chain tentacle (2d8, 100) 8 3 single enormous steam cannon for practi-
Left arm 180 forward Gargantuan chain tentacle (2d8, 100) 8 3 cally its entire length. Balanced in the exact
Total 16 6 center of the barrel are two legs that bend
backward, like a horses. At the rear of the
Rodwalker Onboard Weapons cannon rests a large, clear glass dome, laced
Left arm, top 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 1 by iron bands like those on a B-52 bomber,
Left arm, bottom 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0 from which the gunners take their aim.
Right arm, top 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0 To make the picture all the more bizarre,
Right arm, bottom 180 forward linked fireball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0 a thirty-foot-long zeppelin floats from each
Total 4 1 end of the massive barrel. One crew member
mans each zeppelin. The zeppelins help sup-
Scale Hunter Onboard Weapons port the weight of the cannon and its huge
Left shoulder 360 Gargantuan javelin rack (2d8 (x5), 250) 8 2 ammunition supply, which cannot be lifted
Left arm Melee Gargantuan lobster claw (2d12/1920) 8 2 by the legs alone. When the mech is resting,
Right shoulder 360 Gargantuan chain tentacle (2d8, 100) 8 3 the legs lock into a backward position and
Right arm 180 forward Huge steam cannon (2d10/x3, 1,000) 4 2 the zeppelins descend. When it is ready to
Right arm Melee Huge axe blade (2d8+12/x3) 1 move again, the zeppelins rise up, providing
Total 28 10 the extra lift necessary for the mechs legs
to propel it. They also serve another crucial
Scorpion Onboard Weapons purpose: keeping the barrel steady while the
Left arm Melee Huge lobster claw (2d8/1920) 4 2 mech moves. Without both zeppelins, the
Left arm 180 forward Gargantuan steam cannon (3d10, 950) 8 2 mech tilts like a seesaw as it walks, giving it
Right arm Melee Huge lobster claw (2d8/1920) 4 2 an effective Dex of 0 and a speed of 30 ft.
Tail (rear) 360 degrees Gargantuan chain tentacle (2d8, 100 ft., ignore hardness) 8 3 Janzeters model has since been refined
Total 24 9/special into a four-legged version that does not
require the zeppelins (mark II), as well as
Skull Crusher Onboard Weapons more reasonably proportioned models that
Right shoulder 360 Colossal ballista (4d10/x3, 200) 16 3 carry weapons more suited to their size (mark
Right arm Melee Colossal axe blade (3d12+12/x3) 16 1 III and IV). The original mark I is the classic
Left shoulder 180 forward Colossal catapult (4d8, 400) 16 3 that established Janzeters reputation as a top-
Left arm Melee Colossal axe blade (3d12+12/x3) 16 1 notch coglayer, however, and thus it is worth
Total 64 8 examination by any student of mechcraft.
The amazing mobile cannon is generally
Smiggenboppers Perambulatory Orc Onboard Weapons used for guarding strongholds, mountain pass-
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew es, river routes, and other controlled terrain
Right arm Melee Huge axe blade (2d8+8/x3) 4 1 zones. Janzeters invention is unwieldy and
Right arm 90 forward Medium flame nozzle (2d8, 10) 1 1 ponderous to maneuver, but it is nonetheless
Left arm Melee Huge ballista (2d10/x3, 200) 4 1/special ten times easier to position than horse-drawn
Total 9 3/special cannons, and far more powerful.
107
CHPT.
#
21
Precision Aiming: Janzeter designed his zeppelin takes even a single point of damage,
mobile cannon for use as nothing more than it is punctured.
a cannon on legs. As such, he installed a
complicated system of different-sized gears
that allows extremely precise positioning of JUGGERNAUT
the cannon barrel without moving the mech Size: Gargantuan
itself. A large wheel allows for big shifts in Power Source: Steam
position (measured in yards), a second small Payload Units: 14 (extra weapon mounts)
wheel swings the barrel in one-foot incre- Height: 25 ft.
ments, and a third wheel shifts its position Space/Reach: 10 ft. by 10 ft./10 ft.
one inch at a time. As a result, the mobile Crew: 3 (weapons: 5)
cannon receives a +4 bonus to ranged Firing Ports: 14
attacks (reflected in the profile above) at Hit Dice: 24
an additional cost of +2,000 gp. This system Hit Points: 132
works only on mechs whose weapons are Critical Thresholds: Green, Yellow 66,
housed on the main chassis. Orange 33, Red 13
Zeppelin Rangefinding: The zep- Base Initiative: 1
pelins are usually retracted once the Speed: 40 ft.
cannon is parked, so as to reduce Maneuverability: Average
its profile. They can be raised to a AC: 6
height of up to 300 ft. above ground Hardness: 10
level, however. From this position (iron)
they afford a spectacular view of Base melee
surrounding terrain (especially attack: +4
when the mech is already posi- Base ranged
tioned on a mountain) and can attack: 1
assist the mech in finding tar- Unarmed
gets and firing ranging shots. damage: 1d10
Additionally, the crew member +8
in the zeppelin can help the Trample:
cannon fire indirectly by shout- largest
ing coordinates for targets that Medium; safe
the ground-based crew Small;
cannot see. damage 3d6
The zeppelin Saves: Fort
crew is usu- +2, Ref 2,
ally equipped with Will
steam guns, which Abilities:
it uses to pick off any Str 26, Dex 8,
infantry that approach the Con , Int ,
mech. Wis , Cha
Critical Hits: Any critical hit Mechcraft DC: 36
that would normally cause damage Base Planning Time: 72 days
to the mechs arms instead hits one of the Base Cost: 1,391 gp
zeppelins, puncturing it and impeding the Total Cost: 7,788 gp
mechs movement as described above. Crew Labor Requirements: 1,920 man-hours
in a deployed zeppelin that is punctured fall to Construction Time: 24 days
the ground, taking damage as usual. The zep- (10 avg. laborers plus 1 overseer)
pelins can be targeted independently; they Options: Extra weapon mounts (4)
have AC 12 and hardness 10 (due to multiple
108 21
CHPT.
#
The The cost is double the sum of the two weap-
juggernaut is the ons normal cost.
archetypal dwarven mech.
As were the earliest dwarven mech
prototypes, it is built to resemble a heavyset, LANCER
25-foot-tall dwarf, complete with a stylized Steam Version
face and metal beard. Charging into battle at Size: Gargantuan
the head of an army, it is inspiring at least Power Source: Steam
to dwarves, who often use juggernauts to lead Payload Units: 12
virtually any assault, whether or not mechs (extra weapon
should be involved. Juggernauts are deployed mounts)
even in defensive situations, if only to rally Height:
the troops. 25 ft.
A juggernaut has no hands. Space/Reach:
Instead, its arms terminate in 10 ft. by 10 ft./10 ft.
rounded, fistlike appendages Crew: 3 (weapons: 3)
bristling with weapons. An axe Firing Ports: 12
head is built into the sides of its Hit Dice: 24
right fist, and a huge punching Hit Points: 132
blade extends from the front. A Critical Thresholds: Green, Yellow 66,
total of three flame nozzles are Orange 33, Red 13
built into the arms, one behind Base Initiative: 1
the axe head on the right and two on Speed: 40 ft.
the left fist. Finally, a steam cannon is Maneuverability: Average
mounted between the shoulders. AC: 6
The juggernaut is an all-purpose mech, Hardness: 10 (iron)
intended for combat in almost any situa- Base melee attack: +4
tion. When fighting other mechs, it uses Base ranged attack: 1
its steam cannon until it has reached close Unarmed damage: 1d10+8
combat range, then fights with axe and Trample: largest Medium; safe Small; dam-
punching blades. Juggernauts generally age 3d6
reserve their flame nozzles for infantry, but Saves: Fort +2, Ref 2, Will
in desperate times they are not above turn- Abilities: Str 26, Dex 8, Con ,
ing all three nozzles on full blaze. Even with Int , Wis , Cha
the risk of explosion, a round or two of Mechcraft DC: 36
three full-blaze flame nozzles will destroy Base Planning Time: 72 days
most opponents very quickly. Base Cost: 1,391 gp
Total Cost: 10,699 gp
Special Labor Requirements: 1,920 man-hours
Weapon Combos: With the left arm, the jug- (plus magic items)
gernaut can attack with either its flame nozzle Construction Time: 24 days (10 avg. labor-
or an axe blade or the punching blade, which is ers plus 1 overseer)
109
CHPT.
#
21
Special: Extra weapon mounts (2) of which only a few have been sighted. The
Payload Usage power source and armor vary between the
PU Use two models, as does appearance, but other-
3 Crew wise they are nearly identical. Both feature a
9 Onboard weaponry lance and sword as weapons, plus the crucial
12 Total distinguishing mark: a wand of magic missile
embedded in a head-mounted turret.
Animated Version Lancers are used against normal crea-
Size: Gargantuan tures, not mechs. The powerful close
Power Source: Animated (dispel DC 26) combat weapons can leave devastating
Payload Units: 10 wounds, while the wand of magic missile
Height: 25 ft. is used when attacked by multiple
Space/Reach: 10 ft. by 10 ft./10 ft. opponents or those who can take a
Crew: 1 (weapons: 3) lot of punishment.
Firing Ports: 10 The Stenian version of the lancer
Hit Dice: 16 includes one crew member for each
Hit Points: 88 weapon, but the elven version has
Critical Thresholds: Not subject to criti- only a single pilot. He invariably has
cal hits the Mechidextrous feat.
Base Initiative: +3 A typical combat encounter with a
Speed: 60 ft. lancer begins with magic missiles at long
Maneuverability: Good range. Once the enemy is in charging range,
AC: 6 the mech charges in with its lance. Then it
Hardness: 15 (mithral) uses its sword blade to finish the enemy off.
Base melee attack: +0
Base ranged attack: +3
Unarmed damage: 1d10+4 MOTHER, THE
Trample: largest Medium; safe Small; dam- Size: Colossal IV
age 3d6 Power Source: Clockwork
Saves: Fort , Ref +2, Will Payload Units: 128
Abilities: Str 18, Dex 16, Con , Height: 110 ft.
Int , Wis , Cha Space/Reach: 55 ft. by 55 ft./55 ft.
Mechcraft DC: 34 Crew: 13 (weapons: 6)
Base Planning Time: 68 days Firing Ports: 51
Base Cost: 5,231 gp Hit Dice: 192
Total Cost: 32,390 gp Hit Points: 1,056
Labor Requirements: 1,920 man- Critical Thresholds: Green, Yellow 528,
hours (plus magic items) Orange 264, Red 106
Construction Time: 24 days (10 Base Initiative: 1
avg. laborers plus 1 overseer) Speed: 80 ft.
plus rituals (3 days) Maneuverability: Average
Special: AC: 2
Payload Usage Hardness: 18 (steel, Colossal IV)
PU Use Base melee attack: +8
1 Crew Base ranged attack: +1
9 Onboard weaponry Unarmed damage: 5d6 +16
10 Total Trample: largest Colossal; safe Huge;
The lancer is an extremely common mech damage 7d6
model among the Stenian military. They did Saves: Fort 4, Ref 0, Will
not actually develop the concept; it is mod- Abilities: Str 42, Dex 12, Con ,
eled after the far less common elven variety, Int , Wis , Cha
110 21
CHPT.
#
Remember that mechs stored in hangars 5 Total
occupy space equal to double their PU. The rodwalker is inextricably associated
with the elves. No other race has pro-
duced such an elegant yet powerful
RODWALKER mech. The rodwalker is a slim bipedal
Size: Huge mech a mere 13 feet in height. Its con-
Power Source: Animated (dispel DC 26) struction is rounded and distinctively
Payload Units: 5 elven, with flowing lines and no
Height: 13 ft. sharp edges.
Space/Reach: 5 ft. by 5 ft./5 ft. A rodwalkers head is
Crew: 1 (weapons: 1) a bulbous oval shape,
Firing Ports: 5 attached to the
Hit Dice: 8 body via a
Hit Points: 44 rounded
Critical Thresholds: neck.
Not subject to
critical
hits
Base
Initia-
tive: 4
Speed: 50 ft.
Maneuverability:
Perfect
AC: 8
Hardness: 15 (mithral)
Base melee attack: +0
Base ranged attack: +4
Unarmed damage: 1d8+4
Trample: largest Small; safe Small; The pilot
damage 2d6 rides in the head. The head is hunched
Saves: Fort 0, Ref +2, Will and the whole mech seems to lean forward
Abilities: Str 14, precariously, but it is nonetheless well bal-
Dex 18, Con , anced. The mech is magically powered, as
Int , Wis , Cha evidenced by the narrow body cavity and lack
Mechcraft DC: 30 of any visible mechanization.
Base Planning Time: 60 days The rodwalker gets its name from its four
Base Cost: 2,616 gp arms, which are merely short struts that sup-
112 21
CHPT.
#
port long cylindrical rods. Each rod is con- Crew: 8 (weapons: 10)
structed of lightweight metals and loaded Firing Ports: 23
with 50 charges of the fireball spell. They are Hit Dice: 96
actually unnecessarily large fireball wands, Hit Points: 528
although they resemble oversized rods Critical Thresholds: Green, Yellow 264,
because they are designed to be used as clubs Orange 132, Red 53
if the mech ever has to fight at close range. Base Initiative: 2
Of course, with 200 fireball charges, few Speed: 50 ft.
rodwalkers ever Maneuverability:
have to enter Average
melee. The rod- AC: 2
walker was the Hardness: 12
first effective use (iron, Colossal II)
of offensive magic Base melee
in a mech and is attack: +4
now fairly common Base ranged
among the elven attack: 2
mech fleets. As Unarmed dam-
with all magically age: 4d6 +12
powered mechs, Trample: largest
it is susceptible to Huge; safe Large;
dispel magic effects, damage 5d8
but with the fireball Saves: Fort 0, Ref
spells long range, 4, Will
and the overlap- Abilities: Str 34,
ping fields of fire Dex 6, Con ,
created by teams Int , Wis ,
of rodwalkers, it is Cha
rarely in danger. Mechcraft DC:
Certain rod- 42
walker variants use Base Planning
wands charged with Time: 84 days
spells other than Base Cost:
fireball, particularly 5,565 gp
for special missions. Total Cost:
19,702 gp
Special Labor
The rodwalkers Requirements:
arms can be fired individually, in which case 7,680 man-hours
the pilot can fire a maximum of one per Construction Time: 96 days
round, or in unison, in which case all four are (10 avg. laborers plus 1 overseer)
activated at once and must all be aimed at the Special: Extra weapon mounts (4), combat
same target. spikes, steady feet (+4 to trip checks)
Payload Usage
PU Use
SCALE HUNTER 8 Crew
Size: Colossal II 28 Onboard weaponry
Power Source: Steam 32 Total
Payload Units: 36 (extra weapon mounts) The scale hunter was developed by the
Height: 50 ft. dwarves specifically for hunting dragons. It
Space/Reach: 25 ft. by 25 ft./25 ft. is built to fire on a dragon continuously until
113
CHPT.
#
2
blade attack. Otherwise, the cannon shot Total 8 2
fires wild and misses.
Other: Stability (+2 Balance and trip; see cannon. If it uses its lobster claw first and
below), above average Strength scores a hit, however, it may immediately fol-
Payload Usage low up with a free attack with the steam can-
PU Use non, using the same crew. This attack must be
6 Crew aimed at the opponent hit by the lobster claw.
2 Storage Stability: The scorpions low build makes
24 Onboard weaponry it more stable than other mechs of its size. In
32 Total addition, it is intentionally built with legs that
The scorpion is a vicious dwarven mech are nearly solid metal. It is exceptionally heavy
designed for mech-to-mech combat. It is built for a mech its size and thus very well grounded.
to destroy other mechs, not capture them. A scorpion receives a +2 bonus to Balance and
It has a squat, chitinous design stylized to trip checks. This raises the base cost by 10%.
resemble a scorpion. The left arm features a
lobster claw with a steam cannon built into its
base. The right arm has another lobster claw. SKULL CRUSHER
A chain tentacle is built into a scorpionlike Size: Colossal IV
tail turret that has a 360-degree field of fire. Power Source: Manpower
Both weapons are designed to be used at the Payload Units: 128
same time as the Height: 110 ft.
accompanying lob- Space/Reach: 55
ster claw. ft. by 55 ft./55 ft.
The scorpion Crew: 64 (weap-
was first deployed ons: 8)
by the Stenian Firing Ports: 51
Confederacy. Sev- Hit Dice: 160
eral models were Hit Points: 880
built, but it was Critical Thresh-
soon discontinued olds: Green, Yel-
in favor of simpler low 528, Orange
models such as 308, Red 176
the juggernaut. Base Initiative:
The scorpion is 3
ferocious in com- Speed: 50 ft.
bat and far more Maneuverability:
dangerous than Clumsy
the juggernaut, AC: 2
but it is expensive Hardness: 16
and complicated to (iron, Colossal IV)
build. The Stenian Base melee
military considers attack: +4
it excessive for Base ranged
general use. attack: -3
Unarmed dam-
Special age: 6d6 +12 (com-
Weapon Combos: bat spikes)
If the scorpion fires Trample: larg-
its steam cannon, it est Colossal; safe
may not use its left Huge;
lobster claw, since damage 7d6
its arm is being Saves: Fort 2,
steadied to aim the Ref 4, Will
115
CHPT.
#
2
melee, bringing the axes to bear as quickly
as possible.
SLAUGHTERGORE
Size: Gargantuan
Power Source: Undead
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 1 (weapons: 0)
Firing Ports: 10
Hit Dice: 20
Hit Points: 110
Critical Thresholds: Not subject to
critical hits
Base Initiative: +1
Speed: 30 ft.
Maneuverability: Poor
AC: 6
Hardness: 6 (bone)
116 21
CHPT.
#
Base melee attack: +2 its motives are or who created it, although it
Base ranged attack: +1 does seem to be culling corpses and keeping
Unarmed damage: 1d10 +6 certain ones but no one knows what its
Trample: largest Medium; safe Small; criteria for decisions are.
damage 3d6
Saves: Fort +2, Ref 0, Will
Abilities: Str 22, Dex 12, Con , SMIGGENBOPPERS
Int , Wis, Cha PERAMBULATORY ORC
Mechcraft DC: 34 Size: Gargantuan
Base Planning Time: 68 days Power Source: Clockwork
Base Cost: 20 gp + 16 corpses Payload Units: 10
Total Cost: 10,020 gp + 16 corpses Height: 25 ft.
(does not include weapons) Space/Reach: 10 ft. by 10 ft./10 ft.
Labor Requirements: 960 man-hours Crew: 1 (weapons: 3 but see below)
Construction Time: 8 days (10 zombie Firing Ports: 10
laborers) plus rituals (3 days) Hit Dice: 24
Payload Usage Hit Points: 132
PU Use Critical Thresholds: Green, Yellow
1 Crew 66, Orange 33, Red 13
9 Storage Base Initiative: 3
10 Total Speed: 50 ft.
Slaughtergore is a thorough- Maneuverability: Good
ly repulsive undead mech that AC: 6
has been sighted wandering Hardness: 10 (iron)
the endless plains, near Base melee attack: +4
the sight of a major battle Base ranged attack: +3
between orcs and human Unarmed damage: 1d10 +8
nomads. It is suspected Trample: largest Medium; safe
that a necromancer Small; damage 3d6
visited the location Saves: Fort 2, Ref +2, Will
shortly after the battle, Abilities: Str 26, Dex 16,
animated a work crew, Con , Int , Wis ,
and then assembled his Cha
mech on the spot. Mechcraft DC: 48
Slaughtergore Base Planning Time:
looks like a horrific, 96 days
restitched humanoid. Base Cost: 3,422 gp
A grotesque montage of Total Cost: 8,702 gp
body parts composes the torso, Labor Requirements:
with complete bodies, broken in the middle 3,840 man-hours
for joints, making up the limbs. No weapons Construction Time: 48 days
are visible. It is presumed that the creator (10 avg. laborers plus 1 overseer)
intends to add them at a later date and simply Other Prerequisites: Pilot must have at
did not have the materials at his impromptu least 2 steam powers to operate ballista
construction site to build them. reloader Special: Steam powers (automa-
Slaughtergore has been raiding cemeteries tor + animator) attached to ballista
and burial sites across the endless plains but Payload Usage
has not initiated any direct attacks on living PU Use
creatures. In the few combats in which it has 1 Crew
been observed, it has fought with unarmed 9 Onboard weaponry
slams before retreating. No one knows what 10 Total
117
CHPT.
#
21
The Perambulatory Orc was somewhat action. It can thus fire every round even with
effective. It did indeed frighten several orc only one crew member.
tribes on their first encounters with it, when
they invariably mistook it for a powerful orc
god. After a few encounters, however, they TALON
made the connection to the gnome and Size: Colossal
dwarf foot soldiers who usually followed Power Source: Steam
behind, and now they fear it only for its mor- Payload Units: 40 (extra weapon mounts,
tal abilities (such as the very large axe that heavy payload)
hurts quite a bit when it hits). Height: 35 ft.
118 21
CHPT.
#
Payload Usage whatever monsters inhabit the terrain they
PU Use travel through.
4 Crew
8 Onboard weaponry
12 Storage or passengers TOTEM
16 Sleeping area Size: Gargantuan
40 Total Power Source: Manpower
The talon is a specialized transport mech Payload Units: 10
built to fend for itself. It was developed by a Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 6 (weapons: 2)
Firing Ports: 10
Hit Dice: 20
Hit Points: 110
Critical Thresholds: Green,
Yellow 66, Orange 39, Red 22
Base Initiative: 1
Speed: 30 ft.
Maneuverability: Poor
AC: 6
119
CHPT.
#
21
they can find, fix it up as best they can, emonial patterns and sometimes features
and then live out of it. (These tribes are streamers or flags.
described in more detail on page 169.)
The totem is not a specific mech per se but
could be considered representative of what VERDANT FURY
a mech tribe might use. It was originally Size: Huge
steam-powered but was discarded after Power Source: Animated (dispel DC 26)
being heavily damaged in battle. The mech Payload Units: 5
tribe found it in this condition. Lacking the Height: 15 ft.
facilities and technical expertise to repair Space/Reach: 5 ft. by 5 ft./5 ft.
it, they stripped out the steam engine Crew: 1 (weapons: 0)
and put in an oarlike apparatus by which a Firing Ports: 5
human crew could power it. The original Hit Dice: 8
steam-powered weapons were chucked to Hit Points: 44
make way for the larger crew, and the iron Critical Thresholds: Not sub-
armor (which was already substantially ject to
damaged and rusted) was peeled off to critical hits
reduce the weight. Finally, a simple weap- Base Initiative: 4
on, one that the tribe could understand, Speed: 50 ft.
was installed: a catapult. Maneuverability: Perfect
A totem mech such as this will not survive AC: 8
an encounter with a better-made mech. It Hardness: 15 (Mithral)
can barely penetrate the hardness rating of Base melee attack: +0
any iron-armored mech in its size category. (+14 with Juna as pilot)
It is used primarily to defend the mech tribe Base ranged attack: +4
from raiders of all kinds, and for hunting Unarmed damage: 1d8 +2
large beasts that provide a good many meals. Trample: largest Small; safe Small;
In combat, the totem mech lobs catapult damage 2d6
shots for as long as possible, then closes Saves: Fort 0, Ref +2, Will
120 21
CHPT.
#
natural +4 bonus to Hide checks when in for- 8 Onboard weaponry
ested terrain (where it is always found). 10 Total
The viper is one of the most common
clockwork mechs. First built by an eccentric
VIPER dwarven coglayer in Edge, it quickly caught
Size: Gargantuan on as a great mech for one-man owner-opera-
Power Source: Clockwork tors. It is rarely seen in military service, but
Payload Units: 10 a number of variants have been built to guard
Height: 25 ft. trading caravans and dignitary mechs. The
Space/Reach: 10 ft. by 10 ft./10 ft. extra space allows the pilot to sleep on board
Crew: 1 (weapons: 2) if he desires, which is more than welcome
Firing Ports: 10 these days.
plate 4 As mechs have evolved,
so too have weapons designed to destroy them.
123
CHPT.
#
3
T
EQUIPMENT
he coglayers of Highpoint produce a never-ending
variety of intriguing new equipment. This chapter
A
WEAPON DESCRIPTIONS
T
Class
he new classes presented in this book
receive starting gold as follows.
Amount (average)
required to use the weapon depends on
the size of the weapon and the size of the
wielder. Treat a weapon as one-handed if it
hooked axe for more information.
Ballista: The crew of a ballista must
perform two separate tasks: loading the
Clockwork ranger 6d4 x 10 (150 gp) is the same size as the wielder. A weapon spear and winding the rope. It is impos-
Coglayer 10d4 x 10 (250 gp) that is smaller than its wielder is light. A sible to perform both at once. A ballista
Constructor 6d4 x 10 (150 gp) weapon that is one size increment larger with full crew can fire every round. With
Mech jockey 5d4 x 10 (125 gp) than the wielder requires two hands. less than a full crew, reduce its firing rate
Stalker 5d4 x 10 (125 gp) Weapons two or more size increments by one round for every missing crew mem-
Steamborg 6d4 x 10 (150 gp) larger than the wielder generally cannot ber. For example, a Huge ballista missing
be used. one crew member could fire only once
A weapons size category isnt the same every other round.
as its size as an object, but for purposes of Barbed Blade: Any sword blade may
mech payload usage (measured in payload be barbed at extra cost. This increases its
WEAPONS units, or PU), a weapon occupies space damage on critical hits (without affecting
based on its size category. For example, a the threat range) and can be used to trap
Escape Artist checks (DC 18), which allow rated into that of the larger weapon. A Bomb Launcher: A bomb launcher is
escape without wresting the blade from bayonet used in melee is treated exactly as loaded with grenades, which are launched
the attackers hand. dagger, with one special exception: a crea- out in a wide spray at nearby targets. It is
Once the attacker lets go, the target can ture stabbed by a bayonet is perfectly posi- effective against hordes of attacking infan-
rip out the barbed blade, causing damage tioned for the attached ranged weapon to try, as well as mechs that fight in melee. It
equal to half the original attack. The target be discharged safely. A character who hits is extremely expensive, as the grenade
cannot heal or be repaired until the blade a target with his bayonet can proceed to ammunition is costly.
is ripped out. make ranged attacks against that target A bomb launcher fires up to five gre-
Bayonet: A bayonet must be fixed to without provoking attacks of opportunity nades per round. The attacker determines
a ranged weapon with a barrel, such as a from that target. These ranged attacks still how many are fired each round. Each gre-
flame nozzle, steam gun, or steambreath- provoke attacks of opportunity from other nade is fired somewhere in the forward
er. Anyone proficient with such a ranged creatures who threaten the attacker. Once arc, determined by rolling 1d6. With 12:00
weapon is automatically proficient with the target is hit with the bayonet, the char- being straight ahead (as on a clock face),
bayonets affixed to them. Because the bay- acter can continue to make ranged attacks a 1 indicates a shot at 10:00, 2 is 11:00, 34
onet is fixed to the weapons barrel, it can without incurring an attack of opportu- is 12:00, 5 is 1:00, and 6 is 2:00. Each gre-
be wielded at the same time as the ranged nity until the target creature moves out of nade encounters the first target in its way,
weapon; furthermore, its PU is incorpo- melee range. or explodes at the max range of 40 ft. If
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multiple grenades travel on the same arc, technology. The weapon itself is a long it leaves the shaft far enough to punch a hole
all attacks are considered to happen simul- spike sheathed in a cylindrical case, powered in whatever is nearby, then is retracted. A
taneously (meaning that if a target on that with a steam engine at the base of the case. bore puncher is treated as a melee weapon
arc is killed by the first grenade, the next The steam engine builds up pressure to just with reach, though it can attack any square
grenade to travel that arc will also explode below its breaking point, then releases it within its reach.
where it was, potentially wasting the shot). all as a massive hydraulic burst. The release Bore punchers are close-combat weap-
The shooter has no control over the angle of so much pent-up pressure launches the ons capable of punching repeated holes
or distance of each grenade. Their trajecto- spike down the cylindrical shaft. The shape in the same point on an enemy mech. The
ries are always determined randomly. of the spike channels its power perfectly, benefit over traditional weapons is that
Bore Puncher: A bore puncher is a simple sending it through armor with such ease that the bore puncher facilitates boarding
application of steam-powered hydraulic it ignores hardness. It is anchored such that enemy mechs. A bore puncher attack that
126 3
CHPT.
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penetrates the enemy mechs hardness drives the bore can be regulated carefully greataxe on which they are based.
regardless of damage inflicted can by a trained operator, in order to minimize Buzzsaw: The buzzsaw is the most devas-
be left in place to allow boarding. Board- damage caused to the mech about to be tating application of steam engine technol-
ing can begin immediately (and usually boarded (and presumably captured). The ogy. Buzzsaws are driven by massive steam
does, since the boarding party is seated operator can choose how many dice to engines that are far more powerful than
right behind the bore). A maximum of six roll for damage, but this must be declared they need to be. This results in the sharp,
creatures can pass through a hole in a full before making the attack roll. toothed blades spinning at horrific speeds,
round, half as many in half a round. If the Note that a bore puncher left in place capable of ripping through the heaviest
enemy mech does not move in its follow- from one round to the next can also be armor. Requiring only a single engineer to
ing turn (whether by choice or because used for the receiving mech to send board- operate, they are efficient and deadly far
it is tripped or held in place by a barbed ers into the attacking mech, provided it beyond their size. They are also enormously
blade, hooked axe, or other weapon), no has troops positioned properly and no expensive and extremely heavy.
attack roll is necessary to continue the boarders are blocking their way in. Buzzsaws are specially designed for
boarding process. Otherwise, the bore Buzzaxe: Developed by ferocious sawing through metal. They automatically
must be launched again. steamborg warriors, the buzzaxe is a ignore the first 10 points of hardness on
Bore punchers are always mounted modified greataxe. A line of vibrating any target. Because they are powered inde-
on mechs. They can punch holes large steam-powered teeth is set a half-inch pendently, the wielder (whether mech or
enough for creatures two sizes smaller to back from the razor-sharp axeblade. The man) does not add its Strength bonus to
pass through. For example, a Huge bore initial wound is magnified as these teeth their attack or damage rolls.
puncher can create a hole suitable for tear into the target. These mighty weapons An enemy that simply comes into
one Medium creature. The pressure that do even more damage than the standard contact with a mech-mounted buzzsaw
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must make a Reflex save (DC 15) or take a specialized weapon designed to entangle diately tightened and the target may not
full damage. If the mech is grappling or and immobilize small mechs. It is a heavy, move outside the radius of the attack range
connected to an enemy, it may make an stout chain 500 feet long with a large, until he escapes. The attacker can attempt to
opposed Strength check to pull the enemy barbed spear point at one end. It can be drag the defender closer (and vice versa!) as
directly into the path of the buzzsaw, in used in two ways. a movement action. Escaping the chain and
which case no save is allowed. This attack The first method uses the tentacle as a dragging an opponent closer are resolved
is brutally effective when combined with spear. On a hit, the attacker reels in the with opposed Strength checks. Even if the
weapons that let the mech pull enemies tentacle, drawing the smaller mech into defender loses the opposed roll, if his check
into close range. striking range. This method does not is high enough (DC 28), he breaks the chain
Catapult: The crew of a catapult must require the tentacle to pierce the mech and is free. A dragged opponent is pulled half
perform two separate tasks: loading the fully, only for it to embed far enough for its normal movement toward the attacker.
bucket and winding the rope. It is impos- it to gain a hold, so it ignores the mechs On a successful flail attack, the attacker
sible to perform both at once. A catapult hardness but cannot do more than 1 point may attempt a trip, as with a flail. He
with full crew can fire every round. With of damage. (The chain tentacle may also receives a +2 bonus to his Strength check
less than a full crew, reduce its firing rate be launched to cause normal damage, in due to the extra length of the chain, which
by one round for every missing crew mem- which case it will not embed but does fac- wraps around an opponents legs several
ber. For example, a Huge catapult missing tor in an enemy mechs hardness.) times. He may not drop the chain if he los-
one crew member could fire only once The second method uses the chain as a flail, es the Strength check.
every other round. in a trip attack. The chain is wrapped around Some coglayers have experimented with
Many catapults in Highpoint have been the targets legs in an attempt to trip it. larger chain tentacles designed for use
souped up by ambitious coglayers. Some The attacker must declare how he is using against larger mechs, but no chains are
feature spring-based tension or even com- the chain tentacle before rolling his attack. strong enough to contain the strength of
pact, folding pendulums. On a successful spear attack, the target is the city-mechs.
Chain Tentacle: The chain tentacle is chained to the attacker. The chain is imme- Changler: A changler, or chain tangler,
128 31
CHPT.
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escape attempts.
The attacker may try to pull a hooked
defender closer (and vice versa!). Resolve
this with an opposed Strength check. The
defender may also tug the axe out of the
attackers hand with a successful opposed
Strength check.
Once a target is hooked, the axe may
not be used again until it is unhooked. The
attacker must keep his grip on the axe. If
he lets go, the axe remains hooked in the
JAVELIN RACK target and leaves his possession.
Javelin Rack: A javelin rack is a massive
ballista designed to launch multiple bolts
at once. It is used against fast-moving aer-
ial targets, where a hail of javelins is more
likely to hit than a single shot. The bolts
are smaller than those fired by a ballista of
the same size, but more of them are shot.
Each javelin rack fires a number of bolts
as indicated in its profile (3x for Huge, 5x
for Gargantuan, etc.). All bolts must be
aimed at the same target, but a separate
attack roll is made for each.
When reloading, the bolts can be rolled
onto the ballista frame and will automati-
cally slide into the proper location. This
makes them fast and easy to reload, but
you still need people around to lift the
ten-foot long bolts.
Lance: Some mechs are equipped with
enormous lances. A mech-mounted lance
deals double damage on a charge. Lances
have reach: They may be used against foes
at twice the mechs normal reach, but can-
not be used to attack adjacent foes.
Lobster Claw: Lobster claws are pow-
erful hydraulic claws that catch a target in
their pincers and crush it. The edge of the
pincer is sharp, but much of the damage
comes from the engine-powered compres-
sion of the two pincers. Although usually
very large weapons designed to rend holes
in the outer armor of mechs, they can also
BALLISTA be built as personal equipment.
A personal lobster claw is worn like a
glove. A small engine powers the claw. The
user attacks by catching the enemy within
the claws arc then quickly activating the
engine with a button inside the glove. This
locks the pincers together almost instantly.
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CHPT.
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some city-mech that can use it.
ARMOR
G earmail: Armor made of tiny gears and
cogs sewn together. Usually the gears
are scrap parts no longer usable for their
original functions. From a distance, gearmail
looks like a poorly made suit of scale mail
or chainmail. Up close, its clearly a jerry-
*See description.
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CHPT.
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you, well worth the price.
STEAM CANNON
to local conditions. Generally wood costs
one half of what coal does.
MECH-RELATED
MAGIC ITEMS
emerge out of the other, through any wall battle to notice somethings wrong. to restrain the victim, and drain energy at the
or obstruction it is attached to. In other Spell Furnace: A spell furnace converts rate of 10 spell level equivalencies for each hit
words, the elves can launch boarding par- magical energy into kinetic force. It can be point drained.
ties straight into the interior of the enemy used to power a mech with spells. Its energy
mech without so much as piercing its hull. requirements are identical to those indi- Enchanting Mechs
Or they could toss handfuls of grenades cated for the steam mages synergy ability Many factions have practiced the enchant-
into its innards. Once they have mastered (see page 37); for example, a spell furnace ment of mechs to a certain degree. The
the use of these weapons, the nature of could power a Large mech with 10 spell lev- elves cast protection from arrows when
mech combat could drastically change. els of energy each day. Any steam-powered, facing Stenian steam cannons, while the
Luckily for the dwarves, magnetized ring gates clockwork, or man-powered mech smaller dwarves have discovered judicious use of
are hard to make and even harder to use. than city-mech size can have a spell furnace protection from elements is useful against the
Strong conjuration; CL 17th; Craft Won- substituted for its regular engine at an addi- fireball-launching rodwalkers. One famous
drous Item, gate, passwall; 60,000 gp; Weight: tional cost of 100,000 gp. Creating a spell elven ambush involved casting invisibility
5 lbs. each. furnace requires the Craft Wondrous Item on a small fleet of mechs. Another famous
Speaking Engines: More than one feat and must be done by a caster of at least coglayer won a battle against a rivals
mech jockey has had a wizard friend cast a 10th level who also possesses 10+ ranks in much-larger mech by persuading a con-
permanent magic mouth on his steam engine. Knowledge (steam engines). structor friend to enchant his entire mech
Usually several magic mouth spells are in Certain cruel underdeep races have cre- with rusting grasp.
effect, each instructed to speak on a cer- ated spell furnaces that suck the magical energy Affecting a mech with spells generally
tain mechanical condition: Speak when out of extraplanar and magical creatures. One requires multiple casters and the Com-
the boiler is too hot, speak when the gears particular favorite utilizes the energy put off bine Spell metamagic feat. Otherwise, the
are out of alignment, and so on. This makes by fire elementals. This painful torture leaves mech is usually too large to be affected.
diagnosing engine problems a lot easier, the victim a desiccated husk. Such spell furnaces See page 43 for more details.
and warns the engineer if hes too busy in cost twice as much to build, require facilities
LANCE
plate 5 The battles on Highpoints surface
reflect a much larger divine conflict.
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4
River. The Endless River remains at a fairly
constant elevation relative to sea level over
ies that are underwater for half the year and the 2,000 miles it runs. Since Highpoint
above water the other half. Among the more itself varies drastically in elevation, this
common races are amphibious variants of means the Endless River runs underground
HIGHPOINT elves, humans, and dwarves, as well as a num- for more than half of its length. During the
ber of other creatures. Of the races that have low-water months, the Endless River is a nav-
different languages, but we will keep it simple only during the low-water months. Vast carved beneath the plateaus of Highpoint are
by referring to it simply as DragonMech. floodplains vanish under the sea for six the entry points for a vast underdeep realm.
Other landmasses are to the east and months at a time. As a result, trade routes
west, but Highpoint remains the undeniable are highly seasonal.
focus. In all the lands affected by the lunar Thus the reason for Highpoints name: Of CLIMATE AND SEASONS
rain and lunar dragons, only the residents of all the continents, it is, on average, the great-
Highpoint have evolved an effective defense
mechanism: the mech. Over the centuries to
come, the world will be reshaped by what
est distance above high-water sea level. The
continent itself is actually a series of stacked
plateaus with a mountain range at the top. The
A s a rule of thumb, eastern Highpoint
is temperate to warm, while western
Highpoint is warm. The east is moist, with
happens on Highpoint. lowest plateau shelf, to the west, is an enormous some very wet tropical areas in the northern
The world of DragonMech is subject to desert floodplain called the Wet Desert. Half forests and wet swamps to the south. The
one particularly unusual environmental fea- the year its a shallow saltwater ocean; the other west is consistently dry, even during the
ture, in addition to its collapsing moon: widely half, its a parched expanse of sun-heated sand. high-water months, which bring only saltwa-
varying seasonal water levels. The seas around The easternmost shelf is higher than the western ter, not fresh water. The very southernmost
Highpoint (and throughout the entire world) one, such that the eastern coastline is a single, reaches are noticeably cooler than else-
rise and fall by more than 30 feet over the unbroken cliff stretching for nearly a thousand where, though still temperate overall.
course of the year. This is caused by wide sea- miles. Historically, the cliff has been tall enough The residents of Highpoint divide their
sonal temperature swings near the poles, which to resist even the highest floodwaters, leaving years into only two seasons: low-water and
trap and then release huge quantities of arctic the easternmost plateau dry for the entire year. high-water. This is not the same as a dry and
ice on a regular cycle. It is more than simple Since the lunar rain, however, enhanced tidal a rainy season, since the source of the water
tidal action, which of course is present as well. action has brought the peak water levels over the isnt rain. In eastern Highpoint, the differ-
The close presence of the moon has massively cliff edges for the first time. ence in seasons is greatest for the cultures
altered tidal patterns, which only further exac- The eastern reaches are the most popu- along the Endless River, the borders of
erbates the seasonal water levels. lous. The most inhabitable area is the end- which expand by more than five miles as the
The implications of the seasonal water less plains, a vast expands of gentle hills floodplains are filled. Lakes and other rivers
levels, combined with the altered tidal influ- covering the easternmost plateau. The are also affected, though not as dramatically.
ence, have shaped the course of life on High- next plateau to the west is the flatland, In western Highpoint, high-water affects
point in three ways. First, stable settlements in contrast to the roughlands which abut the entire region, as the Wet Desert is com-
beside waterways are impossible. Coastlines it still further west. The great Boundary pletely flooded.
shift by huge distances, back and forth, Peaks divide the roughlands into two. In our vernacular, high-water corresponds
over the course of the year. This inability Weather patterns send most of the conti- to spring and summer, while low-water
to establish permanent settlements in natu- nents moisture to the east of the Bound- corresponds to fall and winter. The winter
rally advantageous places contributes to the ary Peaks, meaning the western regions are months know snow in eastern Highpoint,
planets intensely nomadic lifestyle. hot and dry. They descend through three particularly in the more southern regions,
Second, amphibious life is more common. plateaus of scrub, rocky hills, dry savanna, but the dry skies of the west bring only icy,
One humanoid race, the slathem, lives in cit- and hostile desert into the Wet Desert, the howling winds.
146 4
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T
TIMEKEEPING
activities for those incapable of or unneeded ward to them rising again and bringing the ing haze was rare, too.
for digging. On mechs now it is usually a day excitement of Cammerce. Now the meteor rain is largely sustainable.
of communal activity, which can include On most nights it is like a heavy sandstorm
making repairs, shoveling coal, cleaning, or dumped from the sky: a thick, soupy particu-
other such things. LUNAR CYCLE late mist that scrapes at the skin. It is painful
Axon: Second day of the week and tradi- and can be deadly to the unprotected, but
tionally the day of martial training. Still used
on many mechs to practice fighting drills.
Digget: Third day of the week and the sec-
T he moon is literally the largest object
in the sky at all times. Depending on
the landscape, it occupies as much as three
most surface dwellers know how to handle it.
Of course, the occasional meteor storm still
occurs, which is none too pleasant, but such
ond day of digging (or communal activity). fourths of the sky. Visible even during the occurrences are rarer and rarer.
Suron: Fourth day of the week and first day, it is an oppressive reminder of the When characters embark on wilderness
day of personal work, which varies according worlds problems. treks, randomly generate the nature of the
to the trade of each person. The moon still follows a regular cycle, lunar rain each evening, according to Table
Suret: Fifth day of the week and second but since it is so close to the planet, the full 4-1. Add +4 on a full moon.
day of personal work. surface is visible at all times. Parts or even
Surol: Final day of the week and third all of the surface may be shaded, but they
day of personal work. In centuries past, are still visible, and on the night of a full MAJOR REGIONS
when Duerok was strong and well defend- moon, the reflective qualities of the mas-
ed, this eventually became a day of rest.
Since the start of the lunar rain, however,
that tradition has disappeared. It is once
sive satellite make the night literally almost
as bright as the day. L ooking at a surface map of Highpoint, it
has four main areas, reading from east
to west: the endless plains, the flatland, the
more a day of work. Lunar Rain roughlands, and the western deserts. But the
The seven months follow the natural cycle In the hundred-odd years that the lunar rain wide range of elevations in Highpoint neces-
of high-water and low-water, as follows: has poured down upon Highpoint, its nature sitates defining its regions in three dimen-
Arie: The first month of the year is when has changed considerably. In the early years, it sions. A cross-section map would reveal five
the waters are at their midpoint. It is roughly was a veritable bombardment. Huge meteors elevations of civilization: the moon, which
equivalent to spring. crashed to the surface each night, blasting the is close enough to interact with the planets
Cammerce: The waters of the Endless ground into a fine dust. Almost nothing could surface; the surface, which encompasses the
River rise as the second month appears. sustain such a beating, and those creatures four main areas named above; the subsur-
Near the end of the second month is when that didnt seek shelter were killed. The few face, which is the areas within a half-mile
147
CHPT.
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148 4
CHPT.
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of the surface or the Endless Rivers under- of the underdeep. The victorious surface upturned in the ensuing chaos. Whats left of
ground boundaries, and includes places like dwellers soon found their victories hollow the meteor-pocked surface is now divided
Duerok and other dwarven strongholds; the as successive waves of surface-dwelling refu- into loosely organized mech-ruled king-
underdeep, which is the region below the gees followed behind them, pounding their doms, or mechdoms, wherein the notable
subsurface; and the Stygian depths, deep, new subsurface homes. Wave after wave of locations are the highly mobile city-mechs
deep down, beneath even the underdeep, defeated surface dwellers was subsequently themselves. The few remaining surface
an alien realm that no surface dwellers knew pushed into the underdeep. Eventually even settlements are veritable fortress-cities,
until their flight from the lunar rain forced the underdeep was at war, and it was then enclosed in massive stone walls powerful
them ever deeper into the earth. that displaced underdeep residents traveled enough to resist the lunar rain and repulse
Prior to the lunar rain, the surface world so far into the earth that they encountered the lunar dragons.
interacted routinely with the subsurface, the Stygian depths. These hellish regions Thus, this gazetteer will describe the dam-
which was heavily populated with dwarves, even now remain a place of mystery, for very aged remnants of continental Highpoint and
orcs, and other underground civilizations. few visitors there have returned to tell their the mobile mechdoms of the new surface
Trade and warfare occurred at the edges of the stories. But their mere existence is now world. Mechs are uncommon in the chaotic
plateaus and along the borders of the Endless established as fact, where for eons it was melee that is still the subsurface and under-
River. The underdeep world rarely ventured considered fiction. deep, so descriptions of those areas will be
into the subsurface, much less the surface left for another time as will coverage of
world, and the Stygian depths were unknown. the moon, which influences the world dra-
After the lunar rains began, much of the matically but is for now still another planet.
entire surface world tried to cram itself
into the subsurface. Thanks to the plateau A HIGHPOINT
structure of Highpoint, a much greater THE NOMADIC PEOPLES
underground area was available to accom- GAZETTEER
modate them than on any of the planets
other continents. Even so, it wasnt enough
room. The subsurface dwellers defended A gazetteer of Highpoint is, in fact, a very
melancholy undertaking. The world has
B efore delving into the details, we should
establish a crucial fact that will contribute
to your understanding of Highpoint. Civilized
their entry points against the refugees. Most changed so drastically over the preceding life on Highpoint has always been itinerant.
were overwhelmed, and the surface world half-century that many of what would have Three factors contributed to this. First, the
crowded into the subsurface. The defeated once comprised the most notable locations erratic water levels made permanent civiliza-
subsurface races were either exterminated are now utterly ruined. Even the subsur- tions near primary water sources impossible,
or forced further underground, where they face and underdeep, which were never and the extreme changes in natural resources
encountered and warred with the denizens directly exposed to the lunar rain, have been between low-water and high-water encour-
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4
aged mobility. Second, the massive herds and in their powerful bunkers and unassailable Now, the endless plains are a smoldering
bountiful wild plant life of the precatastrophe castles, they are protected from all but the wasteland. The central region is forsaken
endless plains made hunting and gathering worst meteor storms. The lunar and bleak. Whats left of the landscape has
just as productive as settled agriculture. dragons are a threat, as been ruined by lunar dragons and the bur-
Finally, the preponderance of humans always, but even they give rows they dig. The swamps and lakes of the
and orcs in the endless plains made pause when faced with a southern regions are filled with rising levels
some degree of wandering almost well defended castle. of lunar sludge and sediment. The northern
inevitable, as both of these races The biggest threat forests were most resistant to the lunar rain
are short-lived, impatient, and con- to these remaining city- but were nonetheless damaged by the lunar
stantly in motion. states is water. Although dragons. Many of the mighty oaks and elms
Of all the races, only the elves and some are located near have been shattered or toppled. Those still
dwarves maintained extensive permanent natural supplies year-round, standing are being eroded into stumps with
civilizations, the dwarves thanks to their the low-water season strands oth- every evenings lunar rain.
subsurface regions that were only marginally ers. The city-state of Chemak is a notable Over the entire endless plains, the nomad-
affected by the seasons, and the elves due to example: Since the disappearance of the ic human peoples built only a dozen large,
their more sedentary proclivities. The grand surface nobles, Chemak has constructed permanent cities. Many were destroyed;
forests of the northern endless plains are enormous, well guarded reservoirs in order four still stand. The four surviving cities are
home to a greater settled population (mostly to survive the low-water months. Glatek, Edge, Stilt City, and Chemak.
elven villages) than the rest of the endless
plains combined. Similarly, the dwarven Glatek
strongholds of Duerok are home to a greater CONTINENTAL HIGHPOINT Glatek sits in a sheltered valley just below
settled population than the rest of the the bluffs of the western plateau. It sprang up
flatland and roughlands combined. Around The Endless Plains from natural trade lanes between the slathem,
these islands of stability, humans, orcs, and The endless plains were once the epicenter humans, and elves: It is equidistant from the
even a great number of elven and dwarven of Highpoint. If a war was fought, it was elven forests to the northeast, the slathem
nomads swirl in constant motion. there. If an invention was created, it was cities to the west, and the human tribes to
Or, more aptly, swirled (past tense), since there. If you wanted adventure and novelty, the southeast. Its economically important
these surface civilizations have now been change and surprises, the endless plains were position led naturally to a permanent settle-
largely reshaped. Nonetheless, Highpoints where you went. ment of traders, middlemen, and merchants.
inherent restlessness made the transition The endless plains were divided into three At its peak it was a thriving
to the new mechdoms surprisingly natural. principle regions. The northern tip was metropolis of more
Many of the tribes that once wandered the the great temperate and tropical than 5,000 perma-
endless plains with spear in hand now wan- forests, primarily settled by elves nent citizens,
der the same areas in iron-clad mechs. The but with no lack of humans, orcs, plus thou-
mechdoms and loosely affiliated mech tribes and goblins. From there to the sands more
are, in the most basic political and social Endless River were rolling hills traders and
sense, no great change for most inhabitants. and grasslands, interspersed nomads at
Nonetheless, on this nomadic world, with the occasional mountain, any given
permanent settlements did exist. Among forest, and lake. This area was time. Now
sedentary tribes, the basic unit of civiliza- the heart of the endless plains, it is about
tion was a city-state, rather than a kingdom. a swirling morass of nomadic half that size.
These scattered city-states often depended cultures that constantly traded Glatek is a
heavily on the nomads, in some cases uti- and warred. South of the Endless vertical city, but
lizing nomadic water traders to survive the River, the grasslands gave way gradually to unlike our modern
low-water months. At the same time, they swamps and lake lands. vertical cities, Glatek goes
required extensive protection against other No great kingdoms existed in the endless down under the earth. Over thousands of years
nomads and were often organized around plains. A few city-states ruled their sur- of trading, the amphibious slathem carved out
ancient, impregnable fortifications. rounding areas, and loose tribal alliances an underground channel to the city by enlarg-
While the nomads transitioned easily to created what could be called nations, but ing a naturally occurring labyrinth of corridors
life on a mech, only the well armored city- no entity ever approached the status of king- connecting Glatek to the seas to its north and
states still remain on the surface. Sequestered dom, much less empire. west. When completed, these corridors
150 4
CHPT.
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opened into the ocean below sea level and older than 400 years has a floor set about one have multilevel basements descending from
were flooded. The slathem then used them as foot lower than street level. Buildings newer their ceilings, sometimes held in place by
an underground expressway to Glatek. than 400 years about a third of the city, huge wooden timbers or metal braces. The
These corridors are flooded year-round, mostly outside the inner perimeter are bottoms of the larger caverns (at least those
but when they reach Glatek they ascend in a built on top of the flat wall. The presence above high-water sea level) have multistory
series of vast high-ceilinged natural caves. At of the flat wall is general knowledge but is buildings which stretch up to almost touch the
ground level, Glatek sits 30 feet above high- not immediately obvious, since the wall has bottoms of the basements above them. Bridges
water sea level and 60 feet above low-water cobblestones and normal road materials set and walkways connect all levels of these truly
sea level, meaning the caves underneath it into it. Unless someone specifically asks or three-dimensional urban areas. The bottom-
have from 30 to 60 feet of usable air space, overhears other discussion, or unless one most areas, flooded from the high-water flood
depending on the season. sets foot in an older building with a lower line to the low-water line, are mostly floating
As a result, most buildings in Glatek are floor level, it is not noticeable. docks and fixed slathem residences, and below
only one story high but are at least three The citys design proved eminently useful that are more slathem areas.
stories deep. Some are much deeper. This during the lunar catastrophes, for a number of In a unusual development, Glateks
underground area is called the bottomcity. reasons. The bottomcity provides protection undercity slums are, in fact, above ground.
The citys docks are floating platforms in the during the lunar rains. The steep inner perim- The bottomcity is the wealthiest part of
bottommost areas of the bottomcity. Slathem eter wall is a perfect refuge from which to town, especially the bottomcity centermost
swim directly to the docks, do their trading, repel lunar dragons, especially since the city under the inner perimeter. The docks are
and leave without ever seeing daylight. put in place a battery of swivel-mounted bal- controlled by the well-to-do slathem mid-
As a trade center and thus a point of con- listae. The underground slathem waterways dlemen and brokers who distribute slathem
centration for wealth, Glatek was long used provide a source of water. (Saltwater though trade goods into the upper areas, and thus
to defending itself. Its unique layout situated it is, with proper treatment it is drinkable.) are anything but seedy. The citys slums are
its valuables and warehouses in the bottomc- And the slathem themselves can provide sea- the surface areas, which become progres-
ity, safe from ground attack. Nonetheless, food for trade, although relations between sively worse as one gets closer to the perim-
the city council constructed a series of three the slathem and the citys rulers were perma- eter. Beyond that is the refuge of scavengers
powerful walls. The first, or old wall, was nently damaged when the slathem exploited and refugees.
built some 700 years ago. It is twenty feet the situation to charge what many considered The city is ruled by the same merchant
high and was once the wall of a castle at to be utterly unreasonable prices. council that has always ruled. All of the
the citys center. It now provides an inner As a result, Glatek still stands. The areas council members are human. The merchant
perimeter, since the city has since expanded beyond the inner perimeter have been council is a purely commercial organiza-
beyond. The second, or new wall, is twelve heavily damaged by dragon raids and are tion; membership is ostensibly hereditary,
feet high and surrounds the entire city. In occupied primarily by scavengers and but mercantile power is a much
days past, the areas outside the new wall refugees who arent admitted more powerful deciding fac-
were filled with the tents and campgrounds into the inner perimeter. tor. Newly wealthy trad-
of nomadic traders. The inner perimeter is ers always manage to
The third, or flat wall, is 400 years old, now heavily guarded at secure a spot (usually
the same age as the new wall. It is not a wall all times, against both by threatening to
proper but a stone floor covering all the dragons and surface cut off their sup-
citys thoroughfares. In effect, it is a flat, raiders. Glateks pliers or custom-
solid stone wall one foot deep, sealed by reputation for wealth ers, depending
the best stone craftsmen exactly as a wall persists and it has had on whos on the
would be sealed. Tunneling into the bot- to resist not just tribal council), and trad-
tomcity areas requires breaking through this nomads but the occa- ers ruined by mis-
flat wall, or breaking into a building where sional mech clan as well. fortune always seem
the bottomcity is otherwise accessible. But it stands nonetheless, to resign (thanks to the
Since only residents have access to buildings with its inner perimeter intact other members threats to
leading into the bottomcity (including the and the bottomcity unharmed. bankrupt what little they have left
few public staircases, which are always well The bottomcity is an arrangement of large if they dont).
guarded), only residents and acknowledged underground caverns filled with scaffolding All members of the council are wealthy
guests can reach the bottomcity. of various materials. The shallow caverns, as residents involved in one of the citys major
As a result of the flat wall, any building well as the upper heights of the deeper ones, commodities or at least, one of the citys
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former major commodities, since most are no complex mechanical elevators, and magical from struts set into the cliffs are usually
longer commercially viable. Herbs, spices, flying devices. One old legend even talks no more than one or two rooms. Count-
fine fabrics, and delicate elven creations about a dwarf who built a long-gone elevator less rope bridges make horizontal travel
no longer flow from the northeast forests, powered by steam siphoned from the waterfall quite easy for the locals, but they dont
nor do grains, fruits, livestock, and hides itself. The better solutions were all funded by all hang at the same height; traveling any
flow from the endless plains, nor seafood tolls, the tolls sustained the toll-takers and significant horizontal distance necessarily
and shells from the slathem to the west. The their families, and over time Edge became, entails a lot of vertical movement as well.
principal commodities now are metal, spare essentially, a vertical mercantile highway. Thats for locals, mind you; toll-payers are
parts, and weapons from the flatland; the Now Edge is just that: a vertical mercan- usually restricted to the vertical passage
inferior but serviceable hides and preserved tile highway. Within a mile of the waterfall they paid for.
meat of sea creatures captured by the slath- in either direction are hundreds of routes No public thoroughfares go from top
em; slaves and meat from the endless plains; up the cliff, including all of the options to bottom. Locals can always travel freely
and timber from the humans and elves. Times described above. The simplest are half-orc through the routes of their friends or rela-
have changed. porters, who will lug goods up and down the tives, but all outsiders have to pay their way
Glatek sits far beyond the borders of both nearly vertical staircases for a small fee (plus through. Climbing is an option, but its a
the Stenian Confederacy and the Legion, the staircase toll, of course, paid each way long, sheer climb, made all the worse by the
but both factions consider it a prize. Even up and down). The most expensive are the waterfalls mist, which coats the ascent, and of
in todays wrecked society, the city is a major gnomish and dwarven eleva- course any climbers will be ridiculed
commercial hub, and much money stands tor contraptions, and all the way up, to the point of
to be made by whoever controls it. Larile the occasional wiz- locals throwing vegetables
Nation trades actively with Glatek and con- ard with fly spells. and produce at outsiders
siders it an ally, not a potential conquest. One ambitious selfish enough to deny
Area: Two square miles (horizontal area) dwarf even set them their livelihood.
Population: 3,000 permanent residents; about carving a The base of the
5001,000 itinerant traders; 5001,000 scav- set of normally waterfall is home to
engers and refugees proportioned a sprawling dock dis-
Composition: Permanent residents: 70% stairs inside trict, with warehouses,
human, 15% half-elf, 5% elf, 5% slathem, 5% the cliff, all the inns, taverns, and auc-
others; itinerant traders: 33% human, 33% elf, way to the top, tion houses. Goods are
33% slathem through which he stored, bought, sold, and
Alignment: Lawful neutral now admits foot traffic shipped here, both before
for a modest toll. As you and after crossing the water-
Edge may have surmised, Edges chief fall. The top of the waterfall is an
Edge is nestled at the base of a great cliff beside industry is the transport of goods up and enormous cave mouth. The narrow natural
the thousand-foot-tall waterfall where the down a 1,000-foot-tall cliff. bank of the Endless River has been widened
Endless River emerges from the underdeep. Over the years, the cliff itself has been substantially on both sides to make room
Whereas some cities are built on opposite hollowed out to make room for settlers, and for boats unloading after their journeys
banks of rivers, Edge is built on opposite banks struts have been embedded in it to support through the underdeep. This upper landing
of the waterfall. The city literally rises along the hanging houses parallel to the cliff face. is not as large as the one at the base of the
face of the cliff. It has flat areas at its top and Now the entire cliff is honeycombed with waterfall, however, simply because its area
base but most of its area is vertical. dwellings. Many of these are occupied by is limited by cave walls. Some dwellings
Edge evolved through a natural conver- the porters, toll-takers, and tinkerers who are behind the waterfall itself, including
gence of the surface races of the endless tend to the various vertical transportation the church of Fhurlin, the most powerful
plains and the subsurface races that dwell routes. The rest house shops, inns, and all entity in Edge.
along the underground stretches of the End- the various craftsmen and specialists that Edges existence is made possible by the
less River. The chief obstruction to their trade would spring up around any settlement. vital importance of trade along the Endless
was the waterfall itself, which was a major The physical layout of Edge is narrow and River. The Endless River flows underground
impediment to the transport of goods. A vertical. Landings dot the rise from base to for a thousand miles. Over this distance it
variety of solutions evolved: hand-chiseled top, and the buildings honeycombing the connects all the major settlements of the
staircases of nearly vertical dimensions, rope- cliff maintain a consistent depth of roughly underdeep, from the dwarves and goblins to
and-pulley systems, gnome inventors with 20 feet into the cliff. Residences hanging the derro and drow. Not all of this connec-
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tion is positive, of course; the river it was spared the battles fought at
is used as much for war as for trade. most entrances to the underdeep.
But much of it is used for trade, and Instead, its chief misery was a loss of
many of the underground societies tolls, as wave after wave of refugees
send their offerings downstream overwhelmed the staircase guards
to Edge, where they fill their great and simply ascended wherever
demand for the products of the end- they saw fit. Over time the flow of
less plains. Hides, livestock, spices, refugees slowed and normal trade
seeds, vegetables, and more are resumed, and the citys residents
brought to Edge from the endless were once more able to exert con-
plains, where they are exchanged trol over the staircases and elevators
for the products of the underdeep: that provide their sustenance.
fungi, metals, gems, and rare The lunar dragons have not been
stones. These supplies go up and a major problem in Edge. Although
down beside the waterfall at Edge in the reasons arent entirely clear,
an endless cycle, by which the resi- the residents attribute this to
dents of Edge make their living. three causes: First, secure in their
A visit to Edge is an experience. cliffside homes, theyre hard to get
Nothing compares to the sight of 50 to. Second, the preponderance of
half-orc porters hauling live, squeal- caravan guards among the traders
ing hogs two at a time up a staircase visiting Edge means the dragons
1,000 feet tall, or a precariously bal- are met with a large fighting force
anced pulley-powered rope elevator whenever they do appear. Finally,
lowering basket after basket of ore, the residents of Edge think their
or a shrewd halfling telling you only god, Fhurlin, has protected them.
one gold piece more will let you use Unlike the rest of the planet, reli-
a slide at the top of his staircase that gion remains strong in Edge.
will save you the effort of walking Edge hosts a huge festival at the
back down, or a strange gnome end of each low-water season. The
on spring-wrapped stilts proudly arrival of the endless traders marks
describing his new invention that its traditional beginning. Although
will get you to the top in a jiffy. You it was disrupted for several years
can find other ways to the top, of during the onset of the lunar rain,
course the cliff face extends for it has now begun again. Nomads
hundreds of miles in both direc- from across the endless plains
tions, and there are places to pass journey hundreds of miles to meet
but outside of Edge its always a the traders and see what they have
dangerous uphill trip, and paying a brought, and now some mech tribes
mere one silver piece for the use of make the trip, too. Mechanical parts
a staircase with halfling lemonade and supplies are entering the trade
vendors at landings along the way economy more and more, and the
is a good deal from most peoples endless traders often arrive with
perspective. cargoes of questionably obtained
Despite the lunar catastrophes, but highly desirable mech parts.
traffic at Edge has slowed only a Edge is governed by the church
modest amount. The initial onset of Fhurlin, the god of roads and trav-
of the lunar rains sent a huge flow el. Fhurlin is known by many other
of refugees into the underdeep, and names across the world, including
many passed through Edge on their Fharlan, Fhlarnghn, and Flarygng.
way. Edge itself has barely enough His churchs ability to govern is
room to house its own residents, so used loosely in this case. Edge has
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always had a fractured, volatile political Stilt City third level is concentrated at the citys core,
base. As a focal point for opportunists and Stilt City is a tiered city on the edge of the in a nonagricultural area dedicated to gov-
wayfarers, and a place that a great number of Tyratian River. To the locals, the city is called ernment, military, religious, and commercial
parties have an interest in keeping open for Tyrat, but outsiders have called it Stilt City for districts. Because the third level is never
travel, Edge has always been resistant to any so many generations that the name has stuck. flooded, it is built much more solidly than
organized government. The toll-takers can Stilt City is built on the Tyratian flood the lightweight latticework of the second
fund their own private guards, and the citys plains, so close to the river that it is com- level. While most farmers use poles or logs as
proximity to the waterfall makes most city pletely submerged when it floods during the the stilts to support their residences, the city
services easy to solve (just dump it over the high-water months. The city has answered center is built on huge stone pillars, which
edge, eh?). The myriad variety of travelers this natural obstacle with a unique solution: support wooden, brick, or stone buildings at
(and, consequently, toll-takers) from across a tiered design supported by stilts. The citys the third and sometimes second level. At the
the underdeep and surface realms prevents lowest level, ground level, is farmed during heart of the city is an imposing stone keep,
any sort of consistent outlook on politics. the low-water season. The second level, sup- raised to the height of the third level, from
After the failure of a number of attempts at ported by a system of stilts and latticework, which the king rules.
government ranging from collective coun- is raised twenty feet above the lower level. The citys unique design generates a
cils to merchant strong-arming to military During low-water, the second-level lattice- prodigious agricultural output. Its tiers
takeover the church of Fhurlin emerged work is kept clear, to allow sunlight to filter allow it to remain productive year-round.
almost unnoticed as the most powerful force through to ground level. Given that its one of only a few stationary
in the community. Despite all other disagree- When high-water comes, the farmers of agricultural societies in the endless plains,
ments, Edges residents have one thing in Stilt City carry reeds and mud to the second Stilt City controls the market for miles
common: an affinity for the life of the traveler level. The latticework is strengthened and around. Twice a year, near the end of each
and trader. Nearly three fourths of the popula- woven reed mats are arranged to help hold of its two growing seasons, it hosts a huge
tion worships Fhurlin in one form or another, a foot-deep layer of mud. Then this layer market week where nomads from hundreds
and many tithe regularly. The church is the of mud is planted and farmed as the floods of miles around come to trade for its fruits,
common link between residents, and from engulf the ground below. The farmers have vegetables, grains, and spices. The rest of
them to passers-by, and is generally recog- specially bred certain varieties of rice to the year, a coterie of middlemen expands
nized as the towns governing authority. Over produce exceptionally long roots, long outward from Stilt City, trading dried and
the years, its parish guard has become the enough to hang into the water below. The preserved foodstuffs.
de facto town guard. The head cleric of Fhur- water levels slowly rise, eventually reaching The only downside to the stilt design is
lin is effectively the citys mayor, though his to just above the height of the second level. that it creates an undercity, both literally
powers are limited to maintaining order and At this time the rice is har- and figuratively. The areas directly under the
settling disputes and his funding is con- vested. By the time city center are never farmed. Because of the
tingent on the unpredictable whims the floods begin natural shelter they afford, the first and some-
of tithing. In effect, Edge is a very to subside, the times even second levels of the city center
democratic city, for though the woven reed are home to all sorts of vermin and squatters
church itself selects its head mats have during low-water. The city guard fights a
cleric, the citys residents rotted, and constant battle against such riff-raff, a battle
determine his budget, and the mud that is only somewhat successful. The city
unpopular decisions are usu- from the doesnt have enough guardsmen to attend to
ally changed after the ensuing second the citys mundane affairs and chase off squat-
decline in tithing revenues. level slides ters. Moreover, any time a farm is abandoned,
Area: One square mile (hori- back to its second-level latticework becomes a home
zontal area) ground level, for squatters until high waters and disrepair
Population: 1,300 permanent where it is mixed eventually wash it away. Most such squatters
residents; 200400 itinerant traders with the rich alluvial are merely roughneck nomads, but cases of
Composition: Permanent residents: 35% deposits and replanted for small goblin tribes, dire animals, and even an
human, 30% dwarf, 15% halfling, 10% half-orc, the low-water season. ankheg down there have been known.
10% gnome; itinerant traders: 40% human, The third level of Stilt City is thirty feet Stilt City has a feudal system headed by
40% dwarf, 15% halfling, 5% other above ground level. It is the residential and King Lorshay, an unambitious man terrorized
Alignment: Neutral business district. Most farms will have one by the challenges of modern survival. Many
or two third-level dwellings, but most of the generations ago, King Lorshays visionary
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ancestors claimed the area, built the city boundaries have long marked the edges of the city. With the orcs trapped, the Chemak forces
center, and pioneered the stilt farming sys- orc expansions that the native humans have then burned that section of their own city to
tem. By medieval standards, the fact that the contended with for millennia. Thousands of the ground. Any orcs that survived the flames
entire city center is suspended thirty feet years ago, a human warlord named Chemak were slaughtered by archers on the walls. The
above ground level is a stunning achieve- organized several tribes into a single fighting fire was easily contained by the walls,
ment; nothing else is like it in the world. The force, which he led in an epic campaign and at the cost of a mere 1/32
King commands a strong military, funded by against the orcs. Claiming a huge area of their city, the Chemaks
taxes on the farmers in his domain, and the for his human followers, he built his were able to annihilate
city center serves also as a keep in which to personal castle where Chemak now the orc force complete-
house his forces. A small coterie of second- stands. He fostered a militaristic ly. This strategy has
ary nobles rules the areas around Stilt City, society dedicated to discipline and since become known as
some from traditional dwellings (located self-defense, an attitude initially con- a Therug fire.
on hills, of course), others from their own trary to the humans nomadic lifestyle The Therug fire tech-
smaller stilt colonies. but which became widely accepted after nique illustrates an impor-
Today, however, King Lorshay is an old its success in repelling the orcs was repeat- tant aspect of the Chemak
man whose habits of luxury have been put edly demonstrated. mindset, handed down from Chemak himself
to the test. Under assault from lunar rain Times change, and though Chemaks and best expressed in an old Chemak adage:
and lunar dragons, he doesnt know what domain withstood the orcs for generations, Sacrifice a finger to save the thumb, sacri-
to do. Stilt City has suffered heavily at the they eventually grew strong enough to do fice the thumb to save the hand, sacrifice
hands of the dragons, which routinely rip battle once more. Now most of the citys the hand to save the whole, and sacrifice the
through the fields in search of prey. The lat- history is lost to time, with only two clear whole to destroy the enemy. The Chemak
ticework provided some early camouflage, memories remaining: the name of Chemak, are ruthless warriors who subvert individual
but the dragons have learned, and now they and the constant war with the orcs. The city needs to the greater good. Their society is
routinely shred the latticework to find of Chemak expanded on the castle at its founded on military codes, and their outlook
whats underneath. The Kings forces have core and eventually came to be what it is on the world is essentially hostile.
successfully kept them away from the city now: a militaristic fortress-city that answers It has taken the residents of Chemak
center, but can repel them from the fields all threats with crushing force. close to three thousand years to build
only with heavy losses. On top of that is The city of Chemak is the most heavily for- their city to its current form. The amount
the lunar rain, which makes upkeep on the tified city on Highpoint, possibly in the whole of stone required for the fortifications
citys infrastructure all the more difficult. world. At its center is a huge castle towering long ago exceeded whats locally available;
Stilt Citys productively has declined nearly 150 feet into the sky taller than some Chemaks main import for as long as anyone
markedly in the past generation, and it has mechs. The castle is surrounded by six con- can remember has been workable stone. The
lost much of its population as residents have centric walls at two-hundred-yard intervals, city is now far beyond what is necessary for
fled to more sheltered areas. Those who with a series of eight straight axis walls protection from the orcs. No one would
stayed are mostly the farmers with fields dividing each concentric ring into eight sec- even consider attacking Chemak now. It is the
closest to the city center, where they can tions. Each section of each ring has only four best protected city in the known world, to
seek shelter when under attack. It remains to entrances, via a gate on each wall of the sec- the point where no reason exists to continue
be seen how much longer the city will last. tion. In times of invasion, the defenders can building it but the residents nonetheless
Area: Fifteen square miles (entire bar- make successive retreats through the walled do so. Repairing and expanding the fortifica-
ony); one half square mile (city center) city sections, creating a practically endless tions has become almost a religion, carried
Population: 3,000 permanent residents: series of defensible bastions. on by the citys military for no reason other
500 in city center; remainder in farming In one battle that is now legend, a large orc than it is all they know how to do. Except for
districts force led by the warlord Therug attacked the the old, young, and disabled, the entire city
Composition: 90% human, 5% elf, 5% half-elf city soon after the construction of the third is required to serve in the military, alternat-
Alignment: Lawful neutral concentric ring. The Chemak defenders sent ing between active and reserve duty, mean-
all civilians into the central castle, then feigned ing rough 60% of the citys population is on
Chemak a retreat, luring Therug and his orcs through a active duty at any time.
Chemak is an impregnable fortress-city. It breach in the outer gate. As soon as the orc Since the onset of the lunar rain, this
sits at the far eastern edge of Highpoint, force was through the breach, the defenders obsession with building has paid off. Che-
between the Tyratian River to the south sealed the four entrance gates and spread out mak stands completely unaffected by the
and the forests to the north. Those natural on the walls overlooking that section of the worlds tragedies. The solid stone construc-
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tion resists the worst of the lunar rains abra- Composition: 75% human, 10% elf, 5% half- but the ravines were no help against dragons
sion, and the high, close-set walls keep most elf, 5% halfling, 5% other (but no half-orcs) used to such conditions. Rook was one of the
of the particulate matter from reaching the Alignment: Lawful neutral first cities to be laid to waste by the invading
residential buildings below. Chemak long dragons. Now the wind whistles through its
ago set up defenses against aerial assault, and The Ruined Cities battered ruins and empty mines, and more
these have since proved useful against the Edge, Stilt City, Glatek, and Chemak are than one dragon nests there.
lunar dragons, which, after constant defeats, the luckiest cities on the endless plains, Rook has one other claim to fame: Shar
have simply stopped attacking Chemak. for they still thrive. The other major popu- Thizdic. The charismatic leader of the
Chemak is governed by a hereditary lation centers have been destroyed by the Legion was born in Rook to a long line of
king who can trace his lineage to the lunar dragons. Their ruins are now home sheep herders. His humble
original Chemak himself. A council of to monsters, scavengers, looters, beginnings only
generals handles day-to-day governing, treasure-seekers, adventurers, make his history
dividing the city and its surrounding lands cults, lunatics, and refugees, all the more
into districts. The generals are treated as who are still preyed upon by tragic. As
nobility, but it is a meritocratic nobility, the dragons that return peri- Rook came
for advancement is largely contingent on odically. under pro-
success in the military. Three of the most impor- gressively
The current king is Krecham IX. In real- tant ruined cities are Besse- heavier
ity, the line to Chemak himself is blurred at mer, Rook, and Lebra. assaults
a number of points where powerful generals Bessemer: Bessemer, the from the
claiming spurious heritages sparred over tree city, was a glorious place invading
thrones left vacant by kings without heirs. of supernatural beauty. Elves dragons, Shar
The history of Chemak is filled with bloodless composed the city from living trees, Thizdic organized
military coups (and a few bloody ones, too). which were guided over thousands of his fellow yeomen
Despite its impregnable walls, Chemak years to grow into a living framework. The to make a stand while the
rules a fairly limited domain. Its military delicate interlocking branches housed citys aristocracy made plans for flight. Shars
tactics have always been defensive, and its artisans, craftsmen, musicians, performers, ragtag army of farmers, herders, miners,
generals have never succeeded in expanding mages, and artists. Below the tree city were and tradesmen surprised an overconfident
its zone of influence, but not for lack of try- elven and human farmers who cultivated dragon that had come to raid the city. They
ing. Every few generations, another general small plots. ambushed it and launched several volleys of
decides Chemak should rule Highpoint and Unfortunately, Bessemer was built for razor-sharp grappling hooks before it could
puts together an army to give it a go. These beauty, not security. Its mages saved them- take to the wing. It lifted off but was hauled
invasions routinely fail, often for the same selves but not the city, which was too deli- back to earth by ropes held fast by hundreds
two reasons. First, no other major population cate to resist the dragons. Bessemer is now of peasant warriors, who then set upon its
concentrations exist to be taken near Che- a thicket of twisted, charred trees, some thrashing, bound form with pikes, hatch-
mak. Little benefit comes from conquering standing, most flattened. It is occupied by ets, and pitchforks. The dragon was fatally
nomads; they simply move away, and youre the worst sort of forest life, including the wounded, and although it escaped on the
left with empty ground and a hungry army. haunted forestrati, with some elven refugees wing, it was soon found dead not far away.
Second, expansionist campaigns are limited still sheltered under its collapsed branches. But it would prove to be a hollow vic-
by the high-water season and its floods. Stilt Rook: Rook was a mountain metropolis tory for Shar. The mortally wounded dragon
City has proved this point repeatedly, as nestled among one of the few mountain rang- collapsed from the sky directly atop his
countless invading forces over the years have es on the endless plains. It was an ancient city familys cottage. All of his family was crushed
retreated rather than be stranded there for that had traded gems, wool, ores, and other beneath its dying weight. The next day, five
six months at a time. At times, Chemaks mountain byproducts with the nomads for as dragons arrived on a revenge mission. They
influence has been felt as far as five hundred long as anyone could remember. utterly destroyed the city, toppling its build-
miles away, but these expansionist periods In an unfortunate twist of fate, the moun- ings to the very foundations. Shar Thizdic
always give way. tains around Rook are the highest point in all was one of the few survivors. He fled to the
Area: One hundred square miles (current the endless plains, and it was there that the endless plains as his home, family, and com-
domain); one square mile (city itself) lunar dragons first sought to roost. Rook had munity smoldered behind him.
Population: 3,500 permanent residents always relied on the vertiginous precipices Lebra: Lebra was a quiet city in the heart
(inside the city) of its surrounding terrain for protection, of the Lilat Forest. It was home to the halls of
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the White Congress, the preeminent mages library. It is rumored that the White Con- representatives, as well as factions that
association of the elves. The White Congress gress itself does not know. In truth, in order went underground.
kept its library in a magnificent marble build- to protect their greatest treasure, they Stavians: The Stavians are fast riders.
ing in the center of Lebra. In fact, Lebras entrusted a powerful extraplanar creature The tribe is divided into two competing
economy depended in large part on magic, with keeping the library safe. They reasoned clans: those who ride horses and those who
as the White Congress and the mages who it would be safest if not even they knew ride dusk devils, the insectoid creatures
frequented its concerns were the reason the where it was. This mysterious extraplanar brought to Highpoint by the dusk runners
rest of the city existed. Farms, shops, and denizen now protects the library, somewhere (see page 160). Many, many centuries ago,
craftsmen settled in Lebra primarily to pro- unknown to anyone. The same barkeeps who the two Stavian clans were one and the same.
vide for the needs of the wealthy mages and once walked inside the library say the library When some tribesmen tried to domesticate
the adventurers who visited them. will reappear in Lebra exactly 501 years after the dusk devils, the others retreated into
The library of the White Congress was it disappeared assuming the current land- conservative tradition, insisting that horses
reputed to be quite small. The building lord doesnt break his promise, of course. were the mark of a true Stavian. Now the two
housing the tomes was enormous, but The White Congress has until that 501st year clans are bitter rivals, each claiming their
those privileged enough to have seen the to rid the planet of dragons and make it safe own mount is the mark of a true Stavian. The
library (which included many a barkeep, for the librarys return. Stavians are the largest of the nomad tribes,
if you believed them) attested to the fact The ruins of Lebra are a popular adventuring with some four thousand tribesmen spread
that it was merely two hundred volumes or site. The predominance of magic prior to the between many bands.
so. Each book was at least two feet thick, citys destruction means its remains are littered All Stavians are incredible riders. They
however, if not more, and usually had pages with more than their fair share of magic items. are raised on the backs of their mounts,
measuring three or more feet wide. Aside And persistent rumors say that a side effect of trained to ride before they can walk. Tribes
from that, the magical books had their own the librarys vanishing act is mysterious portals are always on the move, camping in the
arcane energy, which manifested as they that, if activated, will take one to the librarys same place for never more than a week. They
were read. Some books would float, others extradimensional home. But the portals are survive by foraging and hunting small game.
produced light; others displayed an illusion rumored to be very, very small . They respect no political boundaries, even
concerning what was being read. It was said those of dangerous enemies; they believe
that a room was built for each book, and so Nomads the whole world belongs to all its people,
great was the knowledge contained in each of the Endless Plains and the worst crime a man can commit is to
room that most mages in the White Congress The cities were not the only places where block the passage of his neighbor.
read no more than eight or ten of the books many people lived. The endless plains were Stavians are fundamentally peaceful and
in their lives. known for their tribes of nomadic humans, rarely express aggression toward other crea-
Lebra was well prepared for the coming of some of which reached great numbers. tures. When forced to battle, Stavi-
the dragons, seeing how it was stocked to the Perpetually mobile, they fared ans value speed and agility
brim with powerful wizards, but their abili- well against the dragons, over all else. They strike
ties had limits. The citys natural defenses for they had no homes to fast, rely on maneu-
were drained, the lunar rain had already destroy. Some outran verability to out-
weakened it from above, and the dragons the dragons, others flank and confuse
attacked again and again. The dragons had avoided them, others their opponents,
left Glatek and Chemak alone after the cit- stood and fought. and retreat in the
ies defended themselves, but not Lebra. It The lunar rain ulti- face of any con-
seemed as if they had a particular interest mately did them in, certed defense.
in the library. Their attacks elsewhere were for they could not Their combat tac-
haphazard, but they were coordinated and escape from that. Some tics always empha-
persistent when it came to Lebra. of the nomadic tribes still size their riding abil-
In a final, desperate move, the surviv- wander, though their ranges ity, showcasing amazing
ing members of the White Congress called are restricted to areas with boul- skills and incorporating
down some unimaginable enchantment ders, hills, forests, caves, and other maneuvers possible only on
and the great library suddenly disappeared. places of protection from the sky. The rest horseback: fast charges, constant harrying,
Then the wizards left Lebra to be destroyed have fought their way underground. circling maneuvers, and channeled stampedes
by dragons. Prior to the catastrophes, the five largest of native animals.
No one knows what happened to the tribes were these. All still have surfaceside Stavian culture and art is based on their his-
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tory of riding. Disputes are resolved by races, were usually rejected by the tribes of both half-orc, which they apply only to first-gen-
obstacle courses, and other contests of mount- parents. Over many generations were thus eration crossbreeds.
ed ability. Crafts requiring fixed implements born the Thurd. Unfortunately, the Thurd have done little
(such as pottery and its kilns, or blacksmithing The Thurd are a tribe of self-propagat- to escape their heritage, and they live as orcs
and its forges) are absent among them. Instead, ing half-orcs. Most are second-, third-, do. They are hunters and raiders, preying
they focus on crafts that can be completed from or fourth-generation crossbreeds, whose on both human and orc tribes just as they
the back of a horse. They are famous for their ancestors are half-orc for that many genera- themselves are preyed upon by their orc
weaving and leatherworking, especially the tions back before a purebred human or orc forebears.
costumes they create for their mounts. They can be found. They have reached the point The Thurd have a culture of reptile wor-
trade with peoples ship. No one
across the conti- remembers how
nent and are known this originated,
everywhere. but it is now deeply
Each Stavian ingrained. Their
band is led by a sha- gods have reptil-
man (cleric) and ian shapes and
headman (fighter). their totems are
Due to tribal train- always reptilian.
ing and many years They prefer to wear
of hunting practice, reptilian hides, and
a number of the their chieftains are
tribes males will be always cloaked in
low-level fighters. ferocious snake-
Arcane magic users headed cloaks.
are rare. Each Thurd band
Human char- is led by a chieftain
acters of Stavian (mid-level barbar-
origin treat Ride as ian). Many mem-
a class skill, regard- bers of the band
less of their profes- will be low-level
sions. Additionally, barbarians. They
they receive a +2 are usually accom-
bonus to all Ride panied by some
checks. Their purebred humans
class-based weapon and orcs, who may
proficiencies are be sympathizers,
limited to weapons lovers, or slaves.
that can be used Wisps: The
from the back of a Wisps are a tribe of
mount, regardless human wanderers,
of their class nor- with some half-elf
mal benefits. This representation.
excludes all Large Always on foot,
weapons. Additional proficiencies must be where they no longer consider themselves they are masters of camouflage, concealment,
purchased as feats. crossbreeds. For all practical purposes, and silence. They travel in widely dispersed
Thurd: The Thurd are violent, simple- they are their own race of creature. They groups, communicating with hand signals and
minded crossbreeds. The endless plains acknowledge this with the word Thurd mirrors. They always spot others before they
have always housed legions of orcs, and it itself, which is a noun describing the race of themselves are spotted. The wear clothes that
was inevitable that some would mate with people whose ancestors are orcs and humans, blend in to the terrain. Their cloaks incorpo-
their human neighbors. Surprisingly, many not someone whose direct parents are orc rate special pockets designed to hold dirt and
such matings occurred, but the offspring and human. The Thurd still retain the word sod, into which are planted long ivies so they
159
CHPT.
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4
are literally clothed in living vegetation. They fringes of the flooded areas. Because they trophe, the several varieties of giant worms
survive by gathering and some hunting, but produce their own food, they are invariably indigenous to Highpoint were considered
their impact on the local environment is so the best-fed of all nomads. annoying vermin. They were attacked when
negligible that they are very difficult to track. The Gur are highly valued among the seen, for they had the potential to destroy
Wisps have a reputation for appearing nomad tribes for the variety of food they can a farmers fields completely in mere hours,
out of nowhere. Theyll melt out of offer. Most other tribes have very limited but were otherwise ignored. The worms,
the underbrush to trade or food choices, but the Gur always have an which resemble the earthworms we know
warn off intruders, then abundance of domestic crops. Each but are as long as forty feet, travel in packs
disappear just as fast. Gur tribe will specialize in one or two just below the surface. As they devour the
People from the flat- seasonal crops, but by trading with roots of plants, they sometimes leave surface
land consider them several tribes of Gur, any nomad can furrows, much like gophers, and it is by these
supernatural, but the secure a good variety for his meals. furrows that they were hunted.
tribes of the endless Arcane magic runs high among After the lunar rains began, desperate farm-
plains know they are the Gur, perhaps due to their food ers took shelter in the tunnels left behind by
nothing more than excep- surpluses, which let them support tribe the worms. Thanks to this close proximity, the
tionally skilled rangers. members who do nothing but study magic farmers learned more about the worms than
The Wisps are the smallest of the major (usually focused on improved food produc- ever before, including the startling discovery
tribes, but their reputation is known to every- tion). The Gur have developed a whole that the worms dont actually devour roots.
one. They are prized as trading partners, for school of agricultural magic, including spells They devour the earth itself, including roots
they always bring the rarest goods to swap: that improve the yield of seeds, eliminate or anything else that happens to be within it.
uncommon spices, rare fungi, obscure gems, pests, and exterminate weeds. They excrete any plant and mineral residue, as
and exceptional plant specimens. Sometimes The Gur are almost all human, with a few well as most of the soils nutrients, retaining
it seems as if they have no mundane items. elves living among them. They are a very the dirt itself and a variety of nutrients pecu-
But they choose their trading partners care- populous tribe concentrated in the regions liar to their own strange anatomy. They actu-
fully and generally keep to themselves, a skill beside the Tyratian River, Endless River, and ally metabolize the dirt. In other words, the
which theyre very good at. southern swamps. worms didnt compete with humans for plant
Wisps are found most often in the north- Hypsies: The hypsies are a tribe of half- matter; they competed with the plants for the
ern forests and the plains just below them. ling traders and performers. Each hypsy band dirt itself. Strangest of all, the worms excre-
Almost every adult in a wisp band will have at is a noisy, colorful wagon train that brings ment was suitable for a variety of purposes,
least one class level as a ranger. More expe- excitement wherever it goes. Hypsies travel depending on the soil: sometimes metalwork-
rienced wisps will also have one or two levels with all manner of exotic creatures, includ- ing, in areas with high ore concentrations;
as rogues. A Wisp band is led by the most ing tamed beasts and enslaved or charmed sometimes even human consumption, in areas
experienced member. monstrous humanoids. Individual families with lots of roots, since it consisted primarily
Human characters of Wisp origins always specialize in unusual skills acro- of digested plant matter in a soup of highly
treat Hide and Move Silently as class skills, batics, fire-eating, animal concentrated nutrients.
regardless of the professions they choose. handling, knife-throw- Thus were born the worm farmers.
Additionally, they receive a +1 bonus to all ing and they put on Initially these nomads simply followed
Spot checks. They do not receive the 4 extra shows wherever they the worms in their tunnels, living off
skill points usually awarded to humans at go. Canny hypsy trad- their byproducts. The worms, which
first level. They do receive the additional ers personify caveat are unintelligent and fairly oblivious,
skill point at each subsequent level. emptor, for they barter werent bothered in the slightest. The
Gur: The Gur are seasonal farmers. While endlessly for the best farmers were primarily humans and hal-
almost all other nomads are hunter-gather- deal and are known to pass flings, but included some orcs, dwarves,
ers, the Gur are an agricultural people. Some fake magic items as real ones. and elves (whose elven egos were quite
tend naturally occurring fruit or vegetable distressed with their newfound occupa-
groves, which they harvest before moving New People tion). Now, after several generations, worm
on. Others farm fast-growing crops, usually In every catastrophe, some people will farmers have begun to herd their worms
in two cycles. During low-water, they sow change their ways to survive. Highpoint has and breed them for adaptations most useful
dry crops on the banks of fertile waterways. seen a number of such survivors. to the farmers: specifically, deep-divers,
When high-water comes, they rapidly travel Worm Farmers: The worm farmers are which stay away from the surface and dont
to dry ground, then farm wet crops at the the strangest of them all. Before the catas- leave furrows, and shakers, whose natural
160 4
CHPT.
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self-defense mechanism is a sonic attack. As vulnerable to the lunar dragons, so theyve the lunar rain. Their steeds are the ferocious
worm farmers have proliferated, they have adapted to occupy a unique niche: They travel dusk devils, multilimbed insectoids native to
created an entire economy living ten to thir- at night, when the lunar rains are strongest and the other side of the globe. Dusk devils are
ty feet beneath the soil. Territorial worm the dragons are generally sedentary. tremendously fast and tremendously strong;
wars have occurred, and some human worm Once confined to the western deserts, tor- they can move at twice a horses running
farmers are even losing pigmentation and togs are now proliferating. Some act as mes- speed for days at a time and can lift up to ten
developing darkvision as they adapt to their sengers and traders, but most are scavengers times their own body weight. They have been
moist, dark, dirty homes. and raiders. Surface dwellers let their guard known to outrun even dragons.
Tortogs. The tortogs are a race of stout, down at night literally so in many cases, Dusk runners are called such because they
stolid humanoids whose time has come. since the guards come indoors and the tor- love to run the dusk. This impressive sight
Tortogs stand about five feet tall but are very, togs count on this fact. They are now despised is seen only rarely in Highpoint, whenever
very broad. Their legs are as wide around as as brigands by most surface settlers. the dusk runners happen to come through.
a mans chest. Their broad, snub-nosed faces Dusk Runners. In times past, the world With the lunar rain at their heels, they spur
lack necks and in many way resemble the face of DragonMech was home to innumerable their dusk devils to maximum speed and
of a tortoise. They have a natural body armor nomad cultures, some of which wandered race across the open plains, challenging
of thick, overlapping bands, like that of an the entire world. These world-walkers were the meteor-laden twilight to catch up with
armadillo, which covers their entire body. seen only once in a generation, when they them. Of course, it always does, but their
Tortogs are slow and unwieldy, though tre- brought amazing goods and fantastic tales mad, headlong charges before the lunar rain
mendously strong. Since the lunar rain they from far-flung lands. Now these nomads have are a sight to behold.
have found themselves to be in high demand, been largely destroyed. These days, dusk runners are rare as always.
for one simple reason: They are effectively The dusk runners are the last of the true When they come through, entire cities grind
immune to the rains effects. Short of a full- world-walkers. They travel the globe in a to a halt for parties and trading. Dusk run-
blown meteor storm, the lunar rain simply cant perpetual westward trajectory, rising at ners are never trusted but always welcome,
penetrate their thick body armor. They are still dawn and bedding down at dusk to wait out for they bring novelty and amazement to a
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4
world sorely lacking such diversions. The Orc Hordes and certainly cant be beat by a tribe of
Endless Traders. The endless traders are The endless plains have been home to Stavians. Orc mechs are considered easy tar-
named after the Endless River, which they nomadic orc hordes for as long as anyone can gets by the Irontooth Clans and Legion, but
traverse once a year. They start at high-water remember. Disorganized, chaotic, violent, theyre still avoided, since orc mech jockeys
in Edge or even further east, from whence and stupid, these brutes have been the chief are prone to dangerous behavior such as
they travel overland to the west, crossing the impediment to the progress of civilization. ramming attacks and even suicide collisions.
Boundary Peaks and descending southward While the humans advanced from tribes to From the orcs perspective, its well worth
to the westernmost mouth of the Endless cities, the dwarves built monumental strong- destroying his own mech if he can capture a
River, where it first enters the subsurface. holds, and the elves crafted tree cities over better one in exchange. As a result, much of
On a normal journey, they reach this point thousands of years, the orcs remained sim- the orc mech tactics revolve around breaking
just as low-water begins. There they buy ply orcs. No advancement in orc society has into an enemy mech and sending swarms of
boats and salt from slathem of the Wet Des- come for as long as anyone can remember. orcs to kill the crew from the inside, leav-
ert, whose economies have come to depend Until now. Mechs mean different things ing the mech intact for takeover. Thus, the
on supplying these traders. to different people, and to orcs they mean ramming attacks. Orc mechs are usually
The traders then sail the entire distance brute force, pure and simple. Unlike elven equipped with massive spiked fists that are
of the Endless River, retracing their steps magic or dwarven stonework, mechs have hollow and filled to the brim with orc war-
underground and in the opposite direction. an immediate, obvious use and dont require riors. On a successful ram, the spike pen-
Along the way they trade the goods accumu- aged experts to master. Anybody can steal a etrates the enemy mech and the orcs inside
lated on their surface journey for the prod- mech, and, as the orcs have proven, almost board it, fighting their way through the
ucts of the subsurface. They always trade at anybody can build a mech, though the crafts- underdefended mech innards to the head,
a profit, of course. By the time they emerge manship is a different matter entirely. where they slay the mech jockey and take
at Edge near the end of low-water, they are Impressed by the power of the mechs, over the mech.
laden with objects and foodstuffs available the orc hordes of the endless plains have The orc hordes pose a unique threat to
only underground. Then they sell their boats embarked on a plan to build their own fleets. Highpoint. Theyve always been trouble,
and begin the cycle again. The initial phase consisted entirely of cap- first as nomadic raiders, then as the nasti-
The endless traders are as old as Highpoint turing enemy mechs. Then the orcs tried to est creatures trying to seek shelter under-
civilization itself. Ever since the banks of the build their own. Amazing as it may seem, ground. Now theyve adapted to surface
Endless River were colonized, someone has orc engineers exist, though they are never life and developed mechs that make them
supplied their trade needs, and the endless as skilled as their dwarven or human coun- uniquely dangerous. Luckily, the hordes
traders trace their origins back to the earliest terparts. Lacking advanced metalworking, remain disorganized, chaotic, and stupid.
such traders. Several tribes of endless traders stonecunning, or magic with which to build Only a dozen or so functioning orc mechs
actually exist, but outsiders make little attempt their mechs, the orc engineers resorted to an exist, and they dont cooperate. But if ever
at distinguishing them. They are a culture unto old standby: slaves. a great leader were to unite them, all of the
themselves, with their own pidgin trade lan- The orc mechs are huge, clunky affairs endless plains would be in danger.
guage and secretive magical rituals centered powered by slaves. The slaves turn wheels,
around selling. By most accounts, this magic row oars, crank levers, and do all manner The Flatland
is nothing more than illusions to make goods of other laborious tasks in order to provide The flatland is a great swath of rocky terrain
seem more valuable than they really are. But the mechs power. Depending on the size of between the endless plains and the rough-
the few outsiders admitted to their the mech, merely a dozen slaves may lands. Mechs were first developed on the
hearths testify otherwise. Theyve be cranking levers in a galley, or flatland, and it was there that the earliest
witnessed the conjuration of thousands toiling to turn mas- dwarven mech jockeys tested their mettle
salable items out of nowhere, sive cogs in the bowels of a against lunar dragons. The ancient dwarven
the transmutation (not illu- city-mech. stronghold of Duerok still stands, and its
sion) of defective goods into This reluctant, inefficient offspring, the Stenian Confederacy, controls
perfect condition, and, on power source, combined with most of the flatland. But the real place for
some occasions, consultation the low state of orc engineer- adventure remains the endless plains, for
with otherplanar forces on mat- ing, means orc mechs are slow, there the enemies of the dwarves gain power
ters surely considered mundane by sluggish, and underpowered. But and plot their own mechanized invasions.
any other society, such as the highest price at theyre still mechs. An orc mech may not The flatland is separated from neighbor-
which a vegetable can be sold before buyers be a match for an equal-sized dwarf mech, ing regions by towering cliffs and enormous
will turn away. but it can take out most organic creatures, mountains. To get to the endless plains, one
162 4
CHPT.
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must negotiate vertical faces as much as the protection of the Stenians. The Legion is described below. What remains of the old,
3,000 feet high. They are a major impedi- reputed to be developing routes to the flat- sedentary culture is few and far between.
ment to trade and transportation that have land for the ultimate purpose of invasion. Some notable locations are these:
been slowly conquered over many, many As a result of these actions, it is now pos- Duerok: The oldest and greatest of the
centuries. Many trails now traverse the sible to get a mech up or down the cliffs. Sev- dwarf settlements, located alongside the
cliffs, all of them laced with switchbacks and eral staircases can be negotiated by expert Endless River in the western flatlands near
steep ascents. None is easy, but they allow mech jockeys (Mech Pilot, DC 30, failure the beginning of the roughlands. It is a mas-
for travel at least on foot. means a fall of 1d10x100 feet). The Stenian sive stronghold, housing more than 300,000
Getting a mech across the cliffs is another Confederacy devotes special attention to dwarves over the course of a seemingly end-
matter entirely. The Stenian Confederacy guarding these passages but does not catch less underground labyrinth. Smaller protec-
is content with that remaining the status every mech to go through. torates once stretched out in all directions,
quo, since the cliffs provide a substantial Most of the flatland is now dominated but most fell during the wars following the
natural barrier. Other factions are not. The by the mechdoms: the Stenian Confed- lunar rain. Duerok itself has seen both land
Irontooth Clans and rust riders want new ter- eracy, Irontooth Clans, rust riders, and area and population shrink by almost half
ritories for raids, especially areas not under mech tribes are common here. They are over the past decade, as the clan leaders
163
CHPT.
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4
retreated to more defensible positions and to its interior, but none has returned with mate would render it a desert, but the barren
attrition cost them life after life. Though anything promising. low-water months are further exacerbated
Dueroks relations with the Stenian Confed- Edge: Edge is the point where the flatland by the extensive salt deposits left behind by
eracy are often upset by differing attitudes meets the endless plains. It has already been the retreating sea. Not only does it have no
on traditional clan rule, even a fool recog- discussed in detail, but it is worth pointing water, but the ground itself leeches moisture
nizes that the Stenians are Dueroks best out that extensive settlements exist on Edges from those who walk it. Thus the wasteland
hope for survival. high side, fanning out into the flatland. has earned its appellation.
Vermil: Vermil is the center of worm Those seasonally deposited salt deposits
farming on the flatland, and the largest worm The Roughlands are valuable, very valuable. Salt is so plentiful
farmer settlement anywhere. This bizarre and Boundary Peaks in the first months of low-water that one can
city is an endless maze of worm-built tun- The Boundary Peaks are tall mountains literally scrape it from the rocks of the des-
nels, with no organization whatsoever. No that cut Highpoint in two. To the east are ert. The endless traders start each years new
tunnel is flat; they intersect in some places advanced cultures occupying the flatland and journey by buying huge quantities of salt from
while passing over and under each other in endless plains. To the west are empty barbar- the denizens of the Wet Desert. Then they set
others. Vermil has no central market, nor ian lands. The area immediately surrounding sail on the Endless River, plying that salt for a
any other centralized area. The myriad local the Boundary Peaks is called the roughlands, thousand miles in darkened realms where it is
worms tend to herd together (locating each for obvious reason: It is a massive, unbroken a precious commodity.
other through some sort of worm radar or stretch of irregular, boulder-strewn ground. No mechs are in the Wet Desert, for it
specialized tremorsense), and the location No trade routes or easy trails go through has no civilization capable of building them.
of the largest herd tends to be where the the roughlands. The terrain is too irregular Even the wandering nomads of the endless
elders, mercenaries, merchants, and traders for mechs to traverse. The only outsiders to plains are more advanced than the frightful
are. Vermil is notable not just for its strange- cross the roughlands are the endless traders, creatures populating the Wet Desert. The
ness but for its might; the worm farmers who make an annual transcontinental trek. most populous of the desert tribes are the
have discovered that they can strand a mech They must vary their routes each year, thanks zuleps, a species of humanoid dinosaur that
by digging tunnels around it, and Vermil is to the freak flash floods that originate in the has a barbaric, warlike culture. The zuleps
their first attempt to leverage their growing Boundary Peaks and change the landscape are so violent they would choose civil war
power. Most mechs are hesitant to come any- every few months. It is an arduous journey, over peace just to have something to do.
where near this place due to the thin, fragile but the endless traders continue to make it. Alongside the zuleps live a variety of other
nature of the ground crust, criss-crossed as it Some people whisper that they know some- primitive creatures, including insectoids,
is by endless tunnels. thing no one else does that the Boundary horrid reptilian creatures, and ferocious,
Great Standing Dwarf: Depending on Peaks house an advanced civilization that solitary dragons.
whom you listen to, this oddity is a gift from hides itself from the world but most If you believe the eastern loremasters,
Dotrak or simply an ancient curiosity. In people scoff at such nonsense. necromancers lairs and long-lost ruins are
one section of the cliff between the flatland buried alongside the zulep camps, but no
and the endless plains, a thousand-foot-tall The Wet Desert one has ventured out to look for the truth.
dwarf has been carved from the rock. The The Wet Desert is the westernmost peninsula Anksleg, a renowned endless trader, prob-
dwarven figure is stylized with sharp edges of Highpoint, known to the rest of the conti- ably summed it up best: Were it not for the
and flat surfaces. As far back as anyone can nent as merely a distant curiosity. Except salt, no sane creature would venture to that
remember, it has been a strange relic with for the deserts own residents, the endless scorched, parched, violent tract of lifeless-
no remembered purpose. The legends of traders are the only sentient creatures to see ness. And even with the salt, no endless
Duerok say it is a relic of ancient times, the area. Few are the men who have reason to trader will travel out of sight of the great
carved as a reminder that all dwarves come venture there, though the Pretominin Heads cliffs. Nothing but misery is to be found in
from the earth. But since the Second Age may change that. the Wet Desert. Suffice it to say, no human,
of Walkers has begun, a new interpretation The name of the Wet Desert originates dwarf, or elf has ever set foot in the western-
has arisen: It is a carving of a mech, left to in its unusual circumstances. It is the low- most expanses of the Wet Desert at least,
remind the world of what passed long ago. est point on Highpoint, the only area of no one has done so and returned to tell of it.
Some proponents of Dotrak even claim it is the continent to sit below the high-water The Wet Desert may receive new visi-
a mech, magically transformed to stone and line. For half of the year, the entire western tors soon. An ancient relic known mostly
melded with the rock. A number of adven- peninsula is underwater. For half of the year, to endless traders and eastern loremas-
turers have journeyed to the Great Standing the peninsula is a scorched, lifeless desert. ters is getting renewed attention since
Dwarf intent on finding the secret entrances Even under normal circumstances, the cli- the advent of the mech. This relic is the
164 4
CHPT.
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Pretominin Heads, named for the tribe mech beneath. Why would a mech be bur- political boundaries, mechdoms are fluid
of zuleps that lives in its regions. The ied in the sand? How would one even bury territories defined solely by a mechs abil-
Pretominin Heads are a series of massive a mech? How did the mechs travel so far ity to keep order. The largest mechdoms
sculptures of dwarven heads. They vary in west? What ancient technical secrets are are policed by multiple city-mechs capable
size, but the smallest is more than thirty hidden inside? Questions abound. The of keeping even lunar dragons at bay. Each
feet wide. Buried under sand and rubble Gearwrights Guild has talked frequently of city-mech governs a large swath of territory,
at the edge of the Wet Desert, they have the heads but has no interest in sponsoring which it patrols and protects in exchange for
long been considered nothing more than an expedition. Why should we prove what tribute from the locals.
curiosities. But the gearwrights claim they we already know? they ask. A smaller mechdom may literally be noth-
are the heads of buried mechs from the Anksleg, the endless trader, claims to have ing more than the area in the immediate
long-lost Age of Walkers. seen the Pretominin Heads up close. The vicinity of a handful of mechs. The smallest
The first head sits just at the base of the zuleps stay away from them, he says, but mechdoms are unruly nomads who stick
cliff beside the Wet Desert. The next one theyre quite protective it took a healthy close to a lone mech for the protection it
is a half-mile west, and they continue at bribe to get close. We just did it for curiosi- provides. Some mechs welcome this for the
such spacing well into the desert. Only four tys sake, many years ago. Are they mechs? I trade and protection from ground forces
have been seen by western travelers, but the dont know. But I do know it is easy to scrape that it provides; others consider the nomads
zuleps say more may be found further into the salt from their smooth metal sides. to be parasites and leeches getting a free ride
the desert. Those within the high-water from the hard work of the mech-dwellers.
mark are caked in rust but largely intact an The largest mechdom is the Stenian Con-
extraordinary feat for iron that has spent half MECHDOMS federacy, a collection of five city-mechs and
of every year soaked in saltwater. a veritable fleet of smaller mechs dedicated
Many an adventurer now speaks of trav-
eling to the Pretominin Heads and trying
to enter one, perhaps to discover a buried
A new kind of political entity has arisen
in Highpoint: the mechdom. Whereas
traditional kingdoms are defined by fixed
to establishing order in the flatland. The Iron-
tooth Clans compete with the Stenians for
dominance of the flatland and have expanded
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into the endless plains as well. The Larile ment, the five city-mechs patrol large swaths a price. The Stenians rule their territory with
Nation unites many of the elven mechs in the of territory. Each has more than 40,000 square an iron fist. Their patrols are both loved and
northern forests. Found almost everywhere miles to its name. These safe zones are feared. When in the field, the mech patrols
are the unpredictable rust riders. incredibly safe by current standards. They are have final say in all matters of justice. They
situated in a rough pentagonal shape which is can execute a petty thief for stealing one
defended by the smaller mech armies. The copper piece if they deem it necessary to
THE STENIAN total area patrolled by the Stenians is more maintain order. To make matters worse, the
CONFEDERACY than 200,000 square miles, a vast territory by patrols are not immune to corruption, and
any medieval standard. the racial differences between the patrols
Outside the safe zones, the Stenian (which are primarily dwarven) and the sur-
lands arent particularly safe. Aside from the face population (which has more humans
inescapable lunar rains and occasional incur- than dwarves) sometimes lead to tension.
sions by lunar dragons, no shortage exists of The city-mechs swear allegiance to the
the usual fantasy monsters ready to wreak Confederacy, in which all five are supposedly
With order and stability come havoc. Moreover, the general disorder and equal. But they are not, and the bickering
peace and tranquility. breakdown following the catastrophes have between them, though always orderly, is not
led to bandit gangs, marauders, and petty always confined to merely political channels.
T
THE CITY-MECHS
he flatlands even terrain and proxim-
ity to the dwarves of Duerok made it
the perfect training ground for mechs. The
contained mobile populations in existence,
and among the largest permanent settle-
ments in a world where most cities have been
destroyed. Those two facts have earned them
the appellation city-mech.
The best known of the city-mechs are the
first four that were built and the one most
recently finished. The first four are Durgan-
the surface. Sereg, a dexterous warrior per-
sonally trained by Parilus to be Dueroks first
mech jockey, guided his small mech toward
the first lunar dragon he saw. The dragon rav-
aged the mech, shattering its legs with a few
tail slaps and promptly beheading it. Sereg
was lost in the wreckage, but so too was the
dragon, which was fatally cleaved by a final
early experimental combat mechs engaged lok and Nedderpik, the first two city-mechs blow from the mechs oversized battleaxe.
their first dragon opponents here on the ever built, both dwarven in origin; Tannan- Sereg became a hero, hundreds of other war-
flatland. Their quick success prompted rapid liel, the only elven city-mech; and Rebirth, riors clamored to pilot the next mech, and
evolution, and now the immense city-mechs the first human city-mech, built and now Parilus soon had all the resources of Duerok
stride across the same land, keeping even the occupied by Shar Thizdic and the Legion. at his disposal.
dragons at bay. The most recently finished city-mech and Parilus divided his labor force in two.
The mechs rule the flatland. They are becom- currently the most notorious is Haven, the Under the instruction of master blacksmiths
ing common on the endless plains, as well. The Legions second city-mech. and novice coglayers hastily instructed by
mech kingdoms, or mechdoms, are rapidly the junior gearwrights Parilus had brought
usurping the power of traditional governments. with him, the first half churned out progres-
Even those mechs not part of a mechdom wield DURGAN-LOK sively more advanced battle mechs, which
surprising influence. Alliances with them are And thats how Parilus saved the dwarves. were soon beating back the lunar dragons
courted by the mechdoms and the traditional with some degree of success.
power structures. Most dwarven mechs are
affiliated somehow with Duerok or the Gear-
wrights Guild. Many elven mechs are loosely
D urgan-lok was built out of desperation.
The lunar dragons were running ram-
pant over the surface world. Surging hordes
The second half was relocated to the larg-
est cave Duerok could muster, where they
were set to work under a shroud of secrecy.
connected via Larile Nation, and almost all are of refugees pressed at every entrance to the Each worker knew what his finished com-
informally allied with dwarf or human mechs of subsurface. The lunar rain was destroying the ponent should look like, but not what it was
similar alignment, with the notable exception dwarves trading partners. Chaos, death, and for or how it would be used. Parilus himself
of the Legion, which eschews nonhumans. The disaster threatened from every quarter. personally directed the construction. Some
human mechs are almost all part of the Legion. Then came Parilus, a stooped, white- workers grew jealous of the other group,
Orc mechs are still few but are a potential haired dwarf claiming to be the eldest of the whose battle mechs were regularly fighting
threat far in excess of their number. They have Master Gearwrights. Only the most ancient glorious combats against the lunar dragons
loose ties to the tribes that built them but, like dwarves remembered the Gearwrights Guild, while they labored in obscurity.
most orc war bands, will come to each others which was only a legend passed on from their Then Parilus ordered the now-operational
aid only if the odds and plunder are good. own grandfathers grandfathers. fleet of battle mechs to clear a one-mile-
Most powerful of all, though, are the Parilus claimed to have journeyed more wide area of the surface. They must defend
city-mechs. With the population of a city, than a thousand miles through underdeep this area with their life, he said. The second
the firepower of an army, and the mass of a tunnels. He left the Master Repository, the group of laborers, now thrust into the spot-
small mountain, they are military machines great library where the eldest gearwrights light, began hauling their components to
without peer. Almost a dozen completed stored their sacred knowledge, when he the protected zone. Huge scaffolds were
city-mechs now walk the flatland, as do a few heard of Dueroks troubles. In eons past, constructed, massive pulleys began lifting
on the endless plains. Many more are in vari- Duerok had aided the Guild, and Parilus pieces into place, and the marvel of Durgan-
ous stages of completion. And mech builders would repay the favor. lok was born.
everywhere are constantly striving to create Parilus brought with him four massive Stories of the huge mechanical dwarf
ever-larger models. tomes, each more than two feet thick, with spread like wildfire. From the deepest drow
By traditional standards, a more appropri- stamped metal pages covered in technical to the wildest woodsman, every creature in
ate name for the city-mechs would be vil- diagrams. In normal times he would have Highpoint heard of this fantastic invention.
lage-mechs or town-mechs. No city-mech been dismissed as a crazy old tinkerer, but in The dwarves had built a mechanical walker
has a standing population greater than 4,000 this desperate age he was the only one who so large that even a lunar dragon could not
residents, far short of the 5,000 to 12,000 laid claim to a workable solution. challenge it. Defended against raiders by a
residents that would normally make up a Hundreds of thousands of man-hours fleet of smaller battle mechs, it soon carved
town. Nonetheless, they are the largest self- later, the first dwarven mech jolted its way to a safe zone out of the ruins of the flatland.
171
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172 4
CHPT.
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For the first time, a place existed where even both of these are raw materials easily located when he built Durgan-lok; he left the dwarves
the lunar dragons feared to tread. through prospecting or mining. quite a bit to learn on their own.
Parilus slipped away soon after the com- Designed in a way that only a dwarf could In name, Durgan-lok is part of the Stenian
pletion of Durgan-lok. With no goodbyes, love, Durgan-lok is laid out exactly as if it Confederacy, but in many respects it remains
he took his four metal tomes back to the were a mountain stronghold. It features lots an extension of Duerok. It still follows
Master Repository. Three junior gearwrights of vertical faces, tunnels, crawlspaces, and the Duerok clan leadership model and is
stayed behind to carry on the tradition of the enclosed areas. Durgan-lok is not recom- extremely protective of its homeland.
Gearwrights Guild. Parilus was hailed as a mended for claustrophobes but dwarves
hero, and in admiration, the first dozen or so love it. It is essentially a walking dwarven
mothers to give birth on Durgan-lok named stronghold. NEDDERPIK
their male sons Parilus. Physically, Durgan-lok is the smallest of You want the Gearwrights to save you?
Durgan-lok was the first city-mech ever all the city-mechs. It is squat and wide, com- Fine. Then go live with them.
constructed. It is fully self-sufficient. Built posed of an iron skeleton with stone armor.
to include areas for agriculture, livestock,
living quarters, tradesmen, specialists,
administrators, a military garrison, a small
Its as close as a city-mech can get to being a
walking castle. It measures roughly 500 feet
in height. Since its designed for dwarves, it
A fter Parilus departure, the revived Gear-
wrights Guild rapidly grew in power. The
Guilds contributions are what ultimately
marketplace, and even civilian passengers, can fit a lot more useful space into its 500 feet saved the dwarves, but in the process much
it can produce everything it needs. The only of height than a human-scaled city-mech, and of the traditional dwarven power structure
commodities sometimes lacking on Durgan- has a permanent population of around 950 was alienated. Once-mighty axe warriors
lok are quality fuel and metals for repair, but dwarves. Parilus did not reveal all his secrets were now seconded to dexterous pilots; the
173
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are built like a true city sewer or dungeon turbulent period in the planets history. villages that have taken refuge on Tannanliel.
they are dangerous areas, used for engine Most elven mechs were small affairs, hous- Tannan accepts any and all elves who need
rooms, refuse, and sewage, sealed and well ing perhaps a hundred or so elves, depending protection, though once they are on board
protected from the rest of the mech, and on stealth and speed to survive. But one he requires them to contribute to the mechs
designed to provide a buffer from ground- great mage, among the most powerful of defense, and, in the long term, hone their
level invaders. the already powerful elven wizards, vowed to magical abilities to the point where they can
Where Durgan-lok was populated by take the fight to the enemy. The arch-mage construct their own mechs.
dwarven traditionalists with strong heredi- Tannan, with the aid of several of his distin- Because the magical operation of Tan-
tary ties to the clan culture, Nedderpik is far guished colleagues, shaped the still-living nanliel is so much more efficient than the
more independent. It is governed by a coun- wood of a Lilat grove into a veritable conduit steam-driven engines of the dwarves or
cil charged with representing the interests for magical energy. This magical walking the blatantly wasteful labor systems of the
of the crew. Considering the close quarters tree construct is the mightiest of the elven orcs, the elves have far more space to devote
on board the mech and the ease with which mechs. It is the walking tree of Tannan, or, to living quarters, and far more room for
a mutiny could occur, the council is quite in the sylvan tongue, Tannanliel. specialists trained in something other than
representative. It includes a strong faction Tannanliel is the first and only elf city-mech. steam mechanics. Thus, Tannanliel includes
from the Gearwrights Guild, as well as a clan It is taller than any other mech from any other a fairly large military force housed in its
leader and a military appointee. race, measuring almost 2,200 feet tall at the middle torso.
In a sense, the crew of Nedderpik really top of its highest towers. Graceful and thin, The lower torso and thighs are home to
are pioneers, frantically trying to escape the it looks like the consummate elven design, at tradesmen and other specialists: the carpen-
warfare of the dwarven strongholds, hoping once resembling a sleek tower, an ancient tree, ters and blacksmiths who keep things run-
for a new kind of life aboard a city-mech. Ned- and a powerful magical construct. ning. Finally, in the rest of the leg area, the
derpik is ruled by dwarves but open to any race Tannanliel is built entirely of enchanted elven peasants live, farming small protected
willing to accept the Guild; its population trees, their still-living roots, limbs, and terraces hanging off the mechs legs.
includes a sizable gnome contingent, as well trunks bound together in architectural form Tannanliel has little to fear from the out-
as many halflings and a few humans. (More to match Tannans vision. These trees still side world. It is perhaps the most powerful
humans might join except that life in the low- live, drawing nourishment from the earth mech in existence. Its very structure is alive,
ceilinged design is cramped, to say the least.) whenever the mech halts for the night, repel- capable of growing and of healing wounds. It
A sense of idealism runs through the mechs ling intruders with the vines that live on their is a single massive artifact, a conduit of magi-
corridors; the crew knows theyre at the cut- exterior, growing and repairing themselves cal energy through which Tannan and his
ting edge of a whole new kind of life. as directed by Tannan. legions of mages can launch batteries of fire-
Nedderpik stands a little more than Tannanliels internal structure reflects the balls and other spells at attacking creatures.
1,200 feet tall. It is squat and broad, like all elven attitude. Its vertical levels are not divid- No lunar dragon has stood against it nor,
dwarven designs, but uses far more metal ed according to use or function, but rather for that matter, has any other creature.
than stone in its construction and thus has according to a magical hierarchy. The entire But Tannanliel is vulnerable from the
more available space. It supports a perma- mech is ruled by the five arch-mages who built inside. Tannan himself is inextricably linked
nent population of more than 3,500 dwarves, it. They reside in the mechs highest levels, to the mech. His will controls it, directs it,
gnomes, halflings, and humans. within its head and in the living tree-towers and sustains it, though the magical energy
that reach high off its shoulders and back. required is so great that he frequently calls
Protected by Tannans magic, these tree-tow- upon other great spellcasters to aid him.
TANNANLIEL ers repel the lunar rain with pitiful ease. As the months go by, Tannan appears more
Our forests are dead. Below them are the residential quarters of and more drained. Some rumors say that the
But they live in Tannanliel. the rest of the mechs mages, according to burden of sustaining Tannanliel is too great.
their ranks within the Order of Tannanliel, Some say he accepted favors from powerful
vengeance that the enemies of the elves have
learned to fear.
men, who still arrive from distant parts mech, the value of technical knowledge has Constructing a Clockwork Elf
with every passing day. Shar is well aware of increased exponentially, and the gearwrights The majority of the Master Repositorys
Rebirths limitations, an awareness he shares have grown powerful once more. volumes are printed using a Guttenberg-like
with no one. Let the tribesmen think they are Though many believe the current age to device that the Guild makes available to its
all powerful. With their backing and Shars be the first time that mechs have walked members. Even so, by conservative esti-
leadership, they soon will be. the earth, the gearwrights claim otherwise. mates, the time required to study, collect,
Haven is the most recent accomplishment According to them, the steam engine pre- and print the millions of volumes it contains
of the Legion. It is the second human city- dates even the elves. Long before the gods is more than 50,000 years. The few volumes
mech. The dwarves of the flatland and the gave magic to the elves, they say, the dwarves to have made it out of the Master Repository
elves of the northern forests are far more were using steam-powered mechanical walk- (usually via theft or bribed gearwrights, as
worried about Haven than Rebirth. Rebirth ers to dominate the surface world. They the library is closed to outsiders) hint at this
was symbolic but weak. With Haven, Shars retreated underground only after elven wiz- great age. They are printed on stamped metal
coglayers learned from their mistakes. It ards finally mastered the arcane arts. When plates, capable of lasting much longer than
corrects the weaknesses of Rebirth and is, in these primitive mechs were finally out- any paper book. Their languages vary, cover-
fact, on par with some of the weaker dwarven matched by the great wizards, the dwarves ing a gamut of variants that could be dialects
city-mechs. It is a huge accomplishment for stopped developing steam technology in but could just as likely be historical deriva-
a young race with no gearwright heritage. favor of perfecting the fighting and divine tives. And their publication dates are always
If they continue such rapid progress, the arts in their cramped underground quarters. listed in two formats. One is a mysterious
Legions fourth or fifth city-mech may rival Lest the knowledge be forgotten entirely, a Guild system, consistent between volumes
the best creations of the dwarves. handful of dedicated engineers formed the but unlike any modern system of dating. The
Rebirth and Haven are both tall city-mechs. Gearwrights Guild, which has preserved the other format varies according to whatever
Rebirth stands 900 feet tall, while Haven tops ancient knowledge for millennia. calendar was used by the governing dwarf
in at 1,300 feet. Each houses a population of a Not everyone believes this account, least society at the time and includes formats
little more than 2,000 humans. so the elves. Even many dwarves consider the generally recognizable to outsiders. Using
gearwrights claims to be nothing more than the familiar formats to triangulate the Guild
a thinly veiled bid for legitimacy. After all, system, it is clear that, if the Guild system is
steam technology is widely misunderstood accurate, some of the tomes were published
and still distrusted. A claim of primal origins tens of thousands of years ago.
IMPORTANT might be nothing more than the gearwrights The physical location of the Master
attempt to seem authentic. Repository is another clue to its age. It lies
ORGANIZATIONS But some signs indicate that the gear- deep down in the underdeep, deeper than
wrights might not be lying at all. First is the any other dwarven settlement. The gen-
College of Constructors (see page 47) and with floor-to-ceiling bookshelves lining bewildering passageways of the underdeep,
White Congress (see page 157). narrow corridors over an area nearly as tall the horrible creatures that dwell therein,
and wide as a large town. Every book in the and the gearwright guards (both living and
library focuses on the gear-driven arts in constructed) that defend the passages. The
THE GEARWRIGHTS GUILD some form or another, but the topics are route is fundamentally dead: an underground
hopelessly vast. A brief sampling: causeway through layer after layer of utterly
ruled the surface. Some of these odd-look- Apprentices and journeymen make up the own highly advanced mechs. But the knowl-
ing walkers were the first mechs to walk lower ranks. Above them are guildsmen edge leap from their designs to those of the
the surface world after the lunar rain. Their proper, known as gearwrights. Five ranks of Master Gearwrights is such an order of mag-
design is archaic and unusual, incorporating gearwright exist, with the guild nitude that the Masters are not worried.
dwarven imagery from before the memory of officers above them. In the past, the Guilds numbers
any living society. Detractors claim this is Three divisions of have ranged from only a few
merely cosmetic deceit. But the Gearwright equally ranked dozen to many thousands.
mechs are indisputably better than any other guild offices Reliable reports say that
mechs, bar none. They use hidden technolo- administer to the Master Repository
gies, not shared outside of Guild circles. guild affairs: itself supports the popu-
Are these ancient secrets or modern innova- the Reposi- lation equivalent of a
tions? No one outside the Guild knows for tors, who small town, so in its years
sure, but it is certain that no other faction manage the of weakness the Guild
has duplicated them. guilds knowl- probably retreated to the
The last clues to the Age of Walkers are the edge resources; Repository. But now the
most compelling of all: ancient walkers buried the Maintenors, Guilds services are needed.
underground like ruins of a bygone age. In the who manage the Generals and kings will pay
past, these strangely shaped underground guilds physical resources handsomely for a well constructed
dungeons were considered nothing more (such as active mechs); and the mech, and coglayers everywhere clamor
than that: unusual dungeons. Now scholars Cogulors, who draw on the Repositors and for the chance to learn the Guilds secrets.
are revisiting some of the known dungeons Maintenors to engage in active research. The Guild is rapidly growing. Few large
to determine whether they are, in fact, the Two ranks exist within each of these offices mechs are without at least one gearwright
inner passageways of ancient, buried mechs. (e.g., senior repositor and junior repositor). on board; city-mechs are proud to boast of
The Pretominin Heads, a series of gigantic At the very top of the guild are the Master a small library maintained by resident gear-
metal heads half-buried in the sands above the Gearwrights, of whom never more than three wrights. But gearwrights swear loyalty only
Wet Desert, are rumored to have catacombs exist. They are the most experienced repre- to the Guild. Currently their strength is such
beneath them. Could these be ancient mechs sentatives of each office, and together they that they are granted freedom of passage by
mired eons ago in the sand? According to the set the Guilds policies on all things both most sovereigns, even in wartime but the
human sage Lizicus, the great Standing Dwarf internal and external. wings of fortune are fickle.
of the flatland cliffs may be no statue at all, The Guild is so old, and its secrets so Joining the Gearwrights Guild is a huge
but an ancient mech turned to stone. Now no great, that members become exposed to pro- step in the career of any coglayer. For more
shortage of adventurers remember dungeons gressively more knowledge as they advance. information on the gearwright prestige class,
that seemed mundane at the time but which, At the very top, the Master Gearwrights see page 29.
in retrospect, seemed to have a generally understanding of steam engine technology
humanoid shape, albeit underground. And the (and physics and engineering in general) is
deepest ventures into the Stygian depths have mind-boggling. They are able to design THIEVES GUILDS
brought back reports of impossibly ancient mechs that are exponentially more efficient
hangars holding prehistoric mechs in pris-
tine condition, many of them constructed in
networks of caverns so large the mechs could
than anything else walking the world today.
Their methods are true to the steam engine,
and although they may utilize arcane compo-
O nly so many places exist to hide in the
cramped spaces of a city-mech. The
underworld survives there with the unset-
almost walk to the surface. nents, they do so according to the principles tling knowledge that, with enough effort,
According to the Gearwrights Guild, these of physics, not magic. Yet they rarely do more the authorities can always locate them. Yet
are no mysteries at all, but testaments to the than design these extraordinary mechs, and dishonest dealing is an innate aspect of the
power and history of the steam engine. The for good reason: The knowledge is theirs and human condition, and no society lasts long
Guild claims the steam engine can rival even theirs alone. A working model could easily without breeding some variation of a thieves
the most powerful magics, given the right fall into the wrong hands. guild. Mechs are no exception.
circumstances, and the lunar rain is a sign that Thats not to say that the Guild doesnt The thieves guild is generally active in the
the Second Age of Walkers is now at hand. have its own mechs. Quite the contrary, it affairs of many mechs, though not from the
The guild is structured as any other guild, has some of the most powerful mechs walk- perspective you might imagine. Diplomacy
though the rewards of knowledge available ing today. Nonofficer gearwrights are free and power brokering are more important than
to those at higher levels are substantial. to wander the world, and many do so in their stealth and secrecy when dealing with an insular
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mech government. Many a thieves guild enjoys night). Another specializes in luring wealthy The distinction between a rogue and a
a transactional relationship with the mech individuals to social events whenever the stalker is fairly minor, but they are indeed
commander, operating almost as an unofficial mech stops at a town, then pickpocketing two separate classes. Stalkers are described
extension of his political power. In exchange the crowd. Still another is nothing but a on page 21 as a variant rogue class.
for regulation of slums and the undercity, middleman, fencing stolen goods imported
control of serious crime, and a steady flow of from other mechs.
information, the government overlooks the This may leave rogue characters wonder- DRAGONMECHS
guilds minor thefts and extortion some of ing what theyre to do. Minor pickpocketing
which can be quite profitable.
For the mech commander, this is a nec-
essary evil. The outside world is dangerous
and other petty crimes will be ignored for
a while, but no guild will tolerate serious
crime or extended sprees. Characters have
T he DragonMechs are a special unit of
the Stenian Confederacy dedicated to
battling lunar dragons. Membership in the
enough without having to deal with domes- two options: connect with the guild, or DragonMechs is a point of pride, and the unit
tic crime. An alliance with the thieves guild practice their trade outside areas in its carefully selects its members, who are called
keeps them under his control (nominally) control. Alternatively, they could fight the dragon hunters. Normally 10 dragon hunter
while letting his forces focus on external guild, but thats almost guaranteed to be a mechs are active, all piloted by the best mech
threats. If the poor are subject to extra losing battle. jockeys in the Confederacy. All DragonMech
taxes or wealthy visitors occasionally are pilots are at least 14th-level mech jockeys,
robbed well, so be it. In the world of and most have spent some time training with
DragonMech, thats the lesser of two evils. THE STALKERS the Irontooth Clans a punishable offense
This relationship between government among the rank-and-file but an informal pre-
and the guild isnt public. In fact, most of
the guild itself is unaware of it, as is the mech
commanders staff. Few residents would tol-
T he role of a rogue has changed. Where
once he spent his time plotting entry to
guarded keeps and defended villas, he now
requisite among the DragonMechs.
The DragonMechs pilot a variety of
mechs. They train in group tactics and are
erate such a deal were it known. It becomes must devote the same energy to entering especially deadly in pairs or trios. When
apparent only by situation: Mysterious politi- mechs. Certain rogues now specialize in this deployed, they pick mechs that complement
cal pressure ends the guards investigation difficult task, and an informal term has arisen each other for example, one may have
into a series of merchant burglaries, against to describe them: stalkers. weapons to ensnare or entangle a dragon
the protests of the guards; the strange coin- Stalkers are not organized in any formal while his partner has piercing weapons that
cidence that right before the visiting baron way. As practitioners of a newly developed can damage a netted dragon without break-
was robbed, the city-mech guard was alerted art, they generally know each other and are ing the net. The unit has a wide range of
to the sighting of a lunar dragon and had to be connected socially. Most stalkers were men- mechs at its disposal and can commandeer
diverted from protecting him. The guild gen- tored by older stalkers when they were just mechs from other units at will.
erally understand the delicacy of their posi- starting out. In the military hierarchy of the Stenians,
tion in effect, their protection depends Stalkers are feared by mech commanders, the DragonMechs are a special unit that
on keeping crime to a level the population who see them as dangerous shadows able to reports directly to the top. They are
deems tolerable so they dont let things get bypass carefully constructed defenses. A outside the usual chain of
out of hand. In some cases, the guild punishes single skilled stalker with good timing can command and have great
crime more ruthlessly than the law. Rogues enter a mech at ground level, make her discretion to undertake
who break ranks and start a crime spree will way to the control room, kill the mech missions as they see
find themselves put out of commission very commander, and walk the mech off a fit. This lets them
quickly by the guild itself. cliff before anyone knows any better. react quickly and
In effect, this limits crime to a managed It has been known to happen. adeptly to reports of
system of burglary, extortion (primarily pro- Of course, even while mech com- lunar dragons. After
tection rackets), and monopolies. One guild, manders fear enemy stalkers, they also an engagement they
on a Stenian city-mech, profits by control of make connections with those who can be can assess the situation and
the local blacksmith trade. Thanks to the used to strike at their enemies. Stalkers are decide whether to regroup or pur-
organization of the guild, the blacksmiths now firmly embedded in the culture of the sue a dragons cohort to its lair.
now charge more than three times what they mech. They are the ninjas of DragonMech: The DragonMechs are celebrities among
used to, with a healthy cut of that finding its stealthy warriors able to topple a thousand- the Stenians. Little boys on every mech dream
way into the guilds hands (and would-be foot-tall metal behemoth with a single well of someday battling dragons as a DragonMech.
discount blacksmiths disappearing in the placed dart.
plate 6 There is no shortage of
monstrous opponents in DragonMech
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T
he changes afflicting Highpoint have brought more gods and requires no effort on the clerics
part. The GM should make the check.
than just mechs to the surface. New creatures have
appeared, whether dropped from the moon or brought
LYCANTHROPES
forth by mechanical research. Whats more, Highpoint
was already home to a variety of unusual life forms.
Taken together, these new creatures present great T he close proximity of Highpoints moon
makes control of lycanthropy difficult.
All Control Shape checks on Highpoint suffer
potential for adventure. a 5 penalty. Checks while in the presence of a
lunar creature have an additional 1 penalty.
L
unar creatures are a new creature type. does not respond to elemental influence in
Highpoints moon is large, and the range the same way as terrestrial creatures. NEW CREATURES
of lunar creatures is as diverse as that of the Physical Requirements: Lunar creatures
Earth. All lunar creatures share certain traits, must breathe air just as terrestrial creatures
however. These are primarily due to two fac- do. They also must eat, though the nutrients CLOCKWORK PUPPET
tors: first, their completely alien psychology, they extract from food are totally different Warder, Medium Construct
and second, their extraterrestrial origin. from what we extract. They do not drink Hit Dice: 2d10+20 (31 hp)
Creatures with the lunar subtype have the water, but it is said they require a different Initiative: +0
following traits: form of sustenance that terrestrial creatures Speed: 30 ft.
Alien Psychology: Lunar creatures think cannot see. AC: 14 (+4 natural), touch 10,
in strange patterns. They are still rational, Lunar Physiology: The exact physiology flat-footed 14
but their thought processes and nervous of a lunar creature varies according to its BAB/Grapple: +1/+2
systems are built differently. Terrestrial crea- species, but all share certain things in com- Attack: Slam +2 melee (1d6+1)
tures have a hard time recognizing patterns mon. They all have skin that is interlaced Full Attack: Slam +2 melee (1d6+1)
in these bizarre mentalities. Lunar languages with corrugated or ribbed tubes, like abnor- Space/Reach: 5 ft./5 ft.
are themselves hard enough to learn; reading mally large blood vessels. The tubes undulate Special Qualities: Construct
the mind of a lunar creature is practically slightly and are disturbing to watch. Lunar Saves: Fort +0, Ref +0, Will 5
impossible but it can be done. creatures have oily, opalescent blood that is Abilities: Str 12, Dex 10, Con ,
Due to their alien psychology, lunar crea- a creamy semitranslucent white in color. Int , Wis 1, Cha 1
tures receive a +10 bonus to saves against Immunity to Lycanthropy: Lunar crea- Environment: Any land or underground
all mind-influencing effects (charms, com- tures cannot under any circumstances be Organization: Solitary
pulsions, phantasms, patterns, and morale affected by lycanthropy. From what limited Challenge Rating: 1/2
effects), all mind blasts and other psionic research has been conducted, it appears they Treasure: See text
attacks, and all attempts to detect their already have a form of lycanthropy in their Alignment: Always neutral
thoughts, read their minds, or otherwise blood, a version that does not provoke any Advancement: As clockwork puppet
penetrate their consciousness. sort of shape changing, and what surface-
Elemental Attacks: Lunar creatures dwellers know as lycanthropy may be a Shocker, Large Construct
always take half damage from air, fire, and mutated form of the original lunar trait. Hit Dice: 3d10+30 (46 hp)
water attacks, or no damage on a successful Lunar Detection Check: Clerics and pal- Initiative: +0
save. They take double damage from earth- adins of terrestrial deities may automatically Speed: 40 ft.
based attacks and magic. The lunar creatures sense if a creature is of lunar origin. They AC: 15 (1 size, +6 natural), touch 9,
themselves are not composed of traditional must already be aware of the creature. Roll flat-footed 15
182 51
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Shocker Coglayer
The shocker is a basic assault construct, built Small Humanoid (Halfling)
to attack enemies with an electrical shock. Hit Dice: 3d4 (8 hp)
Shockers are usually built to attack anyone Initiative: +2
who comes near, though they may be designed Speed: 15 ft.
with a discriminator to be more useful. AC: 17 (+1 size, +2 Dex, +4 gearmail),
The shockers ranged shock attack is an touch 13, flat-footed 15
electrical attack with a range of 10 feet. It is BAB/Grapple: +1/-4
also wired to deliver the shock on impact in Attack: Dagger +1 melee (1d41); or dagger
melee. Make the slam attack first; if that hits, +5 ranged (1d41); or cogling steam-
the slam transmits the shock damage as well. breather +4 ranged (1d10)
If the slam misses, make a second attack to Full Attack: Dagger +1 melee (1d41); or
see if the ranged shock attack hits. dagger +5 ranged (1d41); or cogling
Shocker: clockwork puppet (x8) + spark steambreather +4 ranged (1d10)
generator + amplifier + amplifier. Space/Reach: 5 ft./5 ft.
COGLING
Warrior
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leath-
er), touch 12, flat-footed 14
BAB/Grapple: +1/-4
Attack: Longsword +1 melee (1d8-1); or
heavy crossbow +3 ranged (1d10)
Full Attack: Longsword +1 melee (1d8-1);
or heavy crossbow +3 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Cogling traits
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 8, Dex 13, Con 10,
Int 11, Wis 11, Cha 11
Feats: Gearstride
Skills: Climb +0, Hide +8*, Jump +2,
Move Silently +5
Environment: Gear forests
Organization: Scouts (24 plus coglayer),
squad (510 plus coglayer crew), or band
(1140 plus noncombatants and clock-
work ranger leader)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
184 51
CHPT.
#
fiery explosion when on the brink of death. needing major repairs, never knowing that
It uses the steam power combo clockwork legions of coglings keep things running in
puppet + clockwork puppet + animator + their silent bid for free passage.
voice command + discriminator to create Coglings rely on stealth and the hazard-
a six-legged, insectoid-looking puppet of ous environment they occupy to win battles.
rough-hewn iron. The puppet is coated in Intruders in the gear forest are silently tailed
grease (as are all cogling creations) and fit- until their intentions are assessed. If they
ted with pilot light + amplifier + pump to seem friendly or innocuous, the coglings will
give it a small flamethrower. let them pass. If they seem hostile or damage
Black Immolator, Clockwork Puppet: the gear forest in any way, the coglings will
CR 1; Small Construct; HD 1d101; hp 4; Init strike from the darkness, driving the intruder
+1 (Dex); Spd 20 ft.; AC 14 (+1 Dex, +1 size, into a whirling gear or other deadly hazard.
+2 natural); Atks +1 melee (1d4, slam), or A cogling band always has at least
+1 ranged (1d6 fire, pilot light + amplifier + one coglayer, usually more than
pump); SQ construct traits, immolation; AL one. The band is led by a clock-
N; SV Fort +0, Ref +1, Will 5; Str 10, Dex 12, work ranger.
Con , Int , Wis 1, Cha 1.
Skills: Hide +5, Move Silently +1. Cogling Characters
Immolation (Ex): Cogling coglayers order It is rare for a cogling to leave its
a clockwork puppet on the verge of death natural environment, but it has
to rupture its own fuel supply and aim its happened. Some venture into the
pilot light at itself. This causes a 10 ft. x 10 ft. populated areas of a mech, where their
explosion, centered on the black immolator, traditional cousins teach them to clean the
inflicting 2d6 damage to the clockwork pup- oil from their bodies and assimilate into
pet and 1d6 damage to all else within range normal society. Coglings differ from normal
(Reflex save at DC 14 to take half damage). halflings as follows:
Spells: Cogling clockwork rangers are Additional +1 bonus to Reflex saves (total
typically 5th level. They know one spell, usu- of +2 when combined with the halflings
ally enginemasters grasp. usual +1 bonus to saves): Coglings grow
Skills: *Outside their dens, coglings coat up in an extremely dangerous environ-
their faces and bodies in thick black sludge. ment. Those who live to adulthood have
They receive a +2 circumstance bonus to learned to react to the unexpected on a
Hide checks in gear forests. regular basis.
Low-light Vision: Coglings are raised in
Society the poor light of the gear forest. They can
Coglings live in small bands in the gear see twice as far as a human in starlight,
forests of city-mechs. Each band patrols its moonlight, torchlight, gear forests, and
own area of the gear forest. Although some similar conditions of poor illumination.
coglings are employed by a city-mechs gear- They retain the ability to distinguish color
wrights to take care of minor repairs, and detail under these conditions.
most cogling bands are illegal Coglings do not receive the usual halfling
stowaways, living in the gear forest bonus to saving throws against fear, nor do
without the knowledge of the society they receive a bonus to Listen checks.
that occupies the mech. If discovered, Automatically receive Gearstride feat.
they are liable to be evicted. The sur- Favored Class: Clockwork ranger.
est chance of discovery is if the mechs
crew has to repair the engines, so they
fight viciously to protect the gear for- CRUMBLE BUG
est and keep it in top working order. Many Diminutive Vermin
a dwarven coglayer has taken pride at the Hit Dice: 1/8 d8 (1 hp)
number of years his mech has run without Initiative: +2
186 51
CHPT.
#
Speed: 20 ft., burrow 5 ft. crumble bug bite rusts an area about equal
AC: 16 (+2 Dex, +4 size), touch 16, to its own body size (24 square inches). As a
flat-footed 14 Diminutive creature, that means it takes two
BAB/Grapple: +0/17 bites to rust a Tiny weapon, four bites to rust
Attack: Bite touch 1 melee a Small weapon, eight bites to rust a Medium
(1d25 plus rust) weapon or suit of armor, and sixteen bites to
Full Attack: Bite touch 1 melee rust a Large weapon. Weapons and armor that
(1d25 plus rust) are partially rusted lose 1/4, 1/2, or 3/4 of
Space/Reach: 1 ft./0 ft. their damage or armor bonus, as applicable.
Special Abilities: Rust A crumble bugs rust affects magical met-
Saves: Fort +0, Ref +2, al, too, though at one-fourth the usual rate.
Will +0 Note that the rusting bite is a touch
Abilities: Str 1, Dex 14, attack, but only the crumble bugs
Con 10, bite can convey the rusting
Int , Wis 8, Cha 1 acids. This means metal
Skills: Climb +6, Hide +8, weapons can be used to
Listen +6, Spot 2* attack a crumble bug with-
Environment: Any land or out risk that they will rust
underground, near metal on contact.
Organization: Mass (210), Burrow: Crumble
Swarm (11100), or Colony bugs dig tunnels in
(1011,000) areas of dense metal, be
Challenge Rating: 1/8 they thick mech walls or under-
Treasure: No coins; normal goods and ground lodes. When under attack they
items; no nonmagic metal burrow through their tunnels to protection.
Alignment: Neutral Skills: *Crumble bugs receive a racial
Advancement: penalty to Spot checks because their heads
Crumble bugs are multilegged, foot-long are always found buried in the metal they
metal-eating insects. They are feared by are eating.
mech-dwellers, who kill them on sight. Many
mechs have cats, dogs, and other domesti- Illegal Crumble Bugs
cated pets specially trained to sniff out and Not only are crumble bugs killed on site
slay these vermin. Luckily, crumble bugs aboard mechs, but it is generally illegal to
reproduce slowly and have small appetites. raise them or harbor them. They are like an
They are usually discovered before they do assassins tools: If you own them, you cant
too much damage. be up to any good. Consequently, many
thieves do own them. On most
Combat mechs, the thieves guild
Crumble bugs are slow to react to intrud- keeps a small swarm
ers. They are always found with their heads of crumble bugs, as
buried in their current metal snack. When do disreputable coglay-
attacked, they mill about in confusion. Half ers. These have many
counterattack while the remaining half flee. uses: sabotaging enemy
Those who stay to fight will themselves flee coglayers, blackmailing
after 1d4 rounds. the mech crew (do it or
Rust (Ex): Crumble bugs exude a slow- well unleash the crumble
acting, specialized acid that rusts metal, bugs ), and covering up
rendering it suitable for their digestion. intentional damage to the mech.
Individually, they are too small to rust large Rare indeed is the crumble bug inva-
objects, but in numbers they can endan- sion that isnt planned .
ger an adventurers gear. Each successful
187
CHPT.
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51
DRAGON, LUNAR
True Dragon
Climate/Terrain: Any land or lunar
Organization: Solitary or pack (25)
Challenge Ratings: Wyrmling 5; very young
7; young 9; juvenile 11; young adult 14,
a creepy, unhealthy white, ribbed by a sea of
writhing blood vessels. A ring of horns sur-
rounds their faces, which are dominated by
massive, asymmetrical maws of teeth point-
ing in all directions. Their torn, unkempt
wings seem too small for their bodies, and
in fact they are, for their flying ability is
restricted when on Earth.
adult 16; mature adult 19; old 21; very old Lunar dragons do not maintain lairs. They
22; ancient 24; wyrm 25; great wyrm 27 wander aimlessly, destroying whatever they
Treasure: None encounter. They often kill to eat but seem
Alignment: Usually chaotic evil to hate the taste of the terrestrial creatures
Lunar dragons are huge, hulking behe- they must now content themselves with eat-
moths that look like they could never get ing. They place no value on gold, silver, or
into the air. Their bodies are husky and magic items and do not hold onto or store
rounded, not at all lean or lithe like terres- the spoils of their conquests. They seem
trial dragons. Their physiology resembles to have a natural resistance
rhinoceroses or elephants rather than cats or to the lunar
reptiles. For their age, they are always much
larger than terrestrial dragons. Their skin is
188 5
CHPT.
#
rain, and when it becomes too strong for Breath Weapon (Su): A lunar dragon
even them to handle, they burrow into the has a breath weapon that is a cone of lunar
earth to create temporary dens. energy. It looks like a burst of white fire. No
This is the most common variety of lunar terrestrial equivalent exists, and the breath
dragon. Other types have been sighted, weapon bypasses all resistance to fire, cold,
but they are still rare on Highpoint. The electricity, and other such forms; only blan-
relationship between the different ket energy resistance can repel it.
kinds of lunar dragons is unknown.
Lunar (Ex): Lunar creatures suf-
fer half damage from most elemental DRONOG
attacks (air, fire, and water), or no Dronog
damage on a successful save. They take Large Aberration (Lunar)
double damage from earth-based attacks Hit Dice: 4d8+8 (26 hp)
and magic. They receive a +10 bonus to saves Initiative: 2
against mind-influencing effects (charms, Speed: 20 ft., burrow 10 ft.
compulsions, phantasms, patterns, and morale AC: 15 (2 Dex, 1 size, +8 natural), touch 7,
effects), mind blasts and psionic attacks, and flat-footed 15
detect thoughts due to alien psychology. BAB/Grapple: +3/+11
Combat
Dronogs in the wild burrow
about consuming minerals
from the soil. They are hostile
and aggressive, charging any-
thing that comes near.
When under the con-
trol of lunar skinstealers,
dronogs are usually put to
work serving the schemes
of the skinstealers.
190 51
CHPT.
#
cant see the dronog. lunar skinstealer. For full details on the lunar
The Intelligence of affected creatures skinstealers abilities, see its entry.
within the dronogs mental static is auto-
matically reduced by 1d4 points. Lost Intel-
ligence is restored the moment the creature DUSK DEVIL
leaves the affected area or when the dronog True
dies. There is no save. Huge Aberration
Additionally, it is difficult to use any Intelli- Hit Dice: 8d8+24 (60 hp)
gence-related skill, cast a spell, or do anything Initiative: +3
else that requires concentration while in the Speed: 80 ft.
area of this mental static. Doing so requires AC: 19 (+3 Dex, 2 size, +8 natural),
a Concentration check (DC 12) before the touch 11, flat footed 16
action is attempted. Failure means the crea- BAB/Grapple: +6/+20
ture wastes its action trying but fails to sum- Attack: Claw +10 melee 2d6+6
mon the necessary concentration. Spells thus Full Attack: 2 claws +10
disrupted are not wasted, however. melee (2d6+6) and
Lunar (Ex): Lunar creatures bite +5 melee
suffer half damage from most (1d6+3)
elemental attacks (air, fire, and
191
CHPT.
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51
Space/Reach: 15 ft./10 ft. legs that carry the body more than eight
Special Attacks: Dust storm feet off the ground. Hairs on their feet are
Special Qualities: Dust sight, fast run constantly pitter-pattering the dirt around
Saves: Fort +5, Ref +5, Will +7 them, creating a swirling cloud of dust that is
Abilities: Str 22, Con 16, Dex 17, always present. Little consistency is seen in
Int 3, Wis 12, Cha 12 their appearance aside from basic insectoid
Skills: Climb +9, Hide 5, Jump +9, Listen traits and the universal disgust they invoke
+4, Spot +4 in humans. The smaller Stavian variety is the
Environment: Any land or underground size of a large horse, while true dusk devils
Organization: As mounts or solitary or can be twenty or more feet in length.
hunting pack (25) It is unknown how the dusk runners first
Challenge Rating: 7 came into contact with them, or how they
Treasure: Standard managed to train them. Their use of dusk
Alignment: Usually neutral devils certainly contributes to the awe
Advancement: 918 HD (Gargantuan) in which other cultures hold them.
Their usual mode of arrival charg-
Stavian ing into a town out of nowhere
Large Aberration right as dusk falls makes their
Hit Dice: 4d8+8 (26 hp) mounts all the more fearsome.
Initiative: +3 Most scholars agree that the dusk
Speed: 50 ft. devils are extraplanar creatures,
AC: 17 (+3 Dex, 1 size, +5 natural), though their exact origin point is
touch 12, flat-footed 14 a matter of dispute.
BAB/Grapple: +3/+11 Dusk devils outside of human con-
Attack: Claw +6 melee (1d6+4) trol are rare but not unheard of. In the
Full Attack: 2 claws +6 melee (1d6+4) and wild they are most active at sunrise and sun-
bite +1 melee (1d6+2) set, and are rarely encountered when the sun
Space/Reach: 10 ft./5 ft. is not close to the horizon. They forage as
Special Attacks: Dust storm any large insectoid would, attacking humans
Special Qualities: Dust sight, fast run when hungry. Their society is simple hunt-
Saves: Fort +3, Ref +4, Will +5 ing packs. It is unknown how they organize
Abilities: Str 18, Con 14, Dex 17, themselves when in large numbers.
Int 3, Wis 12, Cha 10
Skills: Climb +7, Hide 1, Jump +6, Listen Combat
+3, Spot +3 Dusk devils move at incredibly fast speeds.
Environment: Any land or underground When in motion, their legs are a blur.
Organization: As mounts or solitary They rely on this speed to mount surprise
or hunting pack (25) ambushes, moving from cover into melee
Challenge Rating: 3 before their enemies realize whats happen-
Treasure: Standard ing. Their main attack is stabbing motions
Alignment: Usually neutral from their front legs, which are barbed with
Advancement: 58 HD (Huge) tiny, sharp hairs.
Dusk devils are insectoid mounts. Bite (Ex): A true dusk devil that success-
The legendary dusk runners ride true fully hits the same target with both of its claw
dusk devils, while the Stavian tribes of High- attacks will spear the target and lift it high
point have domesticated a smaller version. enough to be bitten. This additional bite
Dusk devils are aptly named. They are six- attack is a +10 melee attack doing 1d6+6
legged, chitinous monstrosities covered in damage. The target is dropped once bitten.
clicking parts, twitching feelers, and sharp Dust Storm (Ex): The twitching anten-
hairs. They are proportioned like daddy-long- nae on a dusk devils feet generate a constant
legs a small body supported by long, sturdy storm of small dust devils. As a full-round
192 51
CHPT.
#
action they can churn up the soil beneath are surprisingly amenable to domestica-
their feet, producing a small dust storm. This tion, leading some scholars to conclude
works only in terrain with loose soil or sand, they were once the servants of some extra-
such as a grassland, desert, sandy caverns, planar race. Training a dusk devil takes
or other rough terrain. True dusk devils can two months and requires a Handle Animal
produce a dust storm that covers an area 40 check (DC 32 for true dusk devil, DC 27 for
feet by 40 feet, centered on the dusk devil, Stavian variety).
while the Stavian variety can cover an area of
only 10 feet by 10 feet. All creatures within
are considered to have one-half conceal- FORESTRATI
ment, but this does not affect the dusk devil Huge Plant
(see below). Hit Dice: 7d8+35 (66 hp)
Dust Sight (Ex): Dusk devils can see nor- Initiative: +0
mally in fog, storms, and dust. They suffer no Speed: 30 ft.
concealment penalties when attacking other AC: 18 (2 size, +10 natural), touch 8,
creatures in such conditions. flat-footed 18
Fast Run (Ex): Dusk devils are extraor- BAB/Grapple: +5/+22
dinarily fast. When they run, they move five Attack: Slam +12 melee (2d6+9)
times their normal speed. Full Attack: 2 slams +12 melee (2d6+9)
or thrown rock +3 ranged (1d8+9)
Training Space/Reach: 15 ft./15 ft.
It is unlikely that the characters will con- Special Attacks: Trample, double damage
sider training a dusk devil unless they have against objects
heard of the dusk riders or Stavians. Special Qualities: Plant, fire resistance 5,
For all their ferocity, damage reduction 10/slashing
dusk devils Saves: Fort +10, Ref +2, Will +4
193
CHPT.
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51
Abilities: Str 29, Dex 10, Con 21, ferring instead to rampage unchecked. Some
Int 12, Wis 15, Cha 12 have even taking to eating meat.
Skills: Hide 8, The elves of the northern forests avoid
Intimidate +9, Knowledge (local) +6, forestrati, or kill them if they are able. They
Listen +7, Sense Motive +7, Spot +7, have little alternative. The psychotic ex-tre-
Survival +4 ants attack living creatures at will, taking
Environment: Any land great pleasure in wreaking the same kind of
Organization: Solitary havoc they were subjected to.
Challenge Rating: 6
Treasure: Standard Combat
Alignment: Usually neutral evil Forestrati are similar to treants in
Advancement: 816 HD (Huge); many ways. They have two main dif-
1721 HD (Gargantuan) ferences. First, they have lost the
Lilat and Heral, the great forests of ability to animate trees. Second,
the northern endless plains, withstood all rather than being vulnerable to
calamities for untold centuries until the fire, they have developed a resis-
lunar rain. The lunar fragments scorched tance to it. The constant scorch-
the sylvan groves as meteorites splintered ing of the lunar rain left them with
mighty oaks and particulate rain abraded a charcoal coating that is hard to
away what was left of the underbrush. Some light. For weapons, they frequently
areas survived, especially if they were lucky carry sacks of lunar rocks (range incre-
enough to be protected by a hill or other nat- ment 50 ft.), with which they pelt enemies
ural terrain feature. But most of the forests until they are in range to fight melee.
were destroyed, to varying degrees. Some *Skills: Forestrati no longer resemble
areas were thinned out; others were reduced normal trees. They receive no bonus to hid-
to vast fields of charred stumps. ing in forested areas.
The treants that once guarded these
blasted zones were driven insane by the
destruction of their groves. They are now GREASE LIZARD
the forestrati, a race of evil, twisted treants Grease Lizard
much like their good brethren but altered in Medium Animal
important ways. They look like blackened, Hit Dice: 2d8+2 (11 hp)
charred treants, with impact wounds Initiative: 1
across the surface of their bark. Speed: 20 ft., swim 30 ft.
Their fingers are twisted and AC: 13 (1 Dex, +4 natural), touch 9,
curled in horrid claws. Their flat-footed 13
mouths are wide and gaping, BAB/Grapple: +1/+4
while their eyes are lifeless Attack: Bite +4 melee (1d4+3)
and dead. Full Attack: Bite +4 melee (1d4+3)
Forestrati are thoroughly Space/Reach: 5 ft./5 ft.
deranged. All traces of their Special Qualities: Fire vulnerability
former charity and goodwill Saves: Fort +4, Ref +2, Will +0
have been destroyed, as have Abilities: Str 16, Dex 8, Con 13,
all aspects of their respect Int 2, Wis 10, Cha 2
for nature. They dont even want Skills: Hide 0*, Listen +2,
revenge; they simply want to destroy. Spot +2
Their intelligence is like that of an animals: Feats: Gearstride
For all their rational power, they have little Environment:Gear forests
comprehension, and their 12 Intelligence is Organization: Solitary or colony (49)
used entirely for destructive purposes. They Challenge Rating: 1
are no longer introspective in any way, pre- Treasure: None
194 51
CHPT.
#
Hit Dice: 6d8+18 (45 hp) bonus to Hide checks when submerged in
Initiative: 1 their native environment.
Speed: 30 ft., swim 40 ft.
AC: 13 (1 size, 1 Dex, +5 natural),
touch 8, flat-footed 13 IRON SHAMBLER
BAB/Grapple: +4/+14 Medium Construct
Attack: Bite +9 melee (1d10+6) Hit Dice: 1d10 (5 hp)
Full Attack: Bite +9 melee (1d10+6) Initiative: 1 (Dex)
Space/Reach: 10 ft./10 ft. Speed: 30 ft.
Special Qualities: Fire vulnerability AC: 17 (1 Dex, +8 natural), touch 9, flat-
Saves: Fort +8, Ref +4, Will +2 footed 17
Abilities: Str 22, Dex 8, Con 16, BAB/Grapple: 0/+4
Int 2, Wis 10, Cha 2 Attack: Slam +4 melee (1d6+4)
Skills: Hide 2*, Listen +3, Spot +3 Full Attack: Slam +4 melee (1d6+4)
Feats: Gearstride Space/Reach: 5 ft./5 ft.
Environment: Gear forests Special Qualities: Construct
Organization: Solitary or colony (49) Saves: Fort +0, Ref 1, Will +0
Challenge Rating: 3 Abilities: Str 18, Dex 8, Con ,
Treasure: None Int , Wis 11, Cha 1
Alignment: Always neutral Feats: Gearstride
Advancement: 3 Environment:
HD (Medium) Any land and under-
Grease lizards ground
are bow-legged, Organization: Any
sprawling reptiles Challenge
that look like five- Rating: 1
foot-long croco- Treasure: None
diles. Their skin Alignment: Always
is a dark brown or neutral
gray but is rarely Advancement:
visible under a 25 HD (Medium),
thick layer of oil. 510 HD (Large)
They are at home Iron shamblers
in piles of engine are clumsy human-
sludge. oid-shaped crea-
tures built from
Combat animated metal
Grease lizards are parts. They are the
feared within the result of animate
gear forests because gears spells. Most
of their ability to will be found under
hide. They lurk the control of a
unseen in puddles of wizard or clockwork
sludge, lunging out ranger, but some are
unexpectedly when left to wander.
prey passes nearby.
195
CHPT.
#
51
Combat
LUNAR SKINSTEALER
Unhosted
Medium Aberration (Lunar)
Hit Dice: 4d8 (18 hp)
Initiative: 1
Speed: 10 ft.
Iron shamblers wade into combat mindlessly, AC: 9 (1 Dex), touch 9, flat-footed 9
striking out at anything that lives. BAB/Grapple: +3/+7
Construct (Ex): Immune to mind-influ- Attack: Face grapple +5 touch (special)
encing effects, poison, disease, and similar Full Attack: Face grapple +5 touch
effects. Not subject to critical hits, nonle- (special), 4 hooks +1 melee (1d2)
thal damage, ability damage, energy drain, or Space/Reach: 5 ft./5 ft.
death from massive damage. Special Attacks: Improved grab, host
Gearstride (Ex): Iron shamblers have domination
the Gearstride feat. They may move at their Special Qualities: Lunar
normal rate through gear forests without suf- Saves: Fort +0, Ref +0, Will +0
fering any additional hazard. Abilities: Str 18, Dex 8, Con 10,
Int 20, Wis 4, Cha 14
Skills: Bluff +26*, Disguise +25*, Hide
+14*, Listen +2, Spot +2
Feats: See below
Environment: Any land and underground
Organization: Solitary or gang (24)
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CHPT.
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Challenge Rating: 2 stand upright and flail about. They are rarely
Treasure: None seen in their true form, however.
Alignment: Chaotic neutral A lunar skinstealer survives by wrapping
Advancement: its skin around host creatures. It overwhelms
a hosts nervous system until it can control
Hosted its body. They are most often encountered in
Medium Aberration (Lunar) this state, wrapped around a host and camou-
Hit Dice: 4d8 plus host flaged from detection.
Initiative: As host The cultural or societal basis of lunar
Speed: As host skinstealers is unknown. They cannot com-
AC: As host municate with terrestrial creatures in any
BAB/Grapple: As host/As host with intelligible fashion. They are frequently
minimum Str of 18 encountered in domination of the mindless
Attack: As host dronogs, however.
Full Attack: As host Skinstealers by themselves are not particu-
Space/Reach: As host larly dangerous opponents. Their real danger
Special Attacks: Host domination, lies in their ability to take over other creatures
camouflage, neighbor domination and use them to pursue nefarious agendas.
Special Qualities: Lunar
Saves: Fort and Ref: as host; Will +4 Combat
Abilities: Str, Dex : as host, Con 10, Lunar skinstealers can be
Int 20, Wis: as host, Cha 14 encountered with or with-
Skills: Bluff +26*, Disguise +25*, out hosts.
Hide +14*, others as host When encountered without
Feats: See below a host, a lunar skinstealer tries to
Environment: Any land and underground acquire a host as soon as possible.
Organization: Solitary or gang (24) It will target the least-armored indi-
Challenge Rating: 2 + host vidual, trying to take it over and domi-
Treasure: As host nate it with its special abilities.
Alignment: Chaotic neutral
Advancement: When encountered with a host, the
Lunar skinstealers are parasites that resem- lunar skinstealer is very difficult to
ble walking skates or stingrays. In their natural detect (Disguise check vs. char-
state, they are like huge flaps of skin, measur- acters opposed Spot checks).
ing 6 to 8 feet per side, barely two inches thick. Characters who detect the
One side of the skin is a rough, chalky gray. The disguise will notice that the
other side is a field of innumerable tiny hooks, creatures clothes, body,
like a strip of Velcro. They move by undulating weapons, and other gear
along the ground like a worm, though they can
197
CHPT.
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51
appear to be one single solid skin rather attacks deal full damage to the skinstealer,
than discrete objects. hurting the host only after the skinstealer
The skinstealers hooks inflict minor is dead. Piercing attacks deal half damage to
damage, though it doesnt use them for the host and half damage to the skinstealer.
wounding. Most of the time, it pulls its A creature dominated by a skinstealer
punch and uses them to assist in its grap- retains the use of its mind, but the skin-
pling. It can choose to latch on with a hook stealer taps into its nervous system and
attack without causing damage, using them controls its body. It feels like being
only to assist in its grappling. For each suc- trapped in a body that wont obey your
cessful hook attack against a target, the commands. The character remains
skinstealer gains a +1 bonus to grapple conscious and receives sensory input
checks. If it chooses, a skinstealer may use but has no physical control.
all of its hook attacks each round to cause A detect thoughts spell (or similar
damage in a grapple. ability) that manages to bypass the
Improved Grab (Ex): A skinstealers lunar creatures natural resistance to
primary attack is to throw itself at an oppo- such effects reveals two distinct thought
nents face. This works only against creatures processes. One is the dominated host. The
with exposed faces; others are immune. If other completely alien process belongs to
the touch attack successfully hits the targets the skinstealer.
face, the skinstealer automatically initiates Because they generally take damage
a grapple. Additionally, it may immediately before their hosts, skinstealers with long-
attempt a host domination. term hosts will strive to avoid combat. If it
Host Domination (Su): As a free action, looks like combat is unavoidable, a skinsteal-
a lunar skinstealer that has grappled an er will run, or seek a new host with ranged
opponents face may attempt to dominate weapons or spells, then attack from afar. A
it as if by the spell dominate person, as cast dead skinstealer peels off its victim and col-
by a 10th-level caster (DC 15). No common lapses to the ground.
language is needed, due to the skinstealers A skinstealer that loses control of its host
native domination abilities. Once the will attempt to dominate it a few times more.
target fails this save, it cannot attempt If it fails to do so, it will use its grappling
another unless it is forced to do position to cause hook damage each round
something against its nature, until the host is killed.
but it receives no more than As soon as a skinstealer has dominated a
one new save per day. This host, its Wisdom rises to the hosts normal
is a supernatural power Wisdom score. It taps into the hosts nervous
which is not blocked by system and shares all of its knowledge. When
spell resistance or simi- it loses the host, its Wisdom drops back to its
lar effects. usual low.
Once the attack suc- Camouflage (Ex): A skinstealer that has
ceeds, the skinstealers grappled and dominated a victim may cam-
body drapes over the host ouflage itself as a free action. Its entire body
and melts to its shape. The wraps around the target and hooks on, perfect-
effect is similar to a slab of ly mimicking the targets color, texture, and
cheese melting over a hunk of meat. shape, albeit growing its dimensions by about a
The skinstealer camouflages itself so it half-inch in all directions. Of course, once this
looks exactly like the host, rendering its is complete the skinstealer cant remove the
envelopment nearly undetectable. hosts sword from its scabbard (for example)
The skinstealers physical stats become without peeling back its own sword-mimicking
the hosts stats. Its skin surrounds the host skin to give it access to the real sword.
creature, putting it between the creature Neighbor Domination (Ex): A lunar
and damage. Slashing and bludgeoning skinstealer that has successfully dominated
198 51
CHPT.
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a host may sap that hosts mental abilities to Attack: Slam +1 melee (1d3+1)
try to dominate new hosts. It uses the host or by weapon
as a prism or mental focus to transmit its Full Attack: Slam +1 melee (1d3+1)
domination abilities to nearby creatures. By or by weapon
temporarily draining one point of the hosts Space/Reach: 5 ft./5 ft.
Wisdom, to a minimum of 1, the skinstealer Special Qualities: Amphibious
may cast dominate person as a 10th-level caster Saves: Fort +2, Ref +0, Will +2
(save DC 15, 200 ft. range, duration 10 days). Abilities: Str 12, Dex 8, Con 8,
Unlike its host domination, a common lan- Int 9, Wis 9, Cha 14
guage is needed, but the skinstealer can tap Environment: Any land or water
into the hosts brain and communicate in any Organization: Solitary, school (210),
language it knows. colony (11100), or city (101+)
Skinstealers frequently dominate as many Challenge Rating: 1/3
neighbors as possible simply to keep their Treasure: Standard
hosts Wisdom low, weakening its defenses. Alignment: Usually neutral
Lost Wisdom regenerates at the rate of one Advancement: By character class
point per day. The skinstealers Wisdom does Slathem are amphibious sea-dwellers
not drop as the hosts does. who use the seasonal water levels of High-
Lunar (Ex): Lunar creatures suffer half point to their advantage. They live in cities
damage from most elemental attacks (air, of wood, bone, and stone, mounted on
fire, and water), or no damage on a suc- bases of coral. Their cities are built
cessful save. They take double damage from on islands that are above water for
earth-based attacks and magic. They receive a half of the year and below water
+10 bonus to saves against mind-influencing for the other half, thanks to
effects (charms, compulsions, phantasms, the seasonal water patterns
patterns, and morale effects), mind around Highpoint.
blasts and psionic attacks, and detect Slathem are soft, bul-
thoughts due to alien psychology. bous, wet-skinned human-
* Skills: Lunar skinstealers receive oids. Their long-fingered hands are
a +10 racial bonus to Disguise and Bluff webbed but still very dexterous. They
checks. Due to their camouflage ability, they stand seven feet tall, but their legs are
receive a +10 bonus to Hide checks. barely longer than a humans, short in pro-
portion to their height. Their feet are not
Skinstealer Characters webbed, though they have retractable fins
Skinstealers do not advance in character along the sides of their legs. Slathem can
classes; rather, they take over others and breathe both air and water.
leech off them as they advance. They are still The cities of the slathem are strangely
highly intelligent creatures with individual designed. They rest on sandy islands that are
personalities and ambitions. Most skinsteal- exposed to sunlight for only half the year.
ers worship Seroficitacit (see page 64). A Embedded into these islands are reefs of
skinstealer has a 10% chance of having dead coral. In many cases the islands them-
the feat Seroficitacits Changes. selves are formed from the slow decay of the
coral reef. The coral forms the base of the
city. On the coral are huts built from coral
SLATHEM fragments, bones, wood, and stone. Much of
Medium Humanoid the structures must be replaced every year,
Hit Dice: 1d81 (3 hp) and it is while trading for supplies that slath-
Initiative: 1 em encounter land dwellers. Some slathem
Speed: 30 ft., swim 30 ft. cities have extensive sewers and dungeons
AC: 9 (1 Dex), touch 9, flat-footed 9 built into the coral bases; during the dry
BAB/Grapple: +0/+1 months, the upper levels are dry while the
199
CHPT.
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51
ability damage, energy drain, or death from which is left open at the vertebrae to allow
massive damage. Smoking undead are subject the engines smokestacks to protrude. Some
to critical hits (see Steam Engine, below). meat racks are well armored; others display
Immunities (Ex): Smoking skeletons open patches of raw muscle with an iron skel-
have cold immunity. Because they lack eton visible beneath. If the creator wishes,
flesh, they have damage reduc- he decorates the armor with spikes, spines,
tion versus piercing and filigree, and motifs. Finally, the steam
slashing weapons. engine is activated, the flesh is animated,
Partial Actions Only and the whole horrible monstrosity is ready
(Ex): Smoking zombies to answer commands.
have poor reflexes and A meat rack attacks with sharpened iron
can perform only par- claws, which are actually the tips of its skel-
tial actions. Thus they eton protruding through its meaty fingers.
can move or attack but
can do both only if they Creation
charge (a partial charge). Smoking dead are created much as normal
Steam Engine (Ex): A skeletons and zombies are. Because of the
smoking undead is powered steam engine that governs its movement,
by a charred, crud-encrusted steam animating one requires much less necro-
engine. Necromantic energy holds togeth- mantic energy than with normal undead.
er its bodies, but it cannot move without Any corpse installed with a steam engine
the steam engine. It is a critical piece of can be reanimated as a smoking dead
the construction. On any critical hit, the zombie or skeleton using the animate dead
smoking undead must make a Fortitude save spell. Smoking dead animated in this way
(DC equals damage caused by the critical count as half their normal HD for purpos-
hit after multipliers). If the save is passed, es of the spells creation limits (though
the engine is missed and the hit causes not its control limits). For example, a
normal noncritical damage. If the save is character with six caster levels could
failed, the smoking undead has suffered a animate six normal Medium skeletons,
hit to its steam engine. It suffers only nor- or six smoking skeletons, provided the
mal noncritical damage but may no longer corpses were properly prepared with
move or attack in any way. If the engine is steam engines.
repaired the creature will be restored to A steam engine strong enough
normal mobility. to power a Medium smoking dead
costs 100 gp. It must be created by
The Meat Rack an evil craftsman. The process of
The meat rack is a grisly attempt at recre- animating the smoking dead chars
ating a living creature. It starts as an iron the engine with a sticky, black crust.
skeleton, roughly humanoid in shape. The From then on, the engine is inherently
ribcage holds a large steam engine with evil and will corrupt any other machinery
powerful gears and struts for moving the to which it is connected.
arms and legs. When the iron skeleton is
completed, the creator attaches raw muscle
from recently killed creatures. The crea- TORTOG
tures need not be similar in form, and the Large Humanoid (Tortog)
same meat rack may include muscle tissue Hit Dice: 2d8+4 (13 hp)
from humans, animals, and even some mon- Initiative: 2
sters. The muscles are attached with welded Speed: 15 ft., burrow 10 ft.
bolts, stitched ligaments, and even glue. AC: 22 (2 Dex, 1 size, +15 natural),
Once the skeleton is muscled, it is cov- touch 7, flat-footed 22
ered in a layer of armored sheet metal, BAB/Grapple: +1/+9
202 51
CHPT.
#
Attack: Bite +4 melee (1d4+4); unclassed tortog. Their leaders are usually
or club +4 melee (1d6+6) fighters, though barbarians and clerics are
Full Attack: Bite +4 melee (1d4+4) and also common.
claw +0 melee (1d3+2); Shell (Ex): The body of a tortog is
or club +4 melee (1d6+6) encased in a hard, armored shell. It is able to
Space/Reach: 5 ft./5 ft. retract its limbs, head, and tail into this shell
Special Abilities: Shell, painless hide for protection. As a standard action, a tortog
Special Qualities: Tremorsense may retract into its shell. It cannot do so if
Saves: Fort +8, Ref +0, Will +2 it is bound, entangled, or otherwise immobi-
Abilities: Str 18, Dex 6, Con 14, lized. Once retracted, the only exposed part
Int 7, Wis 11, Cha 9 of the tortog is its shell. It gains a +8 bonus
Skills: Appraise +2, Listen +2, Survival +2 to AC and is immune to critical hits. It is also
Feats: Endurance, Great Fortitude incapable of movement while retracted and
Environment: Any land and underground counts as being prone.
Organization: Solitary, band (27), Painless Hide (Ex): The thick shell of a
or tribe (831) tortog is actually unliving tissue. The tor-
Challenge Rating: 3 togs body slowly adds additional mass
Treasure: 2x standard to the bottom of the shell, which dies
Alignment: Neutral once it adheres to the shell.
Advancement: By character class The shell is constantly
Tortogs are odd tortoiselike expanding outward but
humanoids. They are only five feet is completely insensi-
tall but are very, very broad and tive the tortog
quite heavy, weighing almost simply does not feel
600 pounds thanks to the damage to its shell.
thick, overlapping bands of Only when the shell
armor that encase their entire is breached does the
bodies. Their broad, snub-nosed tortog feel pain.
faces lack necks and in many ways In practical terms, this makes
resemble the face of a tortoise. the tortog immune to the lunar
They usually walk on two legs but rain. It doesnt feel the abrasive
can use all four limbs if needed; in rain on its shell. Only in the most
the worst lunar rain, a tortog will often extreme meteor storms, where a
retract its head into its shell and walk single meteor could kill the tortog
on four legs. outright, is it vulnerable to the
Tortogs are wandering traders. lunar rain.
They ferry goods from place to place,
exchanging them for a profit before
moving on. They usually carry TRAK TRAK
sacks of goods under their Medium Aberration
shells. When one retreats Hit Dice: 2d8 (9 hp)
into its shell, it can place Initiative: +1
the sacks in folds of skin and usu- Speed: Roll or walk 30 ft.
ally fit them into the shell, protecting its AC: 14 (+1 Dex, +3 natural),
goods as well as itself. touch 11, flat-footed 13
Attack: Rake +1 melee (1d4)
Combat Full Attack: Rake +1 melee (1d4)
Tortogs are slow and unwieldy, but tre- Space/Reach: 5 ft./5 ft.
mendously strong. They fight with a bite Special Qualities: Empty shell, damage
and clawed hand, or wield a club or other reduction 5/bludgeoning
weapon. The statistics above are for an Saves: Fort +2, Ref +1, Will +2
203
CHPT.
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51
Combat
Trak traks lash at opponents with the jagged
edges of their anatomy.
Empty Shell (Ex): Trak traks are magical
conglomerations of spare parts with no vis-
ible connections between the parts. Because
they lack internal organs, they have dam-
204 51
CHPT.
#
age reduction 5 against piercing weapons. Environment: Any land and underground
Because the magical bonds between their Organization: Solitary or herd (210)
parts are nonphysical, they have damage Challenge Rating: 4
reduction 5 against slashing weapons. The Treasure: Gems only
best way to destroy one is literally to bash its Alignment: Always neutral
component pieces into dust. Advancement: 814 HD (Gargantuan)
Shaker
WORM, GIANT Huge Magical Beast
Giant Worm Hit Dice: 6d10 (33 hp)
Huge Magical Beast Initiative: 1
Hit Dice: 9d10+9 (58 hp) Speed: 20 ft., burrow 30 ft.
Initiative: 1 AC: 17 (2 size, 1 Dex, +10 natural),
Speed: 20 ft., burrow 30 ft. touch 7, flat-footed 17
AC: 19 (2 size, 1 Dex, +12 natural), BAB/Grapple: +6/+17
touch 7, flat-footed 19 Attack: Bite +7 melee (1d6+3) or sonic
BAB/Grapple: +9/+22 blast (2d6)
Attack: Bite +12 melee (1d6+5) Full Attack: Bite +7 melee (1d6+3) or
Full Attack: Bite +12 melee (1d6+5) sonic blast (2d6)
Space/Reach: 15 ft./10 ft. Space/Reach: 15 ft./10 ft.
Special Qualities: Tremorsense Special Qualities: Tremorsense
Saves: Fort +7, Ref +5, Will +2 Saves: Fort +5, Ref +4, Will +1
Abilities: Str 20, Dex 8, Con 12, Abilities: Str 16, Dex 8, Con 10,
Int 1, Wis 8, Cha 10 Int 1, Wis 8, Cha 10
Skills: Listen +11 Skills: Listen +8
Environment: Any land and Environment: Any land or underground
underground Organization: Solitary or herd (210)
Organization: Solitary or herd Challenge Rating: 4
(210) Treasure: Gems only
Challenge Rating: 4 Alignment: Always neutral
Treasure: Gems only Advancement: 712 HD (Gargantuan)
Alignment: Always neutral Giant worms, deep divers, and shakers are
Advancement: 1018 HD three breeds of the same species. In the wild
(Gargantuan) they travel together in the same herds, with
deep divers and shakers constituting about
Deep Diver 10% of the overall giant worm population.
Huge Magical Beast The deep divers within these herds tend to
Hit Dice: 9d10+18 (68 hp) spend half of their time with the herd and
Initiative: 2 half their time on solitary deep dives.
Speed: 20 ft., burrow 30 ft. Since the advent of worm farmers, deep
AC: 20 (2 size, 2 Dex, +14 natural), divers and shakers have been selectively bred
touch 6, flat-footed 20 because their traits are useful to the farmers.
BAB/Grapple: +9/+22 Deep divers are safer from attack by surface-
Attack: Bite +13 melee (1d6+7) dwellers such as lunar dragons, and shakers
Full Attack: Bite +13 melee (1d6+7) have powerful ranged attacks. Now it is
Space/Reach: 15 ft./10 ft. possible to encounter entire herds of deep
Special Qualities: Tremorsense divers and shakers, though they are usually
Saves: Fort +8, Ref +4, Will +2 tended by worm farmers.
Abilities: Str 24, Dex 6, Con 14, The typical giant worm is a long, thin
Int 1, Wis 8, Cha 10 annelid, 5 feet in diameter. Its body is one
Skills: Listen +11 huge muscle, coiled in one band after anoth-
205
CHPT.
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51
er. This affords it great strength and protec- live-born young. A worm that has survived
tion. The deep diver breed is even more its first three months is more valuable, since
thickly muscled, a natural adaptation that many die in infancy. The prices they can fetch
allows itself to dig through densely packed are as follows:
earth further from the surface. Shakers have Giant Worm Deep Diver Shaker
the same length and girth as their cousins but Newborn 1,000 gp 1,200 gp 1,500 gp
are visibly less strong. They emit a constant Young 2,000 gp 2,400 gp 3,000 gp
subsonic hum, which shakes loose the earth An adult giant worm can be trained with a
around them. In times of duress they defend Handle Animal check at DC 24.
themselves with a sonic blast.
Combat
Giant worms travel mindlessly through the
earth, ingesting the ground in front of them.
They are not aggressive unless attacked.
In fact, theyre practically oblivious unless
attacked; despite their tremorsense, they
ignore nearby creatures until wounded.
Giant worms have a bite attack, but it is
not very impressive. Their teeth are flat and
designed for crushing mounds of stone and
dirt. They arent equipped for swallowing
large solid objects like people.
Sonic Blast (Ex): Shakers can make a
sonic blast attack. It is a cone 40 feet long;
creatures caught within can make a DC 10
Reflex save to take half damage. The
save DC is Constitution-based.
The sonic blast is a reflexive
response to pain, however, not
a premeditated attack. If the
shaker suffers damage, it has a
50% chance of using its sonic
blast on the last creature to
inflict damage on it. Otherwise,
it bites. Only with a great deal
of training can worm farmers
teach shakers to use their sonic
blast on command.
Tremorsense (Ex): Giant
worms are nearly blind. They
navigate by sensing vibrations in
the ground around them. They can
automatically sense the location
of anything within 60 feet that is in
contact with the ground.
Training
Giant worms are routinely raised tame by
the worm farmers. They do not lay eggs;
instead, a pregnant worm gives birth to 3d6
plate 7 Although mechs are the
focal point of the DragonMech world,
they need not be the center of a campaign.
207
CHPT.
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6
an ongoing campaign. background decoration. The following sec- mech. A mech can be used to slay monsters,
tion discusses how to fit them into your conquer kingdoms, rescue hostages, and
campaign. ransack ruins. In this role, mech adventures
The mech has three roles on Highpoint. are similar to some of the classic fantasy
First, its a protected home. City-mechs adventures. The characters could be hired
ADVENTURE THEMES serve the same role that castles, keeps, and to use their mech to slay a rampaging lunar
towns serve on traditional fantasy worlds. dragon. The adventure could be made more
threads, then by examining standard adven- crew. Either way, as many adventuring oppor- to get rid of an Irontooth or rust rider mech
ture motifs and how they can fit in. tunities are open for defending a mech as are that has been making trouble. In this situa-
for defending any castle or town. tion they could try a direct confrontation,
Second, a mech provides transportation. or, if they want to minimize damage to their
ADVENTURES Its a safe way to travel from one place to mech, they could leave a skeleton crew to
BASED ON MECHS another. Mechs are extremely difficult to fire the weapons while the rest of the charac-
destroy, and although they can be boarded, ters leave and try to force their way into the
Mech Warriors simply be on foot. Their first mission could where battles are with large creatures or oth-
Characters as mech warriors is seemingly the be to capture an enemy mech, and a series of er mechs, often at long range, or else direct
most natural style of play for DragonMech. adventures after that could send them after mech-to-mech duels. Irontooth pilots could
(In fact, its only one of many options, the progressively better mechs until they have duel simply as a matter of course, or a mili-
rest of which well examine below.) As a nice set of wheels (er, legs). Infiltrating tary post might produce constant encoun-
mech warriors, the characters should obvi- an enemy mech is an interesting mission ters with smugglers, raiders, and invaders. At
ously have a mech. The party should consist because it involves investigation (find- the other extreme, the characters could be
primarily of mech jockeys and ing the mech and pinpointing raiders who prey on other mechs, and might
coglayers, with perhaps a vulnerable times), stealth even specialize in capturing live mechs to
steamborg, stalker, and (approaching quietly), be resold or stripped of anything valuable.
spellcaster. Fighters hand-to-hand combat
are practically use- (getting on board and Character Involvement
less in this sort of killing the crew), A mech-based campaign has to give charac-
campaign, though mech combat (using ters a way to stay involved. When the whole
rangers who special- the captured mech campaign comes down to the mech, every-
ize in archery can to take out other one needs to roll the dice or take an action
be somewhat effec- enemy mechs that every now and then, or else theyll get bored.
tive. Most combat might pursue), and Try to arrange the characters mech so it
will be ranged, gener- possibly escape (out- incorporates places for each character. One
ally against other mechs running whoever gives character should be the pilot. Hell make
or large creatures. Battles chase). If the enemy mech lots of checks with his Mech Pilot skill and
against hordes of smaller creatures is shoddy or poorly defended generally be active in most situations. A sec-
wont be common (most small creatures (think rust riders and mech tribes), its ond character can be the navigator. He can
know enough to run away from an attacking within the realm of possibility for low-level have a special observation post where he spe-
mech), but enemies capable of toppling a level characters to take it. The spells jump cializes in scanning the horizon and plotting
mech are definitely a threat. and reduce person are both useful for getting courses. His best skill could be Spot, and his
Running a mech warrior campaign onto a mech or entering through a small role in combat is to monitor the positions
requires you to answer two questions. First, porthole. Once characters have access to of enemies. After all, most physical stations
how do the characters acquire their mech? 2nd-level spells, theyre able to take on bet- on a mech have limited fields of view, and
Second, when do they acquire it? If you ter-defended mechs through a combination a character dedicated to telling the pilot
want to get things rolling fast, you can start of shatter, spider climb, and bulls strength. This which way to turn can be extremely useful
them at 1st level with a mech. The explana- sort of campaign could see the characters when the pilot cant visually track an enemy
tion could be simple (such as they inherited start out in traditional classes and then mul- who vanishes from his field of vision.
it from family members) or could lead to ticlass into DragonMech classes once they Gunners are obviously important, and
further adventure hooks. Maybe they found have a mech. they make for a fun role. At low levels,
it and refurbished it prior to beginning the Once you run a mech each mech weapon will need a
game, in which case the previous owner is warrior campaign, you different character to pilot it.
probably out there somewhere. Maybe they automatically leave At higher levels characters
were mech traders in earlier times, in which the realm of the can take the right feats to
case they may have old trading partners and traditional d20 operate multiple weap-
rivals. Maybe theyre part of the military, in fantasy game. ons, but they might not,
which case they have to take orders from Not a lot of and gunner roles might
the Stenian Confederacy or Shar Thizdic. dungeons can still be important.
Or perhaps theyve gone AWOL and stolen be explored in Portholes allow for
a military mech. That can make for a lot of a mech. Instead another level of player
interesting adventures. of resupplying interaction. Spellcasters
If you want the game to progress a little at small towns and can lob ranged spells from
more slowly, you can start them without staying at inns, the char- portholes (even making called
their own mech. They could be ferried about acters stop off at city-mechs shots with spells such as hold
by the military or a trader, or provided a or neutral cities like Edge. Most person aimed at enemy mech pilots),
mech by a patron. At the extreme, they may adventures become wilderness scenarios and archers can fire on enemy spellcasters,
209
CHPT.
#
6
ground troops, or boarders. Each porthole minimal combat abilities of a wizard but In other words, he can multiclass as a mech
lets another character become involved. lacks the spells, and all of his special abilities jockey at no penalty. This allows every char-
Finally, you have the boarder. Every gam- are geared toward mechs. acter to take a few levels of mech jockey
ing group has one guy who loves to think We suggest three ways to deal with this. enough to fill their roles on the mech
of ways to break the rules, and in Drag- The first is to keep the mechs such an impor- and also take classes that are useful on the
onMech he usually decides to find ways to tant part of the campaign that the mech jock- ground. The explanation for such a campaign
break into an enemy mech. Hell think of ey doesnt feel left out. The partys fighters ability is simple: Just as anyone raised in a
thinks like casting spider climb on himself to are given a chance to shine on the dungeon fishing village has a basic knowledge of how
climb up the side of an enemy mech so he crawls, while the partys mech jockey shines to fish regardless of his profession, anyone
can then cast web into the pilots compart- in the mech duels. As long as you keep the raised on a city-mech picks up on the basics
ment, or using gaseous form to get into the adventures balanced, all characters will be of how to pilot a mech.
mech and then use a host of charm person useful. In the same way that you create roles You can take this one step further by
spells to take it over. Among nonspellcast- for characters on a mech as described above, incorporating campaign feats. Start every
ers, rogues and fighters are both skilled you can do the same for roles in nonmech character with two free feats: Mech Weapon
at boarding actions, whether through use adventures. The fighter might just have to Proficiency and Mechanized Combat Prac-
of Escape Artist to squeeze through open stick to archery from a porthole during mech tice, geared to whatever mech they obtain
portholes or Strength checks and potions combat, while the mech jockey is in charge first. This practically eliminates the need
of bulls strength to simply bash them open. of firing a steam gun from the rear dur- for mech jockeys at low levels,
The anklebiter prestige class is designed for ing ground combat. Intermediate since the fighters BAB
exactly this kind of player. Expect someone classes skilled in combat on exceeds or matches
in the gaming group to want to play this both mechs and the ground the mech jockeys
role, and plan for it accordingly. such as coglayers and with new char-
steamborgs, as well as acters. The
The Away Team clerics and wizards characters
Once you have a mech-based campaign start- become most useful may still have
ed, you have to decide how much adventur- in this kind of campaign. to take levels
ing will take place in the mech and how much The second option is in the mech
will take place off of it. In its most limited to use an away team. jockey class
role, a mech can be simple transportation. It The party can have one as they reach
can be nothing more than a glorified wagon set of characters that spe- higher levels, but
that ferries the adventurers from one dun- cializes in mech combat and a the playing field
geon to another. In a more moderate role, second set that specializes in more is evened early on for
it can be necessary for completing some traditional adventuring. Each player has them to participate in both
adventures (such as battles against other two characters, but only one is played at a mech and nonmech missions.
mechs or extremely large creatures, delivery time. On board the mech, one character has One last thing to remember is that char-
missions, or nighttime adventuring when the a defined role (gunner, pilot, etc.), while acters need be only as tough as their oppo-
lunar rain is active) but remain parked on the dungeoneering character simply rides nents. If you routinely send the characters
other adventures. In the most mech-heavy as a passenger. When the mech arrives at its into combat against mech jockeys equal to
campaigns, the mech might be the central destination, the mech crew stays put and the the characters levels, then theyll be out-
focus of almost all aspects of every adven- dungeoneers disembark for the adventure. classed unless they also have a mech jockey
ture. Entire adventures could be conducted As long as you keep the adventure balanced pilot. If, on the other hand, the pilots of
in the seat of a mech. between mech missions and nonmech mis- enemy mechs tend to be multiclassed mech
Most campaigns will fall in the middle sions, this style of campaign can also be very jockeys (such as bandits who also need lev-
somewhere, and characters in such cam- rewarding. This way players have characters els in rogue, or military men who also need
paigns will face an interesting dilemma. In who are good at dealing with almost any situ- levels in fighter or warrior), the characters
order to succeed on missions in their mech, ation they encounter. arent at as much of a disadvantage. If the
at least someone in the party (preferably The final option is to allow mech piloting enemy mechs arent piloted by mech jockeys
more than one person) really needs to take skill to be common knowledge. As an option- at all, but instead by coglayers (who often
some levels in the mech jockey class. How- al rule, declare that any character raised on pilot the mechs they build) or NPC experts
ever, that same character becomes almost a city-mech treats mech jockey as a favored with Mech Pilot as a skill (think self-taught
useless on any other adventure. He has the class, in addition to the racial favored class. rust riders who learn to pilot the mechs they
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steal or rebuild), then the PCs simply need world of the mech and can partake in mech- of that faction.
a reasonable number of ranks in Mech Pilot based adventures by deploying from the In this sort of campaign, the characters
skill to match them, rather than entire class mechs docked on the city-mechs ankles. have no mech jockeys among their ranks.
levels as mech jockeys. Chapter 7 offers a detailed description of Traditional character classes all work very
city-mech Nedderpik and some ideas for well, and a large part of the combat strategy
Other Ways adventures that could happen there. revolves around planning ways to infiltrate
to Incorporate Mechs Another way is to make the characters or destroy mechs. The rules for tripping, top-
So far weve assumed that you want mechs to mech hunters. For whatever reason, they pling, and boarding mechs will be used a lot,
play a fairly prominent role in the campaign, journey on foot and specialize in destroying as will those for trampling. Faced with massive
and the characters pilot the mechs. That mechs. A party of spellcasters has the perfect machines far more powerful than themselves,
doesnt have to be the case. DragonMech motivation for this, since steam power has characters will be forced to come up with cre-
is designed so you can also run mech-heavy eclipsed the role magic once had. Other ative ways to defeat these enemies.
campaigns without the characters actually characters could be saboteurs hired by rival The same players who love planning
piloting them. factions to take out enemy mechs, such as boarding actions will love the challenge of
One way to do this is to situate the cam- Stenians eliminating Legion mechs, or vice a mech hunter campaign. Rogues, fighters,
paign on a city-mech. City-mechs are enor- versa. They could be raiders and pirates and wizards all have skill bases suited for
mous. They offer as many ways to adventure who capture the mechs then drive them infiltrating enemy mechs, each in their own
as any large city in a normal fantasy setting, somewhere where they can be sold to rust way. The anklebiter prestige class comes in
ranging from political intrigue to defend- riders or the Irontooth Clans. They might very useful in this style of campaign, as does
ing against raiders to exploring the sewers have a personal grudge against a major mech the riftwalker. Steamborgs who emphasize
and ruins (in this case, the gear forests, as faction for having taken territory they once Strength can make good boarders, as can
described below). Characters based on a occupied, and the entire campaign could be coglayers who build the right steam devices.
city-mech have constant exposure to the centered around revenge against the mechs Mech hunter campaigns generally start
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with straightforward mech-hunting expedi- atmosphere long before they impact with eracy is aware of this aspect of the lunar rain
tions. As the campaigns progress, they incor- the ground, a few survive intact. Sometimes and sometimes sends reduced patrols out
porate transportation missions (moving the this is through pure luck, but other times during the night, specifically hoping to find
captured mech to the place where it will be it could be through lunar magic a wall of those who do not want to be found.
sold) and can eventually branch out into a force is perfectly capable of surviving atmo-
wide range of other kinds of adventures. If spheric friction. While the characters are Divine Wars
the characters are hunting Stenian mechs, it waiting through the night for the lunar rain One of the most important but least under-
just may happen that on the dead bodies of to abate, they could witness the earthfall stood implications of the lunar rain is the
a mech crew they find medallions that give of a huge meteorite that still has on it the invasion of the lunar gods. The conflict
them a free pass onto Nedderpik (see page intact remains of a lunar temple. Perhaps a between the terrestrial and lunar gods
224). The campaign could then take a twist lunar dragons cave falls to earth, takes place on the outer planes,
onto the city-mech as the characters search complete with eggs still resid- far beyond the comprehension
for ways to ambush it, or watch its deploy- ing in a nursing chamber. The of mortals. It is felt on High-
ments as a way of finding out the best times characters go to explore the point only through unsettling
to ambush enemy mechs. huge rock, finding all sorts visions, disturbing interrup-
If the theme of a mech-hunter campaign of exotic treasures and inter- tions in divine spellcasting,
incorporates any Robin Hood aspects, the esting wonders, only to find and the often-dismissed pros-
characters might split their time performing upon their exit that the lunar elytizing of those who follow
good deeds for those who cant afford to live dragon has swooped down from the lunar gods. Yet these vague
on a mech. They might be agents of surface the moon in search of its missing lair. hints are enough to unsettle even
towns upset by the martial law inflicted by Any time you need a spontaneous encounter the most devout cleric, especially when his
the Stenian Confederacy. When not hunting with a lunar creature, the lunar rain provides attempts to resurrect a pious ally fail.
Stenian mechs, they defend the town against an easy way to introduce it. This conflict makes for a great overarching
lunar creatures and explore ruins that might The lunar rain is also fodder for terrestrial theme for your campaign. Dreams and mys-
have equipment the town could use. adventure. Most creatures retreat indoors or terious visions can guide characters on their
underground when the moon rises. Smug- missions. Their gods need every foot soldier
glers, pirates, and others who have reasons they can get, preferably pursuing missions
ADVENTURES BASED to hide take advantage of this by traveling directly opposing the lunar gods, and this
ON THE LUNAR RAIN only during the lunar rain. This can be makes for an easy way to steer adventures.
extremely dangerous, and likewise extreme- Imagine a host of lunar skinstealers that
to go to the mechs cockpit. The character a lunar dragon swoops out of the moonlit filled with the crushed remains of those who
has no idea why, but upon arriving his cleri- sky, dropped unceremoniously from its futilely sought protection there.
cal ability to detect lunar creatures kicks in, home planet. How could characters possibly solve this
and he knows something is up. Fighting against the lunar dragons makes problem? No easy solution exists. A short-
Other plots could be far more overt. A for both one-shot adventures and long-term term answer is to find housing and shelter
lunar dragon who worships Andakakilogitat campaigns. A mech is capable of facing for those in need. Presenting the characters
might go on a rampage to destroy followers (and sometimes beating) a lunar dragon, with a family which had half its numbers
of the terrestrial gods. He might declare a and characters in mech-based campaigns killed during the previous nights meteor
holy war, or strike seemingly random targets should be sent into conflict with at least one storm can tug on their hearts and make them
that eventually coalesce into a clear pattern. such enemy. If the background of any of the wonder how they can help. Many times, the
The divine conflicts can also provide partys characters includes only thing they can do is dig a shelter or
a cover for other activities. More interactions with the perhaps pull some strings to get the family
than one Stenian military com- lunar dragons, on board a city-mech. But an adventure hook
mander has accused Shar they may have a might lie waiting in the fact that the fam-
Thizdic of being in league particular ven- ily has a shelter, a family stronghold, or an
with the lunar creatures. detta. A char- invitation to stay with distant kin, but it lies
This is not the case (at acter whose many hundreds of miles away, and they cant
least not as far as anyone family was reach it without some sort of mobile cover
knows), but scapegoat- wiped out by such as the mech piloted by the characters.
ing him in that way helps a dragon, or Some righteous crusaders have attempted
motivate the Stenian whose home- to take the battle to the moon, hoping that
civilians to oppose him. At stead mech was direct confrontation will somehow solve the
the same time, Shar himself crippled by one, problem. Although it is unlikely that a lunar
claims that the misguided priori- might make a point trip will make any change to the lunar rain,
ties of the Stenian Confederacy are of seeking them out such trips can oppose the lunar creatures
part of the reason the lunar problem per- for destruction in his adult on their own turf and provide direct attacks
sists. If they were to focus more on directly years. Stories of a resident dragon generally on the lunar gods. After all, the lunar gods
attacking the lunar creatures (as the Legion reach far and wide, so its easy enough for intrusion onto the earth has strengthened
does, Shar claims) instead of simply secur- characters to locate their hunting grounds them here, so shouldnt a counterassault
ing land and resources, the problem might through rumor alone. Its unlikely a dragon help the terrestrial gods?
be solved. On top of all that, more than one would be dumb enough to pit itself in a
claim has said that a failed resurrection wasnt combat it couldnt win especially against
due to the intervention of the terrestrial a walking tin-can that doesnt taste good ADVENTURES BASED ON
gods, but in fact to the clerics base unwill- but with patience and good sense the SURFACE WORLD REBIRTH
ingness to revive a political rival . characters should be able to find its lair or at
professional organization, built and con- fighter might be the only person protecting lunar rain. He took the opportunity provided
trolled city-mechs that eventually made it the villagers from raids by lunar dragons or by this disaster to unite them. He effectively
effectively the governing political force in other scavengers. If the characters kill him manipulated a potent threat to fill a politi-
the Stenian Confederacy. Balances of power and then move on, the village will surely be cal vacuum and in doing so has created a
shifted, and clever opportunists (such as destroyed by the next unscrupulous political structure that runs counter
Shar Thizdic) took advantage of this to ben- band to wander through. How to thousands of years of tradi-
efit themselves. can they free the villagers tion. Some factions within
while still keeping them the human tribes resent
Political Adventures safe? his leadership and
The rebirth of the surface world is a situa- A second level of long for a return to
tion rife for political adventure. On the most adventure is based the old ways, just
basic level, many areas still have no effective on the political as others welcome
leadership. Clever adventurers can use these intrigue that fol- the re-institution
places to carve out their own fiefdoms. lows from areas of of control after so
The bands of scavengers that inhabit the weak leadership. In many years of chaos.
ruins of surface cities arent held together many regions, multiple Elsewhere on the
by hereditary or traditional bonds; theyre factions still compete endless plains, the orcs
nothing more than random survivors who for the hearts and souls of are becoming intrigued
have bonded together for safety. The same is the people. The characters can with the power of mechs. The
true of the rust riders and most mech tribes. become involved in these struggles. scattered orc tribes have never had
Small pockets of cave dwellers still cower They could arrive on a city-mech only to be any particular fondness for weapons of war
when they see a lunar dragon fly overhead. faced with two offers of alliance: one from beyond brute strength, but the impressive
Characters who position themselves as pro- the traditional church, which still commands abilities of a mech are hard to ignore and
tectors or dictators could rule these the worship of a small but devoted core, even harder to conquer. After a few too many
lands. They could also be placed in the posi- and the other from the Gearwrights Guild, defeats, the orcs began looking for ways to
tion of freeing them from oppressive rule. A which effectively controls the mechs opera- bring mechs under their control. This has
powerful orc warlord, or a human tribesman tions but has little loyalty from the people. caused political tension on a number of
of great personal power, could easily take Though violence between the groups is levels. The traditional source of orc power
control of an isolated band of survivors. not likely, room for diplomatic sabotage raw physical strength has been usurped by
Imagine a 10th-level fighter who comes abounds. The characters may be asked to orc engineers who can build mechs that are
across a band of commoners still living in the spy on the rival faction, or travel off-mech to unstoppable by foot soldiers. More than one
caves near the ruins of their seek new allies; they may be offered bribes orc warlord has resented his less-important
village. Whereas in to switch sides, or threatened with position as intelligent orcs build mechs. The
the past the laws exile if they dont; they may be set orcs are still a diffuse, disorganized bunch of
of the land (and up or blackmailed if they refuse tribes, but like the humans who were once in
defenders of to play the game. If the situa- that position, they are a powder keg waiting
those laws) tion is one from which they to explode. With the right leader, they could
would pre- cannot exit (perhaps their become a potent political force; with the
vent this own mech is badly damaged wrong leader, they could self-destruct into
fighter from and they have no means to petty bickering.
simply tak- escape), they may be forced Back on the highlands, the most impor-
ing over, now to navigate a volatile situa- tant political struggle is being fought in
he has no such tion. Peaceful characters may the dwarven halls. The traditional dwarven
constraints. He seek a common ground; more clan structure has been forced to yield to
could rule with an violent characters may decide to the Gearwrights Guild, which made the
iron fist, threatening take over. city-mechs possible. The clans grant power
the villagers with death at his Within the existing world structure, based on wisdom, seniority, and battle prow-
hands if they dont serve him. The characters several points of developing political strife ess, but the Guild grants power based on
could come across this situation and be faced already exist. Shar Thizdic is the most obvi- building ability and technical insight. Some
with the chance to free the enslaved villag- ous example. The human tribes of the end- elder dwarves among the clans simply can-
ers. But the twist could be that the powerful less plains were never organized before the not understand why a younger dwarf would
214 6
CHPT.
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be placed in charge of a mech but to the treasures. As grave robbers they could sim- requires clearing the area of monsters, of
Guild, it seems obvious that those with ply wander from ruined city to ruined city, course, and then the task of protecting it
technical skills should be deployed where looting whats left of once-great societies. from raiders once its established. Even the
they can be most useful. On the city-mechs, In a mech theyll be well protected on the city-mechs face this problem, as their mech-
these differences of opinion create grave journey, but once they arrive theyll have to doms try to grow their safe zones steadily.
danger. Clan leaders sometimes give orders disembark. This is where you can run some Making a zone safe means entering the ruins
that contradict those of the Guild; dwarven good old-fashioned dungeon crawls. Maybe and flushing out whatever is there surely a
pilots, gunners, engineers, and warriors a scavenger band has recently shown up in task for heroes if ever one existed.
sometimes have two sets of directions to Edge with bags of gold coins, far more than
follow. Organization hierarchies can be clear rubbish such as they should possess, and
on paper but difficult to enforce in practice; the gold coins are imprinted with the royal ADVENTURES BASED ON
combat efficiency is eroded when turf wars seal of a nearby ruined city. Word leaks that COMPETITION BETWEEN
and infighting prevent rapid decision-mak- theyve found the dead kings vault, which MAGIC AND STEAM
ing. These problems are not easily solved. was exposed to the surface
Many dwarves are old enough to remember
the days before the lunar rain, and they tend
to follow the old rules; but younger dwarves,
by a recent meteor
strike. The char-
acters join
T he rising power of steam
technology is a major theme
in DragonMech. The dwarves
or those who have trained for decades with the race to claim that once an Age of Walk-
the Guild, cant agree to a return to the secure the ers existed when steam power
ancient traditions. Given the stubbornness vault first. dominated the land. The
for which dwarves are famed, these divisions Perhaps elves dispute this claim, find-
wont simply go away, and many a dwarf with they suc- ing no reference to it in their
wounded pride has challenged another to ceed or own legendary texts, which
a warriors duel. The mech jockeys dismiss perhaps document the predominance
these duels with laughter, claiming theyd they fail only of magic throughout all of
rather fight with a mech than an axe any to discover an recorded history. Until Parilus
day, but more than one has been forced to even more prom- came to Duerok, even the dwarves
defend himself against a sudden attack by an ising lead in the citys werent inclined to place much stock
enraged rival. ruined sewers, which saw in the Age of Walkers, but now it seems
extensive occupation in the early days of the undeniable, especially when backed by the
Dungeon Crawl Adventures lunar rain . proclamations of the Gearwrights Guild.
The world is now covered in ruins. Cities were On the flip side, the characters may be This dispute is more than academic.
laid to waste by the lunar rain. Underground in search of lost family heirlooms, whether Steam power threatens the predominance
regions saw wave after wave of refugees, and their own or their employers. Elf characters of magic in the world. The social status of
countless wars. Ancient citadels immune to feel this particularly strongly, as their histori- mages is being eroded by gearwrights and
ground assault for generations were opened cal artifacts were robbed from their ruined coglayers who can accomplish equally amaz-
up by the meteors, then scoured by the drag- tree villages. An everyday merchant might ing tasks with completely mechanical means.
ons. Impenetrable citadels were flattened; want to locate an heirloom in the house he Coupled with the diminished position of
powerful cities were humbled. fled 100 years ago, or a grandson might seek divine spellcasters (who sometimes go days
In short, its an adventurers dream. Rel- to recover his noble grandfathers legend- without hearing from their gods), this makes
ics and ruins cover the surface, waiting to ary magical sword, rumored lost when the steam power a savior to the people, and a
be claimed by those brave enough to find meteors destroyed his keep. Countless ruins threat to those who once provided protec-
them. Tortogs and other scavengers already beckon to be searched for something that tion.
make a good living specializing in this trade, has been lost, and all of them provide charac- Adventures built around this thread can
and the friction between the elves and those ters with a reason to go on a dungeon crawl. use the characters allegiances for or against
who have raided their ruins for relics is a well Another kind of adventure presents itself them. Characters who use magic may find
known phenomenon. when these ruined areas are rebuilt. Since themselves ostracized on city-mechs. The
Room exists for characters on both sides the surface world is becoming more habit- reverse situation can be far worse: Charac-
of the equation, either as grave-robbers in able, some brave souls are actually trying ters who try to build mechs or other steam-
search of undiscovered treasures, or in the to rebuild it. They may want to build where powered creations may be the victims of
service of those who wish to recover lost a ruined city once stood in its prime. This sabotage by jealous wizards.
215
CHPT.
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6
Some wizards have taken this rivalry to up they are, the less noticeable this is; in You can see no clear path through the engine
the level of a holy war. This is especially true the highest levels, they might not even feel underbrush, though if youre careful you might
among the elder elves. During the worst of it unless they are near a window to see the pick your way through safely. The ground and most
the lunar rains, their forest villages were horizon line moving. On the lowest levels, surfaces are covered with oily residues, ranging in
reduced to rubble. Many valuable magic though, it is painfully obvious, particularly depth from a slick layer to puddles of sludge. The
items were then stolen by raiders, looters, to those with a vulnerability to motion sick- air is oppressively hot and tastes metallic. You can
and scavengers. Mechs in particular played ness. Living on the legs of a city-mech is like see the reason why: Gouts of flame belch forth peri-
a large role in this, because the mech- riding a never-ending roller coaster. odically from some parts of the room, while other
equipped raiders could enter the elven areas let off steady supplies of white-hot steam.
ruins before most of the elves could. Now Everything is in motion, in all directions and at all
that the elves have devised their own mechs GEAR FORESTS speeds. The effect is dizzying.
(powered by magic, of course), they seek
to recover their stolen relics. To them, the
steam-versus-magic conflict is not academic;
its the direct reason their historical records
T he so-called gear forests are the
engine rooms of mechs and other com-
plex mechanical devices. They are man-made
City-mechs are large enough that they
have several levels devoted to engine spaces.
Once set in motion, these gear forests
are being disputed and their magical proper- spaces filled with spinning, whirling, pump- can take on lives of their own. As long as
ties have been stolen. ing arrays of engine apparati that are dizzy- the engine runs smoothly, the city-mechs
Adventurers of elven origin may feel the ing in their complexity. They are, in essence, coglayers have no need to visit, so the gear
need to recover magical artifacts. Recover- engines so large that humans can walk within forests become home to creatures look-
ing the relic that once protected their home their empty spaces. But doing so is quite dan- ing to stay out of sight. Some are thieves,
village might be an ongoing quest, taken up gerous, to say the least. Gears, cogs, levers, criminals, monstrous humanoids, and other
whenever time or circumstances provide a pistons, and other engine components fly rejects from the mainstream of city-mech
new opportunity. Likewise, they may try to about, each doing its own job to keep the society, but others are strange creatures
even the score a bit by disabling or damaging engine functioning. Combined, these can specially evolved for life in a gear forest. In
steam-powered objects whenever possible. make hundreds or thousands of moving some cases they initiate a bizarre symbiotic
Members of the anklebiter prestige class are parts, each of them potentially deadly, all relationship whereby they keep the engines
often embittered elves. of them utterly heedless to the lives of pass- clean and functional precisely so the mech
ersby. Organic intrusions are distractions at crew will have no reason to visit and acci-
best, malfunctions at worst. dentally discover their presence. This is a
Look under the hood of your car and common practice among stowaway coglings.
imagine the engine on a human scale. Thats They sometimes battle with other intelligent
ADVENTURES a gear forest. It could be described to players residents of the gear forests who may dam-
like this: age the apparatus. These include scavengers
ON CITY-MECHS illicitly collecting engine sludge to be resold
You enter a cavernous area filled with moving as second-rate motor oil, to rust riders.
and thickets of tiny, whirring gears that move Roll (1d8) Danger Reflex Save DC Damage Characters who pause in a safe area to
at dangerously high speeds. Trails exist 1 Geyser of hot steam 8 1d2 study the path ahead of them receive a bonus
paths built by coglayers to reach certain sec- 2 Idle gear suddenly to their Reflex saves. After observing the
tions of the engine for maintenance reasons starts spinning 10 1d3 engines rhythm for a full five minutes, they
but they are few and far between, rarely 3 Unseen piston shoots have watched long enough to see the pattern
leading where the characters want to go. up from the floor 16 1d4 and know when to anticipate most hazards
Moving through a gear forest is dangerous. 4 Two heavy metal blocks although plenty of irregular occurrences
Everything moves, the ground is slippery, and on either side of the still happen, and their own reflexes decide
a tiny misstep can mean being smashed by a character swing shut, the final outcome. Studying the path ahead
piston or sliced by a spinning gear. Passersby closing a valve 8 1d6 grants a bonus to Reflex saves of +2 to +4,
must step very carefully, and even then they 5 Slippery oil slick 14 Fall prone depending on the complexity of the area and
may be caught by surprise. On top of that, 6 Pendulum swings down how much a character can grasp. This bonus
the air is oppressively hot. from above 12 1d6 applies only while concentrating on move-
The table below describes potential haz- 7 Gout of fire 10 1d6 + fire ment. If the characters are distracted (such
ards. No matter how careful they are, charac- 8 Slack belt at floor level as by combat), the bonus ceases.
ters walking through a gear forest have a 25% starts spinning 12 1d2 + fall prone Living within a gear forest for an extended
chance per round of encountering a hazard. Creatures smaller than Medium size are period of time can make a character familiar
Running or fighting within a gear forest more easily able to duck and dart between enough with the area that he is no longer in
doubles the chance. Determine the hazard the engines crevices. They receive a +2 danger. Just as a ranger can learn his forest
by rolling 1d8. bonus to their Reflex saves. Creatures with so intimately that he knows the location of
5 or more ranks in the Tumble skill receive a every predator, a cogling or clockwork rang-
+1 bonus to their Reflex saves. er can learn the gear forest so well that he is
217
CHPT.
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6
aware of every moving part. For every month dle or a creature in the puddle will instantly er may be there as well. Relations between
of occupancy within a gear forest, subtract 1 ignite it. The fire spreads outward to the rest these two parties vary from firm alliances to
from the DC of any danger encountered, to of the puddle on the next round. It will last tolerance, but are almost never hostile. The
a minimum DC of 1. Even then, however, the until it has burned itself out, which typically only other humanoids encountered with any
character may still be delayed by the need to takes 1d3 rounds. Creatures caught regularity are troglodytes and
time his travel to avoid moving parts. If his in the fire take 1d6 damage and kobolds.
movement exceeds walking speed, he suffers may catch on fire (Reflex Ferrovores, the
a 12% chance of encountering a hazard. save (DC 14) to avoid). most hated crea-
Summary of gear for- tures on any
General Traits est traits: mech, are rare
A gear forest is illuminated by the glow of 25% chance of haz- in gear forests.
hot furnaces and gouts of flame. It is con- ard per round while This includes
sidered a low-light area. Without additional walking; 50% while rust monsters.
lighting, visibility is limited to 15 feet, or 30 running or fighting They are hunted
feet for characters with low-light vision. Creatures smaller and killed by
Gear forests are extremely noisy. Buzzing, than Medium size coglings, who
clanging, and banging are all around. All Lis- receive +2 bonus to dont want to give
ten checks suffer a 2 penalty in a gear forest. Reflex saves against hazards the mech crew reason
Gear forests are filled with places to 5 or more ranks in Tumble skill to come make repairs.
hide. Unless specifically noted on the map, grants +1 bonus to Reflex saves Characters will only encounter
assume a creature can find shadows or an Studying the path ahead gives bonus to ferrovores if they have just recently invaded
obstruction to hide behind in any area of Reflex saves of +2 to +4 the mech.
a gear forest. This cover usually involves Visibility of 15 feet (30 feet with low-light Constructs are the final category of life in
moving parts, however (even though they vision) a gear forest. When first built, gear forests
may not be moving when the character first All those within suffer a 2 penalty to invariably include a small army of cogulus,
ducks down). The character is still exposed Listen checks clockwork puppets, and other special-pur-
to the danger of hazards while hiding. In the Hiding places and cover readily available pose automatons. Most are programmed for
same manner, its almost always possible to Some areas impassable; other areas very specific maintenance purposes, with a few
find cover of one-quarter or one-half, but the active there for defense. Over time, they can be
cover might start moving unexpectedly. Flammable sludge piles corrupted. In older engine rooms, they may
Some areas of the gear forest are virtually be hostile, insane, or co-opted by coglings.
impassible on foot. The ground is so thickly Ecology Other constructs are introduced by various
covered with moving parts, red-hot steel, Strange as it may seem, gear forests are home squatters or arrive of their own volition (as
or pools of steaming liquid that climbing or to a wide variety of life. The building blocks clockwork horrors are known to do).
jumping may be necessary. Depending on are vermin and small animals, especially
the obstruction being cleared, the penalty for insectoids and reptiles. Cold-blooded crea-
failure can be loss of hit points. You should tures are attracted to the warmth of engine URBAN AREAS
indicate these obstructed areas on your map. rooms. One reptile, the grease lizard, has
Other areas may be extremely active. So
many moving parts might exist that its just
downright impossible to get a sense of whats
established itself as the dominant animal
among the gear forests natural denizens. Of
course, there are always monsters, beasts,
T he settled levels of city-mechs vary
greatly in design, size, and construc-
tion, but they have some things in common.
going on. In these areas, hazards may be and aberrations that can best a grease lizard. A central marketplace level can always be
encountered much more frequently. Coglings They are somewhat less common in gear found; engineering hurdles concerning
and other natives of the gear forests (who forests than in normal dungeons, but they delivery of water always exist; more room is
know it so well that they are immune to its are still present. always needed to grow all the food required;
dangers) direct combatants into these areas, Intelligent denizens are another mat- and the city-mech is always in need of raw
hoping theyll be killed by the environment. ter entirely. The heat and noise make the materials. These and other needs routinely
The ever-present piles of sludge in which usual underdeep races uncomfortable in create conflict and the potential for adven-
the machinery sits can be fire hazards. Desig- gear forests. Coglings are the most common ture. Here are some ideas.
nate any particularly deep sludge puddles on intelligent race found in gear forests. Even if Water: Water is the most precious
your map. Any fire attack aimed at the pud- coglings are present, a human clockwork rang- commodity for any steam-powered mech,
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for it keeps the engines running. Water is themselves. Many of the wealthier families important levels have grand staircases and
delivered to the city-mech by way of huge have small fungus farms. Entire levels are official entryways.
reservoirs on its shoulders. Rainfall accu- devoted to raising livestock; during the Steam-powered elevators of sorts exist;
mulates in the reservoirs, with additional day, the walls of these levels slide aside to these loud, grinding rooms frighten the
water pumped up from the city-mechs feet provide sunlight, with barred pens keep- daylights out of almost everyone who has
whenever it walks through a river ing the animals from falling out. Other used one. You walk into a small windowless
or lake. In areas with little levels use the same method to steel box, the door shuts, a racket louder
rainfall, the city-mech grow crops, especially grains; than anything youve ever heard occurs, you
must routinely city-mechs have never had feel like youre moving, then the door opens
visit nearby lakes, much luck with fruits or to a different room its an experience that
which often vegetables. seems magical to the typical medieval peas-
creates con- Despite these efforts, ant. Usually one steam-powered elevator is
flicts with the city-mechs invariably in the center of the mech and several more
fishermen and require far more food are around the edges, all connected to the
hunters whose than they produce. Mech vital areas. Visiting traders use the eleva-
territories are fleets are encouraged to tors routinely to bypass the gear forests on
disturbed by the hunt when they can and their way to the market (freight elevators
thousand-foot-tall bring home anything edible specifically for this purpose even exist), but
creature sucking up from their kills. Other than locals almost never use them. All elevators
their water supply. that, the shortfall is supplied by are locked, and only the military and mech
The water is fed to the mech taxation of the surface-dwellers whom officials have keys.
from the reservoir through a series of the city-mech protects. Districts: As with any city, a city-mech
gravity-powered vertical pipes. At least Class Differences: Severe class stratifi- has different districts. Some levels are
one pipe goes through each level. On the cation exists on most city-mechs, especially devoted to housing, others to work. Gener-
poorer (lower) levels, this pipe empties now that the military threat is subsiding in ally each group of three to five floors is one
into a communal bath in the center of the favor of civilian populations. The poor neighborhood, with the neighborhoods
level, which is shared by all. On the richer have cramped quarters on the lower levels, divided by nonhousing levels. Common dis-
(upper) levels, the city-mech has primi- while the rich have spacious areas up high. tricts include these:
tive plumbing built in; secondary pipes The poor do the work that keeps the city- Housing: At least half of the mechs area is
distribute the water to several smaller mech running shoveling coal, repairing devoted to housing. The upper levels are
basins throughout the level, each of which engines, fabricating parts, tending live- spacious and well appointed, while the
is shared by two or more families. stock while the rich do nothing. On lower levels are cramped. Every housing
Water distribution is a constant source some city-mechs, the poor literally built level has a few main roads or alleys con-
of strife. Because a handful of vertical pipes the mech (as was the case with Ned- necting the staircases. Very little of the
channel the reservoir to the entire mech, derpik, whose citizens were floor space is public. The public corridors
upper levels can blackmail lower lev- all builders), and now are lined with endless doors, some of
els by cutting off their water supply. nonbuilder aristocrats which lead to individual dwellings while
In fact, this is one of the state-sanc- are buying their way on others enter lobbies connecting several
tioned crimes of the thieves guild, board. dwellings. Every door has a lock, only a
which often charges water rents In no case has this few windows exist, and at least a quarter of
to the poor lower levels. But the reached the point of all dwellings are not directly connected to
poor can retaliate by punching holes violence, but resentment is a public space meaning it is quite easy
in the pipes that lead up from the grates building. The idealism of the to do secretive things and be noticed only
in the feet, then siphoning off water when- city-mech pioneers fades as by your immediate neighbors, if at all.
ever the mech walks through a river. Patrol- they watch the fruits of their hard work be once Market: Usually one large market is in the
ling and preventing this sort of a problem are more transformed into a feudalistic system. city-mechs torso. This area occupies a full
constant necessities. Getting Around: Each floor has at least level, sometimes two, and is the official
Food: No city-mech produces all the three staircases leading to lower levels, plus trading area for the mech. All state-sanc-
food it needs. Food and metal are their whatever passages have been built inside of tioned sales take place here, including
two greatest imports. But city-mechs do private houses. Some of the lesser-used areas transactions for imported metal and food.
devote substantial resources to feeding have only portholes and rope ladders; other (The storage of the food and metal may
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6
take place on other levels, but the official or highly valuable. Of course, most of Foundries: Quite a few levels are devoted to
buildings and records are here.) The usual the mech traders bring loads which they blacksmithing, metal refining, parts fabri-
assortment of merchants and craftsmen would prefer to sell in bulk, but they are cation, and new mech construction. The
peddle their wares from rows of stalls. In happy to display small samples of the lat- foundries are always close to the gear for-
most cases these are rented, not owned; est drow spidersilk or elven darkwood, ests. This puts the repairs area right next
rental fees go to the city-mechs coffers. since the delighted responses of everyday to the location where repairs are most
Unusual goods available for sale in a folks show the bulk buyers how popular needed, and also reduces the distance
city-mech include an impressive array of the items will be. imported metal must be hauled. One
steam-powered gear (such as steam guns, Livestock: As described above. section of the foundries is a construction
flame nozzles, steambreathers, and so Military: Many areas are under military zone where the floors have been removed
on), smithed goods of the highest quality control. Any area with a weapon is locked for several levels. This space has a ceiling
(including plenty of masterwork items, and often has a military guard. The hands clearance of nearly 50 feet and is used for
since the best blacksmiths invariably are and feet are almost always 100% military, assembling parts of new mechs. A massive
accepted to live on a city-mech), and the though the arms and legs freight elevator carries the parts down to
most exotic spices, fabrics, and house- have plenty of civilians, the hangar, where they are assembled.
hold goods from anywhere within 1,000 especially close to Hangars: The hangars are the
miles of the city-mech (since they are the torso. mechs feet and shins. Huge vaulted
the center of wide-ranging, highly mobile Control Room: Sev- spaces hold smaller mechs snugly in
networks of mech traders). eral levels of mili- space as the city-mech walks. These
At least one fifth of the market is tary facilities exist, hangars are secure, locked, and well
dedicated to rotating stalls, where visit- at the head of which guarded. They usually hold only mili-
ing mech traders can display their wares. is the control room. tary mechs.
These stalls have new sets of goods almost This is the nerve center of Docking bays: Around each ankle of the
every week, which are always a focus of the entire mech, and it is off-limits mech is a wide, flat platform, like a plate
attention since they are invariably exotic to almost everyone. or saucer built around the leg. This plat-
220 6
CHPT.
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final mech was buried in a titanic battle with gregate around mechs but because mechs of the ancients is to let mechs evolve
earth elementals. That strange humanoid- are huge, and they can move, some peasants naturally. Thats the approach weve taken
shaped mountain in the distance is actually may live on the mechs, growing crops in ter- with Highpoint. A series of events defined
a buried mech, ready to come to life if it can races carved out of its hull. circumstances favorable to mechs. Instead
be entered and cleared of the monsters that If these changes are too much for you, of lunar rain and massive dragons, your
now occupy it. introduce mechs more sparingly. Incorpo- world could include another series of
Alternatively, mechs rate natural limitations on their role in the events. Invaders are a good prescription
may have existed all world. For example, constructing a mech for the protection afforded by mechs. The
along as part of the requires an enormous amount of metal. mechs may even have existed for hundreds
worlds mythol- Even if an ancient mech is discovered of years as expensive curiosities; only now
ogy and now the and restarted, neighboring kings may are the prototypes altered for practical
characters discover be unable to build their own for lack use. The invaders must be something out
theyre real. Or per- of sufficient metal deposits. Of course, of the ordinary, however; orc hordes arent
haps the mechs are still they could still build some of the old- enough to send society into mechs (unless
active but few in number. fashioned stone mechs, but those arent theyre truly orc hordes like
They wander the world and peri- quite as powerful. Alternatively, a nothing the world has
odically come into contact with known civi- powerful religious order could ever seen before).
lizations. What if the mechs were primordial decry the mechs as an affront Outsiders from
creations, constructed thousands of years ago, to the gods. Who are we, another plane,
that have been built upon since? They may have they say, to build metal demons or
massive unexplored dungeons in their lower mockeries of the gods? devils, drag-
levels; the areas where people once lived are Suddenly the entire mech ons, even a
now derelict and occupied by monsters. movement is squashed at plague that
Once mechs do make an appearance, the its beginnings. has sent the
world will change. First, the powers that be Introducing mechs into giants into a
will seek to control this new marvel. Kings your world can constitute frenzied, rabid
will fear the mechs ability to destroy their an enormous story arc cov- state of mind
armies. They will try to steal it, control it, or ering many, many adventures. the enemy should
copy it as fast as possible. Second, threats to Characters at low levels may hear be insurmountable with-
civilized society will be reduced by an order rumors or legends concerning the ancient out the aid of mechs.
of magnitude. Rampaging dragons? No big walking mechanical men. At the middle Once mechs are in your world, give them
deal; bring in the mechs. Dwarven mechs levels they could discover evidence of time to settle. It might take many years of
in particular will have the greatest reper- such constructions, via ancient tomes or game time for stories of the mechs to be
cussions, because they can be built with no miniature working models. At the accepted as real in all parts of the world. In
magical requirements; any king with higher levels they could areas under mech control, people associated
deep pockets, intelligent sages, learn that such things with mechs will have instant social status.
and a few hired dwarves or really did exist, First-level mech jockeys may be afforded
gnomes can construct one. then embark on more prestige than 10th-level fighters. The
Third, the changed nature a great quest to displacement of cavalry and traditional
of warfare may encour- find one of the modes of warfare will undoubtedly cause
aged changes in daily life. three remaining rivalries and resentment, as will any changes
Traditionally, peasants mechs. forced upon commoners. Peasants who go
congregate around cas- An alterna- from tilling their fields to shoveling coal into
tles because they provide tive to introduc- a mechs furnace might not be too happy!
safety. Now they may con- ing the mechs
plate 8 The city-mech serves as an excellent
starting point for any DragonMech campaign.
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7
and wanderers making it a perfect starting Saves: Fort 2, Ref 8, Will impressive array of steam cannons. A total
or stopping point for adventurers. Abilities: Str 66, Dex 0, Con , of six are mounted near ground level on the
Int , Wis , Cha legs. Nine more are mounted on the torso and
Mechcraft DC: 80 head. An array of javelin racks is mounted in
STATS Base Planning Time: 160 days the torso to deal with flying attackers.
Nedderpik Base Cost: 1,424,589 gp Nedderpik has only a few defenses against
Size: City-mech E Total Cost: 1,497,818 gp attacks from large mechs. The first is its
Power Source: Steam (does not include weapons) mech fleet. The second is the enormous
Payload Units: 8,224 Labor Requirements: 1,966,080 man-hours steam cannon mounted in its head. This has
Height: 1,200 ft. Construction Time: 125 days a limited fire arc but is utterly devastating
Space/Reach: 600 ft. by 600 ft./600 ft. (1,970 avg. laborers plus 197 overseers) against anything foolish enough to enter its
Crew: 2,056 range. Finally, there are the arms. Each one
Firing Ports: 987 has a bore puncher, and the right arm also has
Hit Dice: 718 COMBAT TACTICS a lobsterclaw. If attacked by another large
Hit Points: 3,949 mech, Nedderpik uses its bore punchers to
Critical Thresholds: Green; Yellow 1,975;
Orange 987; Red 395
Base Initiative: 5
N edderpik is extraordinarily difficult to
attack. It has an arsenal of weaponry, a
powerful fleet of smaller defense mechs, and
install assault squads that attempt to fight
their way to the other mechs control room
and kill its pilots. Once theyre installed, it
Speed: 180 ft. the benefit of sheer size. Given the rarity of attacks with the lobsterclaw.
Maneuverability: Clumsy direct assaults on city-mechs to begin with, The main weakness of Nedderpik and
AC: 2 most of its defenses are aimed at ground most other city-mechs is its ponderous
raiders, boarding actions, and hit-and-run movement and lack of maneuverability. It is
224 7
CHPT.
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exchange for the authorities looking the Each platform is independently hinged and can authority, or merit are proudly displayed
other way on a number of minor extortion be raised or lowered as the need arises. and willfully acknowledged.
rackets, the guild patrols the mechs lower Interior: Nedderpik was built by dwarves
areas, with a special focus on detecting those for dwarves. The ceilings are five feet tall,
who can get past the mechs conventional though some areas have been retrofitted to GETTING ON BOARD
defenses. Its all under the table, of course, make foreign visitors more comfortable.
and the Gearwrights Guild would prefer Dwarves have darkvision, so the Guild
E ssential Personnel: Getting on board
more honorable methods but these days, never thought to install lighting within the a mech isnt as hard as it used to be,
you do what you gotta do. mech. In many places it is utterly dark. The but its still not easy. Longtime mech resi-
influx of gnome laborers, as well as human dents have metal medallions stamped with
and elven traders, necessitated some sort their names. This is a legal record of their
APPEARANCE
TABLE 7-2: MECH FLEET
T
SOCIETY
tions, and determines which mechs can dock
and for how long.
ORGANIZATIONS
Mech jockeys and clan aristocrats the mechs layout is typical for a city-mech, zations on board are unique to Nedderpik:
Engineers, technicians, coglayers; as described on page 218. Ball & Bolt: This military club is devoted
mech crew; clergy to combat with ranged weapons, especially
General military personnel, including from moving mechs. Members are hard-core
most fighter types MILITARY military officers, mostly mech jockeys and
Wizards and most merchants fighters with mech weapon proficiencies,
Craftsmen
T he highest military rank on Nedderpik who practice whenever they can. If a mech
Farmers is the Admiral Navigator, who is always patrol has a spare gunner seat, you can be
Laborers drawn from the militarys mech jockeys. He sure that someone from Ball & Bolt has
technically outranks the generals, though talked his way onto it.
he always defers to them in matters of strat- Jousting Crows: An informal mech jock-
ECONOMY egy, just as they defer to him in matters of ey association. Primarily a social club; no
mech commanding. actual jousting takes place. Theyre named
DESIGNERS NOTES
DragonMech was born on a sunny sum- the cleric immediately healed the bard and huge moon-meteors rich in ore. One meteor
mer day in Atlanta, Georgia. I was reading the group was back in business. contained a temple of Seroficitacit. Several
a gaming magazine and happened upon an The gear forest had a sludge river lunar skinstealers had survived the drop to
ad for a sci-fi mech game. I started think- that formed from pools of grease, oil, and earth, unbeknownst to the miners who
ing about how mechs dont really fit into a mechanical byproducts. A massive grease accidentally opened a shaft into the temple.
sword-and-sorcery setting... then wondered lizard ruled the river. As I recall, the players The adventure plot was multi-tiered: lunar
if there was a way to make them fit. Over the were about to use a typical scorched-earth skinstealers were possessing people and
next year and a half, this thought developed policy to literally ignite the sludge river, hop- trying to take over the mining camp, while
into DragonMech. ing to toast the grease lizard that was lurking the foreman was concealing the fact that he
The first playtest was in January 2003. within, when they suddenly remembered was skimming profits off the top. This cre-
The adventuring party consisted of standard that hours of exploring the gear forest had ated two entirely separate sets of suspicions,
fantasy characters (the new classes werent left them coated in flammable grease! Self- intrigue, and danger. I expected this adven-
fully developed yet), and the setting was a immolation was avoided, and they fought the ture to last two sessions but it took more
city-mech. Like all great first-level adven- grease lizard the old-fashioned way. than six sessions as the PCs slowly unraveled
tures, this one started with, Theres a The heroes finally found the source of the the complicated situation (getting arrested
problem, and youll be paid well to fix it. problem on the next level of the gear forest, during the process) and finally found the
The problem was a clogged water pipe some- which was flooded (with water, that is). It clerics body. It was in this adventure that the
where deep in the city-mech, but it wasnt turned out the city-mechs intake valves had lunar skinstealers earned the nickname that
the city-mech government that was hiring sucked up a small locathah tribe when the stuck with them for the rest of the campaign:
the characters. Instead, it was the thieves city-mech waded through a surface lake not moon carpets.
guild, which had a good protection racket long ago. The locathah chieftain blasted a The PCs soon had a mech of their own,
going by siphoning water off the city-mechs hole in the water pipe to escape, and now the and the next stage of the campaign was a
pipes and selling it to those who should be tribe was living in a flooded gear forest while cross-country trek to the city of Edge. The
getting it for free. The guild needed the trying to figure where the hell theyd ended former owner of their mech had bequeathed
problem fixed before it brought public up. The final battle was against a locathah them a strange crystal artifact, and hinted at
attention to their scheme. cleric with a wand of water control who used it a mysterious prophecy before he died. The
The descent into the gear forest to submerge the entire room, including the rest of the prophecy could be learned from
introduced the players to coglings (which PCs. As the DM, I enforced a no-communica- his sister in Edge but all the PCs had to
in this adventure were ferocious natives tion-between-players rule during that battle work with was a first name. The journey to
bent on defending their turf), grease liz- (submerged PCs couldnt speak, of course, Edge sent them into several mech battles,
ards, and the myriad hazards of endless so neither should the players), and I reminded where we first started to really test the mech-
engine rooms. The opening encounter had the players each turn of how many rounds to-mech combat rules. It was from these and
a hidden cogling with a crossbow, who man- were left until their characters drowned. This subsequent mech combats that I settled on
aged to drop the gnome wizard less than battle was great there was no light source, the mech rules, always with the helpful (and
5 minutes into the game. The gnome got so half the PCs were blinded, and not a one never-ending) input of the group.
toted around in a sack for a while until the of them had expected to be swimming in a My concept for the mechs of Drag-
characters found a cleric to cure him. As city-mech, so they were all unprepared. After onMech is not the nimble, fleet-footed
soon as they got back into the gear forest, many tense moments, they finally grappled mechs of anime fame, or the solid, powerful
the other gnome (a bard) got dropped. The the cleric, wasted his summoned octopuses, walkers that most people associate with the
remaining players were eager to get going at and killed him before anyone drowned. term mech. The DragonMech mechs are
this point, so the bards unconscious body From there, the campaign progressed into instead more like clumsy giants stomping
spent several hours of game time stuffed in the ruins of the flatlands, where the PCs awkwardly across the landscape. Theyre
a sack. Conveniently, the next session saw had to find a cleric who had vanished on a powered by steam engines but remain bal-
the introduction of a new player who had mission to convert hard-drinking miners. anced only by the grace of God. A core
been talked into playing a cleric. Garrick The mine was of course built around several concept of the game is that these mechs are
229
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really massive bruisers with terrible coordi- They were remembered by the toll-keepers! were significant enough to make it into
nation. They triumph through brute strength From then on, they were charged 10 times this book. For example, if you want to buy a
and sheer mass above all else. Think Andre the standard rate in stair tolls. trained guard dog and turn it into robo-dog,
the Giant, not Bruce Lee except, of course, For most of the campaign, the players had it takes a DC 20 Knowledge (steam engines)
for the Irontooth Clans, who provide a bit of been trying to devise ways to break open check plus 25 gp in materials.
mystical martial arts balance. enemy mechs without actually fighting Somewhere along the way I finished the
This clumsy giant concept is the them. A favorite tactic was use of spider climb first draft of the DragonMech manuscript.
reason the calculation for a mechs trample to get onto enemy mechs followed by bombs I had 6 copies printed, one for each player
attack doesnt include their Strength modi- dropped through portholes. There was also and one for me. There were no pictures, of
fier. Its assumed theyre bumbling about some experimentation with called shots, course, since this was a raw MS Word docu-
stomping infantry through sheer luck, rather including Sarin the half-elf rogue who once ment bound by a local printer. This playtest
than aiming carefully-delivered blows to rolled a natural 20 for his longbow to nail book had a plain white cover, and the group
squash specific targets. The same goes for a mech pilot through a tiny porthole from began calling it the white album. The
the mech AC calculation, which foregoes more than 500 feet away. At various times white album became the foundation for new
Dex modifiers (unlike any other AC calcula- PC directions as the players started trying
tion in the game). Mech Dexterity is more out the new classes. Ulie (the wizard) mul-
about hand-eye coordination (the mechs ticlassed as a coglayer, and Drem (the bard)
hand to the drivers eye) than fancy foot- started working toward the riftwalker PrC.
work. Its assumed outright that all mechs Soon we started a new campaign using
have mediocre (or worse) footwork. the new classes: a multi-classed half-
This, in turn, plays into one of the orc steamborg/barbarian, a halfling
central tenets of fighting mechs: coglayer (who traveled around in a
they should be easy to hit. Its walking, flying bathtub built from
like shooting at a walking castle, his steam powers), a female
after all; how can you miss? human mech jockey, a dwarven
Thus, ACs should be low, cleric of Dotrak (the player
which is ensured by reflect- really wanted this so I bent my
ing material armor bonuses own rules to allow it... dont
in hardness rather than AC. try this at home, kids), and a
Removing Dex penalties from gnome wizard played by the
the AC calculation balances out same guy who played the gnome
removing the bonus that would bard, who was again trying to get
come from material armor. to the riftwalker PrC. (As he put
Back to the campaign. Once the it: I like running away. This class is
players reached Edge, they had run-ins perfect for me!)
of all kinds, ranging from orc raiders to Even though DragonMech was born
drow schemes to a completely unplanned in my mind, it was raised by a family of
confrontation with the guild that controlled seven. The five players who have gamed in
passage up the cliffside. Two PCs started a this world for a year and a half are who really
fight with a staircase toll-keeper who tried two of the players took over the DM helm, brought it to life. Mike, Alan, Garrick, and
to charge Garrick the cleric extra. Because and both introduced great new ideas along both Stephens you raised DragonMech
Garrick the cleric was 66 tall, the toll- the way. These included the basic concepts from a baby to what youve just finished
keeper said hed cause excessive wear-and- for the riftwalker PrC (which grew out of an reading. Guys thanks! I couldnt have done
tear on the stairs. The extra charge was a ancient order of monks that slipped to the it without yall. The seventh parent is my wife
whopping 1 copper piece, but the principle other side to escape the lunar rain) and a April, who put up with all those weekends
was enough to fight over. The belligerent slew of new mech ideas, including flying and late nights of writing. Thanks, April.
PCs were promptly jumped by a band of half- dragon-shaped necro-mechs, the Hog (a Theres a reason this book is dedicated to
orc porters. Even though the party included six-legged transport mech shaped like, well, you. Now that this is over, the jadays can
a tough dwarven fighter known only as The a hog), and one-man mechs used in infantry begin again!
Gong, they had to retreat. It seemed like a combat. We also encountered all sorts of Joseph Goodman
minor incident until they tried to leave Edge. little rules modifications, not all of which March 2004
230 0
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INDEX
Amplifier 55 Dotrak 37, 64 Forestrati 192
Andakakilogitat 63 Dragon, lunar 63, 187 Gear forests 215
Animate gears 48 DragonMechs 179 Gearhead 43
Animator 55 Drill 58 Gearstride 43
Anklebiter 26 Dronog 188 Gearwright 29
Armor 135 Druid 14 Gearwrights Guild 177
Assimilated 27 Duerok 161, 165, 170 Glatek 149
Automator 56 Durgan-lok 170 Gnome 11
Barbagula (mech) 99 Dusk devil 190 Grease lizard 196
Barbarian 12 Dusk runners 160 Great Standing Dwarf 163
Bard 12 Dwarf 10, 161, 165, 170 Gur 159
Bastion (mech) 100 Earthrise 50 Half-elf 12
Bessemer 156 Edge 151 Halfling 12
Billows 56 Elf 11, 167, 174 Half-orc 12
Blood pump 56 Endless Plains 149 Haven 168
Boiler 56 Endless traders 161 Highpoint 148
Calendar 146 Engine Domain 48 Human 10, 157
Cauterizer 56 Enginemasters grasp 50 Hypsies 159
Chemak 155 Equipment 123 Identifier 58
City-mechs 88, 215, 223 Erefiviviasta 64 Imagemaker 58
Cleric 13 Familiars 47 Incinerator (mech) 103
Clockwork double 49 Fangbiter (mech) 102 Indirect attacks 97
Clockwork familiar 47 Feats 43 Iron arm 59
Clockwork puppets 56, 181 Iron jacket 59
Clockwork ranger 15 Iron Maiden (mech) 104
Coglayer 16 Iron shambler 194
Coglings 183 Ironclad 50
College of Constructors 47 Irontooth Clans 31, 166
Combine Spell 43 Janzeters Amazing
Construct friendship 49 Mobile Cannon (mech) 105
Constructor 18, 47 Juggernaut (mech) 107
Craft (mechcraft) 40 Knowledge (mechs) 42
Craft Magical Mech 43 Knowledge (steam engines) 42
Craft Powered Mech 43 Larile Nation 167, 174
Craft Steam Gear 43 Lancer (mech) 108
Crumble bug 185 Lebra 156
Darkness generator 57 Legion, the 168, 175
Daughter, The (mech) 100 Light generator 60
Deep diver 204 Ferrous soul 50 Lobber 60
Dehumidifier 57 Fighter 14 Lunar creatures 181
Descrambler 57 Fin apparatus 57 Lunar rain 146
Detect clockworks 49 Flatland 161 Lunar skinstealer 195
Dignitary (mech) 101 Flywheel 58 Magic items 141
Discriminator 57 Fog generator 58 Mech Dancer 44
Dispel magic and mechs 96 Force generator 58 Mech Devil 31
231
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LEGAL INFORMATION
This printing of DragonMech is done under City, Tyratian River, Chemak, Bessemer, Content: all of Chapter Two: Mechs and
version 1.0a of the Open Game License; ver- Rook, Lebra, Stavians, Wisps, Thurd, Gur, Chapter Three: Equipment; and anything
sion 5.0/4.0 of the d20 System Trademark Hypsies, worm farmer, deep trader, tortog, else contained herein that is already Open
License and d20 System Trade- dusk runner, Vermil, Pretominin Heads, Game Content by virtue of appearing in the
mark Logo Guide; and Irontooth, Irontooth Clans, Larile System Reference Document or some other
the Revised (v.3.5) Nation, Tannanliel, Nedderpik, OGC source.
System Reference Durgan-lok, rust riders, the Some portions of this book that are
Document, by Legion, Gearwrights Guild, delineated OGC originate from the System
permission dronog, lunar skinstealer, Reference Document and are 1999, 2000,
from Wizards forestrati, slathem; any 2001, 2002, 2003 Wizards of the Coast, Inc.
of the Coast. and all Goodman Games The remainder of these OGC portions of
Subsequent products, logos, titles; this book is hereby added to Open Game
printings of any and all stories, sto- Content, and if so used, should bear the
this book will rylines, plots, thematic COPYRIGHT NOTICE DragonMech By
incorporate final elements, and dialogue; Joseph Goodman, Copyright 2004, Good-
versions of the all artwork, symbols, man Games; for more informa-
license, guide, and designs, depictions, tion, see www.goodman-
document. illustrations, maps games.com.
Designation of Product and cartography, like- All contents
Identity: The following items are hereby nesses, poses, logos, sym- of this book,
designated as Product Identity in accordance bols, or graphic designs, regardless of
with Section 1(e) of the Open Game License, except such elements design at i o n ,
version 1.0a: The terms DragonMech, that already appear in are copy-
clockwork ranger, coglayer, mech jockey, the d20 System Refer- righted year
steamborg, the assimilated, gearwright, ence Document and are 2004 by Good-
mech devil, steam mage, Dotrak, gearstride, already OGC by virtue of man Games. All
Seroficitacit, College of Constructors, appearing there. The above rights reserved.
steam powerAndakakilogitat, Erefiviviasta, Product Identity is not Open Reproduction or
barbagula, Janzeter, rodwalker, Smiggenbop- Game Content. use without the writ-
per, lunar rain, Stenian Confederacy, Duerok, Designation of Open Game ten permission of the
Diggon, Axon, Digget, Suron, Suret, Surel, Content: Subject to the Product Identity publisher is expressly forbidden,
Arie, Cammerce, Highwater, Flero, Jealo, designation above, the following portions of except for the purpose of review or use of
Lowwater, Highpoint, Glatek, Edge, Stilt DragonMech are designated as Open Game OGC consistent with the OGL.
233
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0
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.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material
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transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 20002003, 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.
DragonMech By Joseph Goodman, Copyright 2004, Goodman Games; for more information, see www.goodman-games.com.
character name player
CROSS-CLASS
modifier modifier MAX RANKS
intelligence
TOTAL KEY SKILL ABILITY MISC
WIS
wisdom
SKILL NAME ABILITY MODIFIER MODIFIER RANKS MODIFIER
BASE
attack bonus
MECH
attack bonus
CHA
charisma
Appraise r int ______ = ______+______+______
Balance r dex* ______ = ______+______+______
SAVING THROWS TOTAL
BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC.
MODIFIER
TEMP.
MODIFIER conditional modifiers Bluff r cha ______ = ______+______+______
Climb r str* ______ = ______+______+______
FORTITUDE = + + + +
______ = ______+______+______
(constitution) Concentration r con
REFLEX = + + + + Craft ( _________________ ) int ______ = ______+______+______
(dexterity) Craft (mechcraft) int ______ = ______+______+______
WILL
(wisdom)
= + + + + Craft (blacksmithing) int ______ = ______+______+______
Decipher Script int ______ = ______+______+______
Diplomacy r int ______ = ______+______+______
STR SIZE MISC TEMPORARY Disable Device int ______ = ______+______+______
TOTAL BASE ATTACK BONUS MODIFIER MODIFIER MODIFIER MODIFIER
Disguise r cha ______ = ______+______+______
MELEE
attack bonus
= + + + + Escape Artist r dex* ______ = ______+______+______
Forgery r int ______ = ______+______+______
RANGED
attack bonus
= + + + +
______ = ______+______+______
Gather Information r cha
BASE ATTACK BONUS DEX SIZE MISC
TOTAL MODIFIER MODIFIER MODIFIER Handle Animal cha ______ = ______+______+______
Heal r wis ______ = ______+______+______
Hide r dex* ______ = ______+______+______
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL
______ = ______+______+______
Intimidate r cha
Jump r str* ______ = ______+______+______
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES Knowledge (arcana) int ______ = ______+______+______
Knowledge (architecture
& engineering) int ______ = ______+______+______
Knowledge (geography) int ______ = ______+______+______
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Knowledge (history) int ______ = ______+______+______
Knowledge (local) int ______ = ______+______+______
Knowledge (mechs) int ______ = ______+______+______
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
Knowledge (nature) int ______ = ______+______+______
Knowledge
(nobility & royalty) int ______ = ______+______+______
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL Knowledge (the planes) int ______ = ______+______+______
Knowledge (religion) int ______ = ______+______+______
Knowledge (steam engines) int ______ = ______+______+______
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES Listen r wis ______ = ______+______+______
Mech Pilot dex ______ = ______+______+______
Move Silently r dex* ______ = ______+______+______
Open Lock dex ______ = ______+______+______
ARMOR/PROTECTIVE ITEM TYPE ARMOR BONUS MAX DEX BONUS
Perform ( _______________ ) cha ______ = ______+______+______
(______________________ ) cha ______ = ______+______+______
Profession ( _____________ ) wis ______ = ______+______+______
CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES Profession (engineer) wis ______ = ______+______+______
Ride r dex ______ = ______+______+______
Search r int ______ = ______+______+______
Sense Motive r wis ______ = ______+______+______
SHIELD/PROTECTIVE ITEM ARMOR BONUS WEIGHT CHECK PENALTY SPELL FAILURE Sleight of Hand dex ______ = ______+______+______
Spellcraft int ______ = ______+______+______
SPECIAL PROPERTIES
Spot r wis ______ = ______+______+______
Survival r wis ______ = ______+______+______
Swim r str* ______ = ______+______+______
AMMUNITION
Tumble dex* ______ = ______+______+______
Use Magic Device cha ______ = ______+______+______
Use Rope r dex ______ = ______+______+______
Skills marked with r can be used normally even if the character has zero (0) skill ranks. Skills marked with
2004 Goodman Games. All rights reserved. Permission granted to photocopy for personal use only. are cross-class skills. *Armor check penalty, if any, applies.
SPECIAL ABILITIES/FEATS SPELLS
campaign
0: __________________________________
____________________________________
____________________________________
____________________________________
____________________________________ experience points
____________________________________
1st: _________________________________
____________________________________
____________________________________
GEAR
____________________________________ ITEM WT. ITEM WT.
____________________________________
____________________________________
____________________________________
2nd: ________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
3rd:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
4th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
5th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
STEAM POWERS 6th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
7th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
8th:_________________________________
____________________________________
____________________________________
9th:_________________________________
____________________________________
____________________________________
SPELL SAVE
DC MOD
0 0
LIGHT LOAD MEDIUM LOAD HEAVY LOAD
1ST
4TH
LANGUAGES TOTAL WEIGHT CARRIED
5TH
Initial languages = Common + racial languages + Int bonus MONEY
Each additional language (Speak Language) = 1 skill point
6TH
cp
7TH
8TH sp
9TH
2004 Goodman Games. All rights reserved. Permission granted to photocopy for personal use only.
236 0
CHPT.
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