You are on page 1of 38

The Fettered Factory

An Adventure for Character Levels 4-6

Written for Worlds Without Number

Compatible with other old school systems

Copyright © 2022 DroidAvoid. Version 1, 27 September 2022.

Thank you for downloading The Fettered Factory! This is a work in progress. For updates
to this document, please keep an eye on the following link:

https://www.drivethrurpg.com/browse/pub/18628/DroidAvoid

I will shortly launch a kickstarter to raise the funds necessary to pay for professional
artwork and cartography. If you find this document useful then I would be grateful if you
would consider signing up at the prelaunch page:

https://www.kickstarter.com/projects/droidavoid/the-fettered-factory

I invite you also to connect with me on social media and to help spread the word:

https://twitter.com/DroidAvoid
https://www.instagram.com/droid_avoid
https://old.reddit.com/user/DroidAvoid

Every like, upvote, and retweet is much appreciated!


Introduction

In between adventures, the party stop in town to resupply. After a day in the market they
return to their accommodation at the inn to reorganize their gear. They unpack one of
their purchases to discover that the item is wrapped in a piece of oilcloth which bears a
map to a location, labelled as Zakanis, in a remote mountain valley. Discreet inquiries
reveal that this is the name of an ancient Deep of the Aliens, its location thought lost to
history. Such facilities are rumored to hold great riches and the discovery of a map to this
site, previously forgotten and hopefully not yet plundered, is a rare prize. The party set out
in search of the site in the hopes of finding unclaimed riches.

GM Notes

This adventure comprises a hex crawl, a handful of keyed locations, and a dungeon
containing half a dozen levels offering a mixture of hack and slash, tricks and traps, and
roleplay. The final prize is an artifact which the party could sell for a fortune, if they
manage to transport it, and if they can find the right buyer.
The adventure is the thing, not "a story." If you want stories, go read a
book, If you want derring-do, play a real RPG and then tell the story of the
adventure you barely survived afterwards. The tale is one determined by
the players' characters' actions, surely!

- E. Gary Gygax

https://www.dragonsfoot.org/forums/viewtopic.php?p=56488#p56488
System Compatibility
This adventure is written for Worlds Without Number, a clone of BX, with a setting in the
Dying Earth genre, inspired by Book of the New Sun by Gene Wolf.

Stat blocks are given in the format:

HD x AC x Atk x Dmg x Shock x MV x ML x Inst x Skill x Save x

Stat Description
HD Hit dice. 8 sided.
AC Armor class. Ascending. Unarmored = AC 10, plate & shield = AC 18.
Atk Attack bonus. Roll a d20, add the attack bonus, and compare the result to the target's AC.
Dmg Damage.
Shock Shock damage. Only for melee attacks. Expressed for example as 3/AC 15, which means 1) on a hit, the attack inflicts at
least 3 points of damage and 2) even on a miss, the attack still inflicts 3 points of damage on a target with AC 15 or worse.
Shock damage of 4/- means the attack always inflicts at least 4 points of damage regardless of the target's armor class,
unless the target is immune to shock.
MV Movement rate. Expressed in feet per six second combat round.
ML Morale. When a morale check is warranted, roll 2d6. If the result is less than or equal to the monster's morale score, it
keeps on fighting. If the result exceeds the monster's morale score, it surrenders, flees, etc.
Inst Instinct. When the monster is provoked, roll a d10. If the result is less than or equal to the monster's instinct score, then it
does something impulsive, e.g: flee, freeze, attack nearest target whether friend or foe, etc.
Skill Skill check bonus. Roll 2d6, add the bonus, and compare the result to the target number.
Save Saving throw. Roll 1d20, if the result is equal to or greater than the target then the save succeeds.

Additionally, some stat blocks contain:


SA Special abilities. Refer to any old school monster compendium for details.

This document borrows elements from the WWN setting:

This document contains entity... Which is mechanically equivalent to entity... From the document...
Dwaren Worker Dwarven Laborer Worlds Without Number
Dwarven Soldier Dwarven Veteran Worlds Without Number
Ghoul Ravenous Husk Worlds Without Number
Ghast Sentient Carcass Worlds Without Number
Xagani Zakathi Atlas of the Latter Earth
Zombie Shambling Corpse Worlds Without Number
1. History
Alien Hegemony (2,000+ years ago)

Over the millennia, many waves of Aliens came and went in the Valley of Kelados. The
last Aliens to colonize this region called themselves the Vorta. At Melos they established a
Deep, a Working to xenoform the valley, and at Zakanis they established another Deep, a
Working which extracted ore from surrounding quarries in order to manufacture machines
which the Vorta shipped to their home planet. They built a tower on the island of Skolos.
For all of these undertakings the Vorta employed slaves - humans, dwarves, and other
demihuman races. The Vorta colony depended heavily upon neighboring Alien
settlements for trade, and when the Alien rule of the world diminished, the Vorta also
departed. They deactivated the xenoforming Deep at Melos, leaving the dwarven slaves
there to maintain the facility on standby. In the Deep at Zakanis, however, the factory
churned on, and at Skolos the Vorta left one of their number behind, an individual named
Ortin, to oversee the continued operation of the factory.

Empire of Kelados (~1,000 years ago)

After the Vorta departed, their human slaves emerged from the Deeps and returned to the
surface. They discovered that if they made certain appeasements to Ortin at Skolos, then
they were free to occupy the surrounding territory. Atop the Vorta architecture - the
synthetically constructed Deeps - the humans built new structures of stone. The people
were distinctive in appearance, wearing their hair and beards in braids, and their society
was stark and warlike. They established an order of soldiers called the Uhlan to patrol
their new stone roads which criscrossed the valley. They entered into conflict with their
neighbors - other humans who had emerged from the Deeps of adjacent Alien colonies.
Eventually the Empire of Kelados overextended its borders and collapsed. The last
general of the Uhlan transformed his troops into undead to keep eternal watch over the
roads. Later settlers who attempted to occupy the region were thwarted both by the
Uhlan, and by the fact that they did not know how to appease Ortin, who continued from
his xenoformed tower at Skolos to patrol the region.

Dardani (~200 years ago)

A tribal race of people from a neighboring territory explored the valley of Kelados and
developed incantations which enabled them to negotiate the defenses of the Uhlan. They
evaded Ortin and for many decades the Dardani circulated freely throughout the valley of
Kelados. The tribes of Dardani eventually vanished and history does not record their fate
but in the landscape of the valley of Kelados they left behind traces of their passage -
totems, shrines, and other artifacts.
2. Valley of Kelados

The region at the center of the map - the valley of Kelados - comprises rugged terrain and
remote wilderness, outside the territory of civilized lands. Beyond the edges of the map lie
frontier villages – Dromos to the northwest, Halios to the southwest, Rhion to the northeast
– belonging to the countries which border Kelados. The party likely pass through one of
these three villages as their last stopping off point before entering the valley.
1. Dromos. The principal industries of this small village consist of hunting and forestry. A
stream runs through the center of the village and powers a mill to grind grain, a sawmill to
process lumber, the bellows for a forge, and the lathes and mills for a smattering of small
textile workhouses. The village contains a sole guesthouse. A dwarf named Kheli, an
exile from Melos, now works as the town blacksmith.

The head merchant is a man named Zoilos and if he learns that the party are heading into
the mountains then he offers to hire them to deliver a package to Neris. Of course Zoilos
stipulates that the party must not open the package but should they do so they find that it
contains blackmail material, namely a love letter from Elyn, wife of Philo (Mayor of
Dromos), to her lover, Chiles (a merchant from the capital).

2. Rhion. Town. WIP.

3. Halios. The mayor of this village is called Alcaeus. His son Menandros recently
disappeared and was in fact kidnapped by the outlaws at Neris (below).

4. Ruined gatehouse. The crumbled walls of this structure now stand no taller than knee
high. The flagstones lie open to the elements and if the party search the ruins they find
under one loose flagstone an Amulet of Dardani. This artifact has the power to turn away
the undead Uhlan.

5. Tunnels. These two abandoned tunnels offer passage through the rugged mountains
and represent the furthest extent of the Empire of Kelados which once ruled this valley.
One of the tunnels lies empty and the other – whichever one the party pass through first –
contains the Drawbridge, detailed later in this document.

6. Roads. The Empire of Kelados constructed these stone highways, which now lie
overgrown by vegetation, the trail so faint in some places that it is hard to follow. The
Uhlan, once soldiers of Kelados and now undead, continue to patrol the roads for eternity.
They shun the sun and only come out after dusk. Before dawn they retreat off the road to
crypts and graveyards which lie dotted along the route.

A typical Uhlan patrol comprises:

• Ten zombies (HD 2 AC 10 Atk +2 Dmg 1d8 MV 20' ML 12 Inst 6 Skill +0 Save +14).
• Five ghouls (HD 3 AC 13 Atk +4 Dmg 1d8 MV 30' ML 12 Int 6 Skill +1 Save 14+)
• One ghast (HD 5 AC 15 Atk +4 x2 Dmg 1d8 Shock 2/AC15 MV 30 'ML 10 Int 4 Skill
+1 Save 13+)
• One necromancer (HD 8 AC 10 Atk +10 Dmg 1d8 Shock 2/- MV 30' ML 9 Int 4 Skill
+2 Save 11+) who casts Enfeebling Wave, Coruscating Coffin, Wind of the Final
Repose.
7. Totem. A hundred yards or so off the road stands a clearing in the forest. In this
clearing stands a wooden totem, carved with the stylized symbols of the Dardani. The
Dardani crafted a secret compartment at the base of the totem, at the back, in which they
stored a cache of artifacts: 1) a small stub of pigment 2) a square of parchment bearing a
stylized image. A character who uses the pigment to quicky trace the image onto their
skin, armor, or clothing receives a magical benefit equivalent to that of a potion. The
pigment comprises 1d6 doses, roll 1d10 to determine the effect:

Roll Image Effect Roll Image Effect


1 Shepherd Animal Control 7 Heart Healing
2 Gecko Climbing 8 Fist Heroism
3 Mouse Diminution 9 Chameleon Invisibility
4 Bird Flying 10 Turtle Invulnerability
5 Cloud Gaseous Form 11 Caterpillar Polymorph
6 Vine Growth 12 Cheetah Speed

8. Inatos. Once a thriving lakeside town for the empire, now this settlement lies in ruins.
A path leads down to the lakeside. A wooden post, carved with the motifs of the tribesmen
of Dardani, blocks the start of the path. A human skull rests atop the post. At the water’s
edge lies one half of a large wooden riverboat. The splintered hull bears scorch marks.

9. Melos. At this location, deep underground, lies a Working, built by the Vorta and
operated by the dwarves to xenoform the area. When the Vorta departed they deactivated
the Working and left behind the Dwarves to maintain the dormant facility in case the Vorta
should return. The Empire of Kelados built the city of Melos on the surface above the
deep. The city now lies in ruins.

As the centuries passed, dissent grew among the dwarves. Some said that the Vorta
would never return and that the dwarves should find a new purpose. The king, Urin,
insisted on maintaining the status quo. One general, Agnar, agitated for change. Conflict
erupted between Loyalists and Rebels. The Loyalists gained the upper hand and forced
the Rebels deeper underground. Right now the Loyalists pass across the surface in order
to descend at a different location in order to outflank the Rebels.

A couple of days after the party enter the valley, they see in the distance signs of activity in
the vicinity of Melos. Smoke rises from campfires, sunlight glints off spear tips and
breastplates. This continues for a few days and if the party travel to Melos during that time
then they encounter the Loyalist dwarves, who offer the party lizardburgers and ask if they
know the whereabouts of their exiled kinsman Kheli (now the blacksmith at Dromos).

10. Neris. The Empire of Kelados built this town on the shores of the lake. Most of the
stone buildings now lie in ruin. One guardhouse, still mostly intact, now serves as the
hideout for a group of outlaws called the Plasma Covenant, detailed later in this document.

11. Raptik Lair. These locations mark dens, each home to a pride of 2-5 raptiks (HD 3 AC
13 Atk +5 Dmg 1d10 Shock 2/13 MV 50' ML 8 Inst 3 Skill +2 Save 14+). These cunning
apex predators hunt in packs. Each location contains 1d10 x 50 silver pieces scattered
among the bones and debris.
12. Teradak Nest. 1d3 Teradaks (HD 2 AC 13 Atk +2 x3 Dmg 1d4/1d/1d6 Shock 2/13 MV
40' fly ML 9 Inst 5 Skill +1 Save 15+). These birds boast a wingspan of two meters or
more. They attack from a vertical dive, taking prey unaware if they win an opposed skill
check (Sneak vs. Wis/Notice). The bird attacks with a claw/claw/bite routine. If both claws
hit at the same time, the bird and its prey make opposed Str/Effort skill checks, if the bird
wins then it carries its prey aloft, making its way back to its nest.

13. Skolos. A tower stands on this island, constructed from the synthetic building
materials used by the Aliens. On its roof stands a baroque looking turret. A lone Vorta
named Ortin, the caretaker left behind to oversee the valley, occupies the tower. Ortin
wears a space suit, and wields a lance, the tip of which smolders with a dull fire.
Sometimes he patrols the lake mounted on his giant teradak.

Ortin (HD 10 AC 18 Atk +12 x4 Dmg 1d10+5 Shock 6/- MV 60' ML 11 Inst 4 Skill +3 Save
10+). Any time a foe lands a hit on Ortin, his lance retaliates with an instant attack.

Ur Teradak (HD 6 AC 15 Atk +6 x3 Dmg 1d4+1/1d4+1/1d10 Shock 2/14 MV 40' fly ML 10


Inst 4 Skill +2 Save 12+). This creature attacks as noted at area 12 above.

14. Zakanis. Here stands the Factory, a synthetic structure constructed by the Vorta. This
location is detailed later in this document.

Wandering Monsters. Check once per day and once per night, with a 1 in 8 chance of
an ancounter. If an encounter is indicated, roll on the table below for the type, using 1d9
during the day and 1d9+1 at night:

Roll Result
1 2d6 Foresters from Dromos
2 2d6 Soldiers from Halios, investigating a tip regarding Menandros
3 ??? from Rhion
4 1d3 Teradaks from area 11.
5 1d4+1 Raptiks from area x.
6 2d10 Dwarves from area 9.
7 2d6 Xagani from area 13.
8 1d6 Plasma Covenant members from area 10.
9 Ortin from area 12.
10 Uhlan from area 6 (night only)
3. Drawbridge
The regional map (from the section Valley of Kelados above) shows two tunnels, and the
drawbridge appears in whichever tunnel the PCs explore first. The Empire of Kelados
dug the tunnels, which represent the furthest extent of the empire's territory before the
empire overextended itself and collapsed. The architecture consists of solid stone
masonry, now centuries old. If entering the tunnel from outside the valley, the PCs enter
the map via the bottom edge, if entering the tunnel from within the valley, the PCs enter
the map via the top edge.

1. Entrance. An iron wheel in the wall operates the winch for the near section of the
drawbridge, currently raised.

2. Workshop. A stone worktop runs along the end of this room. The original furnishings
of this room decayed away long ago, but on the table rest a number of objects foreign to
this place, as if an interloper appropriated this room for use in recent decades. Feathers
lie scattered across the table. A glass cube rests on the table, inside which levitates a lead
marble. The object is an exemplar, an experimental manifestation of magical forces, worth
850sp to the right buyer. Two stubs of pigment lie on the table (see Section 2, Valley of
Kelados, area 7).

3. Storage. Fragments of dessicated wood litter the floor. Close inspection determines
that they comprise fragments of crates and barrels. A torn scrap of parchment sticks to the
underside of one fragment of wood. The paper bears a mystic symbol of the Dardani, the
image of a bird.

4. Drawbridge. The drawbridge that crosses this gap comprises two sections, both
currently raised.

5. Hall. Here stand a patrol of Uhlan on eternal watch. For stats of the patrol, refer to
Section 2 (Valley of Kelados), Area 6 (The Road).

Along the walls of this hall stand four statues, three male and one female. All four wear
armor, bear weapons, and have their hair braided in a distinctive style, and the men wear
beards braided in the same fashion. The stone beneath each statue bears an engraving:
Phaidros, Leukippos, Sophia, Onesimos.

An iron wheel in the wall operates the winch for the near section of the drawbridge,
currently raised.
6. Alcove. The curved wall of this alcove bears an engraved map, now damaged, of the
Empire of Keladros.

7. Platform. Here stand the shattered remains of another winch which once served to
raise and lower loads to and from the floor of the chasm below.

8. Barracks. The Uhlan have no need of this accommodation and the room now stands
empty.

9. Captain's Quarters. Empty.


10. Vault. The heavy door to this room bears an iron combination lock consisting of six
wheels, each bearing the letters of the alphabet plus a blank space. At present the lock
displays the letters "RDBQDSZZ":

Advancing each wheel one position to the next letter reveals the combination to the lock -
the word "SECRET" followed by two spaces:

The vault contains a cache of items left behind by Dardani explorers. 12,000 sp in 12 low
clay pots. A scroll, The Torment of Tumefaction. Elixirs x6: Blood of Boiling Rage, Cold
Courage, Murderous Anointing, Plasmic Molding, Thaumic Vitality, Wrathful Detonation. A
skeleton lies in the corner of the room. It wears a suit of ceremonial armor fashioned from
leather and bone, the armor is in fact a magical panoply equivalent to plate mail (AC17)
+1. Next to the skeleton lies an ornate shield fashioned from wood and leather, also
enchanted with the feathery property. The skeleton clutches an axe +1, +2 vs. undead,
returning.
4. Neris - The Hideout of the Plasma Covenant
An outlaw gang known as the Plasma Covenant occupies a ruined fort at the edge of this
ancient town from the Empire of Kelados. The location serves them as a place to lie low
outside of any legal jurisdiction. The river flows down to the village of Halios. A wisp of
smoke rises from the campfire at the fort.

The gang leader, Linus, operates in Halios. His concubine, Korinna, runs the camp. The
second in command, Linus's younger brother Acacius, is incompetent, but instills fear
because he is mercurial and murderous.

The Covenant's main line of business is blackmail and they use this location for secure
storage of evidence - mostly letters and documents. They also currently hold for ransom a
prisoner, Menandros, the young son of Alcaeus, the mayor of Halios.

If the PCs approach the fort during daylight hours, they see in the courtyard Acacius and a
few of the outlaws, minding young Menandros, whose fine clothes contrast with the rough
garb of the outlaws. Acacius tells the party that he wasn't expecting a delivery. Korinna
comes outside and whisks the boy out of sight and orders the gates slammed shut.

Cast

Linus. Leader. In Halios. (HD 6 AC 18 Atk +8 MV 30' ML 9 Inst 1 Skill +2 Save 12+).
Wields a long hurlant (Dmg 2d8+3) and a longsword (Dmg 1d8+3 5/AC 15 shock).
Korinna (Sorceress). Linus's concubine. Second in command. (HD 5 AC 10 MV 30' ML
9 Inst 4 Skill +2 Save 13+ Effort 4). Wields a staff (Dmg 1d6 1/AC 13 shock). Arts: Ward
Allies, Iron Resolution, Counter Magic.
Acacius. Linus's younger brother. (HD 4 AC 18 Atk +6 MV 30' ML 10 Inst 1 Skill +2 Save
13+) Wields a hurlant (Dmg 1d12+2) and a longsword (Dmg 1d8+2 4/AC 15 shock).
Elite Soldiers x3. (HD 3 AC 18 Atk +4 MV 30' ML 10 Inst 2 Skill +2 Save 14+). Wield
crossbows (Dmg 1d10+2) and longswords (Dmg 1d8+2 4/AC 13 shock). One of the elite
soldiers is off in Halios with Linus.
Soldiers x5. (HD 2 AC 15 Atk +3 MV 30' ML 9 Inst 2 Skill +1 Save 14+). Wield spears
(Dmg 1d6+1, 2/AC 15 shock if used in melee) and short swords (Dmg 1d6+1 3/AC 15
shock).
Menandros. Young son of Alcaeus, the mayor of Halios. Fine clothes.
Kada. A dwarf from Melos, she belonged to the Rebels but got separated from them
during the conflict. She escaped to the surface and the Plasma Covenant captured her
and enslaved her.
Key

1. Palisade. Kada camps in a tent outside the walls of the fort.

2. Gate. Two guards stand watch day and night atop the wall over the gate. A ballista
points down the road that leads to the fort. The Plasma Covenant are suspicious of
foreigners and especially hateful of demihumans and mages. Should the party parley with
the gang and gain access to the courtyard, only pureblood humans (excluding mages, if
the gang can identify them) are allowed past this point. Others are told to camp in the
vicinity of Kada's tent.

3. Courtyard. Sometimes the guards let Menandros up here for some fresh air.

4. Stable. Accommodation for two horses, both absent.

5. Storeroom. Under a musty rug lies hidden a document, an account audit detailing
fraud against the crown (underpayment of taxes) on the part of the Gephyra merchant
house in the capital. One of the soldiers was supposed to deliver this to Linus but hid it
here instead.

6. Dining Room. Kada spends much of her time here preparing meals for the soldiers.
Otherwise she is at the beck and call of Korinna, performing chores throught the fort.

7. Guardroom. Soldiers x5.

8. Guardroom. Acacius, Elites x3 (one is away). Acacius sometimes slinks into Korinna's
quarters when Linus is not there.

9. Master Quarters. Linus and Korinna maintain here a combined office and
accommodation. Behind a bookshelf stands a safe with a lock to which Linus and Korinna
know the combination. The lock is armed with a poison needle - Int/Sneak 10 to detect,
again to disarm. Attempting to open the lock with the incorrect combination triggers the
needle - on a successful save, the victim loses half their maximum hit points, on a failed
save they die in 1d6 minutes. The safe contains 100gp, 6x1,000sp gems (rich purple
oriental amethyst - stolen from the crown of a neighboring kindgom), a letter internal to the
Way of Perpetual Truth in the capital regarding the coverup of illicit activities of a Father
Drakon, and an envelope containing a lock of hair (from Menandros). A narrow stairway in
the corner of the room leads down to a cramped cellar which serves as the confinement
for Menandros, who looks farily bedraggled in spite of his fine clothes. A lock of his hair is
missing.

1d24 hours after the party's arrival, Linus and a veteran soldier return on horseback from
Halios.
5. Melos
WIP

Underground war between the Loyalists and the Rebels.

6. Skolos
WIP
Island. Tower & dungeon. Alien atmosphere, airlocks. Baroque turret, rotating, belches
fire at anything which approaches within range.
Ortin enforces quotas upon his slaves - human, dwarf, Xagani - and when any faction
misses its quota, Ortin's first course of action is to abduct the faction's leader. He
imprisons in his dungeon a menagerie of such queens and kings in suspended animation.
Ortin's next move is to capture Agnar (the leader of the rebel faction of the dwarves at
Melos).
7. Zakanis
This facility serves as a factory to manufacture Machines for the Vorta under the direction
of Ortin. On the surface, Xagani deliver ore to the dungeon entrance. Below ground,
Dwarves manufacture Components and deliver these to a sect called the Siblinghood of
the Wrench, which assembles the Components into Machines for delivery to the Vorta.

7.0 Surface
If the players approach this location via the track, whether from above or below, they find
the ground grows increasingly steeper as they advance. The trail switches back sharply
left and right. Presently the party begin to see disused quarries to the left and right. As
they continue their advance, they detect the faint sound of metal striking stone - an active
quarry further ahead. Just as the players digest this discovery, a spear whistles out from
behind the rocks ahead and clatters onto the stone before the party's feet. Faces emerge
from behind the rock on all sides.
Xagani

A tribe of Xagani inhabit this region. They descend from humans, the Vorta gengineered
them as workers, and the Xagani suffer anguish if they shun their labor. They work the
quarries, extracting ore from the rock, passing it through a processing facility, and dropping
it down a chute to the dwarven factory on the lower level.

If the Xagani lookouts notice the party's arrival, then the Xagani attempt to hide in ambush,
firing a warning shot as the party approach. If the party return fire then the Xagani engage
the party in combat and try to push them back. If the party hold their fire then the Xagani
show themselves partially from behind the rocks and attempt to parley.

Cast

Azar. Chief. (HD 8 AC 18 Atk +10 x2 MV 30' ML 10 Inst 2 Skill +2 Save 11+). Wields a
spear (Dmg 1d6+4 Shock 6/AC 13) and an axe (Dmg 1d6+4 Shock 5/AC 15).
Malel. Subchief. (HD 6 AC 18 Atk +8 MV 30' ML 9 Inst 1 Skill +2 Save 12+). Wields a
spear (Dmg 1d6+3 Shock 5/AC 13) and an axe (Dmg 1d6+3 Shock 4/AC 15).
Camua. Mage. Priestess of Arah, the Goddess of Labor. (HD 5 AC 10 Atk 1 MV 30' ML 9
Inst 4 Skill +2 Save 13+). Wields a staff (Dmg 1d6 Shock 1/AC 13).
Warriors x20. (HD 2 AC 15 Atk +3 MV 30' ML 9 Inst 2 Skill +1 Save 14+) Wield spears
(Dmg 1d6+1 Shock 3/AC 13) and axes (Dmg 1d6+1 Shock 2/AC 15).

If the party parley with the Xagani, then Azar cautiously allows the party to enter his tribe's
territory, but his hospitality, grudging as it is, is feigned, and he intends to be rid of the party
at the earliest opportunity - he has had bad experiences in the past with "archaeologists"
seeking the Factory of Zakanis, and he wants no more of it.

The Xagani invite the party back to the surface level of the Factory. The Vorta built this
structure from strange materials, lighter than wood but stronger than stone. The high
archways and wide corridors suggest that the Vorta stood taller than humans. After the
Vorta left, centuries ago, the Xagani occupied a corner of the surface level of the Factory,
redecorating it with their tribal furnishings. The Xagani lead the party back to this place.
As dusk falls, the Xagani workers return from the quarry. The tribe gathers in their Great
Hall, and then processes into the Temple to welcome their guests before Arah, the
goddess of labor.

The ceremony includes a ritual display of strength. Large stones of various sizes lie at the
temple entrance, tethered by leather straps. One by one the Xagani take up the straps
and drag the stones to the altar. Acolytes return the stones to the entrance and the
procession continues. Each Xagani shows their devotion by pulling the largest stone they
can manage. The Xagani invite the PCs to participate in the ritual. Each PC must choose
the size of the stone they wish to pull. Then they make a Str/Exert check at the indicated
difficulty to determine whether they succeed in pulling the stone to the altar. If they
succeed, then Arah bestows upon them the indicated blessing:

difficulty blessing result on success


8 minor Clear system strain. Xagani receive a day of rest, during which they are
relieved of their compulsion for physical exertion.
10 major Hit point total goes to max, plus a two point bonus which persists until the
character is next injured.
12 miraculous The character's next strength-related die roll (skill check or attack)
automatically rolls the maximum possible result.

The benefits are cumulative, i.e. a character who achieves the major blessing also
receives the minor one.

After the ceremony, the Xagani offer the party accommodation for the night, and invite
them for a meal in the Great Hall. Azar invites the party to sit with him at the head of the
table, even as he begins to plot how to get rid of them. He can't simply slaughter the party
in view of the tribe, because Priestess Camua would not allow that, so he plans to lead the
party into a trap. He inquires as to the party's goals and, depending upon their response,
may suggest to them one or more possible courses of action:

1. Travel down to the lake to speak with Ortin


2. Proceed to the elevator which leads down to the dwarven factory
3. Enter the workshop of the Siblinghood of the Wrench
4. Attempt to open the portal which the Vorta used to access the shaft

In any case Azar offers for Malel and a dozen warriors to guide the party to wherever they
want to go, setting out the following morning. If the party choose one of the four options
given, then refer to the relevant heading below.

Ortin

If the party express curiosity about this possibility then Azar tries to encourage them to
head out in search of Ortin, knowing that Ortin attacks anyone who enters the lake. If the
party wish it then Malel and his warriors lead them to the lake - a trek of about three days
and two nights. If the party prefer to make their own way then the Xagani attempt to follow
at a distance undetected. Malel does whatever he can to cause the party to provoke an
attack from Ortin. In any case, if the party try to make their way back to Zakanis, Malel
attempts to ambush and kill them.
Surface

If the party choose to visit the sector belonging to the dwarves, siblinghood or vorta - and if
the party accept Malel as their guide - then he leads them on a long trek through the
surface structure. The ceilings rise high over the party's heads, giving the impression that
the original occupants of this building stood much taller than humans. The group passes
through many areas: grand halls, empty galleries, dried up fountains. Sometimes skylights
let in the sunshine, sometimes the way leads through courtyards and overgrown gardens.

Elevator Leading To Dwarven Factory

Malel informs the party that legends handed down by his people speak of seeing the
dwarves on the surface from time to time in generations past, but that these sightings
stopped some hundred years ago.

1. Entrance. The floor here appears much cleaner than that of the areas the party passed
through to get here. The party might notice a broad trail of slime glistening on the
flagstones.

2. Tool Room. Industrial tools, scaled for use by small hands, litter the floor here. One
device still functions - a power rivet driver.
3. Schematics. A control panel stands in the entrance to this room. If activated (Int/Craft
8) it projects holograms depicting schematics of unfamiliar devices.

4. Shrine. Here stands a broad, crumbling statue of a dwarf. Learned observers


(Int/Know 8) might identify it as an Idol of Alin, the Dwarven patron saint of miners.

5. Elevator Shaft. A control panel (Int/Craft 8) controls a pair of blast doors which
currently stand open, revealing a shaft which descends deeper than the glow of a torch. A
severed fragment of cable dangles from a winch on the ceiling. The control panel also
operates the now useless winch.

6. Workshop. Mountains of debris and rubble, some piled almost to the ceiling, lie
scattered about this room. Underneath one such pile lies on its side a forklift, still
functional.

A gelatinous cube (HD 4 AC 12 Atk +4 Dmg 2d4 MV 30' ML 9 Inst 4 Skill +2 Save 13+ SA
sneak +4, paralysis) (left behind by the dwarves to clean the place) meanders around this
area. Within the gelatinous cube floats a Helmet of the Ironbeard Battalion (described
later in this document). Malel carries a baton (he calls it a "religious icon") which emits a
signal that repels gelatinous cubes. Unbeknownst to Khori, the command word wazoo
allows the bearer of the baton to actually control gelatinous cubes. Malel attempts to
position the device, or to turn it off and on, in such a way as to provoke the cube to attack
the party at a moment when they are distracted or incapacitated. Otherwise Malel tries to
shut the party inside the shaft.

Siblinghood

WIP

x. Gate.
x. Equipment Room. Overalls, one magnetic boot.
x. Schematics.
x. Depot. Powering it up closes doors, kills gravity, and activates security drone.

Vorta

WIP

Malel tries to lure the party onward with (true) tales of an archaeologist named Helmund
who decades ago led an expedition into the dungeons of Zakanis, and returned with a load
of loot, only to lose his life just inside the exit. Breathing apparatus hidden in debris.
Portal turns out to be an Alien airlock which traps the PCs within the xenoformed Vorta
architecture. Toxic atmosphere, slow hit point damage, system strain. Multiple protections
available which the PCs must share in order to escape the environment alive: 1. vacc suits
2. pockets of air 3. Dardani magical items. Onward passage to Shaft.
7.1 Level One – Throne Room

Architecture

The dungeon exemplifies skilled dwarvish craftsmanship - tunnels and rooms carved from
the rock and finished with flagstones and bricks. The walls stand ten feet tall and rise to
arched ceilings which stand fifteen feet tall in tunnels and still taller in rooms. Most doors
consist of stout timbers bound with steel, and swing open slowly when pushed. The map
indicates three locked doors, these open only when unlocked with the appropriate key,
found elsewhere in the dungeon as noted below.

New Magic Item

Helmet of the Ironbeard Battalion. Three items of this type exist in the dungeon. The
helmets bear the distinctive motif of a now forgotten dwarven war band. All who wear
these helmets gain the ability to communicate telepathically with one another to a range of
one hundred feet.

Wandering Monsters

Roll a d7 whenever the players start wasting time:

1. 1d3 shriekers (HD 3 AC 13 Atk -- Dmg -- MV 10' ML 12 Inst 0 Skill +0 Save 14+ SA
shriek) from area 5.
2. 2d6 stirges (HD 1+1 AC 12 Atk +4 Dmg 1d3 MV 30' (walk) / 180' (fly) ML 9 Inst 4 Skill
+1 Save 14+ SA blood drain - 1d4 damage/turn) from area 6.
3. 1d4 huge (wolf) spiders (HD 2+2 AC 14 Atk +3 Dmg 1d6 MV 120' ML 9 Inst 4 Skill +1
Save 14+ SA sneak +4, poisonous bite) from area 7.
4. 1d4 carrion crawlers (HD 3+1 AC 17 head / 13 body) Atk +4 x8 Dmg -- MV 60' ML 9
Inst 4 Skill +2 Save 13+ SA paralysis) from area 4.
5. 1d2 gelatinous cubes (HD 4 AC 12 Atk +4 Dmg 2d4 MV 30' ML 9 Inst 4 Skill +2 Save
13+ SA sneak +4, paralysis) from area 9.
6. 2d6 zombies (HD 2 AC 10 Atk +2 Dmg 1d8 MV 20' ML 12 Inst 6 Skill +0 Save 14+)
from area 12.
7. 1d6 ghouls (HD 3 AC 13 Atk +4 Dmg 1d8 MV 30' ML 12 Inst 6 Skill +1 Save 14+ SA
Ravenous) from area 12.

1. Elevator Shaft. As the party descend the shaft and arrive in this room, they gradually
become aware of a small object flitting through the air nearby. At first they might mistake it
for a moth, or a wasp. If they take a closer look they see a levitating eyeball (AC20,
HP1) which hovers nearby and follows them around. If they destroy the eyeball, then 10-
60 minutes later another originates from area 13, advances to the location where the party
destroyed the previous eyeball, and begins searching for the party.

A battered lift lies at the floor of the shaft, its roof still connected to a fragment of cable.
Deep scratches run down the lift doors, and sharp dents in the doors allow access to the
lift interior. There fragments of weapons and armor litter the floor and a thin layer of
blackish scum coats the floor and walls.
2. Temple. In the tunnel that leads south from area 1 to area 2, a large stone block lies on
the floor, carved into the shape of the head of Alin, the dwarven god of miners. The lower
remnants of the broken statue stand on a plinth in the southern end of area 2

3. Crypt. Vaults line the walls. The doors to all of the vaults hang open and some of the
vaults contain fragments of bone, scraps of rotted fabric, and other small items of debris.
Ceramic urns rest on the floor, some of them still containing ashes. Other urns lie cracked
or shattered, the ashes which they once contained now scattered across the floor.

An intermittent clacking noise echoes faintly within the room. Any investigation by the PCs
reveals the source of the noise, a cracked skull lying at the back of one of the vaults, its
jaws snapping open and shut at random intervals.

A steel oven stands against the southern wall of the room. A makeshift wooden barricade,
now shattered, stretches across that part of the room. The wall next to the oven bears a
script in the dwarven language, carved into the stone: 14 Coldeven 2312. We are
separated from Thimil. We cannot hold them back. We will burn our own flesh and bones
rather than let them have our bodies. Ashes fill the oven, and several objects lie scattered
among the ashes: A Helmet of the Ironbeard Battalion. Six crossbow bolt tips and the
head of one hammer, all of which can be recrafted into weapons, +1, +2 versus undead. A
faint hint of smoke from some lower level of the dungeon rises up through the narrow
chimney at the back of the oven.

4. Tomb. Eight low stone doors line the walls of this room. Each bears the name of one
of the dwarven kings in the line of kings that ruled this place since its construction under
the rule of the Aliens two millennia ago:

A. Thimil. This tomb stands as yet unused and currently serves as the nest of four carrion
crawlers (HD 3+1 AC 17 head / 13 body Atk +4 x8 Dmg -- MV 60' ML 9 Inst 4 Skill +2
Save 13+ SA paralysis).
B. Undin. Plundered.
C. Aznas. Plundered.
D. Atun. Plundered.
E. Froinain. On the floor before the door of this tomb lies the hilt of a sword, its blade
apparently melted or dissolved away. Just inside the door of the tomb, a green slime (HD
2 AC 11 MV 0' ML 12 Inst 0 Skill +0 Save 15+ SA turn victim to slime in 1d4 rounds) clings
to the ceiling.
F. Thatur. Plundered.
G. Glili. Plundered.
H. Throri. The door to this tomb bears a sturdy steel combination lock which seals the
door shut. The lock consists of seven dials, each displaying the letters of the alphabet.
The wall next to the door bears a foreign script, scratched into the stone:

The script represents the combination to the lock, enciphered. A partial key to the cipher
lies in area 13. Solving the cipher reveals the combination to the lock, the word
ETERNAL. Setting the dials in the lock to spell this word allows the door to swing open.
On the floor of the tomb stand six low iron pots, each containing 100gp. The tomb
contains a sarcophagus in which lie the remains of King Throri, the first ruler of this
dungeon. The sarcophagus contains the following additional items: Mail hauberk (AC16)
+2, Lucky, Shifting. Shield, Impervious. Hammer +2, Negating, Returning. Crossbow of
Speed +1. 10 crossbow bolts +1. A platinum crown encrusted with zircon stones (clear
pale blue-green), 1,000 sp value. Ten gold rings, one on each of the king's fingers and
thumbs, 10 gp each.

5. Fungal Gardens. Mushrooms and other subterranean plants overrun the floors and
walls of this cave. A casual inspection reveals that the mushrooms once grew in cultivated
patches but they overflowed their original gardens. Closer inspection reveals 1) that
someone has recently cut several of the mushrooms clean off near the base and 2) faint
tracks leading to/from the north entrance of the cavern.

The floor slopes down in four terraces to the center of the room. The ceiling rises similarly
to a high point in the center of the room. Stalactites hang from the ceiling, interspersed
with piercers (HD 1-4 AC 17 Atk +1/2/3/4 Dmg 1/2/3/4d6 MV 10' ML 12 Inst 6 Skill +1
Save 15+). The piercers grow larger as they approach the center of the cavern's ceiling -
one hit die monsters hanging near the edges of the ceiling, two hit die monsters over the
second terrace, and so on, up to four hit die monsters hanging from the center of the
ceiling. A piercer drops onto anyone walking below on a 1 in 20 chance per turn.

Three shriekers (HD 3 AC 13 Atk -- Dmg -- MV 10' ML 12 Inst 0 Skill +0 Save 14+ SA
shriek) hide among the vegetation at various locations in the cave. Setting off any of the
shriekers triggers a flurry of piercers to fall, one piercer striking each individual in the room.

6. Great Hall. Solid stone tables still stand in this room. Fragments of wooden benches
lie scattered across the floor. Burn marks remain on the center of the floor where a spit
once burned, beneath a crack in the high arched ceiling. A nest of twelve stirges (HD 1+1
AC 12 Atk +4 Dmg 1d3 MV 30' walk / 180' fly ML 9 Inst 4 Skill +1 Save 14+ SA blood drain
1d4 damage/turn) clings to the top of one wall, at the base of a ceiling arch. These
monsters dive silently from above onto anyone entering the room. Anyone who succeeds
in climbing up to the stirges' nest to search it finds there a Ring of Spell Storing
(Apprehending the Arcane Form, The Verdant Vallation, Adopt the Simulacular Visage,
Pierce the Pallid Gate).

7. Kitchens. Cupboards and shelves line the walls of this room. Somebody recently
carefully rearranged the furniture against the east wall to conceal the passageway leading
to area 8. Four huge (wolf) spiders hide in the cupboards (HD 2+2 AC 14 Atk +3 Dmg
1d6 MV 120' ML 9 Inst 4 Skill +1 Save 14+ SA sneak +4, poisonous bite). They spin no
webs and leap out to attack anyone entering the room. A drain lies in the floor at the
center of this room, and faint sounds echo up intermittently via the plumbing below - bursts
of laughter, and deep voices speaking unintelligibly.

8. Pantry. A fugitive hides here, a dwarf named Khori. He originates from the level below,
the domain of Thimil, the current king of the dwarves. The necromancer at area 13 raided
the dwarves below and captured Khori, who subsequently escaped. Khori wears a ring of
invisibility which has enabled him to survive by sneaking around the dungeon to forage for
food. Khori cannot find a way back to rejoin his clansmen as he does not possess the key
to open the door to area 14. He has however found a copy of the key to the two doors that
lead to areas 12/13 and he carries this in his pocket. He also holds a baton which repels
gelatinous cubes. Unbeknownst to Khori, the command word shazam allows the bearer of
the baton to actually control the gelatinous cubes.
9. Alcoves. These two alcoves once served to house soldiers who guarded the entrance
to the throne room. A stone bench runs across the back of each alcove. Now two
gelatinous cubes (HD 4 AC 12 Atk +4 Dmg 2d4 MV 30' ML 9 Inst 4 Skill +2 Save 13+ SA
sneak +4, paralysis) occupy the alcoves. Inside one cube floats the decaying skeleton of
a giant rat and inside the other floats a Helmet of the Ironbeard Battalion. A secret door in
the western alcove opens into a tunnel leading to area 12.

10. Throne Room. Eight statues line the walls of this grand room, each depicting one of
the kings who ruled this domain in the two milennia since its construction:

King Reign
A. Throri 0-331
B. Glili 331-520
C. Thatur 520-887
D. Froinan 887-1201
E. Atun 1201-1448
F. Aznas 1448-1863
G. Undin 1863-2124
H. Thimil 2124-

An iron throne stands on a dais against the north wall of this room. Two small levers run in
grooves on either side of the seat. Pushing both levers forward simultaneously opens the
secret door in the east wall of this room. Manipulating the levers in any other way triggers
an electric shock which delivers 3d6 hit points of damage to anyone in contact with the
throne (save for half).

Characters who search the room describe their actions and at the GM's discretion discover
the nature of the secret door. Alternately they must succeed at skill checks: Int/Notice at
difficulty 10 to discover the existence of the secret door (and perhaps determine that a
remote mechanism opens it), Int/Notice at difficulty 10 to discover the levers, Dex/Sneak
at difficulty 10 to determine their function (failure triggers the electric shock).

11. Treasure Room. A pit trap lies halfway along the tunnel leading to this room. The pit
cover snaps closed and poisoned spikes line the floor of the pit. The treasure room
contains the following items: 1) Chest, 2,000 cp. 2) Chest, empty, scything blade trap, 2d6
damage, 1 in 20 chance to sever a member. 3) Chest, empty, false bottom concealing
jewelry - matching necklace, bracelets, earrings, wrought silver with topaz (golden yellow),
2,000 sp total. 4) Coffer, garnets (violet) x6, 100sp each, covered in yellow mold. 5)
Long rotted wooden box containing six Javelins of Lightning.

12. Guard Room. This room once served as the barracks for the king's guards. A table
and chairs stand at one end of the room and decrepit bunk beds line the walls. The room's
occupants stand motionless against the walls of the room, unless disturbed, or summoned
by their master in area 13: twelve zombies (HD 2 AC 10 Atk +2 Dmg 1d8 MV 20' ML 12
Inst 6 Skill +0 Save 14+) and six ghouls (HD 3 AC 13 Atk +4 Dmg 1d8 MV 30' ML 12 Inst
6 Skill +1 Save 14+ SA Ravenous) - the animated remains of the dwarven kings from
areas 4B to 4G. All of these undead wield crossbows and hammers. One of the zombies
wears a Helmet of the Ironbeard Battalion. The undead do not know of the secret tunnel
to area 9.

13. King's Chambers. The once opulent fittings in this room have faded into decay.
Many once luxurious items of furniture, now decrepit, stand about the room - sofas, tables,
a desk, a bookshelf, the bed. The room's sole occupant lounges on a divan: the dwarven
necromancer Glinan (HD 8 AC 13 Atk +1 Dmg 1d6 MV 30' ML 9 Inst 3 Skill +2 Save 11+).
Glinan once served King Thimil as the high priest of the church of Alin. Glinan later turned
to necromancy. He animated all of the corpses in the crypt, raising a small undead army
which he used to drive Thimil and his subjects deeper underground. Glinan occasionally
raids the dwarves below in search of live flesh which he must consume in order to sustain
his life force. Glinan keeps on a chain around his neck the keys to the three locked doors
in this dungeon.

On one shelf stands a jar full of eyeballs floating in a translucent gel. Glinan can animate
these eyeballs one at a time, seeing all they see, and he uses this power to track the
progress of the party as they explore the dungeon. Depending upon the party's actions,
Glinan may decide to mobilize his undead army at area 12 and attack the party.

Unbeknownst to Glinan, hidden between the leaves of one of the musty tomes on the
bookshelf, lies a torn scrap of parchment bearing part of the key to a pigpen cipher:

The party may be able to use this key to decipher the combination to the door at area 4H.

Glinan's spellbook also stands on the bookshelf and this tome shows that Glinan has
researched new areas of necromancy including the power to amass an undead army and
to prolong his own life.

14. Spiral Staircase. A locked door blocks access to this area. The necromancer at area
13 holds the key. This broad stone stairway spirals down to the Lower Deeps of King
Thimil.
7.2 Level Two - Factory
Introduction

The dwarves spend all their lives here, since Glinan took control of the level above and
trapped the rest of his former kinsfolk below. The dwarves continue to operate the factory,
receiving ore from the Xagani on the surface and using that to manufacture mechanical
Components which they pass on to the Siblinghood of the Wrench to be assembled into
Machines to be delivered to the Vorta.

The party may arrive at this level via any of multiple routes:

1. The chute which the Xagani use to deliver ore from the surface to the factory
2. The spiral stairway from Level 1
3. From the shaft into the depot
4. Via the elevator which ascends from the lower level to the factory
5. Drain pipes and chimneys connect Levels 1 and 2. A character capable of passing
through these small pipes - e.g. via diminution, gaseous form, or similar - could
pass 1) via the drains between Level 1, area 7 (Kitchens) and Level 2, area 5
(Kitchens) and 2) via the chimney between Level 1, area 3A (incinerator) and Level
2, area 5 (Kitchens) .

History

2,000+ years ago: Alien slavers capture the Dwarves from their ancestral homeland and
sell them on to the Vorta.
100 years ago: Glinan drives the rest of the dwarves underground.
20 years ago: The king's son dies in an accident.
2 weeks ago: Glinan attacks, takes Khori prisoner.

Tension among the dwarves hovers at an all time high as a result of their worsening
circumstances, and the arrival of the party gives the competing factions an opportunity to
break the deadlock.
People

Glinan. Necromancer. Used to be a priest in the dwarven church, turned to necromancy,


raised an undead army, took control of Level 1 and confined his former kinsmen to Level 2.

Workers x20. (HD 1 AC 13a Atk +1 MV 30' ML 9 Inst 4 Skill +1 Save 15+) wielding war
hammer (Dmg 1d8 Shock 1/AC16) and crossbow (Dmg 1d10).

Soldiers x10. (HD 2 AC 16a Atk +3 MV 30' ML 9 Inst 3 Skill +1 Save 14+) wielding war
hammer (Dmg 1d8+1 Shock 2/AC17) and crossbow (Dmg 1d10+1).

Elites x5. (HD 3 AC 16a Atk +4 MV 30' ML 9 Inst 3 Skill +2 Save 13+) wielding war
hammer (Dmg 1d8+2 Shock 3/AC18) and crossbow (Dmg 1d10+2).

Khori. Refugee. Young dwarf from the lower level, captured by Glinan, escaped. Stats
as Worker.

Thimil. King. Most of the dwarves regard Thimil as a coward due to his refusal to strike
back at Glinan after the Necromancer ejected the dwarves from the upper level. (HD 4 AC
17a Atk +5 MV 30' ML 9 Inst 3 Skill +2 Save 13+) wielding war hammer (Dmg 1d8+3
Shock 3/AC18) and crossbow (Dmg 1d10+3).

Gwali. Thimil’s son. Died in the factory 20 years ago after he fell into the Zapper under
uncertain circumstances.

Umral. Factory worker. The only one present in the factory with Gwali at the time of his
death. Stats as Worker.

Zeta. Factory worker. Witness to certain suspicious actions in the aftermath of Gwali's
death. Stats as Worker.

Aznal. Master craftsman and head of the Guild which runs the factory. Agitates to defy
Thimil's will and head to the surface in search of the ancestral homeland. Stats as Elite.

Nainan. Former head of the Guild, died ten years ago of natural causes.

Funda. Master artificer. She has all the powers of a High Mage, using mechanical
devices to cast her spells. (HD 6 AC 11 Atk +5 MV 30' ML 9 Inst 4 Skill +2 Save 12+)
wielding staff (Dmg 1d6 Shock 1/AC13).

Dwari. Another factory worker who himself had a separate accident with the Zapper which
he narrowly survived. Noncombatant.
Places

1. Spiral Staircase. Connects to level one above.

2. Guardroom. A sturdy barricade of stone and iron bisects the room. Soldiers man the
barricade around the clock, they remain edgy since the attack from the Necromancer a
couple of weeks back.

3. Lesser Hall. Smaller and less grand than the Great Hall on the level above, this room
serves as the gathering point for the dwarves. The entire population take their meals here
together three times per day.

4. Accommodation. Originally the dwarves used this area only as a barracks. Since the
Necromancer trapped them down here, they repurposed this area for more general
accommodation. The king maintains a private lodging at one end.

5. Kitchen. The head chef here, Bori, manages to feed the dwarves well, making the best
of limited resources.

6. Fungal Garden. Here the dwarves cultivate mushrooms and other edible subterranean
vegetation. They also raise albino cave lizards in iron cages and harvest the meat.

7. Cemetery. Since losing access to the crypts on the upper level, the dwarves bury their
dead here. The most prominent grave, that of the King's son, Gwali, rests before the back
wall of the cavern. The grave of Nainan, the former head of the Guild, also lies here.

8. Chute. The Xagani on the surface deposit ore into the top end of this chute and it
arrives here with a thunderous rumble.

9. Factory. The dwarves work here in a morning and afternoon shift, constructing
Components. Various machines stand on the factory floor, and iron catwalks cross
overhead. The most formidable machine, the Zapper, stands at the north end of the room,
the dwarves use this machine to activate the ore from the chute.

A stationary Golem stands against the west wall, this machine delivers the orders from the
Vorta, and its lifeless eyes monitor the labor. In fact the Vorta (in the lower levels of the
deep) see and hear all that the Golem sees and hears. If the dwarves fail to meet their
quotas, then the Vorta intervene, but otherwise the Vorta don't care how the dwarves
conduct their affairs, and they have not appeared on this level in centuries. Hidden behind
the golem stands an elevator shaft leading down to the lower level.

10. Warehouse. The dwarves store the completed Components here pending shipment.

11. Inner Doors. This great pair of blast doors stands between the Warehouse and the
Depot.

12. Depot. After the dwarves complete the current work order, they transfer the
Components into this area. Then they retreat back into the warehouse and seal the inner
doors.

13. Outer Doors. This great pair of blast doors stands between the Depot and the Shaft.
After the dwarves deliver the order and seal the inner doors, the Siblinghood enter the
depot via the outer doors and collect the components. The dwarves do not know the code
to open these doors.

14. Shaft. The dwarves never see or enter this area. Here the Siblinghood assemble the
Components into Machines for delivery to the Vorta.

The Arrival of the PCs

Whichever route the party follow to this level, their arrival initially takes the dwarves by
surprise, and the dwarves brandish their weapons, but if the party do not escalate the
situation then the dwarves hold fire and parley. If the party offer their friendship to the
dwarves then the dwarves respond in kind, curiously accepting the party as guests, and
eagerly asking for news of the outside world. If by chance the party have rescued Khori
from the level above, then the dwarves welcome him warmly, having thought him lost. If
by further chance the party have killed Glinan then the dwarves express great gratitude.

The party quickly notice tension among the dwarves. Thimil advocates that the dwarves
maintain the status quo, confining themselves to this level and continuing to operate the
factory. He fears confrontation with Glinan, and he fears reprisals from the Vorta should
the dwarves fail to meet their quotas. A few of the dwarves remain loyal to Thimil and
share his wishes, but most regard their king as a coward. Aznal agitates not only to
confront Glinan in battle, but to abandon the factory altogether and return to the surface in
search of the ancestral homeland. Although tensions run high, the dwarven brotherhood
and sisterhood runs strong, and the dwarves would not resort to internecine violence in
order to resolve their differences.

Events

After the party arrives, any or all of the following events may unfold at the GM's discretion:

Accident Survivor: Dwari introduces himself and relates how, thirty years ago, a decade
before Gwali died in the Zapper, Dwari narrowly survived an accident of his own in that
machine. The event left him disfigured, and he wears heavy iron braces on one leg and
one arm. These limbs appear distorted, and they twitch and writhe inside their braces, as
if by their own will. Dwari tells the party that the surgeon once amputated the burned
limbs, but they grew back.

Mediation: Aznal approaches the party and asks them to intervene with Thimil. Aznal
asks the party to broker a peaceful resolution which results in the dwarves ascending to
the surface and setting out in search of their ancestral homeland. Aznal offers the party a
reward if they can achieve this goal. He says that he knows the secret code to open the
Outer Doors, and that this knowledge could enable the party to pass through the doors to
recover priceless artifacts beyond.

Rebuttal: If the party approach Thimil, he tells them that he refuses to consider any
discussion of abandoning the factory, unless he can find out how his son Gwali died.
Thimil accuses the Guild of having employed Umral to murder Gwali.
Mystery: The dwarves inform the party that the golem usually records everything that
takes place on the factory floor, like a surveillance camera. The golem stores these
recordings on crystals and the dwarves can replay the recordings in the form of
holograms. However the dwarves cannot find the crystal which recorded the events of
Gwali's death.

Invention: Funda mentions to the party that she invented a magical crystal detector. She
used this device to sweep every inch of the factory floor, warehouse, and depot in search
of the missing crystal, but she found nothing.

Whistleblower: If Zeta learns that the party search for the cause of Gwali's death, she
approaches the party in secret. She says that, before the dwarves buried Gwali's body in
the cemetery, she saw Nainan, believing himself alone, interfering with Gwali's
sarcophagus.

In order to find out how Gwali died, the party must find the missing crystal. If the party
heed the clue from Zeta, and/or employ the device from Funda, they can discover that the
crystal lies buried in the graveyard, inside Gwali's sarcophagus.

If the party exhume Gwali's remains - or if they persuade the dwarves to do so - they can
recover the crystal from the sarcophagus. At the same time they discover that Gwali's
remains have not decomposed at all, and that they still bear the scars from the Zapper,
just like Dwari's limbs.

If the party (or the dwarves) load the crystal into the golem, they can replay the hologram
depicting the events on the day of Gwali's death. The hologram reveals that Gwali went
inside the Zapper to clean it and Umral accidentally turned the machine on with Gwali
inside, killing him. So Umral killed Gwali through negligence rather than murder.

Nainan, hoping to spare Umral the king's wrath, hacked the golem and removed the
crystal which recorded the events. Needing somewhere to hide the crystal forever, Nainan
placed it into Gwali's sarcophagus. Nainan took this secret with him to the grave, never
knowing that Zeta saw him interfere with the sarcophagus. Umral has never told anyone
that Nainan acted to cover up his mistake.

The evidence disproves Thimil's accusation that Umral murdered Gwali. Thimil accedes to
Aznal's wishes and agrees for the dwarves to leave the factory. Aznal rewards the party
for their help by giving them the code to open the Outer Doors.

2d6 * 10 minutes after the exhumation, Gwali animates and attacks the nearest creature,
fighting to the death.

Gwali (HD 7 AC 15 Atk +8 x3 Dmg 1d4+4/1d4+4/2d6 Shock 2/15 MV 40' ML 9 Inst 5 Skill
+2 Save 13+). It has all the abilities of a dwarf (infravision, magic resistance, etc.). It
attacks with claws and bite and is capable of directing these attacks at up to three different
opponents. If injured it regenerates 3 hit points per round. If its limbs are severed they
continue to fight on, e.g. the dismembered claws scratch, the severed head bites, etc.
Even if all members are reduced to zero hit points, they continue to regenerate, slithering
across the floor to rejoin and reform. The only way to permanently kill the creature is to
burn all of its parts in fire or acid.
The Code

If the party succeed in peacefully persuading Thimil to allow his people to return to the
surface, then Aznal gives them their reward. He takes them to the depot (area 12). He
shows them the two sets of doors, inner and outer, and explains that only one set of doors
may be open at a time. When the dwarves complete a shipment of Components, they
deposit these into the depot, retreat into the warehouse, and close the inner doors. The
siblinghood come from the shaft, open the outer doors, collect the Components, and
depart, closing the outer doors behind them. The dwarves never see or enter the shaft.
On either side of the inner doors, there are control panels at waist height in the walls which
allow the dwarves to open and close the inner doors.

In the depot, just inside the outer doors, there is another control panel on the wall, high up
out of reach. The ceiling of the depot is 30' high and this other control panel is 15' up. The
panel displays symbols in a foreign alphabet. Most of the dwarves believe that the
function of this panel is unknown. But centuries ago a dwarf managed to sneak into the
shaft and acquire the code, and the Guild secretly recorded it. Aznal explains to the party
how to operate the panel to open the outer doors.

The dwarves have just completed an order of Components, which the siblinghood are due
to collect. This means that the siblinghood have finished assembling the previous batch of
Components into a Machine. Aznal assures the party that this Machine is worth a fortune
if they can find the right buyer. (He also hopes that if the party steal the Machine then it
will distract the Vorta while the dwarves try to make their escape.)

The dwarves finish their preparations and set out for the surface, leaving the party behind
to pass into the shaft if they wish. If the party proceed with this plan then they must go into
the depot and close the inner doors behind them.

The party notice on the wall of the depot a machine which slowly pulsates with a blue light.
There is also a pile of debris in one corner of the room and if the PCs happen to search it
then they find a jet pack.

If the party access the control panel for the outer doors - perhaps using a ladder to get up
to it - and enter the secret code, then the following things happen:

• The blue light emanating from the machine on the wall changes from a slow
pulsating light to a steady glow.
• Gravity in the depot stops working. Any PC who exerts force against the floor or a
wall finds themselves slowly drifting through the air.
• The outer doors open, allowing the PCs to see into the shaft, a cylindrical space a
hundred yards in diameter which ascends and descends out of sight. A Machine,
the size of a wagon, floats motionless in the center of the shaft.
• In the distance on the opposite wall of the shaft, a portal opens, and figures
emerge, appearing to fly, and moving in the direction of the depot.
7.3 Level Three - The Siblinghood of the Wrench

WIP

7.4 The Shaft

WIP

7.5 The Gate

WIP

You might also like