Beneath the Sunwreath Isles, an unnatural place sits. Travel deep into its mountains, discover the Crystal Caverns, follow the flow of water, and beneath winding cavern-way rests a long masoned wall. Around it, a much larger stone chamber, widened out to be easy to survey.  To the south of the wall, water drains way through a small stream, leading through a hard-to-see vent.

A metal entryway blocks passage through this wall. Above the door is a strange head-like thing, that shifts about the chamber. Numerous inactive clockwork beings stand about this forgotten place; what wonders could lie within?

Clockwork Forces

This place appears to be guarded by clockwork creatures that appear to be able to replenish their numbers in some way.

Replenishing Population

This facility is able to replenish clockwork creatures.

NOTE: This is a guideline for replenishment, no plan survives an encounter with the party, tweak these values depending on facility state, damage, and population. the efficiency of this may never exceed 100% (the max values on this table).

If the overseer alarm is active, make an overseer.
If the worker population is below 25%,  prioritize making workers
Production takes a penalty modifier equal to the amount of active workers in percent.
When below 75%, remove two rows from the restock of this table.
When below 50%, remove four rows from the restock of this table.
When below 25%, remove five rows from the restock of this table (prioritizing Overseers, workers, then Soldiers)

Name
Destroyed
Replenish per day
Worker
92%
1d8 (*% of workers active)
Soldier
100%1d4(*% of workers active)
Crossbowmen
100%
1d4(*% of workers active)
Guardian
95%1d4(*% of workers active)
Hound
100%
1d2(*% of workers active)
Watcher
90%1d2(*% of workers active)
Mage
100%1 Max
Overseer
98%1 Max

Doors

Appearance

Latches and gears adorn the doors in this place, made of some form reddish brown metal alloy. The doors split open in the middle, and slide into the walls.

Main Door

When in alarm, the Main Door in the entryway will shock anyone who touches it for 6d6 electric damage, unless if they have an active Guard Transponder. If the target is unaware the door is electrified, they get a DC 15 Reflex save to halve the damage.

The door has a deadbolt lock, which triggers when the alarm goes off.


Inner Doors

The inner doors appear to be unlocked and electrified.

  • Clockwork Workers seem to be unaffected by this electricity. The doors do not shock them when they are used by these laborers.
  • The doors appear to be labeled in a yet-unidentified language etched into the doorframe. Milu Soma has proven able to decipher their meanings.

Inner doors of the facility do 3d6 electricity damage and allow a DC 13 Reflex save to avoid touching the door to take half damage. An Active Worker Transponder within 10ft will disable the door's electric charge

Glowing Stations

There was a strange glowing station outside which after a Clockwork Creature with a halberd stepped on it, triggered an alarm after 6 seconds, and cast a spell upon the creature. After this, the station's glow dimmed.

This looks almost exactly like another found in the Water Station, which after some tinkering, Ripley was able to have cast a spell on her. Afterwards J'ack Rameur opened it up to investigate, triggering an alarm, and revealing three glass containers which were empty, but warm to the touch.

  • Session 83: Milu Soma can Use these Magic Devices it seems, as he is very aware of the functions that allows them to work. Apparently, the alarm can be disabled this way.
  • Session 84: Milu opened up one of these that was found outside and found three full vials of some magical origin, whose properties Ripley has identified.

These stations serve as a area for communication with the overseers of the facility. Each station has an local alarm state, and can set the alarm state of other stations in the facility. To activate a local alarm, it is a swift action that does not provoke attacks of opportunity (for a clockwork creature).

Additionally This station can expend resources inside of it to provide buffs to constructs. There is a empty spot where a construct could stand. A Disable Device check opens the access hatch of this station, failure of 5 or more on this check raises a alarm and then the sound of breaking glass can be heard inside. A second successful check can be used to remove these vials.

Inside of the stations are many small vials full of liquid-- 750gp worth of magical crafting components, unless if the station was used to buff a target. These components can be used in magic item creation, or alternatively to give a special metamagic effect to a single spell cast. This metamagic effect allows constructs to be treated as a humanoid with a mind for purposes of spell effects. This mind holds no memory outside of what it was programmed, and the last minute it has experienced.

NOTE: for game balance reasons, the vials in the charging stations expire as soon as the party leaves the facility.

Watchers

There are heads attached high up on walls here. They appear to see out to 60ft, and shine a light which changes colors.

(Please fill this out with your discoveries)

  • There appears to be 3 stages to the light.
    1.  Green (Surveying, Follows timed pattern)
    2.  Yellow (Focusing on area. Seems to happen when it has discovered something.)
    3.  Red (Detection! This occurred after 6 seconds of the yellow light on Milu, external to the facility.)
  • They can be disabled, and can be repaired.

These are elevated, mechanical constructs which hook directly into alarm systems (the control panel in Security Control) in the facility. They have a limited vision range, and a colored readout for what state the individual watcher is in. They can not see past invisibility. If the watcher sees a corpse, unauthorized creature, or anything strange, it will take 1 round to change state to yellow to investigate. When Investigating, if it can confirm that it has seen anything worth raising an alarm, it will do so. Watchers have a dead-man's trigger which will cause an alarm if they are damaged or destroyed. Watchers, however, can be disabled without triggering an alarm, however the nearest idle worker will activate in 1d4 rounds, and begin navigating to it.

Workers

There are Clockwork Servants ("Workers") which maintain this place, they do not appear to be hostile, and are mindless creatures. They can be disabled without damaging them with a difficult Disable Device check spanning multiple turns. If brought to 0 hp they are destroyed and can not be repaired. Once destroyed the only value that remains is in its scrap metal, which is worth only a few gold pieces at most.


There are many Clockwork Servants ("Workers") here, they do not react to outside creatures, unless if these creatures are taking hostile action against them. They will work the facility, and repair any damage that they come across. They can re-enable deactivated clockwork creatures, including Watchers and other Workers.

Security Control

A room held in the high security section of the facility. with a control panel which can control various small aspects of it.

This control panel is operated by SC4BB1E, a overseer painted red, which Fortune's Vanguard has taken a liking to, giving it it's name.

SC4BB1E can interface with the Security Control Panel to summon clockwork creatures of the facility to other areas of the facility. SC4BB1E is also responsible for the door operations of electrifying, locking, unlocking, and calling a worker to close an open door. SC4BBIE also has the ability to see the working state of all Watchers in the facility, and will trigger an alarm if the watcher enters the "RED" state, or loses connection (is destroyed).