130

DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

  • Upload
    lamkhue

  • View
    234

  • Download
    4

Embed Size (px)

Citation preview

Page 1: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous
Page 2: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

CREDITS

AUTHORS: F. WESLEY SCHNEIDER, MATT SPRENGELER

DEVELOPER: JOSEPH GOODMAN

ART DIRECTOR: ANDY HOPP

GRAPHIC DESIGNERS: ANDY HOPP AND JAMIE WALLIS

COVER ARTIST: JEFF CARLISLE

INTERIOR ARTISTS: JEFF CARLISLE, BRAD MCDEVITT, LIZ HARPER, NOEL MURPHY, ERIK ROMAN, GREY THORNBERRY

MECH SCHEMATIC DESIGN: SEAN GLENN

EDITOR: KEN HART

MANAGING EDITOR: ANDREW BATES

MATT'S THANKS: MY THANKS TO EVERYONE WHO WAITED FOR ME TO FINISH WRITING THIS SO THEY COULD SEE ME AGAIN

(ASSUMING SUCH PEOPLE EXIST). ALSO, THANKS TO THE CANADIAN BRASS FOR THEIR ALBUM "SUPER HITS," EXCEPT FOR TRACK 2,

WHICH WAS THE SOUNDTRACK FOR MOST OF MY MECHS.

WES’S THANKS: TO MY FRIENDS, OLD AND NEW, WHO WILL ALWAYS BE MY GREATEST SOURCES OF BOTH INSPIRATION AND DISTRACTION.

THANKS.

Check out upcoming Sword and Sorcery Studio products online at:

http://www.swordsorcery.com

Look for more information on DragonMech, including freebies, news, web enhancements, forums, and more, at:

http://www.goodman-games.com

Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.

This printing of The Mech Manual is published in accordance with the Open Game License.

See the Open Game License Appendix of this book for more information. All rights reserved.

© 2004 Goodman Games. DragonMech is a trademark of Goodman Games in the U.S. and/or other countries, used with permission.

All rights reserved.

Dungeons & Dragons and D&D are registered trademarks of Wizards of the Coast, Inc., and are used with permission. "d20 System" and

the "d20 System" logo are registered trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License

version 5.0. A copy of this License can be found at www.wizards.com/d20.

The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.

PRINTED IN CANADA.

Page 3: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

2 «1»

NEW MECHS 3Stenian Confederacy Mechs 3

Borukdatar 4

Crag Strider 7

Earth Breaker 7

Fell Hammer 8

Iron Choir 8

Judge 11

Steam Blade 12

Tunnel Warden 13

War Smith 14

Legion Mechs 16

Chimera 16

Defender (a.k.a. Tindertwig) 18

Falcon (unique) 19

Fist of Valor 21

Humanity's Vengeance 22

Just Retribution 23

Paladin 24

Vortex 25

Irontooth Clan Mechs 26

Ashigaru 26

Ch’i’rin 30

Kabuto 30

Kappa 31

Kusari 32

Oni 33

Sensei 35

Shurikien 36

Wakizashi 37

Elven Mechs 39

Aeron’s Ally 39

Dark Dryad 40

Groveshadow (unique +2 mech) 42

Icicle 43

Jeweltree (unique) 45

Memory 47

Orc Mechs 49

Dire Armor 51

Gnasher 55

Gore Dog 56

Ol’ Chief One Eye 57

Org XIII 59

Terror Tower 60

Warchief’s Armor 62

Undead Mechs 64

Charnel 64

Dreadwand 65

Haunted Jurgen (unique) 67

Turning Undead Mechs 67

Sharlorn, The Necropolis (unique) 68

Unique and Unusual Mechs 77

Avenging Blade (unique) 79

Brine Worm 80

Cathedral (unique) 81

Deep Spider 84

Earthblood the Mighty (unique) 84

Home, formerly Hornet (unique) 86

Lactrodectus, the 87

Razid 90

Sand Strider 91

Shrine of Oon 92

Steel Warlord 94

Sylvan Revenger 96

Thundercloud 98

Underbreather 99

NEW EQUIPMENT 101New Weapons 101

New Magic Items 106

MONSTERS 108Cogling Crawler 108

Cogling Crawler Swarm 110

Demon, Hellborg 111

Devil, Goiem (Grime Devil) 112

Devil, Haireisthai (Heretic Devil) 113

Ferrous Cube 114

Giant, Lunar 115

Oil Nymph 117

Scalded (Template) 118

Skelth 119

Stygian Horror 121

Ygapmpo 122

Ygapmpo Devourer 122

NEW RULES 124New Spells 124

LEGAL INFORMATION 125OPEN GAME LICENSE Version 1.0a 126

TABLESTable 1-1:

Mechs of the Stenian Confederacy 4

Table 1-2:

Onboard Weaponry -

Stenian Confederacy 5

Table 1-3: Mechs of the Legion 16

Table 1-4:

Onboard Weaponry – The Legion 17

Table 1-5: Mechs of the Irontooth Clans 27

Table 1-6:

Onboard Weaponry – Irontooth Clans 28

Table 1-7: Mechs of the Elves 39

Table 1-8: Onboard Weaponry - Elves 40

Table 1-9: Mechs of the Orcs 49

Table 1-10: Onboard Weaponry – Orcs 50

Table 1-11:

Donning and Removing Mech Armor 53

Table 1-12: Mechs of the Undead 64

Table 1-13: Onboard Weaponry – Undead 65

Table 1-14: Unique and Unusual Mechs 77

Table 1-15: Onboard Weaponry –

Unique and Unusual Mechs 77

Table 2-1: New Weapons 101

Table 3-1:

Monsters by CR and Environment 108

Table 3-2: Scalded Swarm Intelligence 119

Table 4-1: New Feats 124

CONTENTS

Page 4: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

3«1»

This Mech Manual is a guide to the changed

world of DragonMech. Within these pages

you will find forceful characters, strange

magic, alien monsters, fragments of stories

untold... and mechs. Dozens of mechs. Mechs

that fly overhead or prowl the tunnels below,

mechs fighting the lunar menace or running

away from danger, mechs that keep traditions

alive or that struggle to build a new world. War

or peace, the mechs presented here can lead

your campaign to new adventure.

Of course, no mech is quite as good as the

one you build yourself. With that in mind, a

selection of upgrades, options, weapons, and

equipment is also presented. From new traits

and unusual special abilities to mech-sized

magic items, these pages offer a variety of

exciting new options.

Several of the mechs are adventures in them-

selves. The Legion's Falcon is the world's first

self-propelled flying machine. Each Iron Choir

channels the power of terrestrial gods, and

many would kill for the knowledge of its inner

workings. The dreaded necropolis Sharlorn

stalks the land, 400 feet of undead mech with a

mission as large as itself.

But what would any adventure be without

monsters? The Mech Manual also presents a

new array of challenges for your DragonMech

campaign, whether lunar or terrestrial in ori-

gin. The oil nymph and cogling crawler haunt

the gear forests, while hellborgs and skelths

threaten entire mechs. Lunar giants and ygapm-

pos drop from the moon above in search of

prey, while Stygian horrors crawl up from the

depths below. All the while, heretic devils

tempt those whose faith has been shaken, and

the scalded remains of those killed by the lunar

rain reanimate as horrid monsters.

Welcome to the world of DragonMech. The

lunar rain threatens from above, the monsters

of the underdeep threaten from below, and the

only place you're safe is in a mech - but even

then, there are other mechs looking to salvage

yours for parts. Welcome to the Mech Manual!

STENIANCONFEDERACY

MECHSAn outgrowth of the traditional dwarven

stronghold of Duerok mixed with the ris-

ing power of the Gearwrights Guild, the

Stenian Confederacy is a bastion of law and

order in a tumultuous world. The cornerstone

of the Confederacy is the alliance of the 5 large

city-mechs that make up the bulk of its military.

These city-mechs and

the mech fleets

hangared with-

in house

a l m o s t

3 0 , 0 0 0

souls and

t o g e t h e r

patrol a wide

swath of the surface

world encompassing almost

200,000 square miles. Including those who

still live on the surface, over 300,000 citizens

are under the protection of the Stenian

Confederacy, the vast majority of them dwar-

ven.

This section presents the mechs of the

Stenian Confederacy. These are the direct

descendants of Parilus and the technology he

bestowed upon the dwarves. As such, most are

steam powered and traditional in design - but

not all. A few are of dwarven design but not for-

mally under Stenian control, while the rest are

routinely found in Stenian military units.

Collectively they com-

prise some of the

most versatile

and advanced

mechs roam-

ing Highpoint

today.

NEW MECHSSOMEWHERE UNDER THE LOOMING MOON, AN OLD

ELF LOOKS OUT UPON A CHANGED WORLD. WHEN

HE WAS YOUNG, THE FORESTS WERE TALL AND MAGIC

REIGNED OVER THE LAND. NOW, ONE HUNDRED

YEARS LATER, THE FORESTS ARE WASTED STUMPS, AND

IT IS STEAM POWER THAT SHAPES THE WORLD.

GARGANTUAN WALKERS STOMP ACROSS THE LAND-

SCAPE, SHAKING THE BRITTLE LEAVES FROM METEOR-

SCORCHED TREE TRUNKS. CAVERNOUS CITY-MECHS

HOUSE THOUSANDS OF REFUGEES, FENDING OFF

MONSTROSITIES FALLING FROM THE SKY. AVENGING

HERO-MECHS CHARGE THE LUNAR CREATURES, PUSH-

ING BACK AGAINST THE INVADING MENACE. ONE FEA-

TURE MORE THAN ANY OTHER DEFINES THIS NEW

WORLD: MECHS. THE OLD ELF LONGS FOR DAYS GONE

BY - BUT THE ONLY SAFE PLACE NOW IS WITHIN THE

DENSE SHELL OF A MECH.

Page 5: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

4 «1»

BORUKDATAR

Size: Colossal IIIPower Source: SteamPayload Units: 64Height: 90 ft.Space/Reach: 45 ft. by 45 ft./45 ft.Crew: 16Firing Ports: 35Hit Dice: 144Hit Points: 792Critical Thresholds: Green, Yellow 396,

Orange 198, Red 79Base Initiative: -2Speed: 80 ft.Maneuverability: PoorAC: 2Hardness: 16 (steel, Colossal III)Base melee attack: +6Base ranged attack: -2Unarmed damage: 2d12 +14Trample: largest Gargantuan; safe Large; dam

age 6d6Saves: Fort +0, Ref -4, Will -Abilities: Str 38, Dex 6, Con -, Int -, Wis -, Cha -Mechcraft DC: 42Base Planning Time: 84 daysBase Cost: 14,822 gpTotal Cost: 27,922 gpLabor Requirements: 7,680 man-hoursConstruction Time: 96 days (20 avg. laborers

plus 2 overseers)Special: Fast legs, linked weapons (two Huge

steam cannons)

PAYLOAD USAGE

PU USE

16 Crew48 Onboard Weaponry64 Total

The Borukdatar is a unique mech, named aftera hero of dwarven myth that crushed a wholemob of giant marauders with an avalanchestarted by throwing a single pebble. Thoughnot as subtle as her ancient namesake, thismech applies the same ranged mastery.

Humanoid in shape, the Borukdatar is a broad

shouldered mech with a flame nozzle sprout-

ing from its chest, twin cannons mounted on

each shoulder, and a massive steam cannon in

place of a head. The bridge of the Borukdatar

is actually in the upper chest of the mech,

TABLE 1-1: MECHS OF THE STENIAN CONFEDERACYMECH NAME FACTION SIZE POWER PRICE (GP)Borukdatar Dwarves Colossal III Steam 27,922Crag Strider Dwarves (Stenian) Huge Clockwork 7,199Earth Breaker Dwarves (Stenian) Colossal II Steam 23,348Fell Hammer Dwarves (Stenian) Colossal Steam 8,666Iron Choir Dwarves Gargantuan Animated 51,874Judge Dwarves (Stenian) Colossal II Steam 9,836Steam Blade Dwarves (Stenian) Colossal II Steam 10,997Tunnel Warden Dwarves (Stenian) Gargantuan Steam 5,461War Smith Dwarves (Stenian) Colossal IV Steam 46,163

Page 6: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

5«1»

affording it greater defensive capability than

that found in many mechs of similar size. The

mech also has two arms and hands, but these

carry no weapons, and rather are used for lim-

ited manipulation and improvised tactics.

The Borukdatar is captained by its dwarven

creator, Remna Aeriestone. Having created

the mech for ranged combat and ambushes,

Aeriestone relies on tactics of distance and

surprise, and he is quick to retreat should ene-

mies come too close. Though not officially

part of the Stenian military, Aeriestone is

fiercely loyal to the Stenian cause and is often

hired for mercenary missions. Though the

Stenians believe her to be more than slightly

crazed, the Borukdatar's effectiveness and

potent design cause them to give Aeriestone a

great deal of leeway in creatively accomplish-

ing missions the Confederacy fears to risk

their own mechs on.

REMNA AERIESTONE,WANDERING WARSMITH

Remna Aeriestone is one of the best-known

names in modern mech development and cre-

ation. A visionary and masterful engineer,

Aeriestone's inventions and progressively

TABLE 1-2: ONBOARD WEAPONRY - STENIAN CONFEDERACYLOCATION ARC OF FIRE WEAPON (DAMAGE, RANGE IN FT., OTHER) PU CREW

BORUKDATAR ONBOARD WEAPONS

Head 180° forward Colossal II steam cannon (6d12/x3, 850) 32 3Left shoulder 180° forward Huge steam cannon (2d10/x3, 1,000) 4 2Right shoulder 180° forward Huge steam cannon (2d10/x3, 1,000) 4 2Chest 180° forward Gargantuan flame nozzle (6d12/x3, 50) 8 1Total 48 8CRAG STRIDER ONBOARD WEAPONS

Head Melee Huge bore puncher (1d10) 4 1Total 4 1EARTH BREAKER ONBOARD WEAPONS

Front Melee Colossal II mass borer (7d12+12/x4) 32 1Total 32 1FELL HAMMER ONBOARD WEAPONS

Left arm 180° forward Huge steam cannon (2d10/x3, 1,000) 4 1Right arm Melee Gargantuan mech hammer (2d10+12/x3) 8 1Total 12 2JUDGE ONBOARD WEAPONS

Left arm Melee Gargantuan lobster claw (2d12/19-20) 8 2Right arm 360° Colossal steam cannon (4d10/x3, 900) 16 3Total 24 5STEAM BLADE ONBOARD WEAPONS

Left arm Melee Gargantuan steambreather (2d12) 8 2Left arm Melee Huge bore puncher (1d10) 4 1Right arm Melee Gargantuan sword blade (2d12+12/19-20) 8 1Total 20 4TUNNEL WARDEN ONBOARD WEAPONS

Left arm Melee Huge siege shield 4 1Right arm Melee Huge siege shield 4 1Total 8 2WAR SMITH ONBOARD WEAPONS

Left arm 180° forward Colossal II steam cannon (6d12/x3, 850) 32 3Right arm Melee Colossal II axe blade (5d12+15/x3) 32 1Total 64 4

Page 7: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

6 «1»

more ingenious designs

have been driving

Stenian mech

crafting and

upkeep for

nearly 50 years.

No one is

exactly sure of

the true age of Dr.

Aeriestone, as she is

honorarily known in some

circles. Even more frustrating for her Stenian

patrons who pay vast sums for each new inven-

tion she produces, no one ever seems to know

exactly where Aeriestone is at any given time.

A veritable genius, Aeriestone nonetheless has

the curiosity and wanderlust of a human a frac-

tion of her age, a trait unheard of in elderly

dwarves. As such, the master inventor has been

known to disappear into the wilds of

Highpoint for months at a time, sometimes

with a mech and assistants, sometimes with-

out, only to be picked up by a passing city-

mech a hundred miles away from where she

was "lost." Although this makes the Stenians

that rely on Aeriestone's inventions unspeak-

ably nervous, her dutiful and devoted assis-

tants are a frazzled and worrisome lot who have

themselves believed many times that their mas-

ter was dead - only to receive a call for their

assistance from halfway across the Endless

Plains.

Besides her unknown age and often-unpre-

dictable location, Aeriestone is also said to

have a fortune of vast size and mysterious ori-

gin. This is suspected primarily because much

of her early work, which involved the working

prototypes of at least three Colossal-sized

mechs, was conducted without funding from

the Stenian military. Other tales of

Aeriestone's wealth claim she has purchased at

least eight other personal mechs to which she

has made her own customizations and

improvements and which she keeps in city-

mechs and communities across Highpoint.

Whenever Aeriestone reappears from one of

her unexpected sojourns, she does so with a

sizable amount of gems and other easily dis-

posable trinkets. This propensity for disap-

pearing and reappearing with a small fortune

has led many to believe she keeps a secret trove

of treasure hidden somewhere in the Endless

Plains, and has even led some to try to follow

Aeriestone when she vanishes or retrace her

steps when she reappears.

While Aeriestone is by and large a soft-spo-

ken and level-headed dwarf, her curiosity and

skill at creating massive weapons have forced

her into a somewhat mercenary position.

Though much of her work goes to serve the

Stenian Confederacy and is paid for from their

considerable coffers, Aeriestone does not

consider herself a Stenian. Though she appre-

ciates their cause and considers them a more

noble and civilized lot than the Legion or the

Irontooth Clans, she holds no exclusive con-

tracts or alliances with the Stenians. However,

the Stenians and the inventor have fallen into a

mutually profitable relationship over the last

several decades. On a yearly basis, the Stenian

Confederacy grants Aeriestone a vast amount

of gold. Aeriestone spends this small fortune

as she wishes on any of a hundred projects or

designs she may be pursuing, usually culminat-

ing in the creation of some new mech chassis

or weapon. When such an invention needs

field testing, Aeriestone again goes to the

Stenians, who usually send

her on some task they

need accomplished

or inform her of

the location of

some creature or

enemy they per-

ceive as a threat.

Aeriestone is given

free range to test her inven-

tion on said mission as she sees fit, usually with

several interested members of the Stenian mil-

itary or agents curious about the new inven-

tion. After the task has been completed,

Aeriestone returns, more often than not in

success and with a new invention to sell. Thus,

Aeriestone is afforded unlimited funds to cre-

ate as she chooses with seemingly endless

opportunities for field testing, and the

Stenians gain a steady supply of new mech

advances while having their enemies harassed

and wiped out.

From this mutually agreeable situation has

come Aeriestone's most recent invention, the

Borukdatar. A more sizable undertaking than

most of the great inventor's creations, it seems

that this newest mech chassis, with its impres-

sive and powerful complement of state-of-the

art weaponry, is not for sale. Though

Aeriestone happily used Stenian coin to fund

its creation and even allowed several Stenian

agents watch how swiftly it destroyed two orc

terror towers, the inventor has mysteriously

chosen not to sell her prototype. Although her

assistants suspect that their master doesn't

wish to part with her new masterpiece for

romantic reasons, only Aeriestone knows the

truth. This has created something of a conflict

between the inventor and her patrons, who are

interested in funding the creation of several

more Borukdatars and have continued to urge

her to sell. While these urgings have not pro-

gressed past forceful negotiations, the

Stenians are now watching Aeriestone careful-

ly, fearing that she has received a greater offer

from the Irontooth Clans or, even worse, the

Legion.Remna Aeriestone, Female Dwarf

Cog5/Mcj4: CR 9; Medium humanoid(dwarf); HD 5d4+10 plus 4d6+8; hp 46; Init+0, Spd 20 ft.; AC 13, touch 10, flat-footed 13;Base Atk +5; Mech Atk +5; Grp +5; Atk +6ranged (1d4+1, 19-20/x2, +1 seeking returningdagger) or +5 mech (any mech weapon); FullAtk +6 ranged (1d4+1, 19-20/x2, +1 seekingreturning dagger) or +5 mech (any mechweapon); SQ dwarf traits, extraordinary pilot,machine empathy, mech fingers (warriorinstinct), mech weapon proficiency (chatter-sword), patchwork repairs, push envelope1/day, steam powers (11); AL NG; SV Fort +4,Ref +5, Will +7; Str 10, Dex 11, Con 15, Int 17,Wis 15, Cha 12.

Skills and Feats: Balance +5, Climb +5, Craft(blacksmith) +15, Craft (mechcraft) +15,Disable Device + 15, Jump +5, Knowledge(geography) +11, Knowledge (history) +13,Knowledge (local) +11, Knowledge (mechs)+15, Knowledge (steam engine) +15, MechPilot +10, Spot +7; Craft Powered Mech, CraftSteam Gear, Mechwalker, Moon Watcher,Natural Pilot.

Languages: Common, Dwarf, Elven, Gnome,Orc.

Possessions: +1 seeking returning dagger, ring ofprotection +3

Page 8: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

7«1»

CRAG STRIDER

Size: HugePower Source: ClockworkPayload Units: 7Height: 18 ft.Space/Reach: 10 ft. by 10 ft./5 ft.Crew: 1 (weapons: 1)Firing Ports: 5Hit Dice: 12Hit Points: 66Critical Thresholds: Green, Yellow 33,

Orange 17, Red 6Base Initiative: +4Speed: 60 ft., climb 30 ft.Maneuverability: PerfectAC: 8Hardness: 10Base melee attack: +2Base ranged attack: +6Unarmed damage: 1d8+4Trample: largest Small; safe Small; damage

2d6Saves: Fort -2, Ref +2, Will –Abilities: Str 18, Dex 22, Con –, Int –, Wis –,

Cha –Mechcraft DC: 44Base Planning Time: 88 daysBase Cost: 6,139 gpTotal Cost: 7,199 gpLabor Requirements: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus 1 overseer)Options: Extra weapon mounts (2), fast legs,

two Medium iron arms (iron arm steam power x4)

PAYLOAD USAGE

PU USE

1 Crew2 Open4 Onboard Weaponry7 Total

Crag striders are currently the smallest mechsused by the Stenian Confederacy. Thin andfrail looking compared to the Stenians' otherlarger and bulkier constructs, the crag strideris the dwarven acknowledgment that some-times speed is more necessary than defense.

With the forward pitch of a sprinting runnerand a head reminiscent of a giant mosquito,the crag strider is a capable scout and harass-er. Built with rocky terrain in mind, thesemechs have small but powerful arms that allowthem to climb sheer cliffs and undergroundcrevasses. Although one pilot can effectivelyman a crag strider, there is space on board foran additional team of two elite warriors or

demolitions experts. With the use of itsclimbing arms and head mounted bore punch-er, the crag strider is capable of scaling largermechs, opening a small hole, and droppingmarines into the enemy's midst. With such acapability, larger mechs with hangers oftenstore several crag striders, unloading themmid-battle to harrow enemy crews directly.

SPECIAL RULESClimbing Speed: A crag strider has a climbspeed of half its normal speed, due to the ironarms built into it and the unique nature of itsconstruction. This costs 500 gp plus the costof the iron arms.

Riding Enemy Mechs: A crag strider can ridelarger mechs. It counts toward a mech's nor-mal limit of riders (per the table on page 96 ofDragonMech) as 4 normal Medium humans. Acrag strider is treated as having the Mech Riderfeat (regardless of whether the pilot reallydoes or not), so it does not need to makeBalance checks to ride larger mechs. If such acheck is called for, the pilot can use his MechPilot skill in place of the mech's Balance skill.

EARTH BREAKER

Size: Colossal IIPower Source: SteamPayload Units: 42Height: 50 ft.Space/Reach: 20 ft. by 30 ft./25 ft.Crew: 8 (weapons: 1)Firing Ports: 20Hit Dice: 90Hit Points: 495Critical Thresholds: Green, Yellow 223,

Orange 99, Red 25 Base Initiative: -2Speed: 50 ft.Maneuverability: AverageAC: 2Hardness: 14 (steel, Colossal II)Base melee attack: +4 Base ranged attack: -2Unarmed damage: 3d6+12Trample: largest Huge; safe Large; damage

5d6Saves: Fort +0, Ref -4, Will –Abilities: Str 34, Dex 6, Con –, Int –, Wis –, Cha –

Page 9: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

8 «1»

Mechcraft DC: 42Base Planning Time: 84 daysBase Cost: 15,453 gpTotal Cost: 23,953 gpLabor Requirements: 7,680 man-hoursConstruction Time: 96 days (10 avg. laborers

plus 1 overseer)Special: Steady feet, Gearwright

maintenance, extra weapon mounts (10), light generators (10)

PAYLOAD USAGE

PU USE

8 Crew2 Open32 Onboard Weaponry42 Total

Earth breakers are great, quadruped mechsdistinguished by the massive drill that occu-pies the entire front quarter of their forms.Sleek and solid, these mechs appear almostlike gargantuan metal moles and are equallycapable of burrowing through even the thick-est stone. Each of the mech's four feet isequipped with a powerful claw, allowing it toclimb and cling to strong surfaces.

Though slow and vulnerable in combat,their strength comes in their ability to alternearly any terrain and go just about anywhere.Commonly used in groups by the StenianConfederacy to blaze trails for their city-mechs, several remaining dwarven enclaveshave also used these mechs to multiply theirmining capabilities a hundred fold.

FELL HAMMER

Size: ColossalPower Source: SteamPayload Units: 16Height: 40 ft.Space/Reach: 20 ft. by 20 ft./20 ft.Crew: 4 (weapons: 2)Firing Ports: 12Hit Dice: 48Hit Points: 264Critical Thresholds: Green, Yellow 132,

Orange 60, Red 26Base Initiative: -1Speed: 50 ft.Maneuverability: AverageAC: 2Hardness: 13 (steel, colossal)Base melee attack: +4Base ranged attack: -1Unarmed damage: 1d12 +12

Trample: largest Large; safe Medium; damage 4d6

Saves: Fort +0, Ref -4, Will –Abilities: Str 34, Dex 8, Con –, Int –, Wis –, Cha–Mechcraft DC: 41Base Planning Time: 82 days

Base Cost: 5,006 gp

Total Cost: 8,666 gp

Labor Requirements: 3,840 man-hours

Construction Time: 48 days (10 avg. laborers

plus 1 overseer)

PAYLOAD USAGE

PU USE

4 Crew

12 Onboard Weaponry16 Total

The fell hammer is a relatively recent creationof the Stenian Confederacy's ingenious engi-neers. With the increasing size of mechs, thetime and danger involved in creating suchmechanical behemoths has also multiplied. Tohelp counteract workers' fatigue and decreas-ing usefulness, the fell hammer is the first of anew breed of mech: a mech constructed tocreate other mechs.

The fell hammer is in itself a gigantic forge.While one hand is a surprisingly dexterous,four-fingered claw, the other is a massivemithril hammer. A crew of skilled smiths andartisans controls the hammer, which is capa-ble of manipulating materials of massive size;

this "hammer crew" assures that each strike isas precise and deliberate as that of a dwarvencraftsman. A flame nozzle attached to the clawarm is also capable of applying fire with a pre-cision no flesh-restrained smith could dare.Though not constructed for battle, fell ham-mers are just as capable of disassemblingmechs as they are at creating them.

The only drawback commonly faced by fellhammers comes from their crew, as a group ofequally masterful artisans rarely gets along,causing their mech to work ponderously asthey argue over each blow of the hammer.

IRON CHOIR

Size: GargantuanPower Source: Animated (dispel DC 26)Payload Units: 10Height: 30 ft.Space/Reach: 25 ft. by 25 ft./10 ft.Crew: 7Firing Ports: 10Hit Dice: 16Hit Points: 88Critical Thresholds: Not subject to critical

hitsBase Initiative: +3Speed: 50 ft.Maneuverability: GoodAC: 6

Page 10: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

9«1»

Hardness: 10Base melee attack: +2Base ranged attack: -1Unarmed damage: 1d10+6Trample: largest Medium; safe Medium;

damage 3d6Saves: Fort +0, Ref -2, Will –Abilities: Str 22, Dex 8, Con –, Int –, Wis –, Cha –Mechcraft DC: 34Base Planning Time: 68 daysBase Cost: 21,669 gpTotal Cost: 51,874 gp (plus any spell effects)Labor Requirements: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus 1 overseer)Special: Steady feet

PAYLOAD USAGE

PU USE

7 Crew3 Open10 Total

Only a small number of iron choirs are knownto exist. They are rare treasures crafted bydwarven zealots and coveted by the StenianConfederacy. Although no two choirs areexactly alike, each resembles the steeple ofsome ancient cathedral, a severely pointedpyramid supported by eight equally spaced

elephantine legs. The surface of each of thesestone mechs is ornamented with dramatic reli-gious scenes, bas-reliefs that cover the entiresurface up to a heavily stylized holy symbol atits pinnacle. The only break in the sculpturescovering these strange mechs are four wide,thin window ports that horizontally cross eachof the mech's four faces at about three-quar-ters of the way to its top. From here, a contin-gent of clerics can fire ranged weapons andcast spells in relative safely.

The greatest power of iron choirs is nottheir sturdy defensiveness, however, but theintense spiritual connection they offer theirpassengers. Any worshipper of the deity towhich that specific iron choir is dedicatedfeels a closeness to their god not felt sincebefore the lunar rain. Clerics who cast spellswhile within an iron choir do so with increasedreliability and effectiveness, as if they stoodunder the direct scrutiny of their god.

Only one iron choir exists for each terres-trial god and their effects cannot be repro-duced or mundanely manufactured. They areafforded the same respect as great magicalartifacts or major relics. Each choir is the workof a single high priest who invariably dies inthe creation of the mech, but in doing so, ani-mates it with a divine spirit. Both the Legionand agents of the lunar gods are intensely

interested in capturing an iron choir and dis-covering its secrets.

Creating an iron choir requires a devoutcleric of at least 16th level with the feats CraftMagical Mech and Craft Wondrous Item. It isonly possible with the direct approval of thecleric's deity; performing the rituals withoutfirst receiving a sign of divine approval is adeadly affront to one's god. First the mechitself must be built at the usual cost. Then thecleric must undergo a ritual lasting 31 days.This ritual uses rare materials costing an addi-tional 30,000 gp, and requires daily castingsof all spells with which the final iron choir willbe imbued. At the end of this ritual, the cler-ic's soul is consumed by the now-animatediron choir.

MECHS OF THE GODSIron choirs are unique mechs, each one con-structed by unknown hands to honor a specif-ic god. Crewed by some of the most devoutmortals on Highpoint, these mechs are similaronly in their most basic appearances. Uponcloser inspection, one will see that they arecovered in intricate reliefs depicting situa-tions holy to the crew's god. Besides thesemundane artistic differences, each iron choiris also blessed by the deity to which it is con-secrated with a number of divine gifts.

The most notable and best known feature ofthe iron choirs is that their crews seem to havethe full attention of their gods. Each mechradiates a holy aura that most divine servantshave not felt since before the lunar rain. Allclerics who meditate on the iron choir alwaysreceive their full allotment of spells. In thisepicenter of their god's strength, all divinespells work without chance of failure whencast by clerics of the iron choir's god. The onlyexception to this is in the case of raise deadand similar spells. In these cases, these spellsstill have a chance to fail, considering theurgency of the god's divine battles, but thesoul to be summoned back is treated as havingonly half his normal number of levels, reduc-ing the spell's chance of failure by half.

In addition to these potent abilities, eachspecific iron choir has a number of blessingsbestowed upon it by its god. These blessingstake the form of spells that affect all creaturesinside the mech and all actions of the mechitself. Though the gods of Highpoint are toonumerous and varied to note the powersaffecting each iron choir, a representativesample is presented here. These examplesshould be enough to allow DMs to craft theirown iron choirs with their own unique specialproperties.

Page 11: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

10 «1»

Cronul, God of Death: This grim mechappears as a tower of iron skulls. Even the inte-rior is sculpted to look as though every surfaceis a mosaic of skulls, bones, and wailing souls.Worshippers of the god of death who castnecromancy spells within 20 ft. of this ironchoir are treated as a caster of double theirnormal level. Also, the mech itself and allwithin it are treated as being under the effectsof the spells death knell and death ward.

Cronul is neutral evil. His symbol is a sick-le-shaped sliver of the moon overlooking aburning grave. He is associated with both theend and beginning that death brings, as well asthe death and rebirth that comes from fire.Since the advent of the lunar rain, many of hisfollowers have found new symbolism in themoon element. His favored weapon is thescythe. His domains are Death, Destruction,and Fire.

Korduk, the Soul Father, God of Dwarves:

Shaped on each side to look like a massivehammer, ornate haft pointed toward the heav-ens, this mech is crewed only by dwarven cler-ics. While the interior feels like and in factsupports several active forges, this mech is pri-marily suited to battle. All clerics of the god ofdwarves inside the mech or within 20 ft. aretreated as if being under the effects of thespell stoneskin as cast by a 15th level cleric. Thiseffect lasts for as long as the cleric is withinthe area of effect and is only cast upon himonce per day. Also, once per day, the lead pilotof the iron choir can cause the mech to castearthquake as a 15th level cleric.

Korduk is lawful neutral. His symbol is asimple, upright hammer on a backdrop of amountain. Korduk is considered the father ofall dwarves, both evil and good, and he is wor-shipped by mountain and hill dwarves, derro,and duergar - though each faction regards hisother worshippers as deluded. His favoredweapon is the warhammer. His domains areEarth, Protection, and Strength.

Alia, Goddess of Healing: Crafted of shin-ing white metal, the iron choir of the goddessof healing is covered in frescoes depictingpeople of all races tending the wounded andgiving comfort to the sick. The interior of thismech seems like a great clinic where the sickor distressed are welcome and aid is given toall in need. Clerics of the goddess of healinginside or within 20 ft. of this mech cast allhealing spells as if they were double their cast-er level. Also, once per week, the pilot of thismech can cause the mech to cast heal as a 20thlevel cleric, which affects all creatures insidethe mech.

Alia is lawful good. Her symbol is a staff

intertwined with two serpents. Her favoredweapon is the quarterstaff, and her domainsare Good, Healing, Law, and Protection.

Ummoor, Goddess of Magic: Covered inmysterious symbols that seem to writhe oftheir own accord, the iron choir of the god-dess of magic glistens and sparks with barelycontained magical power. The interior of thismech even hums with auras of magic, and allthe needs of its passengers are taken care ofthrough spells and bound magical servants. Allclerics of the goddess of magic inside or with-in 20 ft. of this mech can prepare one morespell of each level per day, as long as they restand prepare their spells within this area. Also,once per day, the pilot of the mech can causethe iron choir to cast antimagic field as a 15thlevel cleric, or a gaseous form spell that affectsthe mech and all its passengers as a 20th levelwizard.

Ummoor is neutral. Her symbol is asparkling length of ivy. Her favored weapon isthe quarterstaff, and her domains areKnowledge and Magic.

The Unnamed One, God of Secrets: Thisenigmatic mech is rarely seen and when it is, itappears insubstantial and dreamlike. Filledwith winding passages that seem to shift andchange of their own accord, it is said that the

crew of this mech has accumulated a wealth ofancient texts and scrolls from acrossHighpoint, creating a library of mysteries hid-den within their iron choir. All clerics of thegod of secrets inside or within 20 ft. of themech are treated as if under the effects of thespells detect thoughts, discern lies, nondetection,and true seeing. Also, the mech itself constant-ly benefits from the spells air walk and passwithout trace, and is constantly surrounded by a100 ft. cube similar to that created by the spellfog cloud. All effects are at caster level 20th.

The Unnamed One is a god whose nameremains a secret. It is said that his most dedi-cated followers learn his name when theyenter his halls after their death. He has manysymbols, most of which represent unknownhorizons. Some of those in common use are adoor leading to a darkened corridor, a windingroad disappearing over the horizon, and a sunsetting over a canyon that vanishes betweentwo mountains. His alignment is chaotic evil,his favored weapon is the dagger, and hisdomains are Chaos, Destruction, Knowledge,and Trickery.

Morst, God of Strength: This strangemech looks as though it is crafted wholly ofmetal sinew and its feet appear to be greatfists that regularly pound into the earth,even when not moving. Inside, the mech hasall the qualities of a great gym and indoorarena, where competing athletes constantlytrain. All clerics of the god of strength insideor within 20 ft. of this iron choir are affectedas if under the effects of the spell bull'sstrength and as if they had the Endurancefeat. Also, once per week, the pilot of themech can cause the iron choir to cast right-eous might to affect 10 creatures of his choiceor create two crushing hands, as cast by a 20thlevel cleric.

Morst is lawful neutral. His symbol is apowerful bull. His favored weapon is theclub, and his domains are Law, Strength, andWar.

Dracton, God of Tyranny: This terriblemech is covered in wickedly ornate, juttingspikes from which dangle skulls, bodies, andtheir grim trophies. Inside, this mech seemsto be a great dungeon, filled with torturedevices, positioned to entertain those whosit atop pillars crowned with iron thrones.All clerics of the god of tyranny inside orwithin 20 ft. of the mech gain the effects ofthe spell unholy aura for as long as theyremain within this area. Also, once per day,the pilot of this mech can cast dominate mon-ster, summon monster VIII, or energy drain. Alleffects are at caster level 20th. Dracton is

Page 12: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

11«1»

chaotic evil. His symbol is a skull beingcrushed under the heel of a boot. His favoredweapon is the longsword, and his domainsare Chaos, Destruction, Evil, and War.

Glorius, God of Valor: This glimmeringspire appears to have been crafted from thefinest mithril, and on each side bears theimage of a massive, heavily armored warriorbearing a great, down-pointed sword. Theinterior of this mech has the holy seriousnessof an order of knights, and gleams with pol-ished white marble and walls of white steel.All clerics of the god of valor inside or with-in 20 ft. of this mech are affected as if by thespell holy aura for as long as they remain with-in this area. Also, once per day, the ironchoir's pilot can cast holy word, eagle's splen-dor, mass, or summon monster IX. All effectsare at caster level 20th. Glorius is neutralgood. His symbol is a divine white horse. Hisfavored weapon is the quarterstaff, and hisdomains are Good, Protection, and Strength.

JUDGE

Size: Colossal IIPower Source: SteamPayload Units: 32Height: 65 ft.Space/Reach: 25 ft. by 25 ft./25 ft.Crew: 8 (weapons: 5)Firing Ports: 21Hit Dice: 120Hit Points: 660Critical Thresholds: Green, Yellow 297,

Orange 132, Red 33Base Initiative: -3Speed: 30 ft.Maneuverability: AverageAC: 2Hardness: 14 (iron, Colossal II, armor

plating)Base melee attack: +5Base ranged attack: -3Unarmed damage: 3d6+13Trample: largest Huge; safe Medium; damage

5d6Saves: Fort +0, Ref -5, Will –Abilities: Str 36, Dex 4, Con –, Int –, Wis –, Cha –Mechcraft DC: 44Base Planning Time: 88 daysBase Cost: 2,226 gpTotal Cost: 9,836 gpLabor Requirements: 7, 680 man-hoursConstruction Time: 96 days (10 avg. laborers

plus 1 overseer)Special: Armor plating, Gearwright

maintenance

PAYLOAD USAGE

PU USE

8 Crew24 Onboard Weaponry32 Total

The judge is a little-used and rarely seen mechoperated only by the Steingard, the militarypolice of the Stenian armies. Daunting in bothsize and form, these grim-looking mechs areforged of blackened steel and glint with anobsidian sheen. Armed with a variety ofweaponry, these mechs are well equipped toserve in battle, but their primary use is to trackdown rogue mechs and those who have defect-ed from the Confederacy or disobeyedStenian law.

Like many Stenian mechs, judges are vague-ly humanoid in shape, though these mechslook much more stylized. Hints of featurescover the mech's face: straight horizontal andvertical severe slits for eyes, nose, and mouththat make it look as though it's wearing a grim-ly implacable death mask. Even its left hand,ending in a powerful claw, has ridges thatseem to suggest fingers. The right hand endsin a steam cannon, here given added versatili-ty at the end of the mech's sturdy arm.

Usually only carried aboard Stenian city-mechs, judges are the personal mechs of some

of the most talented and devoted of Stenianmilitary pilots. Tasked not only with all theresponsibilities of members of the Stenianarmies, they are also required to seek out dis-sension and traitors among the Stenian ranksand quell any potential for betrayal. Thoughsuch tasks might sound harsh to those thatdon't live aboard the city-mechs, when thewelfare of the entire community relies on theefficiency and unification of the ruling mili-tary body, such extreme measures are oftennecessary.

The oft-stern and humorless pilots ofjudges are some of the most respected andfeared members of the Stenian military, asthey are empowered to bring military scrutinydown upon nearly anyone they see fit.Although they pride themselves on beingimpartial and emotionless bringers of justice,judge pilots have an unspoken rivalry with thepilots of steam blades. While steam bladepilots seem to be recruited for their propensi-ty to push and bend the rules, and use out-landish tactics, judge pilots follow Stenianprotocol to the letter. Thus, on the seeminglyall-too-often occasion that steam blade crewsgo rogue, it is often a judge or contingent ofsuch mechs that most fervently hunt themdown, regardless of any supposed concept ofgreater good.

Page 13: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

12 «1»

STEAM BLADE

Size: Colossal IIPower Source: SteamPayload Units: 32Height: 65 ft.Space/Reach: 25 ft. by 25 ft./25 ft.Crew: 8 (weapons: 4)Firing Ports: 22Hit Dice: 94Hit Points: 517Critical Thresholds: Green, Yellow 233,

Orange 103, Red 26Base Initiative: -2Speed: 40 ft.Maneuverability: AverageAC: 2Hardness: 14 (iron, Colossal II, armor

plating)Base melee attack: +4Base ranged attack: -2Unarmed damage: 3d6+12Trample: largest Huge; safe Medium; damage

5d6Saves: Fort +0, Ref -4, Will –Abilities: Str 34, Dex 6, Con –, Int –, Wis –, Cha –Mechcraft DC: 42Base Planning Time: 84 daysBase Cost: 9,791 gpTotal Cost: 10,997 gpLabor Requirements: 7,680 man-hoursConstruction Time: 96 days (10 avg. laborers

plus 1 overseer)Special: Armor plating, Gearwright

maintenance, linked weapons (bore puncher and steambreather), dehumidifier, fog generator

PAYLOAD USAGE

PU USE

8 Crew4 Open20 Onboard Weaponry32 Total

The aptly named steam blade is a roughly

humanoid mech. One hand bears an appropri-

ately sized sword blade while the other is

merely a bottom-heavy spear-like fist. Heavily

armored, the mech looks something like a

gigantic suit of plate mail sprouting hundreds

of tiny steam stacks in place of armor spikes.

The steam blade's most powerful weapon is its

bore fist. Each one of these mechs has an aug-

mented bore puncher installed that is linked

with a steambreather. Upon successfully hit-

ting an enemy mech with the bore puncher, a

powerful jet of super-heated steam is shot into

the newly created hole, essentially boiling

enemy crews alive. This weapon is also equally

effective against giant living enemies, directly

attacking their organs with searing steam.

Though steam blades are undeniably effec-

tive, many members of the Stenian

Confederacy (both military and civilians)

believe that their standard issue weaponry

goes beyond the laws of warfare and nears the

realm of atrocity. As such, steam blades are

used only in the most dire situations and rarely

see implementation in full unit combat.

However, more than one steam blade has

been stolen in the past years, possibly by ex-

military officers tired of the restraints of the

Confederacy, prepared to roam as hunted vig-

ilantes to effect change. These rogue steam

blades are only pursued with limited enthusi-

asm, as their hunters cannot deny the good

they perform in unflinchingly hunting down

brigand, orc, and lunar threats.

SPECIAL RULESSteam Injection: Attacks from the steamblade's linked weapons are always resolvedusing the bore puncher first, then the steam-breather. If the bore puncher hits and causesdamage to the target, the steambreather auto-matically bypasses all hardness when deter-mining damage. White-hot steam is injecteddirectly beneath the target's hull. Againstmechs with a crew, damage from the steam-breather is divided between 1d8 randomlydetermined crew members on the same face asthe attacker. Against all other targets, thedamage goes directly to the target's hit points,bypassing all hardness or other resistances.

CAPTAIN GABRIEL ROSAS,ROGUE STEAM BLADE

CAPTAINCaptain Gabriel Rosas is the definition of anoble rogue. Cutting a dashing figure with hissun-tanned skin, bouncing hair, and gleamingsmile, it's not surprising that he is adored byhis crew almost as much as by the numerousparamours he has scattered throughout

Page 14: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

13«1»

Highpoint. With his stolen Stenian steamblade (once called the Sapphire Sword, nowthe Amano), he and his companions travelHighpoint as mercenaries for hire, but they goout of their way to confront lunar threats forfree.

Unlike many rogue mech pilots, CaptainRosas actually earned his title. Born on aStenian city-mech, Gabriel spent many yearssurviving on his looks and charm, pilferingwhat he needed and relying on a quick word ora well-placed smile to get him out of trouble.After an ill-timed dalliance with the daughterof one of the city magistrates, Gabriel foundhimself in a situation he could not talk his wayout of. Only the intervention of his starry-eyed lover with her father saw Gabriel's sen-tence changed from exile to conscription intothe city's mech support crews.

Several years passed and Rosas found thathe was quite skilled at working with mechs andthe machines that maintained them, but hegrew board with the life of a glorified repair-man. Gabriel's exemplary service, good behav-ior, and natural charm convinced his unit'scommander to allow him to pilot a patrolmech on a few simple missions. Learning thecontrols of his mech in record time and com-pleting his mission as well as a mech pilot withyears of experience got Rosas swiftly elevatedto junior pilot fifth class. That momentmarked the beginning of the end of arespectable career within the Stenian military.

Over the next six years, Gabriel rosethrough the ranks, his charm and guile advanc-ing him past equally talented pilots. At 26, aseries of daring (some said reckless) maneu-vers against an orc war band quite possiblysaved the lives of his unit and, after the appro-priate spin and embellishments, saw Rosasturned into something of a hero. This feat sawRosas promoted again, making him one of theyoungest pilots to ever be made captain of aStenian steam blade.

With a mech at his command and theauthority to make decisions for himself andhis crew, it was not long before Gabriel beganto clash with his Stenian commanders. Hismech, dubbed the Sapphire Sword by its previ-ous captain, saw some acclaim for its exempla-ry (if unorthodox) service. But Gabriel chafedunder the command of elderly ex-pilots whohad seemingly forgotten what it was to feel theexcitement of battle and the power of a twen-ty-story mech at your command. Therefore,while on a routine scout mission given to theSapphire Sword and its unruly captain as some-thing of a reprimand, Rosas made an intriguingand wholly unbelievable proposal to his crew.

And with their agreement, the Sapphire Swordwas renamed the Amano and never returned toits city-mech base.

Now nearly 40 years old, the Amano is stillhome to many of the same crewmen it heldback when its loyalties were to the StenianConfederacy. In the years since their effectivedesertion, Rosas and his crew have foughtback countless orc raiders, battled other-worldly terrors from the falling moon, andeven wounded the giant metal spider said tobe haunting the remains of Lilat Forest.Though Rosas and his crew are mercenaries,they are not without hearts and souls. Thecrew of the Amano has seen much while wan-dering the scarred surface of Highpoint, andmuch of the suffering they've witnessed hasbeen because of the arbitrary destruction ofthe lunar rain and the claws of the lunar hor-rors it has brought. Realizing that they have aduty to their world before their own pockets,the crew pursues tales of lunar threatsthroughout the lands, hunting them downeven if no one is there to pay for their servic-es. In the same manner, Rosas has turneddown several profitable missions for question-able employers as he wishes to put an end tothe suffering so rampant throughoutHighpoint, not add to it.

With decades of experience, the same rogu-ish flair that started him down his path, and anuncommon caring for the victims of the brutalworld, Gabriel Rosas, his crew, and the steamblade Amano have become noteworthy heroesrecognized in several lands. Although there isstill technically a bounty on his head, even theStenians that once hunted him have unofficial-ly ignored the orders for Rosas' arrest and theSapphire Sword's recapture, knowing that agreater evil would be to imprison such anunlikely champion of integrity and simpledecency.

Gabriel Rosas, Male Half-Elf

Mcj4/Rog4: CR 8; Medium humanoid (half-elf); HD 8d6; hp 28; Init +5, Spd 30 ft.; AC 17,touch 13, flat-footed 14; Base Atk +6; MechAtk +6; Grp +7; Atk +9 ranged (1d8+3, +3steamgun) or +9 mech (any mech weapon);Full Atk +9 ranged (1d8+3, +3 steamgun) or+9/+4 mech (any mech weapon); SA sneakattack +2d6; SQ half-elf traits, evasion,extraordinary pilot, hand speed, mech fingers(warrior instinct), patchwork repairs, push theenvelope 1/day, trap finding, trapsense +1,uncanny dodge; AL CG; SV Fort +2, Ref +11,Will +4; Str 12, Dex 16, Con 11, Int 13, Wis 14,Cha 16.

Skills and Feats: Appraise +3, Balance +9,Bluff +11, Climb +5, Craft (mechcraft) +9,

Diplomacy +8, Disguise +7, Escape Artist +5,Gather Information +11, Knowledge (mechs)+7, Knowledge (steam engines) +7, MechPilot +8, Listen +9, Move Silently +11, Search+3, Sense Motive +4, Sleight of Hand +5,Spot +9, Tumble +6; Alertness, ImprovedInitiative, Mechwalker, Natural Pilot,Weapon Focus (sword blade).

Languages: Common, Dwarf, Elven.Possessions: +3 steamgun, mithril shirt, ring of

feather fall, ring of jumping, wand of magic missiles(3rd).

TUNNEL WARDEN

Size: GargantuanPower Source: SteamPayload Units: 10Height: 25 ft.Space/Reach: 10 ft. by 10 ft./10 ft.Crew: 2 (weapons: 0 or 2; see below)Firing Ports: 5Hit Dice: 24Hit Points: 132Critical Thresholds: Green, Yellow 66,

Orange 33, Red 13Base Initiative: -1Speed: 40 ft.Maneuverability: GoodAC: 6Hardness: 10 (iron)Base melee attack: +4Base ranged attack: -1Unarmed damage: 1d8Trample: largest Medium; safe Small; damage

3d6Saves: Fort +2, Ref -2, Will –Abilities: Str 26, Dex 8, Con –, Int –, Wis –, Cha –Mechcraft DC: 36Base Planning Time: 72 daysBase Cost: 3,600 gpTotal Cost: 5,600 gpLabor Requirements: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus 1 overseer)

Page 15: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

14 «1»

PAYLOAD USAGE

PU USE

2 Crew (see below)8 Siege Shields10 Total

Tunnel wardens were one of the first mechmodels put in to regular production in themodern era, but they were never built withsurface use in mind. Rather, beaten down bytheir decades-long struggles with the dis-placed population of the surface, the remain-ing dwarven holdouts created their first mechsfor no nobler purpose than to repel the end-less waves of refugees.

Squat and crudely manufactured by currentstandards, tunnel wardens have no built-inweaponry. Rather, they are equipped withhuge, spiked, tombstone-shaped shields onboth arms. These siege shields can be affixedin a forward position, side to side, and arelarge enough to seal off sizable passages andunderground openings, effectively becominga massive, mech-carried gateway. These siegeshields are constructed with long horizontalslits in them so gunners on board the tunnelwarden can open fire upon smaller creaturesin relative safety. Siege shields can also beused to force back large groups of enemiesand can be used in devastating bash attacks.

Because tunnel wardens are built purelywith defense in mind, they have no gunnerberth. Normally a mech of such size wouldhave three crew members. If a tunnel wardenhas skilled mech jockeys as pilots, they areable to operate the siege shields while alsoperforming their other functions. If the crew

is not so skilled, the tunnel warden moves tothe location where it will park, then the crewmembers leave their normal stations to oper-ate the siege shields. This usually isn't a prob-lem because of the defensive, plodding natureof most tunnel warden deployments.

WAR SMITH

Size: Colossal IVPower Source: SteamPayload Units: 128Height: 120 ft.Space/Reach: 60 ft. by 60 ft./60 ft.Crew: 32 (weapons: 4)Firing Ports: 51Hit Dice: 192Hit Points: 1,056Critical Thresholds: Green, Yellow 475,

Orange 211, Red 53Base Initiative: -3Speed: 50 ft.Maneuverability: PoorAC: 2Hardness: 18 (iron, Colossal IV, armor plating)Base melee attack: +8Base ranged attack: -3Unarmed damage: 5d6+16Trample: largest Colossal;

safe Gargantuan; damage 7d6Saves: Fort +0, Ref -4, Will –Abilities: Str 42, Dex 4, Con –, Int –, Wis –, Cha –Mechcraft DC: 50Base Planning Time: 100 daysBase Cost: 33,163 gp

Total Cost: 46,163 gpLabor Requirements: 30,720 man-hoursConstruction Time: 96 days (40 avg.

plus 4 overseers)Special: Armor plating, Gearwright

maintenance, hangars, steady feet

PAYLOAD USAGE

PU USE

32 Crew32 Open (hangar space)64 Onboard Weaponry128 Total

War smiths are the Stenian Confederacy'sanswer to the Legion paladin. With the samesize, power, and crew, the dwarves have optedfor a simpler, more distinctly dwarvenapproach to their frontline combatants,exchanging a multitude of weapons and speedfor a more solidly built mech equipped with apair of devastating weapons. Far less elegantthen its Legion cousin, war smiths are verita-ble fortresses that make up for their ponder-ous speed with the range and strength of theirweaponry.

War smiths are also equipped with hangerbays capable of holding 1 Colossal mech, 2Gargantuan mechs and a regiment of 8 war-riors, or 3 Huge mechs (usually crag striders).These smaller mechs and extra crewmen areoften used for boarding enemy mechs ordefending from such instances.

NICOLA TESSLER, SELLINGTHE FUTURE

To look at Nicola Tessler, one would notimmediately note anything out of the ordi-nary. Pale-skinned with soft features andshort-cropped jet-black hair, Tessler is anattractive young woman, but not remarkablyso. The fact that she commonly wanders thecorridors of whatever city-mech she's aboardwith either a distant contemplative look or asteely glare of determination makes her all themore unapproachable. Only someone whonotices her eyes, dark orbs flecked with bothbrown and green, might notice somethingmore: a deep ambition and an unsatisfiedhunger.

Tessler is a materialist and has refined thistrait to an art form. Raised aboard a Steniancity-mech, she has always been interested inmatters of quality, possession, and worth.Many people might think little of such traits,but within the limited confines of a city-mech,what one owns is often a matter of choosingnecessities; only the wealthy and influentialcan afford to pay for and store frivolities.

Page 16: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

15«1»

Though not necessarily greedy, Tessler hasalways had a taste for the finer things in lifeand thus seeks to elevate herself above thecommon masses. To do this, she has chosen atwo-fold path: business and magic.

It doesn't take a financial mastermind torealize that the swiftest course to wealth,power, and influence on Highpoint lies withmechs. Creating new types of mechs, repair-ing them, improving them: This is a sure routeto security, but a tried one that thousands ofengineers and smiths have ventured down. ForTessler, her path had to be more ambitious.Consequently, she forced herself to learn the

basics of mechcraftand steam

e n g i n e s .W i t h o u t

t h ed r i v eo rv i s i o nof a tal-

e n t e dengineer,

she turnedwhat she

learned to anothercourse that she did have a skill for: magic andspells of manipulation.

Nicola has become a constructor, a breedof magic user that blends magic and machin-ery. But unlike her few brethren, Tessler doesnot dream of creating massive mech servantsor steam-powered undead; instead, she haschosen a more "mass market" appeal. Usingher knowledge of mechs and magic, Tessler isattempting to create a new kind of servile,miniature mech, which can be employed byowners in whatever fashion they see fit.Cheaper than golems and easier to manufac-ture than mechs, these constructs could bethe servants, warriors, and driving forcebehind the next generation. Or at least, that'swhat her sales pitch says.

Although she has conducted a great deal ofresearch into crafting such creations, and hasat least the beginnings of the knowledge need-ed to implement her plans, Nicola currentlylacks the funding to begin her experiments.She first attempted to gain the support of theStenians in control of her home mech, butwith little success. Despite her most passion-ate negotiations, the Stenians were unswayedby Tessler's vision. Threatening to take herplans elsewhere backfired when she was againturned away, and so she has begun traveling.Currently, Nicola wanders Highpoint, mainlybetween the Stenian city-mechs, hoping her

vision will take purchase with somevisionary (or gullible) bureau-crat. Once she gainsthe fundingand sup-plies shen e e d s ,she's surethat theactual cre-a t i o nprocess willbe only a triflefor a talented engi-neer and magic user of hercaliber.

However, as she's yet to find suchbacking, her dreams of an early andcomfortable retirement are beginningto fade and she's becoming opento more radical ideas, suchas looking to adventur-ing to gain themoney she needs ortrying to sell her visionto the Legion. As she's trav-eled, she's encountered more constructors,some with disturbingly similar goals. She ini-tially feared that there was more competitionfor her vision than she'd expected, but subtleinquires have revealed that her designs mightnot be as easily implemented as she had antic-ipated. Convincing herself that her supposedpeers merely lack the skills necessary to com-bine magic and machines into the servants sheenvisions, she's beginning to look down otherdesign avenues. Tessler has begun collectinginformation about early mech designs, thoseengineering secrets of the other races, andancient magics, becoming rather knowledge-able on these topics. The only problem is thatsuch information tends to be rare or hard toobtain, leading her to hire adventurous inter-mediaries to track down such lore for her - foras cheaply as possible, of course.

Nicola Tessler, Female Human Con5:

CR 5; Medium humanoid (human); HD 5d4;

hp 14; Init +1, Spd 30 ft.; AC 12, touch 11, flat-

footed 11; Base Atk +2; Grp +2; Atk +4 ranged

(1d4+1, +1 spell-storing dagger); Full Atk +4

ranged (1d4+1, +1 spell-storing dagger); AL N;

SV Fort +1, Ref +2, Will +5; Str 10, Dex 13,

Con 10, Int 17, Wis 14, Cha 12.

Skills and Feats: Appraise +5, Bluff +5,

Concentration +4, Craft (alchemy) +4, Craft

(mechcraft) +4, Diplomacy +2, Disable

Device +9, Intimidate +3, Knowledge

(arcana) +11, Knowledge (mechs) +7,

Knowledge (steam engine) +9, Ride +3,

Spellcraft

+11, Search +4; Craft Construct, Craft Magic

Arms and Armor, Craft Wondrous Item,

Persuasive, Scribe Scroll.

Languages: Common, Draconic, Dwarf,

Elven.

Spells (4/5/4/3; save DC 13 + spell level):

0—dancing lights, detect magic, mage hand, mend-ing; 1st—charm person, detect clockworks, engine-master’s grasp, mage armor, speak with constructs;2nd—hold construct, make whole, resist energy,eagle’s splendor; 3rd–control gears, gearshape,gaseous form.

Possessions: +1 spell-storing dagger, ring ofprotection +1.

Page 17: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

16 «1»

LEGION MECHSThe Legion is trouble waiting to happen.

Founded by a charismatic demagogue withunparalleled leadership abilities, the Legionprofesses to strive only for security from thelunar menace. But beneath this benevolentveneer lie disturbing undertones. SharThizdic, founder and leader of the Legion, hasrepeatedly purged his armies of non-humans.He preaches that history has ignored thenomadic human tribes of the Endless Plains,but now it's their time to rise. His ability tounite traveling bands and nomadic herderswho have bickered for generations marks himas a once-in-a-thousand-years kind of leader -which in turn marks him as a huge threat in theeyes of the established factions of Duerok, theStenian Confederacy, and L'arile Nation.

This section presents mechs of the Legion.The Legion is a militarized nation dedicated toShar Thizdic. Its harsh, simple laws arestraightforward and brutal, and this is reflect-ed in its mechs.

CHIMERA

Size: Colossal IIPower Source: SteamPayload Units: 32Height: 25 ft.Space/Reach: 25 ft. by 25 ft./10 ft.Crew: 8 (weapons: 8)Firing Ports: 20Hit Dice: 96Hit Points: 528Critical Thresholds: Green, Yellow 264,

Orange 132, Red 53Base Initiative: -2Speed: 70 ft.Maneuverability: Average (poor for turning,

turning in place, and clearance; see below)AC: 2Hardness: 12 (iron, Colossal II)Base melee attack: -4 (includes penalty for

horizontal frame; see below)Base ranged attack: -2 (-4 when in motion

due to horizontal frame; see below)Unarmed damage: 3d6+12Trample: largest Huge; safe Large; damage

5d8Saves: Fort +0, Ref -4, Will –Abilities: Str 34, Dex 6, Con –, Int –, Wis –, Cha –Mechcraft DC: 42Base Planning Time: 84 daysBase Cost: 7,843 gp

Total Cost: 10,665 gpLabor Time: 7,680 man-hoursConstruction Time: 96 days (10 avg. laborers

plus 1 overseer)Special: Horizontal frame

PAYLOAD USAGE

PU USE

8 Crew

24 Onboard weaponry

32 Total

The chimera is the Legion's first experimentwith a four-legged mech, and so far it has beena success. Originally conceived as a simpletroop transport, the chimera has evolved intoa versatile infantry support machine. Modelswith as many as eight legs are now under con-sideration, and the chimera's original designerwas rewarded with an officer's commissionand a space on the Haven city-mech.

Its name is a slight misnomer: The chimeraonly has one head, and it lacks wings. It doeshave a tail, in the form of a rear-mounted chaintentacle, and its head breathes fire. And it is aquadruped. After several false starts, the con-struction team found a way to balance themech's weight evenly, allowing it to walk with-out toppling to one side.

The original design was basically an emptybox on legs, enough to transport two dozensoldiers inside, but after they disembarked,the chimera didn't have enough mass to stayupright. Placing a catapult between the frontshoulders helped the problem. After installingfootboards along the mech's flanks, allowinginfantry to ride on the exterior, the designteam decided to use the rest of the interiorspace for small-scale weaponry instead. Whilethis reduced its use as a transport, thechimera's improved effectiveness against bothinfantry and mechs made up for it.

Before combat, the riders take their placealong the footboards, each of which is aboutfive feet off the ground. A series of chains runthe length of each side, with rawhide grips forthe troops to hold on to. Once the chimerastarts moving, the riders hang on with onehand and strike at passing foes with the other.Sometimes the riders will be instructed tojump off upon reaching a certain area of thebattlefield, but other times they are to staywith the chimera.

The mech itself is a decent war machine. Itshorizontal frame makes melee difficult, so itavoids mechs that specialize in such combat.Instead it uses its catapults to strike from adistance. Each catapult is mounted on aswiveling base, allowing it to command halfthe field. One catapult is between the frontshoulders, while the other is midway down themech's back. In keeping with the mech's spir-it, one catapult's base is often protected by ametal frame shaped like a lion's head, and theother with a goat's head frame.

The catapults are mostly used against footsoldiers and smaller mechs. If larger targetsare present, the chimera turns its chain tenta-cle on them. Its housing lies just beyond themech's rear shoulders, allowing it to fire at anytarget not directly blocked by its own cata-pults. The chimera crew usually tries to tripopposing mechs rather than drag them nearer,allowing the chimera's riders to board the fall-en foe.

Inside its dragonlike head, the mech has alinked pair of flame nozzles. Each one sharesthe same firing arc. While this reduces thearea of effect, limiting its use against hordesof enemy infantry, it does allow the chimera toinflict tremendous damage against those itcorners. The flame nozzles are the chimera'sprimary offensive weapon against othermechs, although its best tactic is still to use

TABLE 1-3: MECHS OF THE LEGIONMECH NAME FACTION SIZE POWER PRICE (GP)Chimera Legion Colossal II Steam 10,665Defender Legion Huge Steam 2,498Falcon Legion Huge Clockwork 17,423Fist of Valor Legion Colossal II Steam 13,486Humanity's Vengeance Legion Colossal III Steam 15,360Just Retribution Legion Colossal Manpower 5,551Paladin Legion Colossal IV Steam 36,899Vortex Legion Gargantuan Steam 5,551

Page 18: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

17«1»

TABLE 1-4: ONBOARD WEAPONRY – THE LEGIONLOCATION ARC OF FIRE WEAPON (DAMAGE, RANGE IN FT., OTHER) PU CREW

CHIMERA ONBOARD WEAPONS

Head 90° forward Linked huge flame nozzle (2d8, 30, fire) 4 1Head 90° forward Linked huge flame nozzle (2d8, 30, fire) 4 0Back 180° forward Huge catapult (3d6, 150) 4 2Back 180° back Huge catapult (3d6, 150) 4 2Back 360° Chain tentacle (2d8, 100) 8 3Total 24 8DEFENDER ONBOARD WEAPONS

Right arm Melee Huge flail (1d12+5/19-20) 4 1Total 4 1FALCON ONBOARD WEAPONS

Torso 180° forward Huge ballista (3d6/x3, 120) 4 2Total 4 2FIST OF VALOR ONBOARD WEAPONS

Right arm Melee Gargantuan bore puncher (2d8, ignores hardness) 8 1Upper left arm Melee Huge lobster claw (2d8/19-20) 4 1Lower left arm Melee Gargantuan flail (3d6+12/19-20, trip) 8 1Total 20 3HUMANITY’S VENGEANCE ONBOARD WEAPONRY

Right arm Melee Gargantuan barbed sword (2d12+14/19-20/x3) 8 1Left arm Melee Colossal axe (3d12+14/x3) 16 1Torso 180° forward Gargantuan steam cannon (3d10/x3, 950) 8 2Right shoulder 360° Linked gargantuan ballista (5d6/x3, 180) 8 2Left shoulder 360° Linked gargantuan ballista (5d6/x3, 180) 8 2Total 48 8JUST RETRIBUTION ONBOARD WEAPONRY

Torso 180° forward Gargantuan steam cannon (3d10/x3, 950 ft.) 8 2Total 8 2PALADIN ONBOARD WEAPONRY

Torso 180° forward Chain tentacle (2d8, 100) 8 3Right arm Melee Colossal lance (3d12+16/x3) 16 1Left arm Melee Gargantuan buzzsaw (2d12/19-20/x3, ignore hardness) 8 1Left arm 180° forward Gargantuan steam cannon (3d10/x3, 950) 8 2Head 360° Gargantuan steam cannon (3d10/x3, 950) 8 2Total 48 9VORTEX ONBOARD WEAPONRY

Right arm Melee Huge changler (1d10+8, +4 trip) 4 1Left arm Melee Gargantuan buzzsaw (2d12/19-20/x3, ignore hardness) 8 1Total 12 2

Page 19: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

18 «1»

the chain tentacle and its own riders.Anyone attempting to board a chimera had

better bring lots of supplies. The mech's exte-rior is smooth, with only a handful of port-holes and no hatches. The footboard lies a full20 feet below the top of the mech, which iswhere the only entrances are to be found.Chain ladders are hitched to the two hatcheson top, and the crew draws them inside oncethey've taken their duty stations.

SPECIAL RULESHorizontal Frame: The chimera is not the onlyfour-legged mech in existence, but it has oneof the best designs. It is built to bring out theadvantages of a horizontal frame, as well aslimiting the drawbacks. The result is a faster,steadier mech that doesn't have as many com-bat options.

Most obviously, a mech with horizontalframe isn't as tall. The mech's base height ishalf of the normal height for its size category.Its space remains the same, but its reach is alsohalved. Horizontal mechs lack the flexibilityof their upright counterparts.

Still, what they lack in reach, they gain inmovement. A mech with a horizontal framemoves faster than normal, adding 10 feet to itsspeed if below Colossal size, and 20 feet forColossal or larger. (The fast legs trait can beadded to create a mech capable of greatspeed.) A horizontal frame also grants theeffects of the steady feet trait for free.

In addition, horizontal mechs can supportmore riders. Twice as many ground-level rid-ers can find room on a mech with horizontal

frame as they can on an upright model.Note that this does not increase the maxi-mum number of riders, meaning thatmechs smaller than Gargantuan gain nobenefit. This does make horizontal mechseasier to board, so many of them are sentinto battle with a full complement ofexternal riders.

This improved movement has its limits.Horizontal mechs cannot jump, and theyclimb with an additional -4 penalty. Theirturn radius and their clearance are also notas good, as they have to take their longerbodies into account. Treat a mech with ahorizontal frame as if its maneuverabilitywere one level lower for the purposes ofturning, turning in place, and clearance.

The biggest disadvantage of a horizontalframe is its impact on combat. Not onlydoes the mech have much shorter reachthan usual, it has trouble making anyattacks with its limbs, as all of them areneeded to support the mech. A meleeattack is made at an additional -8 penalty,and after the attack is completed, the pilotmust make an immediate Mech Pilot checkto maintain the mech's balance, includingany terrain modifiers. (See page 42 ofDragonMech for the Mech Pilot skillcheck DCs to maintain balance. The mini-mum DC is 10.) It takes a skilled pilot touse a horizontal mech in melee.

It is also difficult to mount weapons onthe limbs of such a mech. It cannot holdanything in its hands, reducing the numberof spaces available. Weapons mounted onthe limbs have a -2 penalty to their attacks

while the mech is in motion, as the legs of ahorizontal mech move more than their uprightcounterparts. (This additional -2 penalty doesnot stack with the melee penalty.)

Creating a mech with a horizontal frame hasno impact on its cost. The advantages and lim-itations balance each other out. In theory, anysize of mech could have this trait, but in prac-tice it is difficult to design a city-mech capa-ble of supporting its weight horizontally.

Summary of horizontal frame attributes:

DEFENDER (A.K.A.

TINDERTWIG)Size: HugePower Source: SteamPayload Units: 5Height: 15 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 1 (Weapons: 1)Firing Ports: 5Hit Dice: 12Hit Points: 66Critical Thresholds: Green, Yellow 36,

Orange 20, Red 10Base Initiative: +0Speed: 40 ft.Maneuverability: GoodAC: 8Hardness: 5 (wood)Base melee attack: +3Base ranged attack: 0Unarmed damage: 1d8+5Trample: largest Small; safe Small; damage 2d6Saves: Fort +2, Ref -2, Will –Abilities: Str 20, Dex 10, Con –, Int –, Wis –, Cha –Mechcraft DC: 33Base Planning Time: 66 daysBase Cost: 2,109 gpTotal Cost: 2,498 gpLabor Time: 768 man-hours

.

.

.

.

.

.

.

.

.

Half normal reach and heightFaster: +10 ft. speed if below Colossal; +20 ft. if Colossal or largerGains effects of steady feet for freeTwice as many ground-level ridersCannot jumpClimb at -4 penaltyManeuverability as one level lower for turning, turning in place, and clearanceMelee attacks: -8 attack penalty; Mech Pilot check to retain balanceLimb-mounted weapons suffer -2 attack penalty when mech is in motion

Page 20: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

19«1»

Construction Time: 10 days (10 average laborers and 1 overseer)

Special: Weak Infrastructure

PAYLOAD USAGE

PU USE

1 Crew4 Weapons5 Total

The defender can be built faster and more eas-ily than almost any other mech. Early on, theLegion was trying to get as many mechs in thefield as possible. Doing so would have severalbenefits, as Shar Thizdic saw it: The Legion'sarmy would be that much stronger, morepilots could be trained, and perhaps mostimportantly, people living within Legion terri-tory would see themselves as safer. A group ofcoglayers was told to "design or die," and theycame up with the defender, which is now acommon mech across the Legion.

Unfortunately, the shoddy work has itsprice. The mech's central structure is badlydesigned, meaning that a defender is particu-larly susceptible to critical damage. Its wood-en armor does save money, but after a pair ofthe mechs were ambushed and destroyed bybandits with a supply of alchemist's fire, thenickname Tindertwig came into common use.The mech has no special vulnerability to firerelative to other wooden models, but the rep-utation stuck anyway.

The defender is intended to fight infantryor other small mechs. It can't stand up toheavy weapons for long, and more than oneenemy has figured out how to turn theTindertwig's armor against it, but piloting oneisn't a death sentence. A skilled pilot can makegood use of the flail, tripping other mechs andallowing Legion troops to board or disablethem. Ordinary ground troops are in troublewhen facing any mech, including the defend-er. Its flail and its fists are capable of squash-ing targets to jelly. In one celebrated instance,a defender pilot singlehandedly crushed near-ly three dozen skeletons and then ran downthe necromancer who animated them.

This is also an easy design to modify.Individual pilots will often switch out the flailfor a melee weapon more suited to their per-sonal style. A pair of Legion officers callingthemselves the Bullwhip Brothers haveinstalled changlers on their units; they special-ize in bringing down larger mechs.

Often a defender pilot is someone on his orher first assignment. It isn't a difficult mech tooperate, and after training on one an officer isoften sent into the field with that same unit.

Controls are located in the upper torso. Thepilot's head is level with the base of the mech'shead, and observation ports are installed allaround for a full field of vision. Occasionally ablow that would kill most mech operators ripsthe top of the defender's head off, but missesthe low-slung pilot. On the other hand, thepilot sits right on top of the steam engine,with poor protection from the heat and smokegiven off. This has helped the nameTindertwig stick.

The defender looks like a stack of logslashed together in the shape of a humanoid.The mech's armor is made of wooden polescut in half lengthwise, with the rounded partfacing out. Its head tapers slightly at the top,and the hands are balled into permanent fists.A defender's weapon is tightly secured to theright fist with a series of chains and clamps. Itsleft fist is solid and incapable of holding aweapon, to the dismay of pilots who prefer tofight with that limb.

SPECIAL RULESWeak Infrastructure (new trait): Not all mechsare built with an eye toward sturdiness. Insome cases, cost and speed matter more. One

way to keep the overhead down is to give amech a weak infrastructure.

Mechs with this trait are not as solid as theyshould be. Cheap materials, sloppy labor,poor planning, or a combination of the threehave left them vulnerable to critical hits. Weakinfrastructure raises the mech's criticalthresholds by 5% at every threshold. Thisreduces the base cost and labor time of themech by 20%.

No mech can have both weak infrastructureand Gearwright maintenance. This trait can-not be applied to animated mechs, undeadmechs, or any other designs that do not havecritical thresholds.

FALCON (UNIQUE)Size: HugePower Source: ClockworkPayload Units: 5Height: 15 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 1 (weapons: 2)Firing Ports: 5Hit Dice: 12

Page 21: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

20 «1»

Hit Points: 66Critical Thresholds: Green, Yellow 33,

Orange 17, Red 7Base Initiative: +4Speed: 50 ft., fly 25 ft. (average)Maneuverability: Perfect (on land)AC: 8Hardness: 2 (canvas)Base melee attack: +4Base ranged attack: +4Unarmed damage: 1d8+6Trample: largest Small; safe Medium; damage 2d6Saves: Fort -2, Ref +2, Will -Abilities: Str 22, Dex 18, Con -, Int -, Wis -, Cha -Mechcraft DC: 44Base Planning Time: 88 daysBase Cost: 5,641 gpTotal Cost: 17,423 gpLabor Time: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus 1 overseer)Special: Gearwright maintenance, steady feet

PAYLOAD USAGE

PU USE

1 Crew4 Onboard weaponry5 Total

Only a madman would attempt to fly a mech,trusting in soulless machinery rather thanmagical energy to slip the surly bonds of earth.Fortunately for Shar Thizdic, one such mad-man dwells among his elite mech pilots. Thisman is named Calh Vando, and he commandsthe Falcon, perhaps the most unusual mechyet devised by surface dwellers.

The Falcon can fly. Not quickly, not reli-ably, but if conditions are right, it can becomeairborne under its own power for short peri-ods. So far the Legion has kept this little birdout of sight, but in time Shar Thizdic hopes tohave an entire squadron of flying mechs withwhich to battle his enemies. Calh Vando isperhaps Highpoint's first test pilot, and theFalcon is a prototype with great promise.

Like the birds it was modeled after, theFalcon is light and fragile. Its mechanisms aredriven by clockwork, cutting down on its fuelneeds. Instead of heavy armor, its interior isprotected by thick layers of treated canvas.Long, delicately constructed wings havereplaced its arms. Vanes and flaps of wood andcanvas jut out from its torso and legs. If caughton the ground, the Falcon is at a disadvantageagainst almost any other mech.

In the air, however, it's another story. WithVando at the controls, the Falcon is skywor-thy, and occasionally even graceful. Not many

mechs (or monsters) are prepared to repel anattack from above. Although Vando can't firethe Falcon's onboard ballista very rapidly, asthe mech doesn't have room for a second crewmember, his altitude makes it easy for him totarget an enemy's weak points.

The Falcon can also serve as a courier andscout. With a handful of simple flags, Vandocan communicate what he sees to Legionforces below. And while its air speed isn't par-ticularly fast, the Falcon can bypass terrainthat bogs down even the most limber land-bound mech.

If the Falcon continues to work, SharThizdic hopes to build a larger version. Themilitary applications of a flying weapons plat-form are endless. While an airborne mechmight never be large enough to handle therecoil of a steam cannon, it should be capableof supporting a large ballista or a javelin rack.It would also provide an extra weapon againstlunar dragons and other flying enemies. Andwhile everyone thinks it would be madness totry landing the Falcon on top of another mechto disgorge a team of commando raiders, per-haps it won't be madness in three to five years.

Skeptics wonder why anyone would tryusing clockwork and steam to propel a mechinto the air. Spells exist that allow creaturesto fly, and with the proper preparation, thesespells can also be used on a mech. Why risk anexpensive mech by sending it aloft, they ask,when you can just find a wizard to do the jobwithout the hassle?

For one thing, wizards are rare. Coglayersare becoming more common, as areGearwrights. For another, steam and clock-work are in many ways more reliable thanmagic. A flying spell will wear off, usually in afew minutes. Under the right circumstances,

the Falcon has been able to stay airborne formore than an hour, with flights getting longeras Vando practices. Enemy wizards are alsoable to dispel any enchantments, but undoingthe mechanical processes fueled by theFalcon's main spring is much harder.

Calh Vando himself doesn't trouble withquestions about his latest assignment. TheFalcon is a good mech, the Legion takes goodcare of it, and he has a task that stretches evenhis boundless imagination. In fact, the reasonthe Legion hasn't produced a second flyingmech isn't the expense. It's the difficulty offinding a second Vando.

SPECIAL RULESWings and Flight: The Falcon is an improba-ble mech. Its chief designer claims the planscame to him in a dream, and its main abilityhas never been replicated in another mech.Dwarven Gearwrights and elven constructorsalike would scoff at the idea of building amech from canvas and rope, then having itflap its arms to fly.

But fly it does, at least for short times. Itlooks ridiculous to the eyes of Highpoint andit makes a terrible racket, but the Falconfunctions as a crude ornithopter, its flailingarm wings allowing it to maneuver throughthe air under its own power. The addition of arelatively small ballista gives it military punchin addition to its utility as a scout and forwardobserver. The Falcon is by no means safe topilot, but the Legion's best mech craftsmenare hungrily learning all they can from it.

Instead of conventional arms, the Falconhas long wings made of canvas stretchedagainst a light wooden frame. These are con-nected to the clockwork springs that powerthe mech, and when Vando throws a switch

Page 22: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

21«1»

the springs begin turning special gears in theFalcon's torso and shoulders. These in turnconnect to a mechanism that causes the wingsto flap, in slow movements at first but acceler-ating to a frenzied tempo.

As the wings themselves are each as long asthe Falcon, this requires Vando to act quickly.At rest the wings fold upon themselves, butactivating the flight mechanism causes themto unfurl and flap. Shorter wings couldn't liftthe mech from the ground, but at this lengththey would smash themselves to pieces on theground before achieving flight, so Vando hasto wait until the right moment and then steerhis mech off a cliff.

If the Falcon is clear of the ground at theright moment, its wings will hit full speed justas it beings to drop, and the entire contraptionwill bobble unsteadily for a moment beforestarting to fly. As the statistics above indicate,it's no aerial terror. But it can be replicated,requiring neither magic nor extensive animaltraining. And Calh Vando is confident hecould train a second Falcon pilot.

In game terms, the Falcon's flight ability ishalf its ground speed, while its flying maneu-verability is two categories worse than onland. Operating it requires the Mech Pilotskill. As with more familiar aircraft, the hard-est parts are takeoff and landing - anyone withreasonable mech piloting could probably han-dle flying in calm air. The DC for becomingairborne as described above is 25; failure byless than 5 means the operator has somehowjammed the wings, while failing by 5 or moremeans the mech crashes, usually by going overthe cliff before it is ready. Pulling out of aplummet is a DC 35 Mech Pilot check; thepilot gets once chance to pull out beforecrashing.

Landing is also tricky. It requires a DC 30Mech Pilot check, with modifiers for terrainas if trying to keep the mech's footing. Failuremeans the mech topples, suffering the usualconsequences as well as an appropriateamount of falling damage.

The many flaps and vanes on the Falconallow it to be used as a glider if needed. Thisalso requires a Mech Pilot check (DC 20), as itinvolves understanding and maneuvering sev-eral sliding toggles within the cockpit.Success means that the mech stays aloft andsteady, moving forward at its current speedwith poor aerial maneuverability. When glid-ing, the Falcon drops 10 feet for every 5 itmoves forward.

The wings are of little use in melee combat.They can make attacks as normal, but any suc-cessful strike against a target runs the risk ofdamaging the Falcon itself. Every time the

Falcon hits with a wing, it must make aFortitude save (DC 15 + the damage inflictedby the Falcon). Failing the save means that thewing involved is ruined for flight and will haveto be repaired.

Finally, the Falcon uses a tremendousamount of power to stay aloft. Only a clock-work engine has the power to propel a lightmech into the air, and even then it requiresfive times the fuel of a normal clockworkmech.

Flight capability triples a mech's base cost.Summary of winged flight attributes:

Calh Vando, male human Cog5/Mcj7:

CR 12; Medium humanoid (human); HD 5d4-5plus 7d6-7; hp 27; Init +5, Spd 30 ft.; AC 20,touch 15, flat-footed 15; Base Atk +7; MechAtk +8; Grp +7; Atk +12 ranged (1d10, steamgun) or +7 melee (1d4, bayonet) or +13 mech(any mech weapon); Full Atk +12 ranged(1d10, steam gun) or +7 melee (1d4, bayonet)or +13 mech (any mech weapon); SQ exoticweapon proficiency (steam gun), extraordi-nary pilot, hand speed, integrated parts,machine empathy, mech fingers (warriorinstinct, skill transfer), mech weapon profi-ciency (steam cannon), patchwork repairs,push the envelope (2/day), roll with thepunches (1 increment), steam powers (9); ALLN; SV Fort +4, Ref +13, Will +6; Str 10, Dex20, Con 8, Int 19, Wis 12, Cha 10.

Skills and Feats: Balance +20, Climb +15,Craft (blacksmithing) +19, Craft (mechcraft)+27, Disable Device +19, Gather Information+8, Knowledge (mechs) +24, Knowledge(steam engines) +24, Listen +16, Mech Pilot+29, Spot +16; Craft Powered Mech, CraftSteam Gear, Great Fortitude, LightningReflexes, Mech Dancer, Mechwalker,Mechidextrous, Natural Pilot, Quick Draw,Skill Focus (Craft [Mechcraft]), Skill Focus(Mech Pilot), Weapon Finesse

Languages: Common, Dwarf, Elven, Gnome,Orc.

Possessions: +2 pilot’s armor, steam gun withbayonet.

Steam Powers (9): Mechanical building assis-tant (Clockwork Puppet + Clockwork PuppetIron Arm + Animator + Automator +Discriminator + Voice Command), Walkie-talkie system (Wavemaker, Wavemaker).

FIST OF VALOR

Size: Colossal IIPower Source: SteamPayload Units: 40Height: 50 ft.Space/Reach: 25 ft. by 25 ft./25 ft.Crew: 8 (weapons: 3)Firing Ports: 26Hit Dice: 96Hit Points: 528Critical Thresholds: Green, Yellow 264,

Orange 132, Red 53Base Initiative: -2Speed: 50 ft.Maneuverability: AverageAC: 2Hardness: 12 (iron, Colossal II)Base melee attack: +4Base ranged attack: -2Unarmed damage: 3d6+10Trample: largest Huge; safe Medium; damage 5d8Saves: Fort +0, Ref -4, Will –Abilities: Str 30, Dex 6, Con –, Int –, Wis –, Cha –Mechcraft DC: 42Base Planning Time: 84 daysBase Cost: 12,017 gpTotal Cost: 13,486 gpLabor Time: 6,400 man-hoursConstruction Time: 48 days (20 avg. laborers

plus 2 overseers)Special: Extra Weapon Mounts (8)

PAYLOAD USAGE

PU USE

8 Crew20 Onboard weaponry12 Boarding parties40 Total

The Fist of Valor is an ungainly looking thing.While most other mechs are humanoid and ahandful are quadrupeds, the Fist is asymmetri-cal. The left side of its long torso has two dif-ferent arms mounted on it. According toLegion lore, the Fist got its name because ithas as many limbs as a hand has fingers.

Other factions see the Fist as proof of SharThizdic's expansionist dreams, as it clearly hasno purpose beyond capturing other mechs. Inreply, the Legion says that it needs a way todeal with rogue mechs, like those of the rust

Flight speed is half of ground speedFlight maneuverability is two categoriesworse than land maneuverabilityMech Pilot check DCs: takeoff DC 25(failure by 5 or more indicates a crash);pulling out of a crash DC 35; landing DC30 (modified by terrain); gliding DC 20(poor maneuverability while gliding)Melee attacks with wings risk damagingthem (Fort DC 15 + damage dealt)Requires 5x normal fuelCosts 3x normal base cost

.

.

.

.

.

.

Page 23: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

22 «1»

riders, without destroying them. This requiresa mech like the Fist. So far only a few of themhave been built, and they are concentrated inareas where mechs hostile to the Legion arefound, but both the Stenians and the L'arileNation monitor their activities.

A massive bore puncher is the centerpieceof the Fist's armament; crews call it "thethumb." It rests at the midpoint of the side,rather than by the shoulder. The oppositeshoulder does have an arm, a limb terminatingin a lobster claw. The second left arm is foundnear the hip, clutching an enormous flail.

While it appears awkward, the Fist is actual-ly quite balanced. The boarding parties thatuse the bore puncher wait in the center torso,so their presence or absence doesn't leave theFist with a weight discrepancy. Some specialtraining is required to make sure the peopleoperating the flail and lobster claw don't acci-dentally snag each other's weapons, but com-petent mech weaponeers can handle it.

One problem caused by the unusual armarrangement is that the Fist is weaker thanmost mechs its size. Because it doesn't haveparallel support structures connecting any ofits weapons, it can't bring as much strength tobear on its targets. The designers compensat-ed by giving it two weapons that don't makemuch use of the mech's strength.

The bore puncher's use is obvious, and theFist's other two weapons are intended to com-plement it. When possible, a target is grabbedwith the lobster claw and held steady while thebore puncher smashes through its defenses.Against large targets, two five-person board-ing parties are deployed, while smaller tar-gets only need one. The Fist's flail is used tobatter held enemies, or to trip mobile ones. Italso serves to deter any mechs trying to inter-fere with the Fist while it goes about its busi-ness.

SPECIAL RULESExtra Limbs: The Fist has two left arms. Whathappens if it suffers an arm relay critical? Inthis case, nothing unusual. The affected armis determined randomly, and the other twoare not impaired. This is generally true ofmechs with an unusual number of limbs; eachone is designed to function with a highdegree of independence, so a malfunction inone doesn't impede the others.

A few exceptions do exist. If multiplelimbs have an integrated function and one isrendered inoperative, the limb(s) connectedto it are also inert. For example, if the Fist'slobster claw and bore puncher were designedto act under the control of one operator, they

would share vital arm relays and consequentlyshare malfunctions. This can also occur withlinked weaponry. If one part of a set fails, theother parts often do, too. In the case of linkedweapons, a Craft (Mechcraft) check againstDC 15 will allow the undamaged weaponry toresume operation after 1d3+1 minutes ofwork. If the check is instead made against DC25, this time is shortened to 1d3+1 rounds.

Finally, if a mech with extra limbs also hasweak infrastructure, assume that damage toone limb relay sidelines all similar limbs onthat side of the body. Putting complex mech-anisms on a poorly built mech is rarely wise.

HUMANITY'S

VENGEANCE

Size: Colossal IIIPower Source: SteamPayload Units: 64Height: 75 ft.Space/Reach: 35 ft. by 35 ft./35 ft.Crew: 16 (weapons: 8)Firing Ports: 35Hit Dice: 144Hit Points: 792Critical Thresholds: Green, Yellow 396,

Orange 198, Red 79Base Initiative: -2Speed: 70 ft.Maneuverability: PoorAC: 2Hardness: 18 (steel, Colossal, armor plating)Base melee attack: +6Base ranged attack: -2Unarmed damage: 2d12+14Trample: largest Gargantuan; safe Large;

damage 6d6Saves: Fort +0 , Ref -4, Will –Abilities: Str 38, Dex 6, Con –, Int –, Wis –, Cha –Mechcraft DC: 45Base Planning Time: 90 daysBase Cost: 16,312 gpTotal Cost: 23,462 gpLabor Time: 15,360 man-hoursConstruction Time: 96 days (20 avg.

laborers plus 2 overseers)Special: Armor Plating, Fast Legs

PAYLOAD USAGE

PU USE

16 Crew48 Onboard weaponry64 Total

Page 24: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

23«1»

Battling the lunar menace is the Legion's stat-ed reason for building mechs. (Most observersagree that Shar Thizdic has other plans as well,but there's no arguing that his forces do theirbest to keep their area free of alien creatures.)Humanity's Vengeance is a key weapon in thisimportant battle.

This mech was designed to hunt lunar drag-ons. It was also designed to look impressivewhile doing so. Its massive axe and wickedlybarbed sword look capable of flaying the mostarmored of monsters, and its two shoulder-mounted ballista towers make it seem tallerthan it is. Humanity's Vengeance is deliber-ately bigger than the dwarvenscale hunter (DragonMech, p.112), and it also eschews thatmech's weaponry.

Unfortunately, as the scalehunter's weapons are quite useful fordragon slaying, Humanity'sVengeance had to adopt a muchmore aggressive fightingstyle. It opens fire with itsranged weapons as soon as possible, hoping towound the dragon while it charges forward.The cannon and ballistae keep smashing awaywhile the mech covers ground. Humanity'sVengeance tries to close with the dragonbefore it can fly off.

Once it enters melee range, the mech sinksits barbed sword deep into the dragon's flesh.Humanity's Vengeance is strong enough tohold even an adult lunar dragon in place forsome time. While the dragon is pinned, themech's axe seeks a weak point and the rangedweapons continue to pummel the foe.

So far, only one Humanity's Vengeance hasbeen created. It has served its purpose by put-ting a face on the Legion's anti-lunar efforts,but Shar Thizdic is not yet impressed with itsperformance. He had hoped for a solitarydragon-slayer, yet this mech clearly works bestin conjunction with others, particularly mechsthat can help hold a target in place.Nevertheless, since Humanity's Vengeancehas an important role to play in the Legion'spublic campaign, it continues to serve.

Humanity's Vengeance is a lean, sharp-edged mech. Its armor is smooth and scal-loped, including a stylized helmet. The headunderneath has features not unlike those ofShar Thizdic. The mech is technically assignedto the Ferocity chapter, although it often trav-els far afield in search of dragons. The crew ofHumanity's Vengeance are all issued barbedblades of their own - daggers for the soldiers,swords for the officers. These weapons are amark of status among the military, and the

crew are supposed to leave them behind whenthey are rotated to other mechs.

JUST RETRIBUTION

Size: Colossal

Power Source: Manpowered

Payload Units: 18

Height: 35 ft.

Space/Reach: 15 ft. by 15 ft./15 ft.

Crew: 10 (weapons: 2)

Firing Ports: 14

Hit Dice: 40

Hit Points: 220

Critical Thresholds: Green, Yellow 132 ,

Orange 77, Red 44

Base Initiative: -1

Speed: 40 ft.

Maneuverability: Poor

AC: 2

Hardness: 11 (iron, Colossal)

Base melee attack: -2

Base ranged attack: -1

Unarmed damage: 1d12+6

Trample: largest Large; safe Medium; damage 4d6

Saves: Fort -2 , Ref -4, Will –

Abilities: Str 22, Dex 8, Con –, Int –, Wis –, Cha –

Mechcraft DC: 36

Base Planning Time: 72 days

Base Cost: 1,551 gp

Total Cost: 5,551 gp

Labor Time: 1,920 man-hours

Construction Time: 24 days (10 average

laborers and 1 overseer)

Special: Extra weapon mounts (2)

PAYLOAD USAGE

PU USE

10 Crew

8 Weaponry

18 TOTAL

In a world where no building is safe from thelunar rain, where do you put your prisoners?The Legion builds special mechs to housethem. Individuals who commit crimes tooserious for fines (but not serious enough forexecution) are sentenced to terms in the row-ing pits of a just retribution mech. Chained totheir posts and watched by a pair of pilot/sol-diers, eight prisoners work to provide themuscle needed to keep the mech moving.Their efforts also power the steam cannon thatis a just retribution's only armament. Cheaperand simpler than steam-powered models, thismech removes undesirable elements fromsociety while providing basic fire support forthe troops. Rumors of a much larger versioncrewed by dwarven and elven prisoners havenot been confirmed.

Combat tactics for a just retribution aresimple. The mech is intended to act as part ofa larger squad, providing supporting fire froma safe distance while other forces advance onthe target. Both unchained crew members areneeded to operate the steam cannon properly.Occasionally the pilot will have theMechwalker or Mechidextrous feat, allowingthe mech to move and fire simultaneously, butthis is rare. A just retribution is not a presti-gious assignment, and good pilots aren't usu-ally wasted on a mech filled with prisoners.

Neither fast nor maneuverable, a just retri-bution is in trouble if faced with an enemy thatcan close the gap before being blown to piecesby the cannon. In such a circumstance themech is supposed to retreat toward the near-est cover and wait for reinforcements. More

Page 25: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

24 «1»

than once, however, the two free crew mem-bers have simply abandoned their vessel andleft the prisoners to their own devices.

A just retribution mech itself is solid andgrim. The exterior is iron, in layers thickenough to ward off enemy fire. This isn't donefor the prisoners' safety, as their welfare is notthe Legion's first concern, but in order to pro-tect the valuable cannon - a huge protrusionsticking out of the mech's upper chest. Thebarrel-shaped body and protruding cannon areoften painted in harsh colors to make themech seem more intimidating, with reds andblacks predominating. One of the crew mem-bers alternates between maintaining the gunand monitoring the prisoners, while the otheris a pilot riding in the mech's head.

Prisoners rarely live aboard a just retribu-tion. The mech is used as a work-release pro-gram of sorts, turning prisoners into usefulmembers of society and contributing to theLegion's overall defense. When a prison mechis working a normal patrol route, usually aspart of a large squad, the prisoners disembarkat night and sleep under heavy tents, as doesthe crew. The interior of a just retribution iscramped, stifling, and not designed for long-term habitation.

This hasn't stopped a few enthusiastic com-manders from trying it anyway. One famousexample was the mech nicknamed Green

Thunder. Known for the bright green paintcovering it head to toe, Green Thunder wasused as a symbol. Its prisoners were among themost dangerous murderers and thugs inLegion territory, its crew was hardened andpitiless, and its mission was to help eradicate anasty nest of lunar dragons. The prisonerslived their lives chained to their posts, onlybeing released from the interior when mainte-nance was performed on the mech. Allegedlythis was to improve the mech's readiness incase of a sudden dragon attack, and GreenThunder was certainly quick to respond, but itwas also an unsubtle warning to lawbreakers.

In the end, this strategy backfired. The mor-tality rate among prisoners was high, and even-tually one of the individuals sentenced to therowing benches figured out how to escapefrom manacles. The two officers left the mechthat night as usual, but when they climbedinside the next morning, they found eightangry inmates waiting for them. Nobodyknows exactly what happened - the prisonerseither disappeared or were killed by thoseseeking to recapture them - but when a pack ofrust riders discovered Green Thunder, theirattempts to refit it were hampered by the con-dition of the main cogwheel. Apparently, thewheel's teeth were gummed up by a finelyground paste made of human flesh and bone...

PALADIN

Size: Colossal IVPower Source: SteamPayload Units: 128Height: 120 ft.Space/Reach: 60 ft. by 60 ft./60 ft.Crew: 32 (weapons: 9)Firing Ports: 51Hit Dice: 216Hit Points: 1,188Critical Thresholds: Green, Yellow 594,

Orange 297, Red 119Base Initiative: -3Speed: 80 ft.Maneuverability: PoorAC: 2Hardness: 18 (steel, Colossal IV)Base melee attack: +8Base ranged attack: -3Unarmed damage: 5d6+16Trample: largest Colossal; safe Huge; damage

7d6Saves: Fort 0, Ref -4, Will –Abilities: Str 42, Dex 4, Con –, Int –, Wis –, Cha –Mechcraft DC: 53Base Planning Time: 106 daysBase Cost: 22,899 gpTotal Cost: 36,899 gpLabor Time: 30,720 man-hoursConstruction Time: 96 days (40 avg.

laborers plus 4 overseers)Special Rules: Fast Legs, Mech Hangar (40PU)

PAYLOAD USAGE

PU USE

32 Crew8 Mech marines48 Onboard weaponry40 Mech hangar128 Total

The paladin is at the forefront of the Legion'smilitary actions. It carries an array of weaponscapable of mastering most situations, and itdoubles as a transport for other mechs.Paladins are often used as command craft bythe leaders of the Legion's chapters, puttingthem on equal footing with anything smallerthan a city-mech.

Its designers strove to make the paladinlook like its namesake. The frame was careful-ly modeled after a muscular human, and theburnished steel armor is laid on like platemail. Paladins are often heavily ornamentedwith flags, pennants, and painted symbols.One Legion commander even commissioned amassive velvet cape for his paladin, although a

Page 26: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

25«1»

chanceencounter with a flame nozzle nearly led todisaster two weeks after the cape wasinstalled.

Unlike many larger mechs, the paladin isdesigned for speed, and its weaponry and tac-tics are reflect this. Indeed, longtime paladincrew members are noted for their exception-ally steady "mech legs." The mech's primaryweapon is a gigantic lance. When possible, thepaladin enters combat by charging toward thefoe at top speed. A successful charge doesstaggering damage, often enough to instantlysideline a mech of Gargantuan size or smaller.The paladin commonly circles around combat,thundering across the field to skewer one tar-get after another.

The chain tentacle mounted in the mech'storso augments this fighting style. A target canbe harpooned and dragged toward the onrush-

ing lance, or simplyanchored in place

while the paladinfights otherbattles. On

occasion, apaladin that has

hooked a smallermech will be able to

drag it around with thechain, although this is a

dangerous maneuver. If themech being dragged gets

snagged on something, theresulting shock can break the

chain or even yank the paladinoff its feet.

Once in melee, the paladin usesits lance when possible. Those inside

the lance's reach are faced with an arm-mounted buzzsaw, and if the chain ten-

tacle hasn't been deployed already, it isused to give the saw a stationary target. The

arm with the saw also contains a steam can-non. A second cannon is swivel mounted onthe paladin's head, enabling it to fire in anydirection.

In addition to its impressive weapon-ry, the paladin can transport othermechs. Its hangar has room for oneColossal mech or two Gargantuanones, or even four Huge ones ifdesired. The paladin carries thesepassengers close to combat, lettingthem disembark before meleebegins; once it begins chargingthe enemy, leaving a paladin'shangar becomes much trickier.

A few human passengers alsoride inside a paladin. Heavily armed

and armored, they often defend the mechagainst invaders. These mech marines are usu-ally experienced fighters, although they aren'tnecessarily mech pilots. If the paladin doesn'tseem to be at risk of being boarded, the mechmarines will disembark once it slows downand assist any Legion ground troops.

VORTEX

Size: GargantuanPower Source: SteamPayload Units: 16Height: 25 ft.Space/Reach: 10 ft. by 10 ft./10 ft.Crew: 3 (weapons: 2)Firing Ports: 16Hit Dice: 24

Hit Points: 132Critical Thresholds: Green, Yellow 66,

Orange 33, Red 13Base Initiative: -1Speed: 40 ft.Maneuverability: AverageAC: 6Hardness: 12 (steel)Base melee attack: +4Base ranged attack: -1Unarmed damage: 1d10+8Trample: largest Medium; safe Small; damage 3d6Saves: Fort +2, Ref -2, Will -Abilities: Str 26, Dex 8, Con -, Int -, Wis -, Cha -Mechcraft DC: 36Base Planning Time: 72 daysBase Cost: 1,431 gpTotal Cost: 5,551 gpLabor Time: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborersplus one overseer)Special Rules: Extra weapon mounts (6)

PAYLOAD USAGE

PU USE

3 Crew12 Onboard weaponry1 Command center/signalman16 Total

The vortex is a capable mech, widely used byranking Legion officers and daredevil pilots. Itsweapon array is impressive for its size and givesit a variety of combat options. Although it lacksranged weapons, the vortex is a holy terror inmelee.

It gets its name from the enormous buzzsawmounted on its left arm. This weapon, whichrequired the designers to increase the mech'spayload by roughly 50 percent, chews throughsimilarly sized opponents in no time and giveslarger ones pause. The buzzsaw makes the vor-tex a particular terror to other mechs, particu-larly if the vortex is making good use of itschangler to trip them up. This one-two punchoften intimidates other mechs enough that thevortex doesn't find itself in a fight unless thecrew wants it.

Seeing this possibility, the original vortexdesigners built a little extra space into themech's head and shoulders. They correctlyguessed that the Legion's field commanderswould want a mech that deterred foes on sight.Not only does this make it easier for officers tosurvive into their next promotion, but it allowsthem to concentrate on coordinating battle-field activities. Many vortex captains use theextra room as a command center, filling it withmaps and other resources so they have a mobile

Page 27: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

26 «1»

planning area. It also has a secure hatch, lockedfrom the inside, creating a possible escape routethrough the back of the mech's neck.

Others bring on a fourth crew member to bea signalman. This individual has an array of signalflags, and he (or she) serves two purposes. Hisprimary role is communication. The Legion isdeveloping an elaborate signal system involvingnearly 40 flags in various combinations. The vor-tex commander relays orders to the signalman,who displays the proper flag patterns on a shortpole outside the hatch, which in turn instructthe rest of the Legion mechs in the field. Whendone properly, this gives Legion forces a fright-ening degree of coordination.

The signalman's other job is to act as a spot-ter. By leaning out the rear hatch, he can seealmost everything around the vortex, includingthe traditional mech blind spots in the rear.Most signalmen carry a heavy crossbow to useon infantry-level threats spotted in this way. Astheir role is becoming known to the Legion'senemies, many signalmen are also investing inheavier armor.

Unlike most mechs, the vortex is asymmetri-cal. Its general shape is humanoid, but the buzz-saw on its left arm requires extra engine space.As a result, the vortex's left upper body is rough-ly one-third bigger than its right. The chest andshoulder are enhanced to support the buzzsaw'sweight, while the arm itself houses the weapon'smighty engine.

IRONTOOTH CLANMECHS

The Irontooth Clans are a motley allianceof tribes, forged from several disparate

groups. They are drawn first and foremostfrom dissatisfied dwarven engineers whoabandoned traditional clan structure to pur-sue "power through metal." In the cross-cul-tural melting pot that was Highpoint after theonset of the lunar rain, these engineers des-perately researching ever-more-powerfulmechs were brought together with ancientmonastic orders looking to escape the lunarrain in their own way. When combined withthe chaotic environment of a world in tatters,the result of some seven decades of intermin-gling was what outsiders now call "barbarianmech jockeys," a rowdy bunch of leather-wearing mech warriors who live only to ride.

Outsiders, however, do not see the wholetruth. The Irontooth Clans have somehowfused the hard discipline of dwarven and

monastic life with the nihilism of a world onthe brink of destruction to create one of themost unique cultures Highpoint has everseen. Despite their hard drinking and raucousparties, the "barbarian mech jockeys" are infact extremely disciplined and steeped inancient mystical lore - as well as top-notchmechanical knowledge. Though theIrontooth Clans lack the organization andmanpower to build city-mechs, what they dobuild is invariably of masterful construction,albeit frequently lacking in new materials. Atthe same time, the Irontooth Clans have agreat deal of respect for monks, and theirclans always include elders with a mysticalview of life. Their living sensei mechs are con-sidered by the Stenian Confederacy to be oneof the great mysteries of mechanical engi-neering - and only the Irontooth know thesecret of their creation.

Roughly 10,000 clan members liveamongst the 50-odd Irontooth Clans, scat-tered into innumerable smaller tribes. Theyare mostly dwarven, with some humans, half-orcs, and gnomes. These are some of theirmechs.

ASHIGARU

Size: LargePower Source: Manpower (steam hybrid; see

below)Payload Units: 3Height: 12 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 1 (see below)Firing Ports: 3Hit Dice: Same as pilot (use 5 HD if targeted

separately)Hit Points: Same as pilot (use 28 hp if

targeted separately)Critical Thresholds: Green, Yellow 17,

Orange 10, Red 6Base Initiative: -2*Speed: +30 ft.*Maneuverability: AverageAC: -2*Hardness: 5 (wood)Base melee attack: +2*Base ranged attack: -2*Unarmed damage: 1d6 + pilot’s adjusted

Strength modifierTrample: largest Tiny; safe Tiny; damage 1d6Saves: Fort +0*, Ref –2*, Will –Abilities: Str +6*, Dex –4*, Con –, Int –, Wis

–, Cha –Mechcraft DC: 24

Page 28: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

27«1»

Base Planning Time: 42 daysBase Cost: 750 gpTotal Cost: 1,174 gpLabor Requirements: 240 man-hoursConstruction Time: 3 days (10 avg. laborers

plus 1 overseer)* These mechs use and augment the pilot’sown initiative, AC, attacks, damage, savingthrows, and abilities.

PAYLOAD USAGE

PU USE

1 Crew2 Onboard Weaponry3 Total

Ashigaru are mechs in name only, being morelike large suits of mechanical armor. The pilotis strapped into the mech, his arms and legsactually stretching into the thighs and upperarms of the machine, which looks like nothingmore than a crude, headless woodenhumanoid. Though a large, barred, cross-shaped visor allows the pilot to see out thefront and sides of the mech, the controls foroperating the machine are obscured fromview, being actually foot and arm driven at theend of his extremities. Mounted over the leftarm of many Ashigaru is a curved lance.

Ashigaru are training and dueling mechs,seen in battle only under the direst circum-stances. Taking great skill to pilot and signifi-cant personal strength to even move, the pur-pose of ashigaru are a mystery to most outsidethe Irontooth Clans. Those within the clan,however, understand the important rolesthese odd mechs hold. Ashigaru are used totrain not only mech pilots, but also the monksand warriors of the Irontooth Clan. Over time,those that train with ashigaru gain a fluidityand strength in the mech that is multiplied ahundred fold when they step from their bulkywooden restraints. Should it be necessary,ashigaru can also be used to enter dangerous

areas, even large enemy mechs, and provide amasterful user with a level of defense unavail-able using traditional armors.

Nearly all warriors of the Irontooth Clansreceive training in using ashigaru. As battles ofhonor and worthiness are commonplace inclan life, it is required by clan law thatashigaru be used to resolve many duels.Otherwise, a single question of honor (withwhich one could be faced a hundred times inhis life) would always end in the death of atleast one valuable warrior. To avoid depletingtheir population of skilled combatants, clansuse ashigaru to defend themselves not somuch from enemies, but from each other.

SPECIAL RULESHybrid Power Source: An ashigaru is equippedwith a small steam engine that isn’t sufficient-ly powerful to move the entire suit. Normallya Large manpowered mech wouldn’t be possi-ble because the crew required to move it takeup more space than the mech has, but thanksto this steam engine providing partial power,an ashigaru can be used with only one crewmember. This sort of hybrid power source isavailable only for manpowered mechs ofGargantuan size or smaller, at an additionalcost of 250 gp per crewmember replaced.

DUELS OF HONORFor the members of any one of the IrontoothClans, the mechs their clan uses are seen asrepresentations of the clan itself. Thus, thewealthiest, most skilled clans will have themost impressive mechs, while poorer clans orthose less concerned with tradition or honorwill have less presentable mechs. This has ledmost clans, not just mech pilots, to hold theirmechs in the highest esteem, striving to makesure that should they meet another clan andjousting should take place, their mechs will bethe most impressive on the field.

However, in the same way the largest mechsavailable represent the clan as a whole and arestrongly connected to the concepts of clanpride, individual affronts and questions ofone’s honor and judgment still take place.Even in these situations, though, the mech andthe concept of clan pride are intertwined,bringing the Irontooth Clans’ propensity andfondness for mech jousting to a much moreserious level.

When a conflict between two able-bodiedmembers of an Irontooth Clan occurs, the sit-uation is commonly resolved by an ashigaruduel. Ashigaru armors are some of the small-est mechs available on Highpoint, being littlemore than blocky, powered suits of woodenarmor fitted with blunted lances. Only used intraining, in defense of Irontooth communitiesand kabutos, and in settling disputes,ashigarus hold a respected place in the clan’sstructure, much the same as a skilled veteranreveres his sword. As soon as clan membersmake the step from children to adults, theirtraining in the use of ashigaru begins. Thisassures not only that all members of the com-munity are equipped to defend the clan, butthat they can settle their disputes in a forth-right and honorable manner. This method ofbattle is considered all the more legitimate asashigarus do not stifle their pilots’ naturalskills. Rather, each mech augments its pilot’sabilities, making them faster and stronger butalso forcing them to rely on guile and skill. Assuch, the winner of an ashigaru duel willalways be the strongest, swiftest, and/or mostcunning pilot, and thus the correct or deserv-ing member of the dispute.

Ashigaru duels are conducted with far moresolemnity than common mech jousts. Usuallyduels are arranged under the guidance of aclan elder, who will determine whether theclaim or slight disputed between two mem-bers warrants a duel. Because each duel usesashigarus that are considered to be both clan

TABLE 1-5: MECHS OF THE IRONTOOTH CLANSMECH NAME FACTION SIZE POWER PRICE (GP)

Ashigaru Irontooth Clans Large Manpower (steam hybrid) 1,174

Ch’i’rin Irontooth Clans Colossal II Steam 22,971

Kabuto Irontooth Clans Colossal V Manpower 60,824

Kappa Irontooth Clans Colossal V Manpower 60,824

Kusari Irontooth Clans Colossal III Clockwork 40,453

Oni Irontooth (Independent) Colossal IV Steam/Animated N/A

Sensei Irontooth Clans Large Animated 20,658

Shurikien Irontooth Clans Huge Clockwork 6,373

Wakizashi Irontooth Clans Colossal IV Clockwork 61,440

Page 29: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

28 «1»

TABLE 1-6: ONBOARD WEAPONRY – IRONTOOTH CLANSLOCATION ARC OF FIRE WEAPON (DAMAGE, RANGE IN FT., OTHER) PU CREW

ASHIGARU ONBOARD WEAPONRY

Right arm Melee Large lance (2d6+3/x3) 2 1

Total 2 1

CH’I’RIN ONBOARD WEAPONRY

Back 360° Colossal steam cannon (4d10/x3, 900) 16 3

Head Melee Colossal lance (3d12+12/x3) 16 1

Total 32 4

KABUTO ONBOARD WEAPONRY

Front (high) 180° forward Colossal II ballista (5d10/x3, 300) 32 3

Front (low) Melee Colossal III buzzsaw (8d12/19-20/x3) 64 1

Total 96 4

KAPPA ONBOARD WEAPONRY

Front (high) 180° forward Colossal ballista (5d10/x3, 250) 32 3

Front (low) Melee Colossal III buzzsaw (8d12/19-20/x3) 64 1

Total 96 4

KUSARI ONBOARD WEAPONRY

Left shoulder 180° forward Gargantuan ballista (5d6/x3, 180) 8 2

Left and right arms Melee Colossal II kusari-gama (4d8+14/4d6+14) 32 2

Total 40 4

ONI ONBOARD WEAPONRY

Left arm Melee Gargantuan chain tentacle (2d8/x2, 100) 8 3

Right arm Melee Colossal III buzzsaw (8d12/19-20x3) 68 1

Left sholder180° forward Huge steam cannon (2d10/x3, 1,000) 4 2

Right sholder180° forward Huge steam cannon (2d10/x3, 1,000) 4 2

Chest 180° forward Huge steam cannon (2d10/x3, 1,000) 4 2

Total 88 10

SENSEI ONBOARD WEAPONRY

Right arm Melee Large masterwork lance (2d6+5/x3) 2 1

Total 2 1

SHURIKIEN ONBOARD WEAPONRY

Torso 180° forward Huge sling saw (2d6/x3, 180) 4 2

TOTAL 4 2

WAKIZASHI ONBOARD WEAPONRY

Chest 180° forward Colossal ballista (7d6/x3, 250) 16 3

Right arm Melee Colossal III sword blade (7d12+16/19-20) 68 1

Total 84 4

Page 30: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

29«1»

property and symbols of the entire clan’shonor, baseless or otherwise frivolous claimsare often ignored, sometimes leading bothparties in the dispute to be punished in somedemeaning way for their truculence. Fear ofsuch punishments mean that only significantconcerns are brought before the clan’s elders,usually those relating to personal honor.

Once an ashigaru duel has been arranged,the actual contest usually takes place in oneweek, allowing members to honorably with-draw their complaints if they wish. Such awithdrawal brings no shame to either partyand is not considered to be acquiescing to theother party’s opinion. In fact, withdrawingfrom a duel is often considered a more honor-able action than dueling and losing, as it pre-vents the greater honor of the clan (in theform of the mechs) from even becominginvolved in a quarrel. If, after a week, tempersstill flare over the cause of the disagreement,the duel commences.

An ashigaru duel is considered a solemnoccasion much like a trial is in other cultures.Both parties participating in the duel enter

their ashigaru mechs at or near their homes orat opposite ends of the community. A somberparade then progresses, allowing all the mem-bers of the clan to see the duelists, while animpartial “caller” leads each duelist to theassigned battleground, all the way shoutingout the cause for the duel. The position of“caller” is not an honorable one and is mostoften occupied by one who has brought anunworthy cause to the clan elders in the hopesof being allowed to duel and was rejected, orone who has previously lost a duel.

Once at the assigned battleground, usuallya place outside the community, in a clearedmech hanger, or a dojo of suitable size, theduelists meet the elders of the clan who standin judgment over the duel. Along with the eld-ers, all married members of the clan are invit-ed to the duel to stand in witness. Though theyare not required to attend, it is a point ofinterest and tradition that all try to be present.Once every interested party is assembled, thetwo callers once again explain the reason forthe duel (an act that absolves them of part orall of their own dishonor, depending on its

severity), thendepart. Assoon asthey haveclearedthe bat-t l e -ground,at a signfrom theh i g h e s t -ranking clanelder, the duelbegins.

An ashigaru duel continues until one mem-ber either has been disabled or has submitted.There are no rules except that the combatants

can only use their mechs and their weaponsin battle, and they cannot leave the

designated dueling area. Anyduelist that purposefully

breaks these sim-ple rules

immediatelyloses the duel. Mostashigaru duels last forabout a half-hour, although especially furiousduels have been known to go on for upwards of5 hours. Combat is rarely fatal, but accidentshave been known to happen. Dying in anashigaru duel is one of the most honorableways to die for an Irontooth clan member, andsome duelists knowing that they cannot winpray to be killed in combat. However, if it isever suspected that a duelist is trying to pur-posefully kill his opponent or is trying to gethimself killed, the clan elders waste no time incalling off the duel. Such an act is an ultimatedisgrace and often ends in the offendingduelist being banished from the clan, or dis-honored to a point that he goes into self-imposed exile.

Once one of the combatants has lost, bothduelists are helped from their mechs by thecrowd, which then somberly departs, leavingonly the combatants and clan elders behind.The clan elders then side with the winner andrule in his favor in the case of whatever dis-agreement originally sparked the duel. Theloser is dishonored and is ordered to compen-sate either his opponent or the clan for theirtime and interest in the matter. This may meanas little as being the caller before the newashigaru duel or as much as being ordered intoan opponent’s service for several years. Theseruling are largely meant to be either ironic orinstructional and are determined at the whimof the clan elders.

Page 31: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

30 «1»

CH’I’RIN

Size: Colossal IIPower Source: SteamPayload Units: 44Height: 70 ft.Space/Reach: 35 ft. by 35 ft./35 ft.Crew: 8 (weapons: 4)Firing Ports: 20Hit Dice: 96Hit Points: 528Critical Thresholds: Green, Yellow

264,Orange 132, Red 53Base Initiative: -2Speed: 40 ft.Maneuverability: AverageAC: 2Hardness: 14 (steel, Colossal II, armor plating)Base melee attack: +4Base ranged attack: -2Unarmed damage: 4d6+12 (combat spikes)Trample: largest Huge; safe Large; damage 5d6Saves: Fort +0, Ref -4, Will –Abilities: Str 34, Dex 6, Con –, Int –, Wis –, Cha –Mechcraft DC: 42Base Planning Time: 84 daysBase Cost: 17,171 gpTotal Cost: 22,971 gpLabor Requirements: 7,680 man-hoursConstruction Time: 96 days (10 avg. laborers

plus 1 overseer)Special: Armor plating, combat spikes, extra

weapon mounts (+12), steady feet

PAYLOAD USAGE

PU USE

8 Crew4 Open32 Onboard Weaponry44 Total

Ch'i'rins are four-legged mechs of steam andsteel. Though still smaller than many front-line battle mechs, ch'i'rins are dangerous bothat close and long ranges.

Ch'i'rins are oddly shaped, with two legs atthe front, two smaller legs in back, and a sim-plified, muzzled face from the forehead ofwhich protrudes a colossal lance. Oftendeployed in large numbers, numerous ch'i'rinscan create a dangerous phalanx with theirangled, upwards thrusting horn-lances. Thissame formation can also unleash a deadly bar-rage from the colossal steam cannons each hasmounted, somewhat awkwardly, on theirbacks.

The Irontooth Clans have discovered a dan-gerously efficient tactic of forming two longlines of ch'i'rins, one row standing while theother kneels before them. This not only cre-

ates a massive wall of forward thrusting lances,but can at a moment unleash a hail of devastat-ing cannon fire. All the while, the more com-mon, weaker armored clan mechs can fireupon attackers at will.

KABUTO

Size: Colossal VPower Source: ManpowerPayload Units: 512 (heavy payload; 256

reserved for cargo)Height: 220 ft.Space/Reach: 90 ft. x 250 ft./55 ft.Crew: 128 (weapons: 3)Firing Ports: 77Hit Dice: 200Hit Points: 1,100Critical Thresholds: Green, Yellow 660,

Orange 385, Red 220Base Initiative: -4Speed: 60 ft.Maneuverability: ClumsyAC: 2Hardness: 22 (steel, Colossal V, armor plating)Base melee attack: +4Base ranged attack: -4Unarmed damage: 3d12+12Trample: largest Colossal II; safe

Gargantuan; damage 8d6Saves: Fort -2, Ref -4, Will –Abilities: Str 34, Dex 2, Con –, Int –, Wis –, Cha –Mechcraft DC: 56Base Planning Time: 102 daysBase Cost: 46,424 gpTotal Cost: 60,824 gpLabor Requirements: 30,720 man-hoursConstruction Time: 96 days (40 avg.

laborers plus 4 overseers)Special: Armor plating, hangars, heavy pay

load

PAYLOAD USAGE

PU USE

128 Crew96 Onboard Weaponry32 Passengers256 Cargo (shantytown)512 Total

The kabuto is the closest thing the IrontoothClans have to a city-mech. These roaming vil-lages look like massive horned beetles, slowlyscuttling over the land on a multitude of insec-toid legs. No two kabutos are constructedexactly alike, although most have a domed,pyramidal, or helmet-like shape to them, eachone recognizable by a great, ornately flaredridge halfway up the face of the mech's front.Besides being constructed with a skill andartistry Irontooth craftsmen commonly reservefor their personal weapons, this ridge also holdsthe mech's bridge and serves as a platform forranged weapons. Far below the bridge, low tothe ground, most kabutos have a broad buzzsawmounted to fend off opponents on foot andattack the legs of enemy mechs.

The interior of a kabuto is mostly empty, itsmain levels being large open spaces for mechsand passengers. Except for revered elders andclerics, no personal quarters exist. Rather, theentire community creates a kind of shantytowninside the mech, using tents and simple struc-tures just as though they were in the wilderness.Those onboard a kabuto do not think of them-selves merely as passengers, but as members of atightly knit community within the larger clan.Many civilians spend their whole lives living andworking in and around the mech and take a mid-dle or last name that designates which kabutothey come from. For example: Isan Eiri, captainof the kabuto Striding Crab, uses the full nameIsan Striding Crab Eiri.

Except for rare exceptions, most IrontoothClan kabutos travel singly or in small communi-

Page 32: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

31«1»

ties of 2-4. Smaller mechs and warriors are oftenheld inside to defend the kabutos in case ofemergency.

THE STRIDING CRAB, ANEXEMPLARY KABUTO

Standing as a representation of an ideal "shanty-mech" and crew is the kabuto Striding Crab.Just over 200 feet tall, the Striding Crab's outerhull is painted and lovingly maintained to glis-ten a pearlescent green, like the shell of a mas-sive june bug. This shimmering surface makesup the mech's entire domed back, except fortwo great symbols, one painted in on each side,which to the Irontooth Clans mean "greatcrab." At the front of the kabuto, several dozenfeet over the scything blades of its frontal buzzsaw, is the sweeping ridge that holds its com-mand center. This ornate platform is a severecrescent with points sweeping outwards in awide curve. Despite its size, this ornate struc-ture is finely tooled with delicate etchings in itsglimmering bronze and is the pride of the entirekabuto.

Deep within the belly of the mech is a vast,open-air chamber that fills almost half of themech's internal area. Lacking the claustropho-bic feel of most mech interiors, the StridingCrab's main chamber is home to a crew of near-ly 200 and a small flock of stowaway pigeons.The floor of this open area is covered in the res-idents' homes, mostly multi-roomed tents,shacks made from scrap metal, and a few simpletwo- and even three-story wooden structures.The two most noteworthy structures in StridingCrab are the Hi'schin, an out-of-the-way,cramped apothecary owned by the ancient mer-chant Cio, and the Thick Shell Ashigaru Dojo,where students learn under the tutelage ofMistress Shi'Po'Ai, an animated sensei mech.

Overlooking this "village" is the bridge of theStriding Crab, where elder Isan Eiri governs asboth the mech's captain and village magistrate.The dark-eyed and fierce-tempered Wild FireLily serves the mech as both tactician and con-stable, and Eiri is his most outspoken rival andlong-time companion. Serving as dutiful pilotto the Striding Crab is Lo Ailshee, a quiet,young man of great faith who works, often fruit-lessly, to temper the volatile personalities of hispassionate commanders.

Far below the bridge, past even the mechhangers and storerooms, are several floorstaken over by gear forests. At one point a com-munity of coglings lived peacefully below themech's village, but none of the feral halflingshas been seen in years. Regardless, engineersand repairmen that make occasional jaunts intothose untamed levels report eerie sensations -as if they're being watched - and the sounds ofdistinct, almost mechanical, skittering.

KAPPA

Size: Colossal VPower Source: ManpowerPayload Units: 512 (heavy payload; 256

reserved for cargo)Height: 200 ft.Space/Reach: 80 ft. by 80 ft./100 ft.Crew: 128 (weapons: 4)Firing Ports: 154Hit Dice: 200Hit Points: 1,100Critical Thresholds: Green, Yellow 660,

Orange 385, Red 220Base Initiative: -3Speed: 60 ft.Maneuverability: Clumsy

METAL BINDING THE DEAD

In the years since the formation of the Irontooth Clansa strange manner of thinking has crept into the soci-

ety’s beliefs. Not so much a societal tradition as spiri-tual belief, many members of the clans have developedthe impression that shaped metal, in all forms, is unnat-ural.

Despite the negative connotation such a beliefseems to have, the Irontooth Clans have not given upthe use of metal in their day-to-day lives or, perhapseven more importantly, in the creation of their mechs.Indeed, the opposite may be true. Many in the clanshave come to believe that metal binds the soul and lim-its mortal potential. While wood and stone can be worndown by determination and flesh and blood, even themost capable mortal warrior cannot contend against abarrier of honed metal. Thus, with this belief in mind,two schools of mech making have arisen among theIrontooth Clans.

The most common method sees the creation ofIrontooth mechs made of natural materials, most com-monly wood. These mechs are thought to rely moreheavily on their pilot and crew’s capabilities and per-haps even augment their talents. Much like how aweapon increases a warrior’s deadliness, these mechsare tools to be used by skilled wielders and, by theirnature, are considered to be more honorable to usethan metal mechs. Though these mechs may havemetal weapons, the idealism of the Irontooth buildersdoes not make them irrational. If their enemies havearmor that only metal can pierce, then metal will beused to pierce them. Examples of such mechs areashigarus, kusaris, and wakizashis.

Other Irontooth coglayers, trying to cope with aworld of enemies from space and giants constructed ofsoul-stifling steel, have crafted potent mechs of iron,steel, and mithral. However, these mechs are notmeant to be piloted; they are meant to channel thespirit of some legendary beast or power and allow themech’s crew to draw strength from that force. Againsthorrors of metal and threats from beyond, mere mor-tals can do little, so these mechs are crafted andblessed to bind the spirits of mythic creatures to themin a way that only metal can. Armed with the most mod-ern technologies, powers so much like those the spiritsexhibit in legend, these unnatural beasts are set forth,guided by their crew to defeat the enemies of theIrontooth Clans. Although pilots of metal mechs donot receive the same honor as those of wooden mechs,they are often treated with more respect and wonder asthey are believed to commune with the ancient spirits.Examples of mech models thought to be infused withspirits are ch’i’rins, kabutos, and the revered senseis.

Though few within the Irontooth Clan actuallybelieve that all metal is a spiritual substance, this way ofthinking has become a kind of quaint societal beliefthat usually only the elderly take to extremes.However, stories of strange goings-on within the clans’metal mechs and of whole mechs inexplicably movingby themselves lend a strange credence to these tales.Some ch’i’rin pilots even swear on their honor thattheir mechs have moved to avoid danger or haveadvised them mid-battle. Because of tales like these,even traditionally mundane objects, such as woodencoffins and metal cages, have gained remarkable signif-icance.

For the most part, these beliefs have originated andspread among the past several generations of supersti-tious human and gnome members of the clans, butmany pragmatic dwarves have adopted them as well, a

fact that gives the tales more credibility than any-thing else.

Page 33: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

32 «1»

AC: 2Hardness: 22 (steel, Colossal V, armor

plates)Base melee attack: +4Base ranged attack: -3Unarmed damage: 3d12+12Trample: largest Colossal II;

safe Gargantuan; damage 8d6Saves: Fort -2, Ref -4, Will –Abilities: Str 34, Dex 4, Con –, Int –, Wis –, Cha –Mechcraft DC: 56Base Planning Time: 102 daysBase Cost: 46,424 gpTotal Cost: 60,824 gpLabor Requirements: 30,720 man-hoursConstruction Time: 96 days (40 avg.

laborers plus 4 overseers)Special: Armor plating, hangars, heavy pay

load

PAYLOAD USAGE

PU USE

160 Crew56 Special equipment for air pumpingand oxygen storage200 Cargo/hangar space96 Onboard Weaponry512 Total

The Kappa is a unique mech of the kabuto vari-ety. Although it looks much like other mechs ofthe same make, the Kappa features a smallernumber of thicker, more heavily insulated,almost tortoiselike legs. It doesn't bear a uniquefore-crest like most kabutos; in its place is mere-ly a massive, gem-like crystal window that par-tially opens into the bridge and looks down overthe communal area inside. The Kappa also seemssomehow more solid than other mechs, eventhose of the extremely defensible kabuto vari-ety, seemingly without a single open joint orcrack upon its massive frame. This is true, infact, as the Kappa has a unique purpose: to trav-el underwater.

Created with the dual philosophies that "anenemy is most vulnerable to an attack that hedoes not expect" and "an enemy cannot attack aplace he cannot reach," the Kappa is a trulyextraordinary creation. It was built with the aidof tortog designers, with whom the IrontoothClans have forged a strong relationship. Many ofthe tortoise people continue on as part of theKappa's crew, using their unique insight to aidthe clan both above and below the sea.

THE IRONTOOTH CLANS ANDTHE TORTOGS

Shrewdly and quietly, the Irontooth Clans havereached some sort of agreement with the

strange hard-shelled traders, the tortogs.Although the Irontooth Clans are not known fortheir diplomacy and the tortoiselike merchantsare rarely forthcoming with their friendship,heavy trade does takes place between the twocultures. This trading represents more than themere exchange of goods; it also includes thetrade of new technologies and ancient tradi-tions.

While the trade of mundane supplies andother goods has been mutually beneficial toboth peoples, one of the most interesting devel-opments has been the application of tortogknowledge of water and waterproofing tomechcraft. This technological leap has beenseen on both a small scale, with severalIrontooth mechs designed for short-term sub-mersion, and a grander scale, with the divingkabuto known as the Kappa.

But even though the benefits to the IrontoothClans have been substantial and obvious, whatthe tortogs are gaining from their unexpectedtrade alliance is unknown. In recent months,many tortogs have been seen aboard IrontoothClan mechs, either as passengers, new residents,or even crewmembers. Being that they have nomechs of their own and seem disinclined tobegin crafting one, it is rumored that the tortogswish to gain a modicum of military authority onHighpoint, but for what purpose remainsunknown. However, it remains possible thatlunar threats and orc raids have finally cost theshrewd merchants enough and that theIrontooth Clans are serving as well-paid guidesand guards to the tortoise-folk's caravans.

Regardless of the specifics of their dealings,this alliance between the Irontooth Clans andthe tortogs has significantly strengthened bothgroups. How or if this will affect the balance of

power throughout Highpoint remains unseen,but rumors whisper that more is being gained inthis unlikely pact than mere monetary profit.

KUSARI

Size: Colossal IIIPower Source: ClockworkPayload Units: 64Height: 85 ft.Space/Reach: 40 ft. by 40 ft./40 ft.Crew: 6 (weapons: 4)Firing Ports: 35Hit Dice: 144Hit Points: 792Critical Thresholds: Green, Yellow 396,

Orange 198, Red 79Base Initiative: +2Speed: 90 ft.Maneuverability: AverageAC: 2Hardness: 9 (wood, Colossal III)Base melee attack: +6Base ranged attack: +2Unarmed damage: 2d12+14Trample: largest Gargantuan; safe Huge;

damage 6d6Saves: Fort -4, Ref +0, Will –Abilities: Str 38, Dex 14, Con –, Int –, Wis –, Cha –Mechcraft DC: 56Base Planning Time: 112 daysBase Cost: 35,703 gpTotal Cost: 40,453 gpLabor Requirements: 30,720 man-hoursConstruction Time: 384 days (40 avg.

laborers plus 4 overseers)Special: Fast legs, steady feet

Page 34: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

33«1»

PAYLOAD USAGE

PU USE

6 Crew18 Open40 Onboard Weaponry64 Total

The kusari is the rank-and-file warrior mech ofthe Irontooth Clans. Smaller than many otherfighter mechs, these mechs' speed and versatili-ty more than make up for any frailty. With a tall,lithe frame resembling nothing so much as anelven dancer, kusaris strike with a precision andfinesse that makes them an even match forLegion paladins or Stenian steam blades.

Kusaris are named for the weapons they carry:kamas bound by a long chain to a spiked weightcalled kusari-gamas. These strange weaponshave both the speed of a swift melee weapon anda limited range. The chain and weight of thekusari-gama allows clever mech pilots to entan-gle and trip enemy mechs unfamiliar with suchweapons.

Roving groups of Irontooth Clan membersare often accompanied by several kusaris.Thanks to their speed and relative light weight,kusaris are some of the largest mechs to func-tion efficiently as scouts. Thus, the first sign ofan Irontooth presence in a region is often anencounter with a vanguard of 2-4 kusaris.

ONI

Size: Colossal IVPower Source: Steam (but now animated; see

below)Payload Units: 128Height: 96 ft.Space/Reach: 45 ft. by 45 ft./45 ft.Crew: 32 (see below)Firing Ports: 51Hit Dice: 144Hit Points: 792Critical Thresholds: Not subject to critical hitsBase Initiative: +1Speed: 80 ft.Maneuverability: PoorAC: 2Hardness: 16 (iron, Colossal IV)Base melee attack: +4Base ranged attack: +1Unarmed damage: 5d6+12Trample: largest Colossal; safe Huge; damage 7d6Saves: Fort +0, Ref +1, Will –Abilities: Str 34, Dex 12, Con –, Int 14*, Wis

12*, Cha 18*Mechcraft DC: N/ABase Planning Time: N/ABase Cost: N/ATotal Cost: N/ALabor Requirements: N/AConstruction Time: N/ASpecial: Fast legs, linked weapons (two Huge

steam cannons)* See stats below.

PAYLOAD USAGE

PU USE

32 Originally crew space8 Open88 Onboard Weaponry128 Total

The Oni, captained by Storm Ystarn, is one ofthe most feared mechs on Highpoint. It is fearednot just by those who face it in battle, but by itscrew as well.

No one is quite sure who constructed theOni, though at first glance it seems to be anoversized variation on a Stenian steam blade.Discovered by a kabuto village nearly 20 yearsago near the borders of what once were lushelven forests, its opportunistic finders werequick to claim the mech as their own. A fewbasic repairs got the mech that would be knownas the Oni up and running again, but its findersdiscovered several disturbing features.

First, the interior of the mech was like a maze:Ladders and halls seemed to go nowhere, manyrooms had no apparent purpose, and hatchesrefused to open. Navigating the mech became amaddening feat.

Secondly, the equipment and engines of themech seemed to run on no greater fuel than

luck. Once they were discovered, the enginesproved to be a dilapidated tangle of inaccessiblepipes, furnaces, and wires, but after a few curso-ry adjustments, they sparked to sudden life. Onfurther inspection, the repair crew found moreof the vast engines and devices with no apparentpurpose scattered throughout the mech, some-times in the most unexpected places.

But lastly, and most disturbingly, of the 18workmen that entered the mech to repair it,only 10 left. The entire construct was searched,seemingly from top to toe, but no sign that theeight missing workmen had even entered themech was ever found.

After this ill omen, the anxious villagersnamed the mech after a soul-stealing demonfrom myth. The Oni certainly would have beenleft behind had it not been for one ambitiousyoung nobleman, Kuan Toi'fo. Determined tobecome the best mech pilot in the IrontoothClans and chafing after having used onlyashigarus and kusaris for his entire career, heeagerly volunteered to pilot the strange newmech. Not willing to waste such a strange findand convinced by Kuan's fervor, the clan elderseventually conceded to the young warrior'srequest.

With a full crew of able warriors, Kuan wasgiven a simple mission to scout ahead of hisclan's kabuto. When the Oni returned unex-pectedly four days later, its entire crew wasmissing and no explanation could be found forwhy or how it had returned. Now truly fearful ofthe strange mech, the clan abandoned it, leavingit and whatever demon haunts it behind.

Many that see the Oni today have heard thestories of the demon mech and the terror it canwreak in battle. Others write the tales off as fan-ciful imaginings told by overly superstitiouscowards. But those few most fearful of the Oniknow that there is indeed an evil spirit that lurkswithin the gigantic husk of steam and steel. Hername is Storm Ystarn.

SPECIAL RULESThe Oni is a haunted mech. The true nature ofthe spirit that possesses it is unknown, but it'squite certainly that of an evil creature. Someloremasters speculate that a necromancer orfoul diabolist was involuntarily forced to inhabitthe mech through the use of the rebuild soul spell,or perhaps it is an assimilated mech that hasreached some stage of techno-consciousnesspreviously unknown. It is also possible that ahellborg is at least partially responsible for themech's actions (see page 111 for more on hell-borgs).

Regardless of the cause, the Oni is haunted.Creatures on board get lost within the shifting

Page 35: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

34 «1»

passages, hear strange sounds, and encounterterrible accidents almost routinely.

The Oni is guided by a spirit (see stats below)that is intent on devouring the souls of thosewho board it. The mech can use the followingeffects against any creature on board. The spelleffects cannot be cast beyond the limits of themech's wall; they are limited to its environment.All save DCs are Charisma-based, using the statspresented below. Spells are at caster level 18.

Characters may encounter the Oni in a num-ber of ways. The captain, Storm Ystarn, mayrecruit them as crewmembers. Alternately, thePCs may uncover the Oni without its captain,and attempt to take over the abandoned mech.They may try to salvage it only to arouse its ire.Or they may be called in to assist a town whosecitizens have been lured aboard by Storm'spromise of wealth, only to disappear.

The Oni can function with no crewmembers,but its animating force prefers to have crewbecause it likes to consume their souls. Whencaptained by Storm Ystarn, it will not functionwithout a crew, in order to force Storm to bringnew recruits aboard. If forced to operate with-out a crew, the Oni should be treated as if pilot-

ed by an 18th level mech jockey with these stats:Oni Ghost Pilot, Mcj18: Init +8; Base Atk

+13; Mech Atk +18; Atk +22 mech (any mechweapon); Full Atk +22/+17/+12/+7 mech (anymech weapon); SQ Extraordinary pilot, mechfingers (warrior instinct, skill transfer), patch-work repairs, push the envelope 6/day (extremeredlining, no overheating), roll with the punch-es (2 increments); AL CE; Fort -, Ref +15, Will+7; Str -, Dex 18, Con -, Int 14, Wis 12, Cha 18.

Skills and Feats: Craft (mechcraft) +23,Knowledge (mechs) +23, Knowledge (steamengines) +23, Listen +22, Mech Pilot+43, Spot+22; Dodge, Greater Weapon focus (steam can-non), Improved Initiative, Improved Trip, MechDancer, Mech Fu, Mechidextrous,Mechwalker, Shot on the Run, Speed Freak,Spring Attack, Quick Draw, Weapon Finesse,Weapon Focus (steam cannon), WeaponSpecialization (steam cannon).

STORM YSTARN, CAPTAIN OFTHE MOST FEARED MECH IN

HIGHPOINTStorm Ystarn and Kuan Toi'fo were both mechpilots in training aboard the kabuto Broad Shield.They had known each other since childhood, yetserving together in defending the communitymade them the best of friends, and soon more.Therefore, when the Broad Shield discovered astrange mech and Kuan volunteered to pilot itafter so many odd incidents surrounding its dis-covery, Storm tried to dissuade her bull-headedlover, but to no use.

When the Oni returned from its first scoutmission with no sign of its crew, why it hadreturned, or her beloved, Storm angrily demand-ed a search be made and all recourses be spent tofind Kuan and the missing crewmen. But unwill-ing to let the obviously cursed mech claim morelives, the community's elders ignored Storm'sdemands. On the same night the Broad Shieldbegan moving to leave the Oni behind, Stormforsook the only home she had known in herentire life and entered the Oni.

Storm's first night onboard the Oni was anightmarish experience. The corridors of thedarkened mech seemed to twist and wrap backon themselves as she fervently searched everylevel of the great construct. The longer she spentaboard the mech, the stranger it seemed tobecome, until she could swear she was hearingincomprehensible voices always just ahead ofher. Racing through the shifting metal halls tofind these bodiless voices exhausted Storm andshe finally collapsed. But just before the dis-traught young pilot lost consciousness, she heardthe voice of her missing beloved.

Sometime later - she knew not how many days- Storm awoke to the grinding gears and shakingwalls of the moving mech. Hoping beyond hope,she searched the bridge but found the Oni againmoving of its own accord. Finally, the strangemech came to a stop at the outskirts of Edge.Eager to find help, Storm left the mech and gath-ered as many people as she could within town tohelp search the Oni more thoroughly. Telling herstory to any who would listen, she pledged all shehad and the wealth of both her and Kuan's fami-lies to anyone who helped her find her compan-ion. Taking a dozen helpful people aboard, Stormbegan her most thorough search, still hoping tofind some secret chamber or trap that hadclaimed her beloved. But after a day of searching,the only result was the disappearance of nearlyhalf of those that had agreed to aid her.Distraught and despairing, Storm relieved therest of those she had hired, paying them all shehad, and was left alone with her suffering aboardthe cursed mech.

That night, for the first time, Storm dreamedof Kuan. When she woke, she was inexplicably nolonger afraid. Although she remembered little ofher dream, she knew that she would not find herbeloved on board the Oni; he was now else-where. Again entering Edge, Storm hired men tocrew the Oni, promising vast wealth from a treas-ure only she knew the location of. Many foolishtownsfolk followed the wild-haired young pilotonto her strange mech and they began travelingsouth. None of the adventurous townspeoplewas ever seen again.

Since then, Storm has been the captain of the

At will-acid splash, flare, darkness, ghostsound, grease, hold portal,mage hand,mending, minor image, obscuring mist,prestidigitation.3/day-bane, cause fear, inflict lightwounds, illusory wall, sleep.1/day-death knell, inflict moderatewounds.

.

.

.

Page 36: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

35«1»

Oni for more than three years. She has gonethrough hundreds of crewmembers. Thoughnearly 30, Storm looks like a woman of 20. Litheand tan with shoulder-length black hair, the onlythings that reveal Storm's true age are her hard,determined eyes. One crewman, before goingonboard the Oni, said he trusted Storm becauseher eyes proved that she was willing to do any-thing to reach her goal. That vanished crewmanwas right.

Storm has accepted that the Oni is cursed, yetshe somehow knows that she will never fall vic-tim to the demon mech. She continues hersearch for her lover, but now travels mostly atrandom, scouring the ancient places of magicthat might reveal her lover's fate and bring himback to her. On some level, Storm realizes thatshe has already found Kuan, as she dreams of herlover in passionate nightmares almost nightly.Devoured and made a part of whatever presencepossesses the Oni, what is left of Kuan's spiritprotects his beloved and keeps her safe from themech's hungry nature. However, the dozens ofcrewmen that Storm tempts with unimaginableriches are not so lucky.

Storm Ystarn, Female HumanMcj10/Mcd3: CR 13; Medium humanoid(human); HD 11d6; hp 84; Init +7, Spd 30 ft.; AC23, touch 17, flat-footed 16; Base Atk +9; MechAtk +13; Grp +10; Atk +20 melee (1d6+4, 18-20/x2, +4 ghost touch rapier) or +20 mech (anymech weapon); Full Atk +20/+15 melee (1d6+4,18-20/x2, +4 ghost touch rapier) or +20/+15/+10mech (any mech weapon); SQ Agile mech +1,extraordinary pilot, mech fingers (warriorinstinct, skill transfer), patchwork repairs, pushthe envelope 3/day, roll with the punches, spe-cial skill uses, stunning attack, unarmed damage;AL CE; SV Fort +4, Ref +17, Will +5; Str 12, Dex24, Con 10, Int 14, Wis 12, Cha 14.

Skills and Feats: Balance +15, Bluff +10, Climb+7, Craft (mechcraft) +14, Jump +5, Knowledge(mechs) +18, Knowledge (steam engines) +18,Mech Pilot +23, Sense Motive +9, Spot +9,Tumble +9; Acrobatic, Dodge, Mech Dancer,Mech Fu, Mech Walker, Mechidexterous,Mobility, Natural Pilot, Speed Freak, WeaponFinesse.

Languages: Common, Dwarf, Elven.Possessions: +4 ghost touch rapier, +4 leather

armor, gloves of dexterity +6.

SENSEI

Size: LargePower Source: Animated (undead subtype;

see below)Payload Units: 3

Height: 10 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 1Firing Ports: —Hit Dice: Same as pilot (use 5 HD if targeted

separately)Hit Points: Same as pilot (use 28 hp if

targeted separately)Critical Thresholds: Not subject to critical hitsBase Initiative: -1*Speed: +30 ft*Maneuverability: PerfectAC: -1*Hardness: 10 (iron)Base melee attack: +4*Base ranged attack: -1*Unarmed damage: 1d6 + pilot’s adjusted

Strength modifierTrample: largest Tiny; safe Tiny; damage 1d6Saves: Fort +0, Ref -1*, Will –Abilities: Str +10* , Dex -2*, Con –, Int –, Wis

–, Cha –Mechcraft DC: 56Base Planning Time: 102 daysBase Cost: 20,348 gpTotal Cost: 20,658 gpLabor Requirements: 480 man-hoursConstruction Time: 6 days (10 avg. laborers

plus 1 overseer)* These mechs use and augment the pilot’sown initiative, AC, attacks, damage, savingthrows, and abilities.

PAYLOAD USAGE

PU USE

1 Crew2 Onboard Weaponry3 Total

Senseis are the most treasured mechs of theIrontooth Clans and one of their greatestsecrets, as they are also the most respected andrevered members of the clan.

Senseis are small mechs that look like exquis-itely crafted and stylized variations on ashigarus.Lighter and easier to handle than those trainingmechs, they still force the pilot to use much ofhis own strength and have controls situatedexactly as ashigarus do. Though superficiallythey are only slightly superior to ashigarus, thesensei's greatest advantage is that they are pos-sessed by the sprit of an Irontooth Clan elder.

In using these mechs, the greatest IrontoothClan pilots are trained and advised by the spiritsof these ageless masters. Whereas an ashigaruwill teach a pilot how to use his body, a senseiteaches the pilot how to use his mind and thetactics of an ageless intelligence. Of the fewexisting senseis, some are gruff and opinionatedveterans, while others are serene philosophers.

Regardless of the personality the mech exhibits,the pilot must be accepted by the mech before itcan be used, for the spirit is the ultimate animat-ing force and can override the pilot's com-mands. Thus, the pilot forms a bond with hismech like no other, becoming the primary stu-dent to a legendary master.

As one of the most mysterious strengths ofthe Irontooth Clans, the process of creating sen-seis is not disclosed to outsiders. Being thatthese mechs are essentially animated by theundead, the sentience within a sensei can beturned, forcing the spiritual advisor away andforcing the pilot to rely on his own skill until theturning fades. It is also probable that if a clericof the appropriate power were to turn a sensei,the animating spirit would be removed forever.

SPECIAL RULESNested Mechs: Sensei mechs are designed notjust for training, but for active improvement ofthe pilot's skill. It is rare that a sensei mech willaccept the same pilot for a prolonged period oftime, but in cases of compatible personalities orexceptional students, it has been known to hap-pen. A mech jockey in a sensei mech is stillmaneuverable enough to pilot another mech,provided the other mech's controls accommo-date a Large pilot. Those Irontooth Clansmenwith long-term relationships with senseis oftenretrofit their mechs to accommodate theirpiloting while ensconced in the sensei suit.

SPIRITS OF THE ELDERSNo one is sure who created the sentientIrontooth mechs known as senseis, but theyhave become an integral aspect of life and edu-cation for a new generation of the clans. Whatcan immediately be told from their ornateappearances is that every sensei is unique and isa masterpiece of the mech builder's art. Theirwood and mithral bodies are minutely detailedwith ancient dwarven runes and finely tooleddepictions (that vary from victorious battle toidyllic pastoral scenes, depending on the ani-mating spirit's personality). Senseis are impres-sive creations. Although their relatively smallstatures would seem to render them useless incombat against mechs of far greater sizes, theirvalue lies not in massive mech-to-mech battles,but in honing the abilities and spirit of a solepilot.

Currently 12 senseis are known to exist.Throughout the kabutos and roving clans of theIrontooth, the wisdom and skills of these unique

mechs are wellknown, thoughthey are also a

Page 37: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

36 «1»

secret that is jealously guarded from outsiders.Most of the 12 are animated by spirits of greatwarriors, yet others are contemplative teachersof art, philosophy, or history. In addition to theabilities they grant their chosen pilots, the 12senseis offer skill bonuses derived from theirexpertise and experience. The senseis currentlyknown to be operating within the IrontoothClans are:

Emrik Sternhammer: The personal defenderof three generations of ancient dwarven queens,Emrik is a master of watchfulness and defense.Those piloting the Sternhammer sensei gain a+4 circumstance bonus to all Listen, SenseMotive, and Spot checks.

Garem Gemjaw: Perhaps the most skilled

jeweler in history, Garem crafted unbreakable

weapons of diamond and obsidian blades of

unparalleled sharpness. Those piloting the

Gemjaw sensei gain a +4 circumstance bonus to

all Craft (blacksmithing), Craft (mechcraft),

and Craft (weaponsmithing) checks.

Lissrim Skyvent: An explorer who supposedly

circled the world using underground tunnels,

Lissrim and her allies were peerless adventurers

and explorers. Those piloting the Skyvent sensei

gain a +4 circumstance bonus to all Gather

Information, Knowledge (nature), and Survival

checks.

Ebonhelm: A cunning and infamous warrior,

whole dwarven nations coveted Ebonhelm's

martial prowess nearly as much as they feared his

wrath and ultimate goals. Those piloting the

Ebonhelm sensei gain a +4 circumstance bonus

to all Bluff, Intimidate, and Move Silently

checks.

Yim Bartell: A sneak and a liar, but a skilled

scout and tracker, Yim saved the ancient dwar-

ven city of Flamefalls by warning them of an

approaching drow army. Those piloting the

Bartell sensei gain a +4 circumstance bonus to

all Bluff, Spot, and Survival checks.

Tarn Grewik: The priest the led the inquisi-

tion that drove the derro from the realm of

Rubywall, Tarn was an unflinching servant of the

gods of law, but wholly compassionless. Those

piloting the Grewik sensei gain a +4 circum-

stance bonus to all Intimidate, Knowledge (reli-

gion), and Search checks.

Leena Opalhurst: A saintly devotee of the

gods of healing and mercy, Leena spent her life

healing the sick and treating the poor of soul.

Those piloting the Opalhurst sensei gain a +4

circumstance bonus to all Diplomacy, Heal, and

Knowledge (religion) checks.

Malachite: Though his motives and extrapla-

nar allies remain both fearful and questionable,

few mortals have ever known more about things

and realms unseen than the wizard Malachite.

Those piloting the Malachite sensei gain a +4

circumstance bonus to all Knowledge (arcana),

Knowledge (the planes), and Use Magic Device

checks.

Wistril Silversnap: Few have ever exhibited

such a passion for learning and the desire to

know how things

work than the

famed engi-

neer Wistril

Silversnap.

Those pilot-

ing the

Gemjaw sen-

sei gain a +4 cir-

cumstance bonus to

all Disable Device, Craft

(mechcraft), and Use Magic Device checks.Abonshea Tomescroller: Ancient by even

dwarven standards, it is said that the sageTomescroller knew so much of the past that hecould accurately predict the future. Those pilot-ing the Tomescroller sensei gain a +4 circum-stance bonus to all Decipher Script, Knowledge(history), and Knowledge (local) checks.

Wren: The only known sensei that does nothost a dwarven spirit, Wren was a half-elven spyand master thief who supposedly could be heldby no prison. It is suspected that whoever craft-ed this sensei had intended to infuse it withanother sprit, but was tricked by Wren. This pos-sibility is reinforced as the mech is covered withdepictions of deep crags, underground seas, andother natural underdeep vistas. Those pilotingthe Wren sensei gain a +4 circumstance bonusto all Bluff, Disable Device, and Escape Artistchecks.

Shi'po'ai: The youngest spirit hosted by a sen-sei, Shi'po'ai was one of the first mech devils, askilled fighter and pilot who sought unity notjust between her and her mech, but with thewhole world. Incredibly contemplative for amech pilot and possessing superb clarity ofmind, Shi'po'ai led her allies to unbelievable vic-tories against forces of far greater number. It issaid that Shi'po'ai fell in an ambush set by a hun-dred foes, and that none of her enemies survivedeither. Those piloting the Shi'po'ai sensei gain a+4 circumstance bonus to all Concentration,Heal, and Knowledge (mechs) checks.

SHURIKIEN

Size: HugePower Source: ClockworkPayload Units: 6Height: 16 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 2 (weapons: 2)Firing Ports: 5Hit Dice: 10Hit Points: 55Critical Thresholds: Green, Yellow 27,

Page 38: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

37«1»

Orange 13, Red 6Base Initiative: +4Speed: 60 ft.Maneuverability: PerfectAC: 8Hardness: 5 (wood)Base melee attack: +2Base ranged attack: +5Unarmed damage: 1d8+4Trample: largest Small; safe Small; damage 2d6Saves: Fort -2, Ref +2, Will –Abilities: Str 18, Dex 20, Con –, Int –, Wis –, Cha –Mechcraft DC: 44Base Planning Time: 88 daysBase Cost: 5,899 gpTotal Cost: 6,373 gpLabor Requirements: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborersplus 1 overseer)Special: Extra weapon mounts (1), fast legs

PAYLOAD USAGE

PU USE

2 Crew4 Onboard Weaponr6 Total

The long-range scouts and messengers of theIrontooth Clans, shurikien are fragile mechsbuilt more for speed than combat. Little morethan a cockpit with a pair of long, powerfullegs and a strangely shaped ballista, thesemechs keep the kabuto villages of the claninformed of each other's needs, travels, andnews.

The leaders of the Irontooth Clans have lit-tle trust in magical forms of long-distancecommunication. Thus, most communicationstake place through the use of shurikien run-ners.

In combat, shurikiens are poor combatants.Their frailty combined with their lack of amelee weapon allows nearly any larger mechthat gets within reach to make swift work ofthem. However, their speed and high maneu-verability make such a feat extremely difficult.Rather than being front-line fighters,shurikiens excel at skirmishes and reconnais-sance. While a regiment of fleet-footedshurikiens can launch barrage after barrage offire at unsuspecting opponents with nearimpunity, a single mech can infiltrate enemyterritory without ever being noticed.

Perhaps the strangest aspect of shurikiens istheir unique, ballista-like weapon. Theseranged weapons essentially launch hugethrowing saws, giant circular blades thatcleave through wood and metals with terrify-ing ease.

WAKIZASHI

Size: Colossal IVPower Source: ClockworkPayload Units: 128Height: 180 ft.Space/Reach: 50 ft. by 50 ft./50 ft.Crew: 13Firing Ports: 49Hit Dice: 192Hit Points: 1,056Critical Thresholds: Green, Yellow 528,

Orange 264, Red 106Base Initiative: +1Speed: 100 ft.Maneuverability: AverageAC: 2Hardness: 16 (iron, Colossal IV)Base melee attack: +8Base ranged attack: +1Unarmed damage: 5d6+16Trample: largest Colossal; safe Huge; damage 7d6Saves: Fort -4 , Ref +0, Will –Abilities: Str 42, Dex 12, Con –, Int –, Wis –, Cha –Mechcraft DC: 60Base Planning Time: 120 daysBase Cost: 61,496 gpTotal Cost: 63,396 gpLabor Requirements: 61,440 man-hoursConstruction Time: 110 days (70 avg.

laborers plus 7 overseers)Special: Fast legs

PAYLOAD USAGE

PU USE

13 Crew31 Open84 Onboard Weaponry

128 Total

Wakizashis are the mechs of the IrontoothClans' most skilled and cunning mech pilots.The tallest of the clan's battle mechs, these raregargantuans are works of art, crafted from woodso finely sculpted it appears laughably delicate,and inlayed with mithral refined and shaped bymaster smiths. Each wakizashi is created for aspecific group of skilled warriors who havedemonstrated the highest virtues of honor, skill,and loyalty in service to the Irontooth Clans.

Appearing roughly as a heavily armored samu-rai, a wakizashi bears a single, massive, curvedmithral blade, thin for its size but wickedly sharpand left undulled even after slicing through thehulls of a hundred enemies. Fixed into the righthand of these mechs are one or more ballistae,linked to fire in a swift and deadly barrage.

Those that crew a wakizashi transcend thebonds of regimental membership, becoming asmall brotherhood of peerless warriors.Working as a unified team and capable of per-forming astonishing feats, the crews of wakiza-shis are among the most respected members ofthe Irontooth Clans. These warriors are fanati-cally devoted to the cause of their clan, eachother, and their mech and will allow no one to

Page 39: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

38 «1»

speak ill of any of them. Crews become sodevoted to one another and their mech that,should the crew be killed, they and their mechare buried together in a three-day long ritual.Crews that somehow lose their mechs oftengrieve to extreme, going into self-imposed exileor committing seppuku.

LIFE AND HONOR WITHINTHE IRONTOOTH CLANS

The Irontooth Clans are held by many outsidersin the same standing as barbarians and orcs, butthey have a far more complex inner society.Though not all of the clans adhere to the samestandards, decades of producing some of thegreatest mechs and mech jockeys in the worldhave left these clans with a deep pride and astrong sense of honor.

No one can be sure exactly how the conceptof honor came to take root among the IrontoothClans, but considering the mixture of races andcultures that make up the clans, it's not whollysurprising. The dwarves have always taken greatpride in their work and even those who haveturned their backs on their heritage could not beexpected to stop taking pride in the great feats ofengineering they embraced. Humans have alwaysbeen a prideful lot, their opportunistic and cre-ative egos fuelling many of their most basicdesires and ambitions. Even half-orcs draw upontheir racial savagery and the notion of strengthequating to power. From the melding of thesethree very different concepts, an amalgamatedbelief in skill and strength equaling personal wor-thiness has become deeply entrenched in theIrontooth mindset. In this way, the Irontoothsense of honor has little to do with a code ofmorals or standards and more to do with a meas-ure of one's personal talent and worthiness.

An outsider is most likely to witness theIrontooth sense of honor in action in their greatmech jousts. Though many such jousts are con-ducted as good-natured sport, whoever winssuch a duel has proven himself more skilled andhas gained personal honor. As a result, manymech jockeys take a great deal of pride in theirpast victories, going so far as to introduce them-selves with a list of their most impressive tri-umphs (e.g., "Suichi, champion over Raf the IronFisted, slayer of Stenian commanders, and ruinerof Vann the Barbagula Render") or may evenmark their mechs in ways that designate theirfallen opponents. In these ways, even those fromoutside their clan or family can know of the jock-ey's prowess when he has no one to speak well ofhim. In the reverse, those who fail mech joustsrarely document the event (although the victorwill likely do so). Those who have lost try to save

as much face as possible, as all who have wit-nessed the battle already know that the loser isinferior to the victor. The only way to regainhonor is to defeat the victor in the same type ofchallenge. Thus, those who lose honor to anoth-er rarely seek physical revenge or have murder-ous tendencies, as it would accomplish nothing.To regain honor, they must again challenge theiropponent when he is at his most ready, anddefeat him.

The Irontooth sense of honor extends beyondmech pilots. The engineers and coglayers of theclans are also fiercely competitive and haveadopted the same sense of pride. While a singleclan may have many engineers and mechbuilders, only one in a tribe can ever be the bestand only one among all the clans can claim to bethe greatest. While it is more difficult for suchartisans to directly compete, their victories andfailures are all the more noticeable in the publiceye. Among mech builders, their sense of honorand dishonor is determined not just by who isgiven their works, but by who possesses theresult of their opponent's labors. As no one inthe Irontooth Clans actually owns their ownmech, and since all mechs are the property oftheir clan, the best pilots and most influentialclan members are assigned the best and most

powerful mechs. When anartisan's mech is given to a

respected member of theclan, it shows that hermech is worth beingused by a pilot ofthat standard.

H o w e v e r ,should theengineer'swork be con-signed to a less-er pilot, it indi-cates that her workis not highly regardedby her peers. Thus, aclan's engineers constant-ly battle for the most honor-able positions as they craft new, sup-posedly even greater mechs and note whoowns whose works. This contest becomes allthe more complex as old mechs are often reas-signed to other users, usually of lower class,forcing their engineers to strive to create long-lasting and reliable constructs.

From these two mech-related fields,the Irontooth concept of honor hasfiltered down to many facets of clanlife. Rival craftsmen or merchantsmay keep track of their works todetermine their worth. Parents are

honored by the achievements of their childrenover others. Warriors gain honor from victoriouscombat, while their commanders are honored bysuccessful strategies. Clan leaders are consid-ered honorable by retaining the favor of theirpeople and for years of wise counsel and service.Even disputes are settled in honorable ashigarucombats, which decide who is more skilled andworthy.

While these concepts have in no way permeat-ed the societies of all the Irontooth Clans, thoseit has have benefited greatly. With increasedcompetition comes increased skill, both in thecreation of mechs and the refined talents of theirpilots. Also, moving away from the more chaoticgoverning systems of the other clans has allowedfor a more peaceful, if not more morally elevat-ed, life.

However, although most of the IrontoothClans thoroughly understand their own conceptsof honor and are familiar with other clans'approaches, this can be an alien idea to out-siders. Unfortunately for visitors, this often leadsto great offense and subsequent contests whenthey have offended the honor of an Irontoothclan member and perhaps don't even know whyor how.

Page 40: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

39«1»

The great forests of northeasternHighpoint were once a sylvan paradise.

Covering thousands of square miles, theLilat and Heréal forests were home to hun-dreds of elven villages. The greatest reposi-tories of arcana were found in these forests,along with hundreds of generations' worthof knowledge on all subjects.

All that changed when the lunar raincame. Village after village was battered todust. The ancestor trees that formed thecore of each settlement were slowly abrad-ed until nothing but torched stumpsremained. Finally, the lunar dragons andother aberrations swept through, annihilat-ing anything that still lived.

The surviving elves adopted a policy ofstealth and survival. Winning individual bat-tles was not important to them; with such along life span, they took a long-termapproach. It was more important to pre-serve what they could of their culture, andoutlast this crisis.

Thus were born the elven mechs. Craftedfrom the still-living remains of those ances-tor trees that had survived, their tacticsfocused on stealth, speed, and long-rangecombat. They would try to outsmart, out-run, or outrange whatever enemies mightthreaten them. But more importantly, theywould try to preserve what heritage theycould.

AERON’S ALLY

Size: GargantuanPower Source: Spell furnace (50 spell

levels/day; formerly steam)Payload Units: 12Height: 25 ft.Space/Reach: 10 ft. by 10 ft./10 ft.Crew: 2 (weapons: 2)Firing Ports: 12Hit Dice: 24Hit Points: 132Critical Thresholds: Green, Yellow 66,

Orange 33 , Red 13Base Initiative: +0Speed: 50 ft.Maneuverability: AverageAC: 6Hardness: 10 (iron)Base melee attack: +4Base ranged attack: -1

Unarmed damage: 1d10+8Trample: largest Medium; safe Small; damage

3d6Saves: Fort +2, Ref -2, Will –Abilities: Str 26, Dex 10, Con –, Int –, Wis –, Cha –Mechcraft DC: 38Base Planning Time: 76 daysBase Cost: 1,391 gpTotal Cost: 102,041 gpLabor Time: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus one overseer)Options: Extra weapon mounts (2 PU)

PAYLOAD USAGE

PU USE

2 Crew2 Sleeping quarters8 Onboard weaponry12 Total

The handful of "Aeron's ally" mechs servingthe L'arile Nation are unusual in severalrespects. For one thing, they are all poweredby spell furnaces. For another, their crews arealmost entirely human. These mechs have atroubled past, but they also pack a melee wal-lop that animated mechs just can't.

Not all humans love the Legion. Even someof its soldiers oppose the relentlessly pro-human agenda and Shar Thizdic's personalitycult. One such soldier was Aeron Duamphyar.He was a gifted mech jockey with a rebelliousstreak wider than the Endless River; he wasalso rumored to have an elven great-grandfa-ther. Tired of being passed over for promo-tion, Aeron started grumbling about prejudicein the upper ranks.

As it happens, he was passed over becausehe was a belligerent gloryhound who frequent-ly endangered the rest of his unit. But hisgrumbling was heard by the wrong ears, andbefore too long the military decided to makean example of Aeron. Their demonstrationwas brief but bloody, and they assumed thatAeron's memory would die once they buriedhis body.

However, Shar Thizdic wasn't alone in hav-ing a loyal following. Several of Aeron's com-

rades, who saw him as brave rather than reck-less, decided they'd had enough of the Legion.One night they overpowered several guards,fired up the boilers on a handful of oldermechs, and made a break for freedom. Theymanaged to outrun their pursuers, and endedup on the borders of the L'arile Nation.

The elves agreed to take them under theirprotection, in return for two things. First, thecrews had to agree open their minds to elvenwizards, both to make sure this wasn't a Legionplot and to give the elves valuable informationabout the growing Thizdic threat. Second,these renegade humans were to use theirmechs in defense of their new homeland'sborder. The soldiers agreed.

The Aeron's ally forces supplement one ofthe elves' weaknesses. Although their steamengines have been replaced with spell fur-naces - the elves have no interest in miningcoal, while magic is easy for them to come by -these mechs still have their original strength.Animated mechs are fast, but they lack thecrushing power of mechanical models. AnAeron's ally is stronger than most animatedmechs, and so they are equipped for meleecombat.

When they made their escape, the mutinoussoldiers stole whatever mechs they couldquickly lay hands on. As a result, each Aeron'sally has a different appearance. All of them area similar size and support a two-person crew,and the elves refitted them to have uniformweaponry. They also refitted them to addsleeping quarters when necessary. EachAeron's ally spends most of its time in thefield, making good on its crew's promise todefend their new home.

Although the elves treat them as partners,the human crews are considered criminals anddeserters by the Legion. This has the potentialto become a major diplomatic problem in thefuture. So far the Legion hasn't pressed theissue, not wanting to get drawn into a con-frontation before its mech fleet is stronger.Not all of the L'arile elves are happy about thesituation either, and some of them worry thattheir leaders have taken a tremendous short-term risk for an obscure long-term gain.

TABLE 1-7: MECHS OF THE ELVESMECH NAME FACTION SIZE POWER PRICE (GP)Aeron's Ally L'arile Nation Gargantuan Spell furnace 102,041Dark Dryad Elven druids Huge Animated 36,885Groveshadow Elves (unique) Huge Animated 721,901Icicle L'arile Nation Colossal Animated 175,042Jeweltree L'arile Nation (unique) Colossal IV Animated 661,089Memory L'arile Nation Gargantuan Animated 22,015

ELVEN MECHS

Page 41: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

40 «1»

DARK DRYAD

Size: HugePower Source: AnimatedPayload Units: 6Height: 15 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 1 (weapons: 1)Firing Ports: 6Hit Dice: 12Hit Points: 66Critical Thresholds: Not subject to critical hitsBase Initiative: +2Speed: 50 ft.Maneuverability: GoodAC: 8Hardness: 5 (wood)Base melee attack: +2Base ranged attack: +2Unarmed damage: 1d8+6Trample: largest Large; safe Large; damage

1d8+9 (Ref DC 22 for half; see special rules below)

Saves: Fort 0, Ref +2, Will –Abilities: Str 22, Dex 14, Con –, Int –, Wis –, Cha –Mechcraft DC: 30Base Planning Time: 60 days

TABLE 1-8: ONBOARD WEAPONRY - ELVESLOCATION ARC OF FIRE WEAPON (DAMAGE, RANGE IN FT., OTHER) PU CREW

AERON'S ALLY ONBOARD WEAPONRY

Right arm Melee Huge sword (2d8+8/19-20) 4 1Left arm Melee Huge axe (2d8+8/x3) 4 1Total 8 2DARK DRYAD ONBOARD WEAPONRY

Right arm Melee Huge scimitar (2d6+6/18-20) 4 1Total 4 1ICICLE ONBOARD WEAPONRY

Right arm Melee Huge wand "trident" (2d6+7/x3) 4 1Right arm 180° forward Linked ice storm (CL 10) wand (5d6, 800, 20 ft. by 40 ft. area) - 1Right arm 180° forward Linked ice storm (CL 10) wand (5d6, 800, 20 ft. by 40 ft. area) - 0Right arm 180° forward Linked ice storm (CL 10) wand (5d6, 800, 20 ft. by 40 ft. area) - 0Right arm 180* forward Linked ice storm (CL 10) wand (5d6, 800, 20 ft. by 40 ft. area) - 0Left arm Melee Gargantuan +3 icy burst sword (2d12+1d6+10/19-20+1d10) 8 1Total 12 2JEWELTREE ONBOARD WEAPONRY

Head 360° Gargantuan ballista (5d6/x3, 180) 8 2Right arm 180° forward Spellbinder of prismatic spray (CL 13) 1 1Left arm 180° forward Spellbinder of cone of cold (CL 11) 1 1Head - Spellbinder of scintillating pattern (CL 15) 1 1Torso - Spellbinder of resist energy (CL 7) 1 1Torso - Spellbinder of mislead (CL 11) 1 1Torso - Spellbinder of nondetection (CL 7) 1 1Total 14 8

Page 42: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

41«1»

Base Cost: 696 gpTotal Cost: 36,885 gp (including belt of giant

strength +4), plus livemech talisman cost if necessary (see spell description on page 125)

Labor Time: 960 man-hoursConstruction Time: 12 days (10 avg. laborers

plus 1 overseer) plus rituals (2 days)Special: Extra Weapon Mount (1 PU), +4 belt

of giant strength, fire vulnerability (+50% damage), ability to grapple (grp +16), double damage versus objects (including mechs), +16 to Hide checks in forests

PAYLOAD USAGE

PU USE

1 Crew

1 Livemech talisman4 Onboard weaponry

6 Total

While some druids are familiar with mechs,most have shunned them as horrible tree-devouring steam-belching monsters; the soli-tary life of a druid means that technical inno-vation often passes one by. But once thedruids realized that mechs could be naturalthings, the more radical among them hatcheda plan that culminated in the dark dryad.

The circle of druids responsible for the darkdryad was not satisfied with the customaryspeed-and-stealth approach that most elveshave adopted to deal with the lunar rain andattendant monsters. To them, the moon'sapproach is a blasphemous and unnatural per-version of the natural order, something to bebattled at all costs. Just as horrible, in theireyes, is the idea of making any accommoda-tion or adjustment to the new circumstances.The rituals of mech creation have given them anew weapon to use against all enemies of thenatural order.

The dark dryad is a most unusual mech.Other mechs, even animated ones, are createdof separate parts that are brought together andjoined into one unit. The dark dryad starts itsexistence as a whole entity. It has many of thesame abilities as a treant, including the abilityto grapple, and it can heal back its own dam-age. The magic that animates it gives it some-thing resembling life, and while no dark dryadis truly sentient, its unusual creation gives itpowers and abilities that even other animatedmechs cannot possess.

The dark dryad begins its existence as a liv-ing tree. Deep in certain parts of the forestgrows a tree so dark it's almost black; natural-ists call it the midnight sequoia. Like someother sequoias, it is capable of surviving

tremendous damage. Even if its core is partlyhollowed out by lightning or fire, the tree con-tinues to grow. This makes it the perfect can-didate to become a dark dryad. The mech'screators find a midnight sequoia of the rightsize and begin shaping it, using tools andmagic in equal amounts, while the tree stilllives.

Once it has been shaped and hollowed out,the animation rituals are performed. Mixed inwith the normal rites is an extended casting oflivemech, a variant of the spell liveoak (see page125). At the close of the rituals, the dark dryadis bonded to a pair of mystical amulets, one ofwhich is placed around its neck. The other isworn by the mech's pilot. As long as both live-mech amulets are worn and the livemech spell iscast on the mech daily, it has its special pow-ers.

The dark dryad wields a scimitar sized to fitits frame. It has a fearsome punch, especiallyagainst mechs and other inanimate objects,but the druidic circle felt that some situationscalled for more of an edge. In combat, the

dark dryad wades relentlessly through its foes,using the blade against living ones and smash-ing the unliving into scrap. Its grappling abili-ty is put to good use, especially against othermechs that can't easily break free. The recentaddition of belts of giant strength to the designhas made it even more effective.

The mech is especially vulnerable to fire,and when possible it avoids foes who use it,but otherwise anyone who incurs the wrath ofthe circle is likely to find itself confrontedwith an enormous shadowy figure that lookslike a tree but moves like something animalis-tic. As the circle has a generous view of whatconstitutes an enemy, more and more wilder-ness dwellers are having encounters with thedark dryad corps. While the mechs aren't mys-tically powerful, they make excellent instru-ments of vengeance on threats real and imag-ined.

SPECIAL RULESSpecial Traits: The magic that produces a dark

Page 43: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

42 «1»

dryad also makes some fundamental changesin the mech's abilities. Its Strength is higherand its Dexterity is lower than most animatedmechs of its size; the Strength goes up to thenext higher value on the chart, whileDexterity drops by two values. Dark dryadsalso lose one class of maneuverability, buttheir hit dice automatically increase to themidpoint between their size and the next size.Finally, they have a vulnerability to fire, alwaystaking 50% more damage from fire attacks.

Livemech Abilities: Provided the mech getsits daily casting of livemech, it has several abili-ties that conventionally animated mechs donot. Many are useful in combat, and all derivefrom its quasi-treant nature.

They are capable of grappling with theirfree hand, using their base melee attack fortheir base attack bonus. Like treants, darkdryads can take a full-round action and usetheir fists to inflict double damage againstobjects or structures (including mechs). Theyalso gain the special ability to trample (dam-age 1d8+9, Reflex save DC 22 for half), whichcan be used against targets one or more sizecategories smaller than the dark dryad.

Given their eerie resemblance to livingtrees, dark dryads gain a +16 on any Hidecheck made in a forest or other heavily wood-ed setting. They also share some of the needsof ordinary trees. Dark dryads must spend atleast three hours a day with their toes plantedin the dirt, absorbing water and nutrients.Failure to do so results in a cumulative -2 dam-age to the mech's Strength and Dexterityevery day; these points return at the rate of 2per day once the mech resumes its normal restschedule. They also need a little sunlight,although it takes weeks away from the sunbefore any ill effects manifest.

As semi-living beings, dark dryads are capa-ble of healing themselves. Assuming one ofthese mechs is getting its daily feeding, as wellas regular castings of livemech, it will regain anumber of hit points equal to its hit dice afterevery rest period. They can also be repaired bymore conventional means. Healing spells haveno effect on dark dryads, although mech-spe-cific spells that repair damage affect them nor-mally.

GROVESHADOW

(UNIQUE +2 MECH)Size: HugePower Source: Animated (dispel DC 31;

caster level 20)Payload Units: 5Height: 15 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 1 (weapons: 1)Firing Ports: 5Hit Dice: 8Hit Points: 44Critical Thresholds: Not subject to critical

hitsBase Initiative: +4Speed: 50 ft.Maneuverability: PerfectAC: 10Hardness: 7 (wood, +2 mech)Base melee attack: +2Base ranged attack: +4Unarmed damage: 1d8+4Trample: largest Small; safe Small; damage

2d6+2Saves: Fort +0, Ref +2, Will –Abilities: Str 14, Dex 18, Con –, Int –, Wis –, Cha –Mechcraft DC: 35Base Planning Time: 70 daysBase Cost: 651 gpTotal Cost: 721,901 gpLabor Time: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus 2 overseers) plus rituals (2 days) plus enchantment (2 days) plus staff construction time

PAYLOAD USAGE

PU USE

1 Crew4 Inner grove5 Total

Lomilli Ironwood is a druid and former com-panion of Juna Darkwalker, the pilot ofVerdant Fury. She also seeks to protect hernative lands from the ravages of the moon. Toaid in the construction of her mechGroveshadow, she sought the advice of thesurviving elders of druidic society. As a result,Groveshadow is more powerful than Lomillicould make it by herself. The techniques usedto create Groveshadow were later used in thedevelopment of the dark dryad mechs. Lomilliis not fond of the dark dryads, but so far hasnot acted on her distaste.

Groveshadow was modeled on a staff of thewoodlands. It was crafted entirely from ash, and

it looks as if it grew into its shape naturally.The mech is tall and slender, with long limbsand rootlike fingers and toes. Unlike manymechs, it has detailed facial features, and alarge cluster of ferns gives it hair. Mystic sigilshave been carved into its surface, many ofthem with a faint inlay of silver or iron.

Groveshadow is not intended to battleother mechs. Its role is to patrol the forestsand other wilderness areas, keeping them safefrom marauding enemies and lunar monsters.Lomilli has also taken it on herself to use themech's power to restore the woodlands as wellas she can.

To this end, Groveshadow has a large inter-nal area that Lomilli calls the "inner grove."She stores or transports various things in thisspace, depending on her current situation. Attimes she has kept a wounded deer or lost bearcub in this space. She has also used it to movesaplings from one part of the forest to anoth-er. Several small hidden panels onGroveshadow's upper torso can be removedand stored inside, allowing light and fresh airto enter this space without permitting ene-mies to enter.

This sort of work is all Lomilli wants to dowith her mech. Unfortunately, the druidic cir-cle that helped her create Groveshadow hasother ideas. They wish to use the mech as atool, a weapon to root out the corruptinginfluences that have rained upon Highpointfor decades. Lomilli agrees with their goal, butafter years of adventuring, she has qualmsabout the violent approach her fellow druidswant to take. So far she has kept them fromcreating an enchanted scimitar forGroveshadow to use, but she isn't sure howmuch longer she can put them off.

COMBAT+2 Mech: The entire mech has been enchant-ed, effectively making it a +2 mech. Thisbonus applies to its attack rolls, damage withits unarmed attacks, AC, and hardness. Themech also possesses several of the attributesof a staff of the woodlands. The rituals that cre-ated it gave it the powers of the staff.Groveshadow moves at all times under theeffects of a pass without trace spell. As a stan-dard action, Groveshadow's pilot can use thefollowing abilities as a 20th level caster:

1/hour-charm animal, speak with animal, bark-skin; 2/day-wall of thorns, summon nature's allyVI; 3/week-animate plants.

In combat, Groveshadow's best weapon isits intrinsic magic. Small opponents can becrushed by the mech's mighty hands, and asummoned creature will usually take care of

Page 44: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

43«1»

larger ones. Lomilli's animal companion is aneagle, and she uses it to scout out unusual sit-uations before steering Groveshadow towardthem.

Lomilli Ironwood, Female ElfDrd5/Mcj1: CR 6; Medium humanoid (elf);HD 5d8+5 plus 1d6+1; hp 38; Init +2; Spd 30ft.; AC 15, touch 12, flat-footed 13; Base Atk+3; Mech Atk +2; Grp +3; Atk +5 melee(1d6+2, +2 quarterstaff of speed) or +4 mech(any mech weapon); Full Atk +3/+3/+3 melee(1d6+2, +2 quarterstaff of speed) or +4 mech(any mech weapon); SQ animal companion(link, share spells), elf traits, extraordinarypilot, hand speed, mech fingers (warriorinstinct), nature sense, resist nature’s lure,trackless step, wild empathy, wild shape

(1/day), woodland stride; AL CG; SV Fort +5,Ref +5, Will +8; Str 11, Dex 15, Con 12, Int 12,Wis 18, Dex 15, Cha 11.

Skills and Feats: Craft (mechcraft) +11,Diplomacy +8, Handle Animal +8, Knowledge(nature) +9, Listen +6, Mech Pilot +11,

Search +6, Spellcraft+4, Spot +6,

Survival +7;Mechwalker,Quick Draw,Skill Focus( M e c hPilot), Two-

W e a p o nF i g h t i n g ,

Weapon Finesse

Languages: Common, Dwarf, Elven.Possessions: pilot’s armor, +2 quarterstaff of speedSpells Prepared (5/4/3/2; save DC 14 + spell

level): 0–create water, cure minor wounds, guid-ance, mending, virtue; 1st–calm animals, charmanimal, cure light wounds, entangle; 2nd–flamingsphere, fog cloud, gust of wind; 3rd–cure moderatewounds, protection from energy.

Cree, Eagle Companion: Small Animal; HD3d8+3; hp 15; Init +2; Spd 10 ft., fly 80 ft.(average); AC 17, touch 14, flat-footed 14;Base Atk +2; Grp -2; Atk +6 melee (1d4,talons); Full Atk +6 melee (1d4, 2 talons) and+1 melee (1d4, bite); SQ evasion, low-lightvision; SV Fort +4, Ref +6, Will +3; Str 11, Dex16, Con 12, Int 2, Wis 14, Cha 6.

Skills and Feats: Listen +4, Spot +16;Weapon Finesse.

ICICLE

Size: ColossalPower Source: Animated (immune to dispel)Payload Units: 16Height: 35 ft.Space/Reach: 15 ft. by 15 ft./15 ft.Crew: 2 (weapons: 2)Firing Ports: 13Hit Dice: 32Hit Points: 176Critical Thresholds: Not subject to critical hitsBase Initiative: +3Speed: 60 ft.Maneuverability: GoodAC: 2Hardness: 16 (mithral, Colossal)Base melee attack: -1Base ranged attack: +3Unarmed damage: 1d12+1d6+6Trample: largest Large; safe Medium; damage 4d6Saves: Fort -2, Ref +0, Will –Abilities: Str 24, Dex 16, Con –, Int –, Wis –, Cha –Mechcraft DC: 40Base Planning Time: 80 daysBase Cost: 10,462 gpTotal Cost: 175,042 gp (including magic

items and magic immunity)Labor Time: 4,160 man-hours

Page 45: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

44 «1»

Construction Time: 24 days (20 avg. laborers plus 2 overseers) plus rituals (8 days) plus ice storm wands and rituals

Special: Combat spikes, magic immunityOther Prerequisites: Ice storm wands and

Gargantuan +2 icy burst sword have separate creation requirements

PAYLOAD USAGE

PU USE

2 Crew12 Onboard weaponry2 Passengers16 Total

The rodwalker is an excellent mech, but aftera detachment of them was destroyed by a lunardragon that shrugged off their fireballs, it wasclear that another approach was needed. Aftersome divination and experimentation, theelves discovered that lunar creatures have noparticular resistance to cold, and thus wasborn the icicle. It now serves as an elite mechon the front lines of the battle against abomi-nations from above.

In its concept, the icicle is not startlinglyoriginal. Its main armament is a trident-shaped object with four ice storm wandsembedded in its head. The wands are linkedtogether, and the gunner can fire either one orall four at the chosen target. The trident canalso be used like a lance, although it grants nospecial bonus when charging.

However, the icicle has a much bettermelee option. It is equipped with a fearsome+3 icy burst sword (and some models haveeven more advanced blades) capable of carv-ing up all but the toughest lunar dragons. Itsframe is also covered in long, narrow metalspikes, which aid its unarmed strikes.

The spikes are made of mithral, and theentire mech is armored in this metal. Thismakes the icicle expensive and time-consum-ing to build, yet it also grants it impressiveprotection against physical attacks. In addi-tion, each Icicle is enchanted to have magicimmunity, allowing it to resist the spells,breath weapons, and other unnatural abilitiesof its quarry.

With this array of armament, most iciclepilots jump into battle without fear. Theybegin by focusing their wands on enemies at adistance. Ice storm automatically damages itstarget, provided the target lacks spell resist-ance, and the intense battering from just oneicicle will drive off most foes that it doesn'toutright destroy.

While unleashing this ranged barrage, themech closes to melee range so it can bring its

wicked sword into play. An opponent's coun-terattacks are usually shrugged off, as thecombination of mithral and magic immunitymakes the Icicle a tough target. Anythingstanding its ground against the eldritch hail-storm discovers that, unlike the Rodwalker,this mech is just as lethal up close. Many Iciclepilots rely exclusively on their swords inmelee combat, saving the charges in theirwands for unexpected enemies.

Given their limited numbers, Icicles usuallyoperate alone or in pairs. Their intended tar-

gets are lunar dragons, and one skilled Iciclepilot is often a match for an adult dragon. Evenwhen the dragon is capable of resisting the icestorm effects, it has trouble hurting the Iciclebadly enough to force a retreat, while themech can inflict grievous wounds at closerange. When hunting a particular target, anIcicle will at times have supporters nearby tohelp snare its prey and keep it in melee com-bat.

Page 46: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

45«1»

JEWELTREE (UNIQUE)Size: Colossal IVPower Source: Animated (dispel DC 26)Payload Units: 128Height: 110 ft.Space/Reach: 55 ft. by 55 ft./55 ft.Crew: 13 (weapons and items: 8)Firing Ports: 51Hit Dice: 128Hit Points: 704Critical Thresholds: Not subject to critical hitsBase Initiative: +1Speed: 80 ft.Maneuverability: AverageAC: 2Hardness: 11 (wood, Colossal IV)Base melee attack: +4Base ranged attack: +1Unarmed damage: 5d6+12Trample: largest Colossal; safe Huge; damage 7d6Saves: Fort -2, Ref +0, Will –Abilities: Str 34, Dex 12, Con –, Int –, Wis –, Cha –Mechcraft DC: 50Base Planning Time: 100 daysBase Cost: 20,339 gpTotal Cost: 661,089 gp plus 5,000 XP,

including magic items and permanency spellsLabor Time: 30,720 man-hoursConstruction Time: 96 days (40 avg.

laborers plus 4 overseers) plus rituals (7 days) plus magic item creation time

Special: Permanent arcane sight, permanent darkvision, permanent private sanctum

Other Prerequisites: Magic items have additional creation requirements

PAYLOAD USAGE

PU USE

13 Crew

14 Onboard weaponry and magic

items

90 Living quarters and common space

for 40 elves (or cramped quarters

for 80+)

11 Spacious quarters for 4 elves

128 Total

Elves have not made many city-mechs, prefer-ring to travel in smaller designs. But deep inthe wilderness many strange things can be hid-den, and there the elves will congregate onlarge mechs, sharing their timeless secrets andrefining their potent magic. One such mech is

ENCHANTED MECHS

It is possible to enchant an entire mech the way one

enchants a sword or shield. The cost is steep, but

the result is a mech with all the enhancement bonus-

es of both a magical weapon and magical armor (a +2

mech, for example). It is more accurate and deadly in

melee, it resists damage, and it can strike creatures

that are immune to mundane weapons.

Specifically, an enchanted mech gets its enhance-

ment bonus to attack and damage when attacking

without a weapon. Its AC and hardness are both

improved by the amount of the enhancement bonus.

The mech itself is considered to have its enhance-

ment bonus for the purpose of overcoming damage

resistance and similar abilities.

Creating a +2 mech is not unlike making a magic

sword. The difference is scale. While a weaponsmith

might only need a yard of true steel, the mechsmith

needs tons of raw materials, all of it of the finest

quality. Every step of the process must be carried out

exactly right, meaning that extra oversight is needed.

And regardless of the mech’s power source, its cre-

ation has many of the same steps needed to make an

animated mech (pre-existing mechs cannot be

enchanted).

As a result, enchanted mechs are hard to find.

Many groups would rather put their resources into

making a half-dozen conventional mechs that can

serve adequately in the face of mundane threats. But

the handful of enchanted mechs in service across

Highpoint have uniformly distinguished records

against even the toughest foes, and mech designers

have begun sharing the secrets of these elaborate

constructs.

Preparation is the key to making an enchanted

mech. The Mechcraft DC is increased by +5,

reflecting the extra care that must be taken, and the

labor time is doubled. Moreover, creating an

enchantment-quality mech takes twice as many over-

seers as usual. Mindless laborers, like undead and

constructs, are not capable of assisting on work this

detailed.

Not only does this labor raise the mech’s cost and

slow its construction, the enchantment process adds

time and expense. An extra set of rituals must be per-

formed once construction is complete. This ritual

time is determined by the mech’s size, using the chart

for constructing animated mechs; these rituals are

independent of any needed to create an animated or

undead mech.

Cost, however, is the most jarring fac-

Page 47: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

46 «1»

Jeweltree. A great deal of consideration andspellcasting went into its construction, andnow it keeps several dozen elves safe from thethreats outside.

The source of Jeweltree's name is obvious.As is customary with elven mechs, it was madefrom the ancient tree at the heart of an elvenvillage, and even now green saplings grow onits shoulders. But Jeweltree also sparkles in amost un-treelike fashion. Its rough bark hasbeen interwoven with veins of gemstones,which throw back the light in innumerablecolors. On closer inspection, the stones arereally just circular slivers from larger jewels,and they cannot be pried loose from themech's armor.

These gem fragments are from various kindsof spellbinder, a relic of the vanished WhiteCongress, and they provide the mech withmost of its offense and defense (see page106). The only conventional weapon onJeweltree is a ballista mounted on the crown-ing platform of its head. Its other combatcapabilities are spells imprisoned in the vari-ous spellbinder orbs, to be called forth in timesof need.

Of course, a mech the size of Jeweltree iscapable of squashing many antagonists out-right, unless it chooses to simply outrun them.The elves who dwell here are more than happywith the latter option. Jeweltree was built notas a combat machine, but as a way to keepsome portion of the elven community togeth-er. Few of the residents are warlike, and theywould rather avoid conflict than risk thedestruction of their home.

Under normal circumstances, roughly 50elves live on Jeweltree in relative comfort. Themech usually moves through the old forest andother deep parts of the wilderness, avoidingthose who would hunt it. At times, it emergesto make contact with other mechs or with suchelves as are left on the surface. Only rarelydoes it turn its sizeand poweragainst mon-sters. Mostcreatureswho wishto harmthe forestk n o wenough tostay away fromJeweltree's territory,and those who knowingly intrude are enoughof a threat that Jeweltree avoids them.

This has led to a small problem for the resi-dents of Jeweltree. As the mech's normal ter-

ritory has emp-tied of mon-sters andr a i d e r s ,m o r eelves havemoved in.Many ofthem nowf o l l o wJeweltree, keep-ing up with it if theycan and forming a sort of mobile town aroundits legs. The leaders of Jeweltree have not yetbeen faced with their greatest fear - a mob ofangry elves demanding to be taken on as resi-dents - but this situation has led to other prob-lems.

The elves following along expect Jeweltreeand its crew to protect them. They get intotrouble with monsters or with their naturalenvironment, and they look to the mech forsalvation. At times, they just get in the way ofits legs, slowing its progress. When the mech'sbuilders designed it, they deliberately set outto avoid having a city-mech's population, butthat didn't spare them from many of a city-mech's problems.

Life on board Jeweltree, however, is com-fortable and safe. Most residents have enoughspace to live, work, and store their posses-sions. The quartet of elves who lead this soci-ety have more room, allowing them to pursuetheir researches and store the community'smost valuable items. In times of crisis, such asan attack by a massive lunar dragon, as many ofthe trailing elves are taken on board as possi-ble. As many as 120 elves have stayed insidethe mech overnight, although it was hardlyenjoyable for any of them.

The day-to-day operations of Jeweltree onlyrequire a handful of the residents; most of theothers spend their time either finding food foreveryone or pursuing their own crafts. Thesociety is loosely organized by family lines andruns as a consensus-driven democracy,although the four leaders have been known tooverrule the majority of Jeweltree's residentson questions of security and safety. So far theyhave been proven right each time, which hasstopped resentment from festering.

SPECIAL RULESPermanent Spells: To date, three enchant-ments have been woven into Jeweltree's struc-ture. Two of them, darkvision and arcane sight,help the pilot monitor the mech's surround-ings. Both spells affect whoever is currently

tor. First, an enchanted mech’s materials

cost 10 times as much gold as an ordinary mech

(no extra corpses are needed for an undead mech).

This raises the base cost, which can have an affect on

improvements down the line. Enchanting a mech also

involves a fixed extra cost covering special parts,

unusual materials, and any necessary research. This is

added in after the base cost is calculated.

This fixed cost is based on two factors: the

enhancement bonus provided, and the size of the

mech. As with other magic items, the bonus can only

go to +5. The costs indicated are for a Large mech.

This amount doubles for every increase in size incre-

ment (so a Colossal mech requires 8 times the

amount below).

+1 = 75,000 gp

+2 = 300,000 gp

+3 = 750,000 gp

+4 = 1,250,000 gp

+5 = 2,000,000 gp

As with any magic armament, the creator must also

spend 1/25 the mech’s total cost in XP. This excludes

the cost of any weapons or other accessories, as they

are not enchanted with the rest of the mech.

Fortunately for the mech designer, others can con-

tribute XP to this cause. When the final rituals are per-

formed, as many individuals as qualify can share in the

XP cost, dividing it equally among themselves. These

individuals must all have been participating in the

entire building process, and must have the Combine

Spell feat.

Anything that takes PU from the mech is consid-

ered a separate item for the purpose of this enchant-

ment, whereas traits are covered by it. For instance, a

+1 mech with combat spikes and a battleaxe in place

of its arm gets a +1 to attack and damage with its

spikes, but still doesn’t get the +1 bonus with the bat-

tleaxe. Exceptions may exist, but they are rare and

entirely at the GM’s discretion.

An animated mech with an enhancement bonus

cannot have magic immunity. The enhancement

bonus is affected by dispel magic just as any other

magic item, but the dispel must be capable of affect-

ing the entire mech via the Combine Spell feat or sim-

ilar means. So far nobody has figured out how to cre-

ate an enchanted mech that has other weaponlike

traits – the magic permeates the entire construct, so a

flaming mech would have fiery doors, floors, and con-

trol panels. Other spell-like abilities can still be

embedded in the mech at their normal cost.

Strong transmutation; CL 20; Craft Arms and

Armor, Craft Magical Mech, magic weapon or magic

fang.

Page 48: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

47«1»

controlling the mech, allowing that person tosee as if the mech had eyes capable of piercingdarkness and reading magic auras. As a sideeffect of arcane sight, Jeweltree's "eyes" havea constant blue glow.

The other permanent spell, private sanctum,has the opposite effect. It was cast on thecouncil chamber where the four leaders meet,with the intent of masking their deliberationsfrom the mech's enemies. While the other twospells were cast on Jeweltree at its creation,this is a more recent decision, and not a popu-lar one with the mech's larger community.They complain about the imperious and supe-rior nature of this act. In response, the leadingquartet say that the passage of time has shownthem enemies far greater than the communityis aware of.

The real reason for this act is left to theGM's discretion. Perhaps the quartet are plot-ting an ambitious takeover of the L'arileNation in secret. Perhaps they have run afoulof Sharlorn, the mech necropolis, and theyneed security from the prying eyes of its lichmaster. Perhaps one of Jeweltree's mostbeloved residents is actually controlled by themagic of a lunar dragon, and the quartet is try-ing to eliminate the monster without tippingtheir hand.

MEMORY

Size: GargantuanPower Source: Animated (dispel DC 26)Payload Units: 10Height: 25 ft.Space/Reach: 10 ft. by 10 ft./10 ft.Crew: 1Firing Ports: 10Hit Dice: 16Hit Points: 88Critical Thresholds: Not subject to critical

hitsBase Initiative: +3Speed: 60 ft.Maneuverability: GoodAC: 6Hardness: 5 (enchanted ivy)Base melee attack: 0Base ranged attack: +3Unarmed damage: 1d10+4Trample: largest Medium; safe Small; damage

3d6Saves: Fort +0, Ref +2, Will –Abilities: Str 18, Dex 16, Con –, Int –, Wis –, Cha –Mechcraft DC: 34Base Planning Time: 68 days

Base Cost: 1,271 gpTotal Cost: 22,015 gp, or 52,015 with magic

immunityLabor Time: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus 1 overseer)Special: Fast legs, fire resistance 8, +8 bonus

to Hide checks

PAYLOAD USAGE

PU USE

1 Crew1 Librarian6 Library and storage2 Secure storage and door10 Total

As they see it, the elves have suffered morefrom the lunar rain than any other race. Notonly have they lost their ancient homes, buttheir history has been whittled away. In anattempt to preserve what they can, the elvesuse mechs as mobile archives, such as the fast-moving Memory.

The Memory is not a combat machine at all.It has no weaponry, and its enchanted ivyarmor is better for hiding from ballista boltsthan stopping them. The Memory is a libraryon legs, a way for the elves to keep their pre-cious records and historical items away frommarauders and available to the far-flung L'arileNation.

Although the elves responded to the lunarrain as best they could, many ancient and valu-able things were lost. Some were destroyed,others taken by raiders, and still others simplydisappeared in the chaos of those terrible firstdecades. Once the elves realized the benefitsof mech creation, they were quick to adaptthese strange devices to preserving whatremained of their history.

Each Memory has a long, straight torsomounted on two slender legs. This torso ishollow and lined with shelves. This area is themain library. All manner of things are stored inan average Memory, depending on what thearea's elves have saved and salvaged, but themajority of its space is taken up with books.Each shelf is guarded by a railing that runs itsentire length, keeping the books from spillingout if the mech hits rough ground. Simplewooden ladders run along the edges of eachshelving unit, allowing the crew to quicklyclimb to a needed volume.

At the bottom of the torso are a workbenchand stool. Both are secured to the floor. Thisis where the crew repairs and restores theircargo. The shelves at this level are often morelike cabinets, with lots of drawers and small

enclosures. Things other than books are usual-ly kept down here - scrolls, art objects, andanything else that can't be stacked neatly.

The Memory's pilot rides in the head, andjust where the head meets the torso is a securestorage area sometimes called Memory'sHeart. While most of the Memory's cargo iseasily available to anyone inside, the thingskept in this oval-shaped protrusion are undertight security. This vault is large enough thatan elf could fit inside with some discomfort,but it's not intended for passengers.Dangerous, rare, and valuable things arestored within Memory's Heart. Some of thesevaults are operated by lock and key, in whichcase only one crew member has the existingkey. Others have no key at all, and can beopened only with the proper magic.

Such safeguards have proven necessarymore often than the elves would like. Lunardragons have targeted the elves before, as theWhite Congress knew to their sorrow. Moremundane raiders have also become common.The elves don't advertise the existence oftheir Memory mechs, but on occasion one hasfallen to bandits. While the elves want to keepall their treasures available for the world'srebuilding, they realize that certain things canbecome troublesome if left unattended.

However, while other races would use morearmor and bigger weapons for security, theelves rely on speed and stealth to safeguardtheir treasures. The Memory is a fast mech forits size, and those who pilot it usually have noqualms about running away from danger. Ifthat doesn't work, the two crew members areusually willing to give up their lives in defenseof their cargo. When possible, at least one ofthe mech's crew is an accomplished spellcaster.

SPECIALEnchanted Ivy: Memory mechs can be foundwith many kinds of armor, but crews choose toprotect their vessels with enchanted ivy whenthey can. The Gearwrights Guild is rumored tohave their own method of creating this livingarmor buried deep in their vaults, but theelven way works quite well for animatedmechs.

Special pots and containers are built intothe mech as part of its construction, and luxu-rious ivy is planted and tended as carefully asany other component. The rituals that activatethe mech cause the ivy to grow at a phenome-nal rate, and upon completion, it is blanketedwith a living green carpet. Not only does theivy help camouflage the mech, it provides pro-tection equivalent to wooden armor. It is even

Page 49: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

48 «1»

capable of suppressingfire, the bane of

librarians every-where.

Enchantedivy gives amech hard-ness 5, and

adds +8 toany attempt to

hide when in asetting with other

large plants. It is alsoenchanted to resist fire and heat, providing aresistance value equal to half the mech's hitdice (maximum +20). This only applies to fireattacks made from outside the mech, but itbenefits both the mech and its passengers.Elven sages have attempted to breed an ivythat resists lunar fire, but they have not yetsucceeded.

Like any living thing, enchanted ivy needsmaintenance. With regular sunlight and water-ing, the ivy flourishes. If conditions are harsh,weekly or even daily work is required. Anhour's work per size category of the mech,coupled with a DC 15 Knowledge (nature)check, will keep the ivy alive in all but thecoldest settings.

Spells that specifically affect plants can tar-get enchanted ivy. It can participate in anentangle or respond to speakwith plants. The ivygets a savingthrow againstany effect thatwould impedeits functions,using eitherthe saving throwbonus of the mechor of the mech's cre-ator (default to a 15th-level wizard), whichev-er is most advantageous.

Enchanted ivy costs triple the cost of anequivalent amount of wooden armor, and canonly be installed on a mech by a caster with atleast 5 ranks in Knowledge (nature).

Summary of enchanted ivy attributes:

Hardness 5+8 bonus to Hide checksFire resistance of HD/2Requires maintenanceAffected by spells that affect plants

.

.

.

.

.

Page 50: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

49«1»

ORC MECHSMechs mean one thing to orcs: raw physical

power. A mech is bigger, stronger, and

tougher than any other war machine the orcs

have ever known. Since their first encounter

with a mech, the orc tribes of the Endless Plains

have salivated at the prospect of gigantic, self-

propelled war machines. Well, maybe slave-pro-

pelled would be a better descriptive, but to an

orc, what's the difference? Control of mechs

means the prospect of even more loot, slaves,

and land, which puts mechs high on the priority

list of every orc warchief.

Because there is no central orc nation and the

orc tribes are so chaotic, the orc transition to

mech-based life has been slow and woefully dis-

organized. Their early developments mostly

consisted of capturing and retrofitting their

enemies' mechs - and "retrofitting" usually

meant stripping out the steam engines they did-

n't understand to replace them with rowing pits

for the slaves. Over the years, though, the accu-

mulation of stolen steam engines, captured

engineers, and curious orcs has resulted in new

advances. Certain orc tribes, especially the

Seared Palm Clan, are now capable of manufac-

turing advanced mechs. Slave-powered mechs

are becoming a thing of the past as warchiefs for

the first time recognize the value of the steam

engine (but this doesn't let the slaves off the

hook; they're still kept around to take care of

other chores).

This section presents mechs of the orc tribes.

The Skull Crusher mech from the DragonMech

rulebook is typical of first-generation orc

mechs. The mechs that follow are indicative of

the new wave of orc mech manufacture, where

steam power is becoming more prevalent and

the Seared Palm Clan is elevating the art of orc

mechcraft.

CRASH AXE

Size: Colossal II

Power Source: Clockwork

Payload Units: 37

Height: 50 ft.

Space/Reach: 25 ft. by 25 ft./25 ft.

Crew: 3 (weapons: 5)

Firing Ports: 24

Hit Dice: 84

Hit Points: 462

Critical Thresholds: Green, Yellow 231,

Orange 116, Red 46

Base Initiative: +2

Speed: 80 ft.

Maneuverability: Good

AC: 2

Hardness: 12 (iron, Colossal II)

Base melee attack: +4

Base ranged attack: +2

Unarmed damage: 3d6+12

Trample: largest Huge; safe Medium; damage 5d6

Saves: Fort -4, Ref 0, Will –

Abilities: Str 34, Dex 14, Con –, Int –, Wis –, Cha –

Mechcraft DC: 54

Base Planning Time: 108 days

Base Cost: 25,219 gp

Total Cost: 29,676 gp

Labor Requirements: 15,360 man-hours

Construction Time: 96 days (20 avg. laborers

plus 2 overseers)

Special: Extra weapon mounts (5), fast legs

PAYLOAD USAGE

PU USE

3 Crew

2 Passengers

32 Onboard Weaponry

37 Total

Crash axes are the primary product of theSeared Palm Clan. Perhaps the fastest mechscreated by orcs, these constructs are capableof recreating all orcs' favoritepart of battle: charging.

Crash axes lookroughly like giant half-orcs and lack much ofthe heavy plating andbody spikes common toorc mechs. Pitched slightlyforward, these mechs have longlegs and powerful arms ending in hooked axeblades instead of hands. As a surprisinglycanny addition by Seared Palm engineers,extra space has been built into the mech forspare crewmen, as an entire orc crew rarelygets to a battlefield without suffering casual-ties from each other first. If the entire crewdoes survive, the extra hands can take up posi-tions at the many firing ports situated aboutthe mech, or allow it to use its cannon at thesame time the regular crew swings its axes inmelee.

Crash axes are commonly used as scoutsand skirmishers. With their speed, relativequietness, and extra crew, a crash axe is morelikely to report back to its tribe and still becapable of functioning at full capacity than anyother orc mech. These factors make crash axesexceptional raiders, as they can swiftly attack,load captured goods without unmanning keypositions, and retreat.

THE SEARED PALM CLAN Nearly 60 years ago, a nameless band of orcsand half-orcs was able to topple a woundedLegion mech separated from its regiment.Pulling the crew from the wreckage, the orcstook several prisoners and looted the mech ofanything that seemed even remotely valuableor useable as a weapon. Among the curiositiesthey discovered was one to rival all others: a

TABLE 1-9: MECHS OF THE ORCSMECH NAME FACTION SIZE POWER PRICE (GP)Crash Axe Orcs (Seared Palm Clan) Colossal II Clockwork 29,676Dire Armor Orcs Huge Manpower (steam hybrid) 2,037Fire Blood Orcs Huge Manpower (steam hybrid) 1,811Gnasher Orcs Colossal II Steam 19,256Gore Dog Orcs Colossal II Steam 14,504Ol’ Chief One Eye Orcs Colossal IV Manpower 66,111Org XIII Orcs Colossal V Steam 81,635Terror Tower Orcs Colossal IV Steam 30,979Warchief’s Armor Orcs Gargantuan Manpower (steam hybrid) 4,323

Page 51: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

50 «1»

frail dwarf steamborg on his way to becomingone of the assimilated, named GorgTorksprag. He had been reduced to an upperbody on wheels by his mechanical modifica-tions. The orcs did not know what to make ofthe strange creature. Torksprag, for his part,was rightly terrified, but he piqued the curios-ity of many of the tribe's half-orcs, who werecurious at how the dwarf steamborg lived andwhat he gained from doing this to himself.

Over the coming weeks, the orcs kept thesteamborg in relatively good health, treating

him as a respected guest. Although the dwarfknew no end of confusion and feared what thebarbarians might be plotting, he fearfullyanswered their questions about himself,steamborgs, machinery, and mechs as best hecould. Being quite knowledgeable on thesetopics, Torksprag did all he could to put eventhe most complicated of mechanical queriesinto terms the orcs would understand. To hissurprise, the orcs were impressed by hisanswers and seemed to only grow in theireagerness to learn more.

Soon the orcs demanded to see examples ofwhat Torksprag told them about, and thoughhe could salvage his own parts and those fromthe downed mech, these minor examples did-n't satisfy the orcs for long. Realizing thatnothing he could present them with wouldassuage their curiosity, he presented themwith a plan to build a mech. He hoped to out-smart them and escape in the process, for hisplan was to have the orcs make contact with aLegion mech in order to barter for the sup-plies and equipment he needed to further

TABLE 1-10: ONBOARD WEAPONRY – ORCSLOCATION ARC OF FIRE WEAPON (DAMAGE, RANGE IN FT., OTHER) PU CREW

CRASH AXE ONBOARD WEAPONRY

Left arm Melee Gargantuan hooked axe blade (1d12+12/x3) 8 1Right arm Melee Gargantuan hooked axe blade (1d12+12/x3) 8 1Right shoulder 180° forward Gargantuan steam cannon (3d10/x3, 950) 16 3Total 32 5DIRE ARMOR ONBOARD WEAPONRY

Right arm Melee Huge barbed sword blade (2d8+3/19-20/x3) 4 1Total 4 1FIRE BLOOD ONBOARD WEAPONRY

Torso 30 ft. radius blast Explosives (12d6) 4 1Total 4 1GNASHER ONBOARD WEAPONRY

Face Melee Colossal II bite (4d8+10/x3) 32 1Head 180° forward Huge javelin rack (2d6 (x3), 200) 4 2Total 36 3GORE DOG ONBOARD WEAPONRY

Left arm Melee Gargantuan changler (2d8+16) 8 1Right arm Melee Colossal II barbed sword blade (5d12+16/x3) 32 1Total 40 2OL’ CHIEF ONE EYE

Left shoulder 180° forward Colossal ballista (7d6/x3, 250) 16 3Right shoulder 180° forward Colossal ballista (7d6/x3, 250) 16 3Right arm Melee Colossal III hooked axe (7d12+12/x3) 64 1Total 96 7ORG XIIIHead Melee Colossal III bite (8d6+19/x3) 64 1Head Melee Colossal III flame nozzle (2d8, 180) 64 1Tail Melee Colossal III flail (6d12+19/19-20, trip) 64 1Total 192 3TERROR TOWER ONBOARD WEAPONRY

Top 360° Colossal III steam cannon (8d12/x3, 800) 64 32Total 64 32WARCHIEF’S ARMOR ONBOARD WEAPONRY

Chest Melee Huge flame nozzle (2d8, 30) 4 1Left arm Melee Huge barbed sword blade (2d8+5/19-20/x3) 4 1Right arm Melee Huge lobster claw (2d8/19-20) 4 2Total 12 4

Page 52: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

51«1»

teach them. Of course, he expected the Legionmech to attack and that he would be rescuedwhen it did. The plan worked well enough, but asthe Legion mech approached, the orcs gaggedand hid Torksprag, and three half-orcs deftlybargained with the mech's crew, gaining everydevice the steamborg had said he needed andmore. Their bargaining involved a few morethreats than the steamborg would have used, butit was nonetheless successful.

Dejected that his would-be rescue had failed,Torksprag was nonetheless impressed by theorcs' ingenuity, and he taught them what he hadpromised. By this time, nearly a year had passedsince Torksprag had been captured (althoughhis fellow crewmen had all since succumbed todisease, exposure, or brutal deaths at the handsof their captors) and he no longer feared beingkilled outright. He taught the orcs all theydesired. Soon his most ambitious students want-ed to make machines of their own. Again, thesteamborg presented a plan to obtain the sup-

plies they needed, but this time without a secretplan for escape. He taught them the basics ofblacksmithing, engineering, and mechcraft, andsoon found himself with a small circle of savage,but able assistants. It was then, revered by theorcs as a magician and teacher and with severaldevoted followers, that Torksprag decided notto return to the Legion and to continue his workamong the orcs.

Under the steamborg's leadership, those orcsand half-orcs became the first true engineersand coglayers of the orc race. With their new-found understanding of mechcraft, they devel-oped their own new tools and small mechs, suit-ing each to the brutal tastes and needs of theirrace. Taking a new name suiting their professionas barbarian engineers, Torksprag's studentsbecame known as the Seared Palm, their symbolbeing a black hand print dripping with oil.

Over the years, the Seared Palm has createddozens of new mechs and weapons that they sellalmost exclusively to their orc brethren. Among

these new mechs is the dire armor, warchief'sarmor, and gore dog mechs. Currently, theirnewest invention has been the crash axe mechchassis, the first orc mech refined enough tomake complete use of clockwork power and notsteam or manpower. Thanks to the SearedPalm's ingenuity, the orc race no longer has tomerely scavenge and hijack the mechs of otherraces. Their skills have been so widely reportedand are so well respected that orc tribesthroughout Highpoint seek out the SearedPalm's engineers, recruiting them to come workfor their tribes. As such, the Seared Palm hasbecome both an orc tribe unto itself, and aunion of orc engineers that spreads acrossHighpoint.

As for Gorg Torksprag, only his closest assis-tants are sure of his fate. It's doubtful that theSeared Palm would merely cast aside the teacherwho made them what they are, and it's unlikelythat any of his students ever advanced beyondthe steamborg's knowledge. The most likelypossibility is that he has secretly been teachinghis most advanced students the ways of steam-borgs, allowing them to advance themselveswith steel and steam as he did himself. Equallylikely is that Torksprag has continued down thepath toward becoming assimilated. Though theprospect of being bound to an orc mech (all ofwhich are still far less refined than those ofother races) seems unappealing at best, thesteamborg's students are sure to want to createthe greatest body ever fashioned by orc handsfor their honored mentor.

DIRE ARMOR

Size: Huge

Power Source: Manpower (steam hybrid; see

below)

Payload Units: 5

Height: 15 ft.

Space/Reach: 5 ft. by 5 ft./10 ft.

Crew: 1 (see below)

Firing Ports: 5

Hit Dice: Same as pilot (use 10 HD if

targeted separately)

Hit Points: Same as pilot (use 55 hp if

targeted separately)

Critical Thresholds: Green, Yellow 33,

Orange 19, Red 11

Base Initiative: -4*

Page 53: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

52 «1»

Speed: +10 ft.*

Maneuverability: Average

AC: -4*

Hardness: 10

Base melee attack: +3*

Base ranged attack: –4*

Unarmed damage: 1d8 + 1d6 + pilot’s

adjusted Strength modifier

Trample: largest Small; safe Small; damage 2d6

Saves: Fort +4*, Ref -4*, Will –

Abilities: Str +6*, Dex -8*, Con –, Int –, Wis –,

Cha –

Mechcraft DC: 22

Base Planning Time: 44 days

Base Cost: 1,177 gp

Total Cost: 2,037 gp

Labor Requirements: 480 man-hours

Construction Time: 6 days (10 avg. laborers

plus 1 overseer)

Special: Combat spikes

* These mechs use and augment the pilot’s

own initiative, AC, attacks, damage, saving

throws, and abilities.

PAYLOAD USAGE

PU USE

1 Crew

4 Onboard Weaponry

5 Total

Dire armor has become the basic war gear ofcutting-edge orc warriors. Simple in its con-struction, much of the mech's machines andengines merely augment the pilot's strength,who must equip his mech in pieces, as if itwere indeed merely a massive suit of armor.Only the largest and strongest orcs can weardire armor, as the pilot actually provides themotion of the arms and legs, assisted only bycrudely made, often malfunctioning, orcdevices.

Crudely shaped to resemble large, stub-headed orcs in spiked armor, dire armors arenoisy, obvious constructions. Each suit of direarmor has two three-fingered clawed hands,usually used to grip a massive blade of wicked-ly shaped metal. From the stylized, fangedmouth of the mech is a small section of grat-ing, from which the pilot can see the battle-field, but his face is ill-defended and the noisymachines in his ears virtually deafen him.Thus, once deployed, dire armors are oftengiven simple orders that they follow to com-pletion, or die trying to fulfill, as it's rare theycan hear or understand new orders.

With their bodies of blackened metal, lay-ers of bright orc war paint, and spikes of

jagged metal upon which are impaled grue-some trophies, dire armors are daunting oppo-nents, particularly for infantry. Clanking loud-ly and belching towers of black smoke, orc warbands are far more threatening now that theirsavagery is sheathed in metal.

SPECIAL RULESHybrid Power Source: Dire armor is equippedwith a small, poorly designed steam enginethat isn't sufficiently powerful to move theentire suit. Normally, a Huge manpoweredmech would require 3 crew members, but

thanks to this steam engine providing par-tial power, dire armor can be used withonly one crew member. Nonetheless, thatcrew member must be strong, as he pro-vides quite a bit of the mech's "go juice,"as the orcs put it. The pilot of dire armormust have a minimum Strength of 16 inorder to make it move. Otherwise, he willnot be able to mobilize the mech. This sortof hybrid power source is available only formanpowered mechs of Gargantuan size orsmaller, at an additional cost of 250 gp percrewmember replaced.

Page 54: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

53«1»

Fire Blood

Size: Huge

Power Source: Manpower (steam hybrid; see

below)

Payload Units: 5

Height: 15 ft.

Space/Reach: 5 ft. by 5 ft./10 ft.

Crew: 1 (weapons: 1) (see below)

Firing Ports: 5

Hit Dice: Same as pilot (use 10 HD if

targeted separately)

Hit Points: Same as pilot (use 55 hp if

targeted separately)

Critical Thresholds: Green, Yellow 33,

Orange 19, Red 11

Base Initiative: -4*

Speed: +10 ft.*

Maneuverability: Average

AC: -4*

Hardness: 5 (wood)

Base melee attack: +3*

Base ranged attack: -4*

Unarmed damage: 1d8 + pilot’s adjusted

Strength modifier

Trample: largest Small; safe Small; damage

2d6

Saves: Fort +4*, Ref -4*, Will –

Abilities: Str+6*, Dex-8*, Con –, Int –, Wis –, Cha –

Mechcraft DC: 28

Base Planning Time: 56 days

Base Cost: 1,111 gp

Total Cost: 1,811 gp

Labor Requirements: 480 man-hours

Construction Time: 6 days (10 avg. laborers

plus 1 overseer)

Special: Combat spikes

* These mechs use and augment the pilot’s

own initiative, AC, attacks, damage, saving

throws, and abilities.

PAYLOAD USAGE

PU USE

1 Crew

4 Onboard Weaponry

5 Total

Fire bloods are variants on orc dire armor,enhanced by the cruel ingenuity of that savagerace. Although their frames look much like thebristling, fearsome facades of dire mechs, theyare riddled with ever-pulsing tubes and wiresthat crisscross the mechanized wooden armor.All of these mechanical veins connect nearlyevery point on the mech to a large pack on its

DONNING MECH ARMOR

There are several relatively small mechs that operate slightly differently than other mechs of thosesizes. These mechs, most notably the Irontooth ashigaru and sensei and the orc dire armor and

warchief's armor, are not ridden - they are worn. Some of these mechs don't have their own stats as mostother mechs do. Instead, they augment those of their wearer.

More like mechanized suits of armor than traditional mechs, these mechs have their own special rules.First, in general they do not have hit points of their own. The mech armor's wearer is exposed and onlyslightly smaller than the armor itself, so he is a viable target. No Spot check is necessary to target thewearer of mech armor. Attackers can choose to target the armor should they choose, but this is onlyimportant if they specifically want to destroy the mech suit.

Unlike a mech but like a standard suit of armor, mech armor must be put on to function properly.Where most other mechs merely require the pilot to slip into the cockpit and begin operating the mech,these suits of mech armor have no cockpits. Instead, the pilot stands in a central or upper portion of themech's chassis and the other parts of the mech are placed over the pilot's body. Thus the pilot's arm goespartially down the length of the mech's arm, as her leg is fastened within the mech's upper leg.

Being that these small yet complicated suits of mech armor require so much effort to don, it is impos-sible for the mech's pilot to do so by himself. Rather, at least one assistant is needed to aid the pilotbefore he can gain the benefits of using the mech. For safety purposes, the pilot can strip off most suitsof mech armor with only a few moments of effort, but not with any gentleness or stealth. A suit of mecharmor shed in this abrupt fashion releases the pilot in 1/4th the normal time it takes to remove the armor,but this has a 1 in 4 chance of damaging the mech. A mech damaged by a swift removal requires that anhour is spent repairing the damage and a DC 25 Craft (mechcraft) check is made. Although many mechsare constructed so the pilot can escape her mech armor if he needs to, this is not an option featured inall such suits (especially not in suits of orc design).

Unlike normal suits of armor, mech armors cannot be donned hastily and be used as they are described.Being that these are mechs and not simple suits of protective gear, a great many mechanisms have to bearranged and lined up to function properly. A pilot could attempt to don a suit of mech armor hastily, butdoing so would mean that the legs might not be mobile or that there is no mechanical strength in themotions of the arms. So a pilot could don a suit of mech armor in half the time (and still only with assis-tance), but he would benefit only from the mech's hardness, none of its other abilities, and would be con-sidered to be immobile.

* This time assumes that the pilot has one person aiding him in donning the mech. Two assistants willcut this time in half. A pilot donning a suit of mech armor cannot be aided by any more than two assistantsat a time.

** This is the time it takes a pilot and an assistant to remove a suit of mech armor with care. Two assis-tants will cut this time in half. A pilot can release the armor in 1/4th this time in an emergency, but thesuddenness of the extraction can damage the mech.

***It is unlikely that orc-made mech armors have an emergency release. It is up to the DM to deter-mine if these suits of mech armor can be swiftly exited in a shorter period of time.

TABLE 1-11: DONNING AND REMOVING MECH ARMORMECH TYPE DON* REMOVE**

Ashigaru 8 minutes 4 minutesDeep Spider 8 minutes 4 minutesDire Armor 6 minutes 3 minutes***Fire Blood 6 minutes 3 minutes***Sensei 10 minutes 6 minutesUnderbreather 8 minutes 4 minutesWarchief's Armor 16 minutes 10 minutes***

Page 55: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

54 «1»

back, a clear container that bubbles with anangry-looking red-orange fluid. This liquid is aconcoction orcs call "fire blood," a mixture ofalchemist's fire, oil, and other volatile chemi-cals. This deadly mixture is circulated throughthe mechs, giving them their name.

Nearly any other race would consider wear-ing over 30 gallons of extremely explosive liq-uid sheer madness, but to orcs that thinking isweakness in the face of genius. In their unfor-giving minds, a fire blood's potential for self-destructive devastation is not a drawback, butits greatest strength and indeed the very rea-son they were created. Thanks to the powerfulfluids that pump through their mechs, eventhe weakest runt can be sent into battle withno training or experience, and swiftly deal asmuch or even more damage than a trained andhardened warrior.

Despite the danger of fielding such mechsand their propensity for fiery malfunctions,fire bloods have become one of the favoritemechs of orc legions. With no shortage ofweaklings to be conscripted into the ranks ofthese fatalistic pilots, fire bloods are capableof demolishing enemy structures, mechs, orwhole battalions with a single costless sacri-fice. In fact, many weak orcs volunteer for thehonor of becoming a fire blood pilot, as itaffords them a chance to see a dynamic end inbattle, a fate many never thought possible.Though using these mechs may be morallyabhorrent to most other races, their repug-nance is no match against the fearful effec-tiveness of these deadly walking bombs.

SPECIAL RULESExplosives: As a free action, the pilot of a fireblood can detonate his mech's explosives.This results in a powerful explosion that spewsmech and orc shrapnel in all directions. Anycreature within the blast radius must make aDC 18 Reflex save or suffer 12d6 damage.Those that succeed at this save still suffer halfdamage. Half of this damage is fire damage,while the other half is piercing damage fromthe mech's remains (thus spells such as resistenergy cannot defend a creature from theblast's full damage).

A fire blood whose pilot is reduced to aquarter of his hit points, or less, also erupts inthis same fashion. Similarly, any critical hitagainst a fire blood causes it to explode.

A fire blood destroyed by exploding cannotbe repaired and the pilot is killed. Only spellssimilar to resurrection can return an explodedfire blood pilot to life.

Hybrid Power Source: Like dire armor, afire blood is equipped with a small, poorlydesigned steam engine that isn't sufficientlypowerful to move the entire suit. Normally, aHuge manpowered mech would require 3crew members, but thanks to this steamengine providing partial power, a fire bloodcan go into action with only one crew mem-ber. Nonetheless, that crew member musthave a minimum Strength of 14 in order tomake it move. A fire blood is easier to movethan dire armor, due to its weaker woodenarmor and lighter weaponry.

STRENGTH IN DEATHIn the patchwork of orc beliefs and supersti-tions they call a religion, one of the moststrongly held concepts is that orcs who die inbattle are strengthened by their gods andbecome elite warriors for their deities. In thisway, orcs see each battle as just another way togain honor, either in this life or the next. Froman orc's standpoint, the best that a foe can dois strike him dead, which will simply make the

orc an even greater warrior that the foe willhave to face again in the afterlife.

But for the weak of orc society, they haveno role, either in life or in death, except toserve. Those that die of disease, old age, or totheir clansmen have proven that they areunsuited for the rigors of life and are thusunsuited for a glorious death. All they canexpect from the afterlife is the never-endingtedium of a slave, serving the gods and theirwarriors. However, the creation of the fireblood mechs has changed all that and giventhe weakest of orc society a chance for glory.

Even though donning one of these modifieddire armors practically ensures that the wearerwill never remove it, countless orcs crave theopportunity to serve as fire bloods in theirtribe's war bands. While it likely means an endto their lives, it also means an end to the tedi-um of performing the clan's most demeaningand repulsive tasks. Greatest of all, it meansthat they will see their deaths in battle, givingorc runts, the crippled, and the elderly a fight-ing chance to stand beside their glorifiedbrethren.

Page 56: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

55«1»

Fortunately, in orc beliefs, women fall intoa separate category from weak or disabledmen. As they are forced to survive the rigors ofchild birth, a process that is often a biannualor at least yearly event once they are oldenough to bear offspring, women are consid-ered to be facing their own battles againsttheir children. Those mothers that survivechildbirth 10 times (a feat far easier for orcmothers than humans, but still a dauntingtask) are considered veterans and are honoredas orc warriors both in life and after death.However, barren women or those otherwiseunsuitable or unattractive enough to be ade-quate mates must prove themselves in thesame way as orc men. Those that don't excel aswarriors are forced into the position of servi-tors with the other weak or infirm of the tribe.

In recent years, many orc tribes have begunto make use of fire blood mechs. Several orctribes, in their haste to be rid of those theythought to be useless baggage, eagerly girdedtheir weakest members and sent them explo-sively into battle. However, these tribes swift-ly realized that the non-warriors served anintegral purpose, as the warriors had to nowperform their own mundane tasks. Other warbands did not realize the volatile nature of firebloods and sent them into battle alongsidetheir standard dire armor and warchief's armormechs. The resulting explosions and self-inflicted casualties have been ruinous lessonsthat few tribes have been foolish enough torepeat.

From these lessons, most orc tribes havediscovered that fire bloods function bestwhen made part of an advanced troop ofraiders or as fodder to attack far larger foes orother mechs, potentially crippling their ene-mies' legs or toppling far greater targets.Commonly creating their own explosive van-guard and treated as a volley of particularlyslow but dangerous and deadly ammunition,groups of fire bloods often are kept separatedfrom the bulk of orc war bands and from eachother. (Generally, an orc warchief needs onlyone experience with a single detonating fireblood laying waste to an entire troop to realizethat these mechs are far too dangerous to bekept near anything, especially others of theirkind.) As a result, although fire bloods havebecome one of the most powerful weapons inthe orc arsenal and have changed how manyorcs view their lot after death, dull-witted orcleaders are still experimenting with ways tomake the best use of these deadly mechs, fre-quently with volatile and self-defeatingresults.

GNASHER

Size: Colossal II

Power Source: Steam

Payload Units: 44

Height: 50 ft.

Space/Reach: 25 ft. by 25 ft./25 ft.

Crew: 8 (weapons: 3)

Firing Ports: 29

Hit Dice: 48

Hit Points: 264

Critical Thresholds: Green, Yellow 132,

Orange 66, Red 26

Base Initiative: -1

Speed: 70 ft.

Maneuverability: Average

AC: 2

Hardness: 12 (iron, Colossal II)

Base melee attack: +2

Base ranged attack: -1

Unarmed damage: 4d6+10

Trample: largest Huge; safe Medium;

damage 5d6

Saves: Fort +0, Ref -3, Will –

Abilities: Str 30, Dex 8, Con –, Int –, Wis –,

Cha –

Mechcraft DC: 42

Base Planning Time: 84 days

Base Cost: 15,077 gp

Total Cost: 19,256 gp

Labor Requirements: 3,840 man-hours

Construction Time: 96 days (10 avg. laborers

plus 1 overseer)

Special: Extra weapon mounts (12), fast legs,

combat spikes

PAYLOAD USAGE

PU USE

8 Crew

36 Onboard Weaponry

44 Total

Gnashers are perhaps the most commonmechs used by the varied orc tribes. Originallydeveloped by half-orc designers and captiveLegion engineers, the gnasher is a simplemech, meant to be both highly durable andsimple to construct.

Since their orc builders have no methods ofmass-producing parts for creating thesemechs, no two gnashers look exactly alike.The most commonly seen version, however,looks like nothing so much as four, three-jointed, crab-like legs supporting a massive

Page 57: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

56 «1»

wolf's head. The head of these mechs demon-strates the savagery and bloodlust of theirdesigners, both in form and in battle. Usuallycobbled together from the debris of othermechs, a gnasher's head is constructed to lookas threatening as possible, usually imitatingthe face and maw of wolves, sharks, dragons,and whatever other monstrosities its buildersfear. All of the mech's systems and controlsare located high off the ground, in the head ofthese mechs, making them surprisingly diffi-cult to lay siege to from the ground.

With fangs of serrated metal and jaggedscrap, the gnasher runs swiftly on its strangelegs toward its enemies, then it typicallylunges and rips opposing mechs open with itssavage bite.

GORE DOG

Size: Colossal II

Power Source: Steam

Payload Units: 40

Height: 60 ft.

Space/Reach: 25 ft. by 25 ft./30 ft.

Crew: 8 (weapons: 2)

Firing Ports: 26

Hit Dice: 96

Hit Points: 528

Critical Thresholds: Green, Yellow 264,

Orange 132, Red 53

Base Initiative: -2

Speed: 50 ft.

Maneuverability: Average

AC: 2

Hardness: 12 (iron, Colossal II)

Base melee attack: +8

Base ranged attack: -2

Unarmed damage: 4d6+16

Trample: largest Huge; safe Medium; damage

5d6

Saves: Fort +0, Ref -4, Will –

Abilities: Str 38, Dex 6, Con –, Int –, Wis –, Cha –

Mechcraft DC: 44

Base Planning Time: 88 days

Base Cost: 12,573 gp

Total Cost: 14,504 gp

Labor Requirements: 3,840 man-hours

Construction Time: 96 days (10 avg. laborers

plus 1 overseer)

Special: Extra weapon mounts (8), combat

spikes

PAYLOAD USAGE

PU USE

8 Crew

32 Onboard Weaponry

40 Total

Gore dogs are among the favorite mechs ofboth orc warchiefs and orc warriors, as theyare constructed for one function: hand-to-hand combat.

A gore dog looks much like a massive suit ofdire armor, but instead of merely having asmall bulge for a head, these mechs have fullheads shaped to look like savage dogs, hyenas,or wolves. The spiked bodies of these mechsare often decorated with dozens of animalskulls and symbols or orc phrases relating tosavagery and cannibalism. Like all orc mechs,the lack of uniform parts means that no twogore dogs look alike, which makes a smokinglegion of these mechs look like a burning packof huge, snarling, metal beast men.

Gore dogs have little armor and are uselessat ranged combat. Their size and noisinessmake them virtually incapable of surprisingopponents, but that suits most of these mechs'pilots well enough. Gore dogs are most com-monly used as defenders and front-line com-batants in orc armies, as they are capable ofsustaining more damage than most other orc

mechs. Orc war bands of dire armors andwarchief's armors sometimes report back togore dogs that function as mobile commandposts for lesser warlords.

Most gore dog pilots eagerly charge theirmechs into combat and slash away at their ene-mies, using their barbed swords and changler,until either their opponents or they are dead.This kind of bloodlust is encouraged, and see-ing a gore dog on the attack is frighteninglyreminiscent of the way orcs on foot do battle.Thus, gore dog pilots are frequently elevatedto war chief for displaying skill and ferocity incombat.

CHRISO XANTHAS, SURVIVORHuddled in a series of deep canyons where theEndless Plains meet the Flatlands, severaldozen miles south of Edge, a few families hadbanded together to settle a small, out-of-theway piece of land with the intention of bring-ing a degree of civilization back to that part ofHighpoint. Naming their village of a hundredresidents Lodon (after a town that wasrumored to have once existed in the samearea), the pioneers set about making a simplelife for themselves. For nearly six years, thepeople of Lodon fought against nature, thelunar rain, and even a few minor alien threats,

Page 58: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

57«1»

and they survived, reinforcing their dream of anew, permanent home away from the constantwandering of the city-mechs. But when theorcs came, their dream was no defense.

Most of the people of Lodon were killedoutright, and after it was thoroughly raided ofwhat few valuables its residents possessed, thetown was put to the torch. A few young menand women were spared and taken aboard theorcs' terror tower to serve as slaves and enter-tainment for the savage crew. Among the cap-tives was a 10-year-old boy named ChrisoXanthas, a youth who had lost both his parentsand the only home he had even known.Shocked to complacency, the child was herd-ed into the terror tower with the rest ofLodon's survivors and spirited away from theburning village. They would never return.

Aboard the orc mech, the humans werechained alongside the animals kept on board.Soon, they were serving their savage mastersand enduring horrid and brutal depredations.None of the survivors was going to survivetheir imprisonment for long, and they knew it.They seem resigned to their fate. After severaldays, Chriso, the youngest of the captives, waschosen to endure an orc's brutal beatings.Unable to stand the sight anymore, two oldercaptives attacked the orc. The resulting fightwas tragically one-sided, ending in the deathof Chriso's defenders. Their sacrifice was notin vain, however, as their attack created justenough of a distraction to let the spindlyyouth escaped unnoticed out of the animalpens and dive down an open vent into dark-ness.

When Chriso awoke, he found himself with-in the grinding, smoky, hellish bowels of theterror tower. Surrounded by great machinesthe like of which the sheltered boy had neverseen, Chriso's curiosity was greater then hisfear and he began to explore the mech's gearforest. Hungry and weak from his capture, hewas soon attracted to what smelled like cook-ing meat. Following the smell, the youth cameacross a small band of four coglings that hadtaken up residence aboard the orc mech. Wary

of the boy at first,the coglings

understoodhis plightd e s p i t et h e i rinabilityto under-

stand hisw o r d s .

Pitying thechild even

though he washuman, thes a v a g ehalflingsfirst fedh i m ,t h e nkept hims a f et h r o u g hthe night,and soon hadadopted Chriso asone of their own.

Over the next several months, Chrisolearned the coglings' ways and how to survivein the gear forest. Hunting, salvaging, andlearning his adopted family's language andhow to avoid the few orcs that entered the for-est, Chriso became the pride of the tinycogling tribe. The human child lived with thecoglings, far below the same creatures thathad slaughtered his real family.

Now a young man of 17, Chriso has becomean exemplary cogling. Lithe and spry, his skinis permanently darkened by layers of grease.His long hair, which often falls over his righteye, is streaked a dozen different shades byoils and coolants. Chriso's lips and ears arepierced by shiny bits of polished metal, mark-ing him as a member of his new family's tribein the tradition of his cogling protectors.Chriso is habitually soft spoken from years oftrying to avoid notice, but the pain he hasendured has not smothered his boyish charmor innocence, and he retains the same glim-mer of curiosity in his dark eyes,.

In recent weeks, however, Chriso has wit-nessed further tragedy. While the terror towerstopped for repairs, several orc engineers andwarriors came to the gear forest to scour it ofpests. During the orcs' hunt, Chriso becameseparated from his adopted family and narrow-ly avoided recapture by the orcs. When itseemed that the orcs had departed, the boycould not find his family again. He has scouredthe gear forest and all their usual haunts, buthas found no trace. Fearing that they've beencaptured and are suffering the same terrors heonce did, Chriso has boldly begun venturinginto the mech's upper reaches, searching forsome sign of his family, determined to neverlose anyone he loves ever again.

Chriso Xanthas, Male Human Crg3: CR3; Medium humanoid (human); HD 2d8+3; hp20; Init +3, Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +3; Grp +3; Atk +7 ranged(1d6+1, +1 javelin); Full Atk +7 ranged (1d6+1,+1 javelin); SQ combat style (archery), favored

enemy: humanoid (orc); AL CG; SV Fort +4,Ref +6, Will +3; Str 11, Dex 17, Con 13, Int 14,Wis 15, Cha 16.

Skills and Feats: Balance +5, Climb +3,Handle Animal +5, Heal +5, Hide +11,Knowledge (nature) +4, Knowledge (steamengine) +8, Listen +6, Move Silently +11,Search +4, Spot +4, Tumble +5; Endurance,Point Blank Shot, Self-Sufficient, Stealthy,Track.

Languages: Common, Cogling, Orc.

Possessions: +1 javelin, potion of darkvision,

potion of spider climb.

OL’ CHIEF ONE EYE

Size: Colossal IV

Power Source: Manpower

Payload Units: 160

Height: 110 ft.

Space/Reach: 65 ft. by 65 ft./65 ft.

Crew: 64

Firing Ports: 64

Hit Dice: 160

Hit Points: 880

Critical Thresholds: Green, Yellow 528,

Orange 308, Red 176

Base Initiative: -3

Speed: 50 ft.

Maneuverability: Clumsy

AC: 2

Hardness: 16

Base melee attack: +4

Base ranged attack: -3

Unarmed damage: 6d6+12

Trample: largest Colossal; safe Huge; damage 7d6

Saves: Fort +0, Ref -4, Will –

Abilities: Str 34, Dex 4, Con –, Int –, Wis –, Cha –

Mechcraft DC: 51

Base Planning Time: 102 days

Base Cost: 54,111 gp

Total Cost: 66,111 gp

Page 59: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

58 «1»

Labor Requirements: 15,360 man-hours

Construction Time: 96 days (20 avg. laborers

plus 2 overseers)

Special: Combat spikes, extra weapon

mounts (32)

PAYLOAD USAGE

PU USE

64 Crew

96 Onboard Weaponry

160 Total

Ol' Chief One Eye is a mech created by sever-al orc tribes, acting together in a way neverbefore seen on Highpoint: in the name of theirgods.

The shamans from nearly a dozen large orctribes led their peoples together 10 years ago.Normally, this would have resulted in a mas-sive free-for-all, or at least challenges fordominance. But instead, the tribes cametogether as peaceably as orcs can, and a coun-cil of tribal leaders and shamans began. At theend of the council, the tribes had agreed totemporarily unite to create a mech with theirown hands, one that would rival those of thehumans and dwarves, and bring bloody glory totheir gods. With eager hands and seeminglydivinely inspired knowledge of how to accom-plish such a feat, the orcs labored for nearlythree years. At the end, the mech called Ol'Chief One Eye was finished.

Ol' Chief One Eye is a mech shaped like agiant orc. From its crudely shaped face jut twomassive tusks that rise so high they look likehorns from a distance. Spikes cover the mech,symbols of the highest honor have beenetched and painted into its metal, and some ofthe greatest and most treasured trophies of 11orc tribes adorn its form. In two great hands,Ol' Chief One Eye bears a massive hookedaxe, while colossal ballistae are set within themech's shoulders. Perhaps most noteworthy,however, is the mech's eye. Although two pitshave been hollowed in the mech's face, onlyone has been filled. Serving as the mech's righteye is a giant red, semi-transparent crystal.From this sanguine portal, the mech's pilotscan look out before the mech on a field nowtinged in blood-red tones.

A crew of orc and half-orc priests andacolytes, all holy warriors of the orc pan-theons, pilot the holy orc mech. They comefrom the original tribes that created Ol' ChiefOne Eye, but don't fight for any specific oneand keep out of intertribal quarrels. Ol' ChiefOne Eye is a mech constructed for a singlepurpose: to bring the enemies of all orcs low.

Its crew has vowed that they will remain neu-tral in all tribal politics, but will fight todefend the various tribes and aid strong lead-ers seeking to unite the clans. It is the hope ofthe crew that someday, Ol' Chief One Eye willcommand the vanguard of a united orc army,one that will sweep across the world andcleans their path of all weakness.

Perhaps because the orc gods favor thisplan, perhaps because of the zealousness of itscrew, or maybe by just luck, spells requestedby orc or half-orc clerics aboard Ol' Chief OneEye never seem to fail. Like the powers held byStenian iron choirs, Ol' Chief One Eye is akind of mobile temple to all the gods that orcsrevere, and those who worship within it areblessed with its might.

ORC RELIGION AND THELUNAR RAIN

For orcs, physical strength has always meantthe same as power. Those orcs born strongestor who have become martially skilled have

always been thought to be blessed by the gods,and thus most suited to lead their brethren. Assuch, the lunar rain has sparked a kind of reli-gious renaissance for the orc tribes through-out Highpoint.

Although the orcs have been separatedfrom their gods just as the rest of the races ofthe world, they have never seen the lunar rainas a catastrophe. Rather, to them it has been adisplay of godly might - powers only theirdeities could wield raining down to smite theweak, soft enemies of their people. In meremonths, the might of their gods has scouredthe world of its worthless plants, animals, andpompous nations of men, elves, and countlessother enemies. Certainly, the orcs have notsurvived the lunar rain unscathed, but this tooonly makes sense to them. This new harshform of living has culled the weakest from theorc tribes, leaving only the strong alive. Thusin a relatively short time, the dreams of gener-ations of orcs have been fulfilled. In recogni-tion, they have given thanks to their gods withcountless sacrifices and renewed faith.

Page 60: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

59«1»

Besides the worldwide chaos the lunar rainhas engendered, it has also led to the creationof mechs. Giants of metal and steel with thepower to withstand any normal mortalweapon, mechs have allowed mortals to dobattle in a way previously reserved only for thegods. In the orc mind, the wrath of their godshad also brought about the creation of thesegreat weapons, which can elevate even theweakest orc warrior to an unstoppable killingmachine. Before the lunar rain, such conceptswere thought to be merely descriptions of theafterlife!

Overall, this new age of brutality is as closeto an ideal world as many orcs can imagine.Though some are perplexed by the new dis-tance of their gods, many haven't even noticedthe change. Some orc worshippers have sug-gested that the gods' refusal or failure torespond to their prayers is only a passing con-cern, as even the greatest warriors must restafter a hard battle. Since their gods make firerain down upon their enemies every night, theorcs are content to deal with their deities' dis-tance. They are, after all, living in somethingakin to paradise.

ORG XIIISize: Colossal V

Power Source: Steam

Payload Units: 256

Height: 150 ft.

Space/Reach: 75 ft. by 75 ft./75 ft.

Crew: 64

Firing Ports: 86

Hit Dice: 240

Hit Points: 1,320

Critical Thresholds: Green, Yellow 660,

Orange 330, Red 132

Base Initiative: -3

Speed: 70 ft.

Maneuverability: Poor

AC: 2

Hardness: 18 (iron, Colossal V)

Base melee attack: +11

Base ranged attack: -3

Unarmed damage: 3d12+1d6+19

Trample: largest Colossal II; safe Colossal;

damage 8d6

Saves: Fort +0, Ref -4, Will –

Abilities: Str 48, Dex 4, Con –, Int –, Wis –, Cha –

Mechcraft DC: 55

Base Planning Time: 110 days

Base Cost: 66,552 gp

Total Cost: 81,635 gp

Labor Requirements: 61,440 man-hours

Construction Time: 110 days (70 avg.

laborers plus 7 overseers)

Special: Armor plating, combat spikes, steady

feet

PAYLOAD USAGE

PU USE

64 Crew

192 Onboard Weaponry

256 Total

The Org is the crowning achievement of themad orc engineer Ravel Cracked Skull. Thelargest mech ever built by orc hands, the Orgis a monster of metal and fire.

Large enough to threaten city-mechs, theOrg is constructed to look like some kind oftwo-legged dragon. Supported by two thicklegs, the Org drags a long tail behind it, whichcan whip around as a gigantic flail. In front,two smaller arms jut forth, allowing it to clawother mechs, though its greatest weapons arethe bite of its monstrous maw and the flamenozzle within.

Not much is known about the Org or its cre-ator and pilot. The orcs that crew the mech area tribe unto themselves, bearing allegiance tono other warlord, and roaming Highpoint asthey please, in a seemingly random fashion.This has made stories of the Org legend, as itterrorizes the inhabitants of Highpoint like

the dragons of old. Capable of striding overand crushing buildings, the Org sometimesdestroys whole villages, regardless of the racesthat inhabit them. Once the area has beenthoroughly cleared of the original inhabitants,the mech crew of orcs and half-orcs (and someeven say other races) eagerly loots the ruins,taking what they need to continue their trav-els.

RAVEL CRACKED SKULL, HALF-ORC GENIUS

Ravel Cracked Skull has always been a runt.That he survived to his first birthday was noth-ing short of a miracle, especially with the bru-tal head wound he took at this age that lenthim his name. It is this wound, though, thatgives Ravel some of his notoriety, as other orcsclaim that his broken skull is what allowed hisbrain to get so big.

Ravel's life was like that of any orc runt:brutal and demeaning. Unsuited to a warrior'sduties, he was left the most demeaning tasksand tedious chores. Avoided by all andscorned by the women of his tribe, many ofwhom also exceeded Ravel in strength andsize, his was a lonely and pitiable life. It wouldbe expected that a runt like Ravel would die ata young age, either by circumstance or by acci-dentally offending a larger orc, but all thatchanged the day his tribe captured a group ofStenian coglayers.

Assigned to take the captives their food,

Page 61: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

60 «1»

Ravel overheardthem talking

about mechs,a conceptthat hadalways fas-c i n a t e dhim. Being

that histribe was

made up ofmore traditional

wanderers, he had only seen mechs duringencounters with other tribes or when fleeingStenian or Irontooth forces. The idea ofbecoming a powerful warrior intrigued therunt, as did the daydream of watching everyorc that had ever demeaned him (which wasessentially his entire tribe) be crushedbeneath the heel of a mech he piloted. Raveleavesdropped on the captive engineers asmuch as he could, found and wondered overthe rolls of blueprints they had carried withthem, and, when none of his tribesmen werepresent, even tried to question the captivesabout their foreign art. Though the captiveswere loathe to talk to any of their captors,what they did tell Ravel piqued his interest andmotivated him to learn more. Emboldened byhis dreams of metal giants, Ravel stole the cap-tives' blueprints and fled into the night.

Ravel wandered the wilderness for weeksuntil he finally came upon another orc tribe,one that had its own mechs. Seeking out oneof the orc engineers, he showed him the planshe had taken, lying that they were his owndesigns. The engineer was amazed and tookRavel before the tribe's chief.

It turned out that the Stenian blueprintswere for a new kind of mech chassis, which theorcs soon would use to develop the prototypeof the gnasher mech. Impressed by Ravel's"skill" and "ingenuity," the tribe made himhead engineer and put him in charge of allmech operations. Amazed at his fortune, yetfearful that his ignorance would be revealed,Ravel learned all he could about mechs insecret and from listening to his assistants(whom he had ordered to perform essentiallyall of his work). In time, and to his own amaze-ment, Ravel was pleased to find that he had atrue talent for mech design, after all, and soonhe was able to participate in the work of hisunderlings.

In the years since attaining his prestigiousposition, Ravel has designed and improvedupon dozens of mech designs. Nearing 40,Ravel is abnormally short for an orc, leading torumors that he is in fact a half-gnome. The orc

inventor's skull is oddly disfigured from awound he took as a child, causing the top ofher head to be strangely flat on top, coveredby just a few wisps of gray and black hair. Stillpassionate about mechs after years of invent-ing, he has taken his enthusiasm to the nextlevel and has made some minor improvementsupon his own body, making him one of the fewsteamborg members of the orc race.

Despite all his cleverness, however, Ravelhas never forgotten his roots: Work is alwayseasier if he steals from others. Thus, he oftendemands that pilots using his mechs incapaci-tate rather than destroy enemy mechs,enabling him to research, reverse engineer,and pass off enemy technologies as his own.Besides this kind of self-serving design, Ravelstill harbors deep hatred for his old tribesmenand continues to dream of revenge, but hewants it to be as spectacular as possible. Tothis end, he has created the Org, a monster ofmetal and a giant among all orc mechs.Nonetheless, new innovations in mechcraftsoon made his personal weapon of revengeobsolete, in spite of its size and power, and hescrapped it. This pattern of creating a giantmechanical monster to rival all other mechs,yet then seeking only to improve on hisdesign, has become not just one of Ravel'sbest-known traits, but the curse that paralyzeshim from actually having his revenge.

The Org XIII is Ravel's most recent weaponof vengeance. Though he is currently enjoyingthe carnage that comes with field-testing hisnewest mech, already he has ideas forimprovement. It seems doubtful that his oldtribesmen will have any more to fear from thistitan mech than from the last 12 models.

Ravel Cracked Skull, Male Half-OrcCog5/Smb2: CR 7; Medium humanoid (half-orc); HD 5d4-5 plus 2d6-2; hp 19; Init 0, Spd30 ft.; AC 17, touch 10, flat-footed 17; Base Atk+3; Mech Atk +1; Grp +1; Atk +1 melee(1d10+4, 19-20/x2, +1 flaming lobster claw); FullAtk +1 melee (1d10+4, 19-20/x2, +1 flaminglobster claw); SQ half-orc traits, artificial part(chest plate +1 natural AC), machine empa-thy, steam engine, steam powers x10; AL CN;SV Fort +3, Ref +1, Will +10; Str 6, Dex 10,Con 8, Int 19, Wis 16, Cha 11.

Skills and Feats: Bluff+5, Craft (black-smithing) +14,Craft (mechcraft)+17, DisableDevice +12, Heal+11, Hide +4,Knowledge (local)+14, Knowledge

(mechs) +14, Knowledge (steam engine) +14,Mech Pilot +10, Profession (engineer) +16,Spot +7; Craft Powered Mech, Craft SteamGear, Leadership, Skill Focus (Craft[mechcraft]), Skill Focus (Profession [engi-neer]).

Languages: Common, Dwarf, Elven, Gnome,Orc, Undercommon.

Possessions: +1 flaming lobster claw, +3 pilot’sarmor, potion of haste, potion of resist fire 30.

TERROR TOWER

Size: Colossal IV

Power Source: Steam

Payload Units: 128

Height: 110 ft.

Space/Reach: 60 ft. by 60 ft./15 ft.

Crew: 32 (weapons: 3)

Firing Ports: 51

Hit Dice: 168

Hit Points: 924

Critical Thresholds: Green, Yellow 462,

Orange 231, Red 92

Base Initiative: -3

Speed: 60 ft.

Maneuverability: Poor

AC: 2

Hardness: 14 (stone, colossal IV)

Base melee attack: +8

Base ranged attack: -3

Unarmed damage: 5d6 +16

Trample: largest Colossal; safe Huge; damage

7d6

Saves: Fort +0, Ref -4, Will –

Abilities: Str 42, Dex 4, Con –, Int –, Wis –, Cha –

Mechcraft DC: 50

Base Planning Time: 100 days

Base Cost: 22,979

Total Cost: 30,979

Labor Requirements: 30,720 man-hours

Construction Time: 96 days (40 avg.

laborers plus 4 overseers)

PAYLOAD USAGE

PU USE

32 Crew

32 Open

64 Onboard Weaponry

128 Total

Not known for their creativity, orc engineershave chosen to update the siege towers of thepast with modern technology. This has given

Page 62: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

61«1»

birth to towers of jagged, blackened iron, overa hundred feet tall, bearing massive steam can-nons at their peaks. They are mobile turrets,rolling on huge treads, crewed by dozens oforcs that fire a variety of weapons from shield-ed firing ports, and capable of deployingdozens of orc warriors or smaller mechsdirectly onto enemy mechs or fortifications.Although not artful in their design, the crudefunctionality of these simplistic mechs is asclose as orcs come to genius.

In battle, it's rare that terror towers are theonly colossal orc mechs on the field. Eventhough they are heavily armored and difficultto tip over, they lack melee weapons and makeprime targets for enemies seeking to chop onedown. Enemies that succeed at doing so canmassacre whole legions of orc warriorstrapped inside the upper levels of the tower,waiting for deployment. Thus, terror towers

are usually heavily defended by crash axes andgore dogs. It's also not unknown for orcs todeploy as decoys terror towers that are empty,except for the crew. Enemy mechs who takethe bait end up concentrating their attacks onan unthreatening first wave of towers, while asecond wave of fully loaded mechs rolls past.Also, with the range and power of their colos-sal steam cannons, several lightly loaded ter-ror towers often find defensible positions onthe outskirts of a battle and fire wantonly intothe fray. Though their allies invariably arekilled by the blasts of these huge projectiles,the enemies of orc clans are usually far lesswilling to accept massive casualties than orcsare.

Besides being powerful battle mechs, terrortowers have given the varied orc clans ofHighpoints an advantage they rarely capital-ized on in the past: fortifications. As terror

towers are essentially rolling fortresses, it'snot unknown for whole orc villages to be builtaround and within a single terror tower. Withthe chief serving as the captain of the mech,the tribe can set up fortifications around thetower as if it were a castle's keep. The tower inturn serves as home to the tribe's most power-ful and respected members, as a lookouttower, and as a weapon to deter invaders, andit can hold much of the tribe in emergencies.And if an area is no longer to the orcs' liking,or if the tribe is nomadic, the terror tower canmove with the tribe.

A TERROR TOWER VILLAGEPerhaps no other invention in all of history hasaffected orc life as much as the creation of themech. And of all mechs created, no single typehas so changed the way orcs wage battle andlive their daily lives as the terror tower.

One of the largest mechs created by orcs,terror towers have allowed orcs to continuetheir nomadic lifestyles with an ease neverimagined in their history, and to settle wherethey please with increased security.

Though not the fastest of mechs by anymeans, terror towers easily keep pace with orctribes traveling across the plains. Capable ofproviding shade to an entire village and evencarrying many members, terror towers haveadded considerable convenience to orc trav-els. Their height has meant that the quickest,safest path can be chosen from miles awayrather than waiting for reports from forwardrunners or merely happening upon the bestroute. Terror towers are also armed wellenough that a single blast of their great can-non can scare off or bring down the most dan-gerous predators (whether they be fromHighpoint or the moon) or enemies withoutmechs. Tribes roaming with terror towers arefar more noticeable then those without, butthe black spire crawling across the landscapeoften does more to scare off enemies thandraw them closer.

Terror towers have also made sedentary lifefar easier for orc tribes. In these conditions,the mech's captain is usually also the village'schieftain, as decisions made regarding themech directly affect the community and viseversa. Where staying still previously made orcvillages all the more easily targeted by ene-mies, the integration of a terror tower as acentral structure has served multiple purpos-es. Most obvious is its height and ability toserve as a lookout tower. With the ability tosee encroaching threats and, if necessary, dis-patch them from a distance with the mech's

Page 63: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

62 «1»

cannon, the town at the mech's base is madeall the safer. Also, when the town's walls arebreached, non-warriors can retreat to withinthe mech, making terror towers bastions ofsafety within the fortresses of orc communi-ties. As a last resort, if an area is no longercapable of sustaining the community, themost important structure in the village is thesame one that will carry many of the villagersto their new homes. This makes relocationeasier and has caused many orc tribes to takeup this kind of semi-sedentary life, living in aregion for months or years and moving onwhenever they choose.

Several particularly large, wealthy, or influ-ential orc tribes have also gone about creatingfortresses with the potential to becomemobile using terror towers. These strangestructures usually incorporate at least four ofthe tall mechs, one for each corner. Betweenthem, walls of wood, stone, or scrap metal arebuilt right up to the walls of the mechs. Withfour of the largest cannons ever created pro-tecting it, the orc community inside the wallsis extremely well defended. As a result, thereare few threats, terrestrial or alien, that can laysiege to a terror tower fortress. Some particu-larly skilled orc engineers have gone as far asto rig together the drive mechanisms of theterror towers that make up such a fortress. Ifthe architecture supporting the walls is soundenough, the entire fortress can be made tomove. Though this still often heavily damagesthe attached walls, repairing them is far fasterthan building new ones with scarce supplies,and orc construction methods in this vein arebecoming more and more sound.

Still not city-mechs, mobile terror towerfortresses are currently the first step orcs havemade in that direction and could be the fore-bears of further, more impressive creations.

WARCHIEF’S ARMOR

Size: Gargantuan

Power Source: Manpower (steam hybrid; see

below)

Payload Units: 14

Height: 25 ft.

Space/Reach: 10 ft. by 10 ft./15 ft.

Crew: 2 (weapons: 4) (see below)

Firing Ports: 14

Hit Dice: 20

Hit Points: 110 (pilot can be targeted separately)

Critical Thresholds: Green, Yellow 66,

Orange 39, Red 22

Base Initiative: -1*

Speed: +20*

Maneuverability: Poor

AC: -4*

Hardness: 10 (iron)

Base melee attack: +5*

Base ranged attack: -4*

Unarmed damage: 1d10 + 1d6 + pilot’s

adjusted Strength modifier

Trample: largest Medium; safe Small;

damage 3d6

Saves: Fort +4*, Ref -4*, Will –

Abilities: Str +10*, Dex -8*, Con –, Int –,

Wis –, Cha –

Mechcraft DC: 32

Page 64: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

63«1»

Base Planning Time: 64 days

Base Cost: 1,913 gp

Total Cost: 4,323 gp

Labor Requirements: 960 man-hours

Construction Time: 12 days (10 avg.

laborers plus 1 overseer)

Special: Combat spikes, extra weapon

mounts (2)

* These mechs use and augment the primary

pilot’s (the one who controls the mech) own

initiative, AC, attacks, damage, saving throws,

and abilities.

PAYLOAD USAGE

PU USE

2 Crew

12 Onboard Weaponry

14 Total

Larger and far more dangerous than direa r m o r s ,

w a r c h i e f ' sa r m o r s

are usedby orcl e a d -e r sc o m -m a n d -

ing pla-toons of

w a r r i o r s .Similar in con-

struction to direarmors, these mechs require two pilots,one that controls the movement andweaponry of the mech, and anotherunfortunate grunt that peddles andcranks machines within the mech's bow-els, providing power for the machine.

Aside from its greater size, warchief'sarmor bears more threatening faces,spikes, and painted symbols than direarmor. Since the pilot has a subordinateproviding the power for the mech, theweight of the machine is no longer hisconcern, and bulkier, better-armoredparts are equipped. Also, along with thestandard barbed sword blade that direarmors often carry, warchief's armors areoutfitted with a massive, crab-like pin-cer and a chest-mounted flame nozzle.This variety of armaments makeswarchief's armors surprisingly wellequipped to face nearly any ofHighpoint's native threats or enemymechs of similar size.

SPECIAL RULESHybrid Power Source: Like dire armor,warchief's armor is equipped with a small,poorly designed steam engine that isn't suffi-ciently powerful to move the entire suit.Normally a Gargantuan manpowered mechwould require five crew members, but thanksto this steam engine providing partial power,warchief's armor can be used with only twocrew members. Nonetheless, those crewmembers must be strong enough to move themech's limbs. The pilot of warchief's armormust have a minimum Strength of 20; other-wise, he will not be able to mobilize the mech.This sort of hybrid power source is availableonly for manpowered mechs of Gargantuansize or smaller, at an additional cost of 250 gpper crewmember replaced.

Because warchief's armor is mech armorrather than a proper mech (see page 53), theprimary pilot can be targeted independentlyof the mech without a separate Spot check.The secondary pilot (a.k.a. the peddlinggrunt) is concealed and requires the usualSpot check.

DIRE ARMORS ANDWARCHIEF'S ARMORS: THEMODERN ORC WAR BAND

With the creation of dire armor, even theweakest orc warrior has become a mechanizedterror and warchief's armor has turned theirleaders into giants on the battlefield. Thoughstill no match for massive, more traditionalmechs, these mech armors multiply by a hun-dredfold the danger that orc raiders pose tonormal travelers and undefended settlements.

Usually, a band oforc raiders

incorporatingdire armora n dwarchief'sarmor ism u c h

smaller innumber than

an unarmoredorc raiding party,

but far more deadly.Consisting of six to 12 orcs in dire armor (stan-dard grunts) and one or two orcs in warchief'sarmors (the warchief and possibly a lieu-tenant), these groups are capable of movingswiftly and efficiently, descending on targetswithout warning. With the power of theirmotorized suits, orc raiders are capable ofranging much farther afield than traditional

orc war bands, and can haul back greater sumsof loot. Some larger orc mechs are evenequipped with mechhangers fororcs in direa r m o r ,a l l o w -ing them e c ht oc a r r yone ormore warbands evenf a r t h e r ,increasing the areathey threaten exponentially. Should this trans-porting mech enter combat alongside the warband, cities could be threatened with no timeto prepare defenses.

Not a people known for their cunning orknowledge of tactics, orc war bands have stilldeveloped two methods of attack that workespecially well. Simplest, and thus most com-monly used, is the full-on assault. In suchattacks, dire armors will charge their prey,usually from under cover or by surprise if pos-sible, but considering the noise these create,that is often impossible. Behind this wave ofsavagery and metal the warchief will follow,semi-shielded by his charging warriors.Though some orc armors have been equippedwith devices that allow communication, mostwarchiefs still rely on merely bellowing theirorders over the din of battle; in mech combat,however, this is often an impossibility and thebattles degenerate into sheer chaos.

The other strategy that works well forarmored orc war bands, and can actually beconsidered a strategy even if it is exceptional-ly simple, breaks the raiders into two groupsto surround the target. The first group, con-sisting of up to half of the band's dire armors,charges the foe, engaging them or causingthem to flee in the opposite direction. Afterthey are engaged, the second, usually slightlysmaller, division charges from behind, cuttingdown those that have chosen to flee and sur-rounding those fighting. Seeing a secondhorde of heavily armored orcs crashing intobattle behind them is more than enough toshatter the morale of most foes.

Page 65: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

64 «1»

UNDEAD MECHSNo one knows for sure who first con-

ceived the idea of an undead mech,nor what greater purpose such an abomi-nation could serve. Nonetheless, mas-sive undead monstrosities have beenseen lurching across the Endless Plainsin recent years, and the only possibleconclusion is that the techniques ofmechcraft have at last been embraced bynecromancers.

Undead mechs show no greater organ-ization or intention. Each is generallyunder the control of a specific necro-mancer with his own goals and ambi-tions, though there are a few knownalliances. In some cases, these mechs arepossessed and reanimated by ghosts orother undead spirits, but in most casesthey were intentionally created by join-ing dozens or hundreds of corpses intoone mighty creature.

The labor cost for all undead mechspresented here is zero, on the assump-tion that controlled undead are respon-sible for their construction.

CHARNEL

Size: Colossal

Power Source: Undead

Payload Units: 20

Height: 35 ft.

Space/Reach: 15 ft. by 15 ft./15 ft.

Crew: 1 (weapons: 1)

Firing Ports: 16

Hit Dice: 40

Hit Points: 220

Critical Thresholds: Not subject to critical

hits

Base Initiative: +1

Speed: 40 ft.

Maneuverability: Poor

AC: 2

Hardness: 7 (bone, Colossal)

Base melee attack: +0

Base ranged attack: +1

Unarmed damage: 1d12+1d6+8

Trample: largest Large; safe Medium; damage

4d6

Saves: Fort +0, Ref -2, Will –

Abilities: Str 26, Dex 12, Con –, Int –, Wis –, Cha –

Mechcraft DC: 38

Base Planning Time: 76 days

Base Cost: 40 gp plus 32 corpses

Total Cost: 10,347 gp plus 32 corpses

Labor Time: 1,920 man-hours

Construction Time: 8 days (20 undead

laborers) plus rituals (4 days)

Special: Combat spikes, extra weapon

mounts (4 PU)

PAYLOAD USAGE

PU USE

1 Crew

4 Onboard weaponry

15 Passengers

20 Total

Unfortunately, the design for the charnel hasbeen shared among a cabal of wicked spell-

TABLE 1-12: MECHS OF THE UNDEADMECH NAME FACTION SIZE POWER PRICE (GP + CORPSES)Charnel Independent Colossal Undead 10,347 + 32Dreadwand Independent Gargantuan Undead 53,390 + 16Haunted Jurgen (unique) Independent Huge Undead 10,664 + 8Sharlorn (unique) Independent City-mech B Undead 341,600 + 2,048

Page 66: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

65«1»

casters, and several versions of it are reputed-ly roaming Highpoint. The design is a simpleone, and it plays to the average necromancer'sstrong suits. A charnel shambles across theland, its interior usually filled with undead inthe service of its pilot. When it reaches its des-tination, the undead are disgorged to followtheir orders, and their ranks are easily replen-ished by any accomplished magician.

The bones of lunar dragons and other titan-ic beasts are clearly used to make a charnel'sframe. Jagged chunks of them stick out fromthe mech's body at all angles, ready to spearthe unwary enemy. The charnel also holds awicked hooked axe with a head of polishedbone; the magic that enchants the mech alsomakes the weapon as hard as any metal. Ringsand plates of bone, similarly tough, form aprotective armor that wards the mech fromharm.

From a distance, a charnel looks like a mon-

strous and misshapen executioner. The

mech's body hunches forward as if it has just

struck a mighty blow. Its head is ragged and

vaguely conical, suggesting a hood. As it

walks, its thick legs make it sway back and

forth like a hanging corpse twisting in the

wind. Its axe is always at the ready.

Against large targets, the axe is used to

good effect. A charnel hits its foe and holds it

in place while its grisly passengers emerge

from its legs and torso. They swarm the target,

clawing it to pieces if it's alive or invading it if

it's a mech. The charnel's spiky fist batters it

while the fight continues. Smaller targets

receive the same treatment, although the

charnel's pilot might not bother with the axe.

The undead passengers are also useful against

lightly defended targets like small nomad

clans.

Although some charnels are filled with sim-

ple creatures like zombies, more powerful

pilots will include clever undead like ghasts,

or even incorporeal ones like wraiths. These

creatures are an immense help when dealing

with other mechs. A zombie might be inca-

pable of opening a door, but a ghast can figure

it out, while a wraith will just pass through the

target's walls and attack the crew directly.

A common tactic of charnel pilots is to

hook a small mech and swarm it. Once the tar-

get is captured, the crew are slaughtered and

the mech is looted. Everything valuable and

easily portable is taken and any fallen undead

are replaced from the enemy crew. The

remaining crew are then animated and left

inside their mech, waiting to ambush unwary

passersby. More than one band of scavengers

has investigated what looks like an abandoned

mech, only to discover that it's full of restless

undead.

DREADWAND

Size: Gargantuan

Power Source: Undead

Payload Units: 10

Height: 25 ft.

Space/Reach: 10 ft. by 10 ft./10 ft.

Crew: 1 (weapons: 2)

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)

Base melee attack: +2

Base ranged attack: +1

Unarmed damage: 1d10+6

Trample: largest Medium; safe Small; damage

3d6

Saves: Fort +2, Ref +0, Will –

Abilities: Str 22, Dex 12, Con –, Int –, Wis –, Cha –

Mechcraft DC: 34

Base Planning Time: 68 days

Base Cost: 20 gp plus 16 corpses

Total Cost: 53,390 gp (including staff of mechbane) plus 16 corpses

Labor Time: 960 man-hours

TABLE 1-13: ONBOARD WEAPONRY – UNDEADLOCATION ARC OF FIRE WEAPON (DAMAGE, RANGE IN FT., OTHER) PU CREW

CHARNEL ONBOARD WEAPONRY

Right arm Melee Huge hooked axe (2d8+8/x3) 4 1Total 4 1DREADWAND ONBOARD WEAPONRY

Right arm 180° forward Staff of mechbane (1d12+6 or spells) 4 1Left arm Melee Huge sword blade 4 1Total 8 2HAUNTED JURGEN ONBOARD WEAPONRY

Right arm Melee Large scythe (2d6+4/x4, trip) 2 0/1Total 2 0/1SHARLORN ONBOARD WEAPONRY

Right arm Melee Moonquencher (7d12+25 [+2d6 vs. good]/17-20) 64 1Torso 180° forward +2 Colossal II ethereal ballista (5d10+2/17-20/x3,

300, touch attack, ignores hardness) 32 3Torso 180° forward +2 Colossal II ballista (5d10+2/x3, 300) 32 3Left arm 180° left +2 Colossal II ballista (5d10+2/x3, 300) 32 3Back 180° rear +2 Colossal II ballista (5d10+2/x3, 300) 32 3Total 192 13

Page 67: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

66 «1»

Construction Time: 8 days (10 undead

laborers) plus rituals (3 days)

Other Prerequisites: Staff of mechbane has

additional creation requirements

PAYLOAD USAGE

PU USE

2 Crew

8 Onboard weaponry

10 Total

The dreadwand is shunned by even the largestmechs. But not for its sturdy design and heavysword; although dangerous, these things arehardly uncommon. Nor is it the dreadwand'sdisquieting appearance. The true terror of thismech is the twisted piece of rotten woodclutched in its right hand, a weapon capable ofbringing down even the mightiest city-mech:the aptly named staff of mechbane (see page107).

This staff is imbued with spells designed todamage mechs and hinder their crews. While allof them are either common spells or variantsthereof, they have been assembled with an eyetoward mech combat. Given the speed withwhich this staff has multiplied, including ver-sions sized for humanoid use, it must beassumed that its creator is working on evenmore terrible anti-mech magics somewhere.

Like most undead mechs, the dreadwand isslow and not particularly armored. It lumberstoward its target with the speed of a walkinghuman. Against non-mech targets, its tactics aresimple. It lashes out with its sword at the largesttarget, using the staff's abilities sparingly. Mostdreadwands avoid conflict with living targets, asthe bulk of their special abilities are rendereduseless against them.

When faced with another mech, however, thedreadwand has a variety of options. It can useinflict moderate damage to weaken its victim, or torestore its own health. Gearghoul touch immobi-lizes the target for a short period, leaving it vul-nerable to boarding if the dreadwand isn't trav-eling alone; this can also give the dreadwandtime to escape if the battle is going badly. Bestowmalfunction is a versatile spell, capable of crip-pling the enemy's strongest point.

All three of those spells require the dread-wand to touch its target with the staff. In caseswhere a little more distance is needed, fear is auseful spell. Its area of effect engulfs the entirecrew of smaller mechs, often paralyzing themechs as surely as gearghoul touch as well asdemoralizing the victims even after it wears off.Against larger mechs, the fear effect should becarefully aimed for maximum benefit, either

against the pilot's cockpit or the crew of a trou-blesome weapon.

The final and most feared power of the staff isdisintegrate. Many of its applications are obvious,from removing a particular armament to creat-ing a path for boarders. It can also be used totrap other mechs, dropping them into pits orcreating trenches that restrict their movement.In the first recorded instance of a dreadwandfighting another mech, it destroyed a Steniancreation twice its size by simply disintegratingthe ground beneath one of its feet. The Stenianmech stumbled on the edge of this sudden pit,then fell to the ground while the dreadwandbegan disintegrating its limbs piece by piece.

These last two powers of the staff are the onlyones that affect living beings, and they are theonly ones usable at range. If forced to deal withnon-mech foes, the dreadwand will try to panicthem with fear and drive them off, saving disin-tegrate for particularly dangerous targets. Mostdreadwand pilots try to save their charges, usingthem when they will have the greatest effect.

The first dreadwand sighted was armoredwith a layer of soot-covered bone, giving it agaunt and blackened appearance. Otherdreadwands are ornamented as well, witheverything from blood-red paint to stream-ers made from the shredded battle flags offallen enemies. A massive skull, often from adragon or giant, shelters the mech's head.This design is a little taller and leaner thanother undead mechs, perhaps because thestaff can be used to support some of theweight.

Only one person is needed to pilot adreadwand, but most of these mechs havetwo crew members. In combat, it can behandy to have one person just manning thestaff to make sure it's being used to itspotential. This also makes it easier to keeptrack of the staff's charges, as the dread-wand is far more vulnerable when all it holdsis a dead stick.

Page 68: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

67«1»

HAUNTED JURGEN

(UNIQUE)

Size: Huge

Power Source: Undead

Payload Units: 5

Height: 15 ft.

Space/Reach: 5 ft. by 5 ft./5 ft.

Crew: 0 (but see below)

Firing Ports: 5

Hit Dice: 10 (d12s while possessed)

Hit Points: 55 (66 while possessed)

Critical Thresholds: Not subject to critical hits

Base Initiative: +2

Speed: 30 ft.

Maneuverability: Good (Average)

AC: 10 (8)

Hardness: 3 (clay)

Base melee attack: +2

Base ranged attack: +2

Unarmed damage: 1d8+4

Trample: largest Small; safe Small; damage

2d6

Saves: Fort +2, Ref 0, Will –

Abilities: Str 18, Dex 14, Con –, Int –, Wis –, Cha –

Mechcraft DC: 30

Base Planning Time: 60 days

Base Cost: 10 gp plus 8 corpses

Total Cost: 10,664 gp plus 8 corpses

Labor Time: 480 man-hours

Special: Darkvision 60 ft., fast healing 3,

ghost traits, SR 15 (see below)

PAYLOAD USAGE

PU USE

2 Onboard weaponry

2 1 PU secure crew quarters

1 Storage

5 Total

The mage Gilthic Foll wished to make a necro-mantic mech, so he raided a nearby cemeteryfor bodies. Unfortunately for him, one of thecorpses he exhumed had been happier whereit was. This body belonged to a local wormfarmer named Jurgen who had been killed bylunar rain. When Gilthic finished the rituals toanimate his mech, he also brought Jurgen'sangry ghost into existence.

Not understanding what had happened,Jurgen's spirit somehow seized control of theconstruct, and he ran away before Gilthic'sunbelieving eyes. By the time the wizardrecovered his wits, his rogue creation hadescaped into the dark night of the EndlessPlains. The thing he intended to call Gilthic'sGlory was instead Haunted Jurgen. A greathunt had begun.

Normally a wizard of Gilthic Foll's powerwould be able to overcome a mech of HauntedJurgen's size, but two things prevented his easyvictory. First, the mech's secure inner chambercontained many of Gilthic's most powerfultreasures. He had foolishly left them inside themech, not anticipating any problems once it wasanimated. Stopping Haunted Jurgen would like-ly mean destroying it, and that would undoubt-edly harm the things Gilthic wished to save.

Second, Jurgen's ghost somehow becamefused with the mech's entire structure, granting

it powers beyondwhat its sizewould indi-c a t e .Gilthic isn'ta necro-mancer -just a lazywizard tryingto create a mechcheaply - and Jurgenis capable of putting up quite a fight againsthim. The two beings now circle warily aroundeach other, by turns hunter and hunted.

Gilthic seeks a way to banish Jurgen fromthe mech and recover his possessions. Twicehe has had chances to destroy the mech entire-ly, but so far he's been unwilling to sacrificehis creation. His troubles are compounded bythe fact that not only are his treasures insidethe secure chamber in the mech's head, butJurgen's body itself composes part of thechamber. He knows that reburial might pacifyJurgen, but getting at the body is nearly impos-sible.

Jurgen seeks vengeance against Gilthic forinterrupting his slumber, as well as desiring tospread fear and misery among the living toease his own undead torment. At first, he wassimply a rampaging and malevolent creature.Now he has been aware long enough to under-stand what he has become and how to use hisnew form. In life, Jurgen wasn't an evil man,but his bizarre unlife has been bad for his san-ity.

Naturally stubborn and greedy, Jurgen isnow a full-blown paranoid with a hatred of liv-ing creatures. He refuses to listen or cooper-ate, denying that anyone can help his situa-tion. If his body could be detached from themech and buried near its original spot amonghis beloved worm tunnels, his spirit would restagain. Unbeknownst to either him or GilthicFoll, Jurgen's body still wears his weddingring, and burying that would be enough to givehim solace.

Haunted Jurgen looks like a wide-shoul-dered figure covered in red clay. In one hand,it holds an oversized scythe, which it uses totrip and skewer foes in melee combat.However, Jurgen's unnatural powers are usual-ly enough to overcome his enemies.

SPECIAL RULESGhost Powers (Su): Melding with a mech hasdenied Jurgen some of his powers, but itallows him to use others as if the mech werehis own form. Jurgen unwittingly used his

TURNING UNDEAD

MECHS

Necromantic mechs are powered by thesame negative energy as other undead,

and so they are vulnerable to being turned.However, an undead mech is not a convention-al creature, and so turning it is far from easy.

A cleric, paladin, or other appropriate indi-vidual who wants to turn an undead mech goesthrough the process normally. However, inaddition to a formidable number of hit dice, themech or mechs in the area of effect get extrabonuses to resist. An undead mech is consid-ered to have turn resistance equal to the Willsave of the individual controlling it, providedthat save is a positive number.

If an undead mech is controlled by a clericcapable of bolstering undead, that cleric gets afree attempt to do so in response to any turningattempts made that might affect the mech. Thisis a result of the controller's mental link withthe magic animating the mech, and is an auto-matic instantaneous action. A controlling clericwith the Improved Turning feat can use ittoward this bolstering attempt.

Because they are partly constructs, undeadmechs cannot be controlled or destroyed byturning attempts. They can be halted orrebuked, nothing else. Most undead mechs aretoo large for an ordinary cleric to even succeedwith that.

However, a few clerics are starting to con-centrate on this problem. With persistence,focus, and force of will, they have been able toconcentrate their divine energy enough to turnmedium-sized mechs. Although Sharlorn willprobably always be outside their power, thewielders of this knowledge could become a

potent weapon in the many battles ragingacross Highpoint.

Page 69: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

68 «1»

malevolence ability to bond with the mechwhen he first manifested, and the rituals thatanimated them both have anchored him there.As a result, his powers work in unusual ways.Jurgen the mech is always corporeal andanchored to this plane of existence. Jurgenthe ghost is incapable of leaving the mech. Hecan manifest inside it - and will if anyone actu-ally gains access - which allows him to use thefull range of ghostly abilities. Doing so leavesthe mech motionless. While Jurgen controlsthe mech, it gains the benefits of Jurgen's +4turn resistance in addition to the usual modi-fiers.Unless otherwise noted, all of the mech'ssupernatural abilities use Jurgen's currentCharisma of 14 (save DC 17). The mech iscapable of using the following ghostly abilitiesnormally: corrupting gaze, frightful moan, andtelekinesis.The mech can use several other abilitiesdespite the fact that it is a corporeal creature.These attacks can affect incorporeal or ethe-real creatures, with special modifications asnoted: corrupting touch (adding its normalattack modifiersto all attacks,and nomodifiersto dam-a g e ) ,drainingt o u c h(addingits nor-mal attackm o d i f i e r sto all attacks),and horrific appear-ance (requiring Jurgen to stand still and con-centrate).Jurgen's bond with the mech gives it fast heal-ing 3, as well as spell resistance 15. It also hasdarkvision with a range of 60 feet. Jurgendoesn't realize it, but if he were to exert hiswill, he could make the mech fly with the samespeed and maneuverability as a ghost (30 ft.,perfect maneuverability).Gilthic Foll has realized this, and is desperateto reclaim the mech before this happens. Healso fears that Jurgen will find a way to transferthe mech into the ethereal realm, probablyremoving it from the mage's reach forever.

SHARLORN, THE

NECROPOLIS

(UNIQUE)Size: City-mech B

Power Source: Undead

Payload Units: 1,028

Height: 400 ft.

Space/Reach: 200 ft. by 200 ft./200 ft.

Crew: 1 (weapons: 13)

Firing Ports: 185

Hit Dice: 340

Hit Points: 1,870

Critical Thresholds: Not subject to critical

hits

Base Initiative: -2

Speed: 100 ft.

Maneuverability: Clumsy

AC: 2

Hardness: 18 (bone, City-mech B)

Base melee attack: +12

Base ranged attack: –2

Unarmed damage: 4d12+20

Trample: largest Colossal IV; safe

Colossal II; damage 10d6

Saves: Fort -2, Ref -4, Will –

Abilities: Str 50, Dex 6, Con –, Int –, Wis –,

Cha –

Mechcraft DC: 62

Base Planning Time: 124 days

Base Cost: 2,560 gp plus 2,048 corpses

Total Cost: 341,600 gp plus 2,048 corpses

Labor Time: 122,880 man-hours

Construction Time: 256 days (40 undead

laborers)

Page 70: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

69«1»

PAYLOAD USAGEPU USE

1 Crew

192 Onboard weaponry

25 Lich’s chambers

260 Modest living and working space

for 130 living beings and sentient

undead

300 Space for roughly 300 undead

250 The “dungeons” (monster-inhabited legs)

1,028 Total

Sharlorn is perhaps the most terrible thingever conceived and created on Highpoint. Atthe same time, it is one of the world's mostpotent weapons against the threat that hangsin the sky. Commanded by a wizard whosehatred for the lunar menace drove her to con-quer death, Sharlorn is a necromantic mech onan unprecedented scale, inhabited by scoresof undead and more than a few living crea-tures, all dedicated to destroying the sourceof Highpoint's problems - the moon itself.

Few individuals know of Sharlorn's origin orpurpose. Those who have encountered it see atowering undead behemoth, an abominationon a scale undreamed of by even the most ter-rible of madmen. It goes about its work ruth-lessly, hunting and exterminating anythingwith even a hint of lunar taint. Wise peopleflee from its path. All others are pressed intoits service, willing or not, alive or not. Anywho defy the will of its terrible master disap-pear inside its depths to an unknown fate.

And yet none can deny that Sharlorn isfighting a good fight. More than one terriblelunar monster, from elder dragon to gargantu-an ygapmpo, has fallen before its intelligentsword Moonquencher (see sidebar). Manypeople live today only because the enormousundead mech fought and destroyed the crea-tures plaguing them while they cowered inhiding. Nobody seeks its aid, but even thosewho wish to destroy it know that doing so maybe a terrible blow to those who fight forHighpoint's survival.

Many of the mech's undead residents go onsojourns into the outside world. In particular,the humanoid residents often find themselveswanting to escape the rotting confines of theirunwholesome home. Their ruler, the lich wiz-ard Jyl Tandaavi, has even been known to leaveher chambers in search of powerful artifacts.Although leaving one of her subordinates incharge of Sharlorn is risky, Jyl can rely onMoonquencher to dominate that person's willand keep them focused on her unlife's mis-sion. The lich and the sword alike wish tocleanse Highpoint of everything that has come

from the moon.This grand goal is only the beginning,

however. Once her world is taken care of,Jyl intends to take her dreadful creation tothe moon, slay all things found there, andfind a way to destroy the entire lunar orb.The handful of people who know her ulti-mate goal agree that it cannot be done. Butbecause many people would once have saidthe same of either Sharlorn orMoonquencher, Jyl doesn't care. A lich hasall the time in the world.

COMBATSharlorn's primary weapon is the swordMoonquencher, a thoroughly remarkableblade. Ten years in the forging and over 150feet long, it is perhaps the most powerful

magical item known in Highpoint.Moonquencher is also imbued with an intel-lect as keen as its edge, and it has a host ofmystical powers great and small to use againstits foes. It is perhaps the only thing in theworld that hates the moon and its spawn morethan Jyl does.

Moonquencher is devastating even whennot using its abilities. Its size, combined withthe enchantments that give it a keen edge,allow Sharlorn to slay most creatures with oneor two blows. Only the most powerful lunardragons have a hope of withstanding multiplecritical hits from this blade. Jyl knows this, andcharges into battle on the assumption that thesword will fell anything foolish enough tostand and fight Sharlorn.

Two of Moonquencher's abilities are

Page 71: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

70 «1»

directly useful in combat. It can slow enemieswithin a short range, often using this power toprevent foes from retreating. With a touch,the sword can also use bestow curse. Jyl usuallyuses this to take away her target's actions, asthe ability reductions and attack penaltiesconferred by this power usually have littleimpact on the foes Sharlorn has to fight.However, Moonquencher is capable of per-forming some creative curses when Jyl is in thecorrect temper, and against mechs with a lowDexterity it can prove crippling. The blade's

lesser abilities are primarily useful for sup-porting Sharlorn and its crew.

Because Jyl poured so much of hermalice into the sword during itsslow forging, it has a passionatehatred of all lunar creatures.Moonquencher can usedimension door on itselfand its wielder at will,provided that doing sodirectly advances its goalof destroying everythingconnected to the moon.This power affectsSharlorn and everyoneaboard it. More than onelunar menace has believedthat it could outmaneuver thelumbering undead mech, only tofind Sharlorn suddenly on an unpro-tected flank, bringing Moonquencherdown in a final arc.

Sharlorn augments its combat prowess witha quartet of enormous ballistae. Their field offire covers the entire area around the mech,making it a danger even from several hundredyards away. One of the two torso-mountedballistae is enchanted to turn its bolts ethere-al as they fire, just as an ethereal catapult does.This is useful when Sharlorn is confrontedwith other mechs, as well as creatures withlots of armor but a poor Dexterity. These bal-listae are almost always manned by Sharlorn'sliving residents, as few undead have the intel-lect to handle such machinery.

Given Sharlorn's immense size, it is often prac-tical for the mech to trample other targets. This isparticularly useful against other mechs and simi-lar slow-moving targets. Blows from its mightyleft fist are also capable of disabling many ene-mies. Although Sharlorn was created to fightlunar foes, it is often found in combat with terres-trial antagonists who object to its methods, andother mechs are one of the few things that canhope to contend with Jyl's grisly construction.

Unlike most large mechs, Sharlorn has noweapons designed to stop boarding parties. Infact, from the knees down, Sharlorn isn't eveninhabited by Jyl's servants. When the mech wascreated, its lower area was sealed off fromeverything above. Several passages betweenthis quadrant and the outside world weredeliberately left open.

As Jyl hoped, many of Highpoint's more dis-turbing inhabitants found that the safety of liv-ing inside Sharlorn outweighed the gruesomeenvironment. A wide variety of beings, mon-sters and humanoids alike, have taken up resi-dence in the "dungeons" of Sharlorn's lower

legs. Anyone wishing to invadethe mech must first con-

tend with thesei n h a b i t a n t s .

Given thatt h e

denizensof thed u n -g e o n sa r ec r e a -t u r e sh a r d y

e n o u g hto live

inside atower of rot-

ting necroman-tic flesh, this is not

an easy task.Boarders are further hin-

dered by the fact that Sharlorn's legs arealmost completely isolated from the rest of itsbody. A mammoth plate of enchanted boneand steel is found above each knee, placedhorizontally to provide an impenetrable roof.The only passage around these plates is foundin the right knee, carefully hidden from scruti-ny. When Jyl's servants have a secret mission,they use this tunnel to leave the mech.

The cavernous space of the right knee isgiven over to a family of powerful wyverns ledby their three-headed monarch, awyvern/hydra hybrid who calls himself Ghia-Doro. He knows the secret of the passage, andJyl rewards him richly for defending it. Thewyverns also provide aerial security, flyingaround the mech and attacking anyone climb-ing up the outside.

APPEARANCEOutside: Sharlorn is an enormous thick-limbedmonstrosity layered in countless bones. From adistance, it gleams a ghastly white as the sun (ormoon) reflects off the thousands of ribs andfemurs and skulls that plate its surface. Upclose, the true nature of the mech's construc-tion is evident. The frozen faces and twistedlimbs of hundreds of corpses can be seenbeneath the sepulchral armor, each one's armsgrabbing the limbs of its neighbors. Althoughthe magic that binds Sharlorn together hasgreatly slowed the process of decay, the mechstill reeks of death and putrefaction. Animalsrefuse to approach it, and even humans cansmell it coming from several hundred yardsaway.

MOONQUENCHER, BANE

OF THE WORLD ABOVE

+5 unholy keen Colossal III sword; AL NE; Int19, Wis 10, Cha 19; speech, telepathy, readmagic, 120 ft. darkvision, blindsense, and hear-ing; ego score 30.

Lesser Powers: Darkness 3/day, deathwatchat will, detect magic at will, locate object 3/day.

Greater Powers: Bestow curse 3/day, slow3/day.

Special Purpose: Slay/destroy lunar creaturesand objects.

Dedicated Power: Dimension doorPersonality: Moonquencher craves blood,

and while any will do, its true hunger is for crea-tures of the moon. It hates them with a fury asenormous and sharp as itself. Jyl Tandaavi's spir-it formed the core of this blade, but her loathingof all things lunar echoed and magnified throughit as it was forged. The only passionMoonquencher feels is for battle with the crea-tures it so despises.

The sword may well be the deadliest blade inHighpoint's history, and it knows it. Anyone try-ing to use Sharlorn's ballistae will face com-plaints from Moonquencher unless the targetsare insignificant. It always seeks a violent solu-tion to problems, having no patience for negoti-ation and compromise. Moonquencher cancommunicate telepathically with whoever sitson Sharlorn's throne, and unless that individualhas great willpower, they will find themselvesdoing the sword's bidding.

But for all its power, Moonquencher is just astepping stone. It shares a secret with Jyl -another sword is being planned, one even largerand steeped in darker magic. Moonquencher issimply Jyl's first attempt at forging the ultimateweapon in her war. At first Moonquencherresented this fact, but then it decided that if itproved itself useful, perhaps it would never bereplaced. Now it carries out its tasks with evengreater zeal, hoping to show its master that noother weapons are needed.

Price: 233,600 gp

Page 72: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

71«1»

Appearance wasn't Jyl's primary concern,and Sharlorn is devoid of ornamentation.However, it does present an orderly appear-ance, as its armor was carefully built to rein-force its weakest points. Rather than being ahaphazard collection of bodies and bones,Sharlorn was assembled with an eye for balanceand structure, and similar parts were used neareach other. For example, the bodies of largercreatures were used to make the legs, as theyprovide better support; the armor at this level ismade of smooth vertical bones from legs andarms, as they are more difficult to climb.

Not surprisingly, Sharlorn looks only vague-ly humanoid. It has the requisite limbs andhead, but all are inhumanly broad and feature-less. The legs simply end in wide pads, ratherthan the customary feet. Its hands are bothcapable of a little flexing and gripping, butinstead of fingers they have a thick spatulatedigit opposed by a thumb.

The vile blade Moonquencher is alwaysfound clutched in Sharlorn's right hand. Fewother things could even hope to lift it.Moonquencher is proportioned like alongsword, with a silvery blade and a black hiltwhose pommel is a leering skull. The length ofthe blade is traced with midnight-black runesin a dozen tongues, all promising woe to themoon and its creatures. When Moonquencheruses its powers, these runes gleam anunwholesome color.

Interior: As unpleasant as Sharlorn's exteri-or is, the inside is far more macabre. Floors,ceilings, and walls are formed by rigid corpses,many of their faces contorted as if in greatpain. The stench is almost physical here, andthe horrible groaning noise that the mechmakes while moving adds to the obsceneatmosphere.

Jyl and her undead slaves have no need oflight, so Sharlorn's interior is hopelessly dark.The bodies that form its structure are crowdedso close that no light penetrates from outside,and in most areas Jyl forbids any illumination.This is at least partly to hinder boarders orother unwanted guests, who will have to eitherfunction in a pitch black environment or riskusing light and being noticed. Dwarves andorcs, and others who have darkvision, muststill contend with the unsettling constructionof the corridors.

Hallways and chambers are the right size forMedium creatures to move, although like anyordinary mech, the quarters are still cramped.In most parts of Sharlorn, air circulation isnonexistent. More than one living being hasbeen overcome by the internal reek, and thosewho aren't rescued shortly end up feeding one

or more undead appetites. Footing is particu-larly unsteady inside, as the floors are made ofcorpses. While these dead planks are assecurely attached as any structure of wood orstone, their surface is uneven. Unwary visitorsoften stumble, rebounding off one or more ofthe eerily squashy yet unyielding walls.

The sections of Sharlorn intended for itsundead denizens are little more than a warren,a collection of tight hallways connectingchambers of various sizes. Here the skeletons,zombies, and other lesser creatures of thenecropolis go about their assigned functions.Some of them are put to work maintaining themech's structure, as even Jyl's magic cannotkeep every part of Sharlorn whole. Many oth-ers are simply standing idly in their assignedspaces, waiting to be deployed against ene-mies. Enormous sectioned ramps can bedeployed from the mech's torso and upperlegs, and at times scores of undead are sentout in waves to obliterate Jyl's chosen target.

Those hardy (or crazy) living beings whohave chosen to dwell on Sharlorn have margin-ally better conditions. Their hallways arewider, their rooms are furnished, and in manyplaces they have managed to replicate life on amore ordinary mech. Wooden platforms havebeen laid down over the floors, and tapestrieshang from the fingertips of the walls. A fewcontinual flame torches light the major pathsand chambers. Some of the greater undeadsuch as vampires dwell here, preferring to per-form their tasks in an atmosphere with someof the comforts of mortal life.

Perhaps most significantly, Sharlorn's livingcrew persuaded a reluctant Jyl that they need-ed fresh air, lest her most valuable servantsperish before the time she has appointed. Ahandful of openings have been carved intoSharlorn's upper torso, all feeding into a wind-ing circular passageway. This loops around,above, and below the living levels, drawing inair with less putrefaction. A permanent gust ofwind roars through it, promoting air move-ment and drowning out some of the mech'sbackground moan.

The existence of this circular air passage isa closely guarded secret. It was added toSharlorn after the mech was operational, andall of its openings are secured with heavy steelgrates; more grates are placed regularlythrough its length. Nobody corporeal uses thispassageway, which was made specifically forair flow, and so it offers Sharlorn's enemies apossible secret entry point. Mindful of this, Jylencourages creatures like shadows andspecters to haunt the tunnel. Occasionallythey pop into the living beings' quarters unin-

vited, which can be problematic.Down below in the dungeons, chaos reigns.

A handful of powerfuland malevolent

beings havemanaged tomake perma-nent homeshere, such asKing Ghia-

Doro and hisbrood, but other-

wise the dungeonsare regularly the scenes of combat betweenthose who have found safety inside and thosewho seek it. This turbulence requires Jyl andher servants to occasionally descend and putthings in order, clearing out whole sectionsand rebuilding them to be stronger.

Tight claustrophobic spaces linked bytighter corridors are the rule here, and severalenclaves are sealed off from the rest of thedungeons, with the only access being holesburrowed through Sharlorn's legs. Jyl has thepower to rearrange Sharlorn's structure, andoccasionally does so to keep the dungeonsfrom being too predictable, but she takes avery dim view of anyone else trying it. Thosewho do are discovered and quickly eliminated,lest they turn their attention to the spacesoverhead.

The mech's head is devoted to Jyl's own use.From her mighty throne, she (or her designee)controls Sharlorn's movements.Moonquencher is also attuned to this place,and anyone who sits here had best be preparedto contend with the blade's overwhelmingwill. Jyl maintains her own quarters here, a sur-prisingly spacious area with all the appoint-ments of both a master wizard and a seasonedgeneral. She further uses this area to plan hercampaigns against the lunar menace and prac-tice baleful new magic.

In addition, Jyl has space for a few servantsto dwell. Being given a berth in Sharlorn'shead is the ultimate sign of her favor, as well asof her expectations. At any time, up to sixbeings can live in the small chambers off Jyl'sthrone room, although it is rare for all six to bein use. Working this closely with the lich tendsto be a fatal experience, as those who fail tomeet her exacting standards are not given sec-ond chances. She currently has four such top-level aides.

One other area of Jyl's chambers merits spe-cial mention. It is a small space, only accessi-ble by a secret door in the ceiling of her ritualroom. Even Jyl's most trusted servants mightnot discover its existence, for she tells only

Page 73: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

72 «1»

those who needthe treas-

u r e ss t o r e dinside.T h e ycall itt h e

Room ofJ e w e l s ,

for the wallsare studded with

precious stones of all shapes and sizes.The lich's most valued possessions are kept

in this 10 ft. by 10 ft. space, including rarecomponents and unpredictable artifacts.Wards against scrying are inscribed on everysurface, and several of the devices here areunrecognizable even to experienced sages.Those who have visited the Room of Jewelswhisper that this must also be where Jyl keepsher phylactery, a matter of great (if quiet)speculation among the crew. They are correct;Jyl's phylactery is a thumbnail-sized diamondembedded in the ceiling.

Mannerisms: Sharlorn is an absolute monar-chy with strong theocratic overtones.Everyone and everything on board is therebecause Jyl Tandaavi permits it, including thecreatures dwelling in the mech's legs. Anyonewishing to sneak aboard, much less stow away,must be circumspect indeed. All others withminds of their own maintain a respect and fearfor their ruler that verges on religious faith.

Obedience is the order of the day onSharlorn. The war against lunar taint is con-stant, especially since so many of Sharlorn'sresidents don't have to stop for food or sleep.Individuals are permitted to pursue their owngoals, but these goals are to be dropped theinstant Jyl commands it. Those who live areexpected to make any sacrifice without hesita-tion, and to lay down their lives when Jyldeems it necessary. If a valued servant is lost inthis way, that person will be brought back tounlife if possible. All of Sharlorn's sentientundead are somehow bound to Jyl, whetherthrough magic or persuasion.

Disobedience is the greatest crime possibleaboard Sharlorn. Whether large or small, fail-ure to obey a command will be punishedharshly. All such punishments are ultimatelyfatal, although some of them can take quite awhile. Jyl sees no value in chastising someoneand then returning them to a position of trust- having failed once, they are likely to failagain, if not to deliberately subvert her. Betterto make an example of the offender; it alsoproduces another body to use in the endlessmaintenance of Sharlorn's frame.

Another way to incite Jyl's wrath is to createundead aboard Sharlorn without her consent.From the humblest ghoul to the mightiestnecromancer, all who would fill bodies withthe negative energy of unlife had best seekeither permission before or forgiveness after.She is reasonable, especially when consider-ing those undead created while her crew isrepelling boarders or battling enemies. Butkeeping it a secret is a sure route to tormentonce Jyl finds out, probably at the hands ofone's own creations.

Not surprisingly, this atmosphere of con-trol, combined with the mech's macabre envi-ronment, produces all kinds of mental prob-lems in its living crew. Few of Jyl's mortal fol-lowers seem sane and well-balanced. Quirksand superstitions abound, and many of themhave a deep paranoid streak. This doesn't pre-vent them from being competent or powerful,but it makes them difficult to deal with. Onthe rare occasions when Sharlorn has engagedin peaceful interaction with others, those whomet its living crew found them even moreunnerving than the undead.

Getting on Board: Sharlorn doesn't acceptrefugees, and it seldom stops to trade or nego-tiate with anyone. Those who dwell abovewere invited (or created), and those in thedungeons fought their way aboard. A handfulof beings have arrived by other means, butnobody knocks on Sharlorn's door and appliesto be a resident.

Most of the mech's population turnoverhappens below knee level. Sharlorn's legs are asafer haven than sleeping beneath the opensky, and an endless stream of creatures hascome and gone here. As a rule, the strongestand wiliest inhabitants are found in the high-est levels. This separates them from some ofthe invaders who would displace them. Thelower one goes, the less formidable the inhab-

itants - although few ofthem are pushovers

by any standard.C o n s t a n t l yfighting for sur-vival ensuresthat everything

dwelling in thedungeons is capable

of holding its own inbattle.

Moreover, Jyl and her servants keep a closeeye on the balance of power down here. Theonly creatures who have any security here arethose with the lich's personal approval, andeven they are watched. In most cases, Jyl dealswith them directly, establishing a partnershipof sorts whereby she guarantees them a secure

berth in return for their service in Sharlorn'sdefense.

All others are on their own. Threatsabound, from other dungeon denizens tothose clawing their way aboard. Sharlorn'snative undead are a hazard as well. The incor-poreal ones are particularly fond of preying onthose who dwell below, but almost any kind ofundead can be found here.

On occasion, adventurers will raidSharlorn's legs for no purpose greater thantreasure. Jyl is usually aware of such incursionsand monitors them closely. Those who appearto threaten her mission are dispatched ruth-lessly. All the magic and minions at her dispos-al will be put toward stopping anyone trying tohack their way into the levels above. But if theadventurers seem to have no goal beyondfighting and looting, she will let them proceedunharmed. Those who seem particularly prom-ising might even be recruited into her service.

Jyl is always looking for allies in her war.Her terrible magics and uncompromisingmethods have isolated her from the other

power structures ofHighpoint, but

there are stillmany - liv-

ing andotherwise- whoshare hergoal. If

they arer u t h l e s s

enough, Jyl orher servants will

contact them. Those whoshare her commitment and have abilities shecan use will be offered a place aboardSharlorn, serving Jyl.

Not all who are approached accept theoffer. Unlike many acts of defiance againsther, this doesn't necessarily lead to a deathsentence. Jyl realizes that not everyone is...enlightened enough to see the benefits ofentering her service. If the offending individ-ual is still playing a valiant part in the battleagainst the moon, they will be allowed to goon their way. Those who are perhaps not asdedicated will be destroyed.

Once an individual accepts service aboardSharlorn, they are taken to the mech andassigned quarters, usually on the level for liv-ing crew members. Their duties start immedi-ately, and vary depending on the individual'sabilities. Whatever their tasks, they areexpected to execute them with maximum zealand minimal problems. All old ties - family,friends, homeland - are to be forgotten. The

Page 74: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

73«1»

war will consume the remainder of therecruit's life, and probably their unlife as well.

EXISTENCE ABOARDSHARLORN

Government and Factions: Jyl Tandaavi is theentire government of Sharlorn. As a majority ofthe mech's inhabitants are undead slaves to herwill, this rarely poses an administrative problem.Others wield authority, but only in her name andby her specific instructions. Every order givenaboard Sharlorn has Jyl's word behind it.

Or such is the theory. In practice, it largelyholds true, thanks to Jyl's immense power, butthere are exceptions. The living beings in herservice often have free will (servants with domi-nated minds require more of Jyl's time), andmany have some necromantic skill of their own.More than one of her subordinates has usedsome of Sharlorn's forces to pursue a goal notpreviously approved by Jyl. Those who achievespectacular results are sometimes allowed tocontinue existing.

However, as Jyl cannot be everywhere aboardSharlorn at once, she authorizes her most trusted

servants to make decisions in her absence. As arule, these are the same individuals who are per-mitted to dwell in the chambers adjacent to herthrone. They are usually troubleshooters, findingand solving specific problems affecting the mechand its crew. Jyl never delegates long-termauthority to anyone. These trusted servants areexpected to use only the resources needed forthe trouble at hand, and then give Jyl a fullaccounting of their actions.

These are also the only individuals permittedto pilot Sharlorn when Jyl is otherwise occupied.While she is always reluctant to let anyone elsetake control of her greatest creation, Jyl realizesthat she cannot research the magic necessary todestroy the moon if she never leaves the throneroom. Several pitched battles have been foughtbetween Sharlorn and some lunar menace with-out Jyl ever being involved.

That doesn't mean she was unaware of them.The lich is both mystically and physically attunedto every motion of her mech, however slight. Aservant who succeeds in using Sharlorn's mightto advance the war will be richly rewarded. Nonehave yet tried turning the mech to their own pur-poses, but the punishment for doing so seemsobvious.

Moonquencher complicates this somewhat.Normally the sword is an effective line ofdefense for Jyl - anyone trying to use Sharlorn fortheir own ends must first deal with the sword'spowerful mind. But Moonquencher's approachto the lunar war is more focused on the shortterm than Jyl's. At times, the lich's servants haveascended the throne only to instantly fall underthe sword's dominance. Moonquencher is happyto have control of Sharlorn, and always seeks tobattle the most challenging lunar creature in thearea, regardless of its place in Jyl's overall strate-gy. This has disrupted her plans on occasion, butshe believes the sword's many good qualities out-weigh this quirk.

Aside from matters of authority and control ofSharlorn's actions, few hierarchies exist on themech. Jyl doesn't stop her servants from formingorganizations or factions, as long as these thingsdon't conflict with her mission. But few of themare interested. Most free-willed beings aboardSharlorn are dedicated to the war and have littleregard for other pursuits. Also, the community ofsentient beings is not large, numbering perhaps150 at the best of times. Only two such groupshave managed to take hold in this small, focusedpopulation:

The Skullhunters: This is more of an honorarysociety than an actual organization. Its memberscompete to see who can bring the greatest "tro-phies" back from the war - slaying powerful crea-tures that can be reanimated into Jyl's service.Membership is a haphazard affair, based as much

Page 75: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

74 «1»

on one's boasting as on actual prowess, awardedby general consensus of the existingSkullhunters. Roughly 20 of Sharlorn's inhabi-tants consider themselves members. The group'sunofficial leader is Karab Stellno, a dwarf fighterwho singlehandedly slew a lunar giant during thefull moon. His giant is currently serving as a vitalsupport column in Sharlorn's shoulders.

Tidal Brethren: This is a small, secret groupthat Jyl would certainly crush if she discovered itsexistence. The eight Tidal Brethren are as dedi-cated to the lunar war as anyone else, but they allfear the consequences of destroying the moon.Their goal is to somehow persuade Jyl that themoon should simply be restored to its old posi-tion in the heavens, for fear that its destructionwould unleash a cataclysm. The group's founderis Atthias the Scrivener, one of Jyl's four primaryservants. Its members engage in a great deal ofarcane research, including highly speculativeastronomy and geology. Their greatest obstacleso far is Moonquencher. Atthias is at times calledto pilot Sharlorn, and this means he has regularcontact with the sword's mind. Moonquencheris savvy enough to tell that Atthias is holding adeep secret, but so far the sword hasn't caredenough to inform Jyl. If that secret were to inter-fere with what Moonquencher wants, however,it could lead to an unpleasant situation.

Hazards: Life aboard a massive, mobile heapof rotting bodies has its risks. For one thing, safefood and water are hard to come by. The magicthat animates Sharlorn keeps it from decayingrapidly, but the environment still breeds hazards.Disease is a regular risk for the mech's livinginhabitants, whether crew or dungeon dwellers.Filth fever is always a problem for those injuredon and around Sharlorn (not to mention forinvaders), and water that stands for too long canbreed blinding sickness. Anyone who plans tolive on board is advised to plan accordingly.

Another problem is that hostile undead blendinto the background. Even with Jyl's iron rule,the living members of the crew sometimes findthemselves targeted by their counterparts.Powerful sentient undead such as vampires usu-ally refrain (unless it suits their own larger goals),but creatures like wraiths and ghouls sometimestreat the living crew members as a food source.Living crew who cannot handle such problemshave little sympathy from Jyl, who routinely asksthem to battle much greater foes.

This is also a risk that boarders face. Ghouls inparticular enjoy hiding among the corpses thatcompose Sharlorn's outer shell, staying immo-bile under the bone armor until something isfoolish enough to come within arm's reach. Thisis more of a danger to those outside the mech,but sometimes the undead can be found pre-tending to be part of the wall in the dungeons.

Relations with Others: Nobody is happy to seeSharlorn except during an emergency. If a hordeof powerful lunar beasts is attacking, the necro-mantic mech is a useful ally. Under other circum-stances, it's a horribly disruptive presence. It ter-rifies animals (and many sentient beings),it spreads infection, and it embod-ies some of the most evil magicon Highpoint.

Jyl acknowledges noauthority beyond herown, and shows littleinterest in the jockey-ing between theStenians, the Legion,and everyone else.Some speculate thatthe name Sharlorn issome sort of referenceto Shar Thizdic, but noknown connection existsbetween the Legion'sfounder and the enigmatic lich.Her only interaction with the mech-doms is to move across them. Sharlorn hasnever come into open conflict with another city-mech, although the Stenians have reportedlybeen tempted to quell the disruptive undeadmech once and for all.

Occasionally, the opposite situation willoccur. Governments or powerful organizationswill attempt to forge a long-term alliance withSharlorn, or to buy Jyl's service outright. The firstis very risky, the second impossible.

Jyl has no interest in matters beyond the lunarwar. Anyone trying to work with her had bestshare the same objective. She is also not willingto take orders, and will only act as an equal part-ner if she has no other choice. Having spent mostof the last century establishing complete com-mand of her surroundings, Jyl has grown accus-tomed to command.

Buying her loyalty is simply not an option. Shehas amassed enough treasure for several normallifetimes, and is more than willing to take what-ever she wants from others. Much of her treasureis used to keep her servants happy, as she knowsthat outsiders might try to purchase their service.

NOTEWORTHY RESIDENTSJyl Tandaavi and her four closest assistants arethe most important beings aboard Sharlorn, andtherefore are among the most powerful peoplewherever the mech travels.

Jyl Tandaavi: When the lunar rain began a hun-dred-odd years ago, Jyl Tandaavi was a younghuman wizard preparing to make her way in theworld. Instead she was driven underground asthe life she had imagined was pulverized. Her

youthful ability to adapt and her determinationto survive helped her endure the horrors thatawaited refugees below the earth. In her timethere, she sharpened her cunning while learningas much magic as she could, and Jyl emerged as a

powerful spellcaster. Hatred for thenew shape of Highpoint grew

within her, and as she gainedpower, she turned it

toward fighting themenace overhead.

But she was onlyone human, and themoon was farbeyond her reach.So she turned tounlife, that dark

and terrible roadending in lichdom.

The gnawing anger inher soul was not extin-

guished; it simply becamesomething colder and end-

lessly patient. Already familiarwith mechs from her travels in life, Jyl

turned herself toward the task of creating a trulygreat one, capable of battling the largest lunarmonsters on equal terms. While researching andpreparing for this, she had the idea to craft a sen-tient weapon, a lieutenant whose loyalty wouldnever be questioned. Even as she was drawing upplans for Sharlorn, the blade Moonquencher wasbeing forged in darkness.

Jyl was among the first individuals to see thepotential in necromantic mechs, but she didn'temerge until after several others had been made.She was waiting to see if any other undead mechsdisplayed flaws that would need to be correctedin Sharlorn. This wait-and-see attitude is a habitgained before she became a lich. Jyl believes inletting others rush blindly into the unknown, fol-lowing at a reasonable distance and learningfrom their errors. She follows all reports ofalleged moon travelers with great interest, and isalways tracking rumors of spellcasters tryingexperimental anti-lunar magic.

In some ways, her goal is a noble one. But hermeans are brutal and often tainted by dark magic.She never accomplishes something neatly andpolitely if it can be done in vile fashion. Herinterest is fighting the lunar menace rather thansaving the individuals threatened by it, a changethat has become firmer with every passing year asa lich.

More and more, Jyl believes that only a unifiedHighpoint can win against the threat overhead.Her plans are shifting from direct confrontationto more subtle manipulation, seeking control oflarge populations and turning them all into herservants, whether or not they realize it. She is still

Page 76: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

75«1»

planning how toaccomplish this -

and Jyl thinksnothing of tak-ing a decade orthree to fine-

tune a plan - butthose individuals

who track Sharlornhave already noticed

that the necropolis is spending less time on thehunt.

One unusual by-product of Jyl's lunar hatred isher attitude toward lycanthropes. She has real-ized that all lunar creatures have an innate traitconnected to lycanthropy, and so her hatred ofwere-creatures is unyielding. Any time sheencounters one, she destroys it, regardless of thecreature's attitude, goals, or even potential useas a tool in her schemes.

Jyl Tandaavi is a lich wizard of exceedinglyhigh level. Although she didn't train as a full-fledged necromancer, by now her command overthat sphere of magic is unrivaled. She has alsobecome a skilled mech pilot, augmenting herabilities with magic when faced with combat.

Jyl Tandaavi, Female Human LichWiz17/Mcj8: CR 27; Medium undead; HD25d12; hp 204; Init +3, Spd 30 ft.; AC 22, touch17, flat-footed 19; Base Atk +14; Mech Atk +12;Grp +13; Atk +21 melee (1d4+4 (+2d6+2 vs.lunar), +4 lunar bane dagger) or +14 touch (1d8+5plus paralysis, lich’s touch) or +15 mech (anymech weapon); Full Atk +21/+16/+11 melee(1d4+4 (+2d6+2 vs. lunar), +4 lunar bane dagger)or +14 touch (1d8+5 plus paralysis, lich’s touch)or +15/+10/+5 mech (any mech weapon); SQDR 15/bludgeoning and magic, extraordinarypilot, fear aura (Will DC 32), immunities (cold,electricity, polymorph, mind-affecting attacks),mech fingers (warrior instinct), paralyzing touch(Fort DC 32), patchwork repairs, push the enve-lope (1/day), roll with the punches (1 increment),SR 21, turn resistance (+4); AL CE; SV Fort +7,Ref +14, Will +19; Str 9, Dex 17, Con –, Int 26,Wis 20, Cha 20.

Skills and Feats: Balance +14, Climb +4,Concentration +28, Craft (mechcraft) +36,Decipher Script +28, Diplomacy +15, Hide +16,Knowledge (arcana) +28, Knowledge (mechs)+36, Knowledge (steam engines) +36, MoveSilently +15, Listen +20, Mech Pilot +36, Search+15, Sense Motive +13, Spellcraft +36, Spot +21;Combat Casting, Combine Spell, Craft MagicArms and Armor, Craft Magical Mech, CraftPotion, Craft Wondrous Item, Enlarge Spell,Improved Counterspell, Iron Will, MechDancer, Mechidextrous, Mechwalker, NaturalPilot, Quick Draw, Scribe Scroll, Spell Focus(necromancy), Spell Penetration, Weapon

Finesse.Languages: Common, Draconic, Dwarf, Elven,

Giant, Gnome, Infernal, Orc.Possessions: +4 lunar bane dagger, ring of wizardry

III, ring of protection +4, potion of haste, potion ofinflict serious wounds (x3), metamagic rod (quicken),scroll of invisibility, tome of understanding +3, gloves ofdexterity +6, mantle of spell resistance.

Spells Prepared (4/6/6/10/6/5/5/4/3/1; saveDC 18 + spell level, + 1 for necromancy spellsmarked by *): 0–disrupt undead*, mage hand (x2),mending; 1st–alarm, charm person, chill touch*, holdportal, protection from good, unseen servant;2nd–arcane lock, command undead*, protection fromarrows, spectral hand*, summon swarm, web;3rd–deep slumber, dispel magic (x2), displacement,fireball (x2), nondetection, suggestion, summon mon-ster III, wind wall; 4th–animate dead* (x2), black ten-tacles, mass enlarge person, mass reduce person,remove curse; 5th–baleful polymorph, major creation,telekinesis, teleport, wall of force; 6th–antimagic field,chain lightning, disintegrate, greater dispel magic, trueseeing; 7th–banishment, control undead*, finger ofdeath*, spell turning; 8th–create greater undead*,incendiary cloud, maze; 9th–wish.

Atthias the Scrivener: One of the most book-ish individuals left in a world without libraries,Atthias entered Jyl's service several years ago aspart of his search for obscure magic. Greedy andunscrupulous, Atthias was easily persuaded thatJyl's goal justified her methods. He is a gnomewizard, and he got his nickname from his habit ofwriting down every conversation he's involvedwith as it happens. His mech piloting is barelyadequate, and he only assumes control ofSharlorn in dire circumstances.

An amoral fellow, Atthias is nevertheless stag-geringly well read, and he enjoys a pleasant con-versation about some unusual subject more than,say, torturing his foes. He obeys Jyl partlybecause of the strange arcana she uncovers andpartly because he's afraid not to. His researchinto astronomy and the effects of gravity haverecently convinced him that the moon actuallyplays a vital role in Highpoint's natural balance,but the one time he dared broach the subjectwith Jyl, she cast a curse on him for it.

Rather than try to persuade her that the moonshould simply be moved back to its usual orbit,he has begun secretly organizing a group calledthe Tidal Brethren. This act of mild treason caus-es him a great deal of worry, but Atthias is con-vinced that Jyl's ultimate goal will simply con-demn the world to a different doom. He hopes tofind undeniable proof of his ideas before Jyllearns of the Brethren; he has no desire to deposeher, just persuade her.

Atthias the Scrivener, Male Gnome Wiz9:CR 9; Small humanoid (gnome); HD 9d4+18; hp38; Init +1; Spd 20 ft.; AC 15, touch 13, flat-foot-

ed 14; Base Atk +4; Mech Atk +2; Grp –1; Atk +7melee (1d4+2, Small +3 quarterstaff of spell storing[touch of idiocy]) or +8 ranged (2d6+2, Small +2frost light crossbow of seeking) or –1 mech (any mechweapon; not proficient); Full Atk +7 melee(1d4+2, +3 quarterstaff of spell storing [touch of idio-cy]) or +8 ranged (2d6+2, Small +2 frost light cross-bow of seeking) or –1 mech (any mech weapon; notproficient); SQ spell-like abilities (save DC 10;1/day–dancing lights, ghost sound, prestidigitation,speak with animals); SQ familiar (bat), gnometraits; AL NE; SV Fort +5, Ref +4, Will +9 (+11vs. illusions); Str 8, Dex 12, Con 14, Int 16, Wis 12,Cha 11.

Languages: Common, Draconic, Elven, Giant,Gnome.

Skills and Feats:Concentration +8,Craft (alchemy)+5, DecipherScript +8,K n o w l e d g e(arcana) +11,Knowledge (archi-tecture and engineer-ing) +7, Knowledge(astronomy) +11, Knowledge(geography) +6, Knowledge (history) +9,Knowledge (mechs) +5, Knowledge (the planes)+7, Listen +6, Mech Pilot +6, Spellcraft +13;Craft Wondrous Item, Rapid Reload, ScribeScroll, Skill Focus (Knowledge [astronomy]),Skill Focus (Knowledge [arcana]), Spell Focus(divination).

Possessions: Small +3 quarterstaff of spell storing(touch of idiocy), Small +2 frost light crossbow of seek-ing, 50 bolts, ring of protection +1, bracers of armor+2.

Spells Prepared (4/5/5/4/2/1; save DC 13 + spelllevel, +1 for illusion and divination spells markedby *): 0–arcane mark, read magic* (x2), resistance;1st–color spray*, comprehend languages*, endure ele-ments, mage armor, unseen servant; 2nd–continualflame, fox’s cunning, invisibility*, misdirection*,scorching ray; 3rd–arcane sight*, illusory script*,major image*; 4th–arcane eye*, scrying*; 5th–persist-ent image*.

Bloodroot: The elven rogue calling herselfBloodroot has been aboard Sharlorn for sometime, but only recently was she promoted to theinner circle. This coincides with Jyl's increasedinterest in political gamesmanship, forBloodroot is an accomplished spy and assassin;she is also becoming a skilled necromancer. Shespends more time outside Sharlorn than any ofJyl's other living servants.

Bloodroot's desires are simple. She wants thelunar rain stopped, the lunar monsters slain, andthe equivalent of a kingship in the newHighpoint. Nothing seems to dismay her, and all

Page 77: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

76 «1»

obstacles and objections are met with a cruelsneer or a sharp quip. Anyone who annoys herseverely is bound to find something else crueland sharp when least expecting it, although sherefrains from killing anyone Jyl particularlyneeds. Bloodroot is becoming a good mechpilot, and her natural agility helps.

Bloodroot, Female Elven Rog9/Asn3/Nec2/Mcj2: CR 16; Medium humanoid (elf);HD 14d6+14 plus 2d4+2; hp 65; Init +5; Spd 30ft.; AC 20, touch 15, flat-footed 15; Base Atk +8;Mech Atk +4; Grp +9; Atk +15 melee (1d4+3plus poison, poisoned +2 dagger) or +15 ranged(1d4+3 plus poison, poisoned +2 dagger) or +4mech (any mech weapon); Full Atk +13/+8melee (1d6+3, +2 shortsword) and +13/+8 melee(1d4+3 plus poison, poisoned +2 dagger), or+15/+10 ranged (1d4+3 plus poison, poisoned+2 dagger) or +4 mech (any mech weapon); SAdeath attack (DC 12), sneak attack +7d6; SQextraordinary pilot, evasion, familiar (rat), handspeed, improved uncanny dodge, mech fingers(warrior instinct), patchwork repairs, trap sense(+3), trapfinding, uncanny dodge; AL CE; SVFort +6 (+7 vs. poison), Ref +12, Will +7; Str 12,Dex 20, Con 12, Int 13, Wis 17, Cha 12.

Skills and Feats: Balance +12, Bluff +7, Climb+9, Concentration +7, Disable Device +9,Disguise +9, Escape Artist +14, GatherInformation +17, Hide +20, Jump +7, Listen+11, Knowledge (mechs) +6, Mech Pilot +17,Move Silently +18, Open Lock +15, Search +6,Spellcraft +12, Spot +8; Blind-Fight, CombatReflexes, Dodge, Improved Two-WeaponFighting, Mechwalker, Mobility, Quick Draw,Scribe Scroll, Spring Attack, Two-WeaponFighting, Weapon Finesse.

Possessions: shadowed +3 leather armor of silentmoves, poisoned +2 daggers (black lotus extract:contact, Fort DC 20, 3d6 Con/3d6 Con) (x3),+2 shortsword, vial of poison (6 doses of blacklotus extract), potion of invisibility (x2), potion ofnondetection, potion of spider climb (x2)

Assassin Spells Known (cast 3 per day; save DC 11+ spell level; 10% arcane spell failure chance):1st–feather fall, jump, true strike.

Necromancer Spells Prepared (5/4; save DC 11 +spell level; prohibited schools conjuration andillusion; 10% arcane spell failure chance): 0–dis-rupt undead, mage hand, message, ray of frost, touch offatigue; 1st–chill touch, expeditious retreat, magic mis-sile, ray of enfeeblement.

Cai Twoblade: This half-elf fighter has beenwith Jyl longer than anyone else, and it shows.His body is a mass of scars, and his haunted gazeis almost enough to slay his enemies itself. Caihas died twice in Jyl's service already, but ratherthan draw him into unlife, she finds ways to res-urrect him. Cai is an unparalleled warrior and anable tactician, and Jyl wants him alive so that he

can go where the undead cannot.He is also loyal beyond belief, beyond

endurance, often beyond sense. If Jyl gives himan order, he carries it out no matter the cost; oth-ers often joke that if Jyl really wants to destroythe moon, she need only ask Cai to kill it. Hisdevotion goes back to the very first days of Jyl'slichdom. Cai was the first person Jyl recruited toher cause, and the many perils they have sharedover the years have bound him to her more tight-ly than magic ever could. She in turn gives himeverything he seems to want, and has taken stepsto lengthen his mortal life by drawing out hiselven heritage.

Cai is a strong mech pilot. However, he has nolove for Moonquencher, seeing it on some levelas a rival. The sword finds Cai amusing, and dom-inates him when it can simply for the joy of frus-trating him.

Cai Twoblade, Male Half-Elf Ftr12: CR 12;Medium humanoid (half-elf); HD 12d10+36; hp108; Init +3; Spd 20 ft.; AC 24, touch 12, flat-footed 23; Base Atk +12; Mech Atk +12; Grp +17;Atk +21 melee (1d8+9/19-20/x3, +2 keen orc dou-ble axe) or +16 ranged (1d8+6, +1 composite (+5)longbow) or +13 mech (any mech weapon); FullAtk +19/+19/+14/+14/+9 melee (1d8+9/19-20/x3, +2 keen orc double axe) or +16/+11/+6ranged (1d8+6, +1 composite (+5) longbow) or+13/+8/+3 mech (any mech weapon); SQ half-elf traits, SR 13; AL LE; SV Fort +11, Ref +7, Will+7; Str 21, Dex 17, Con 16, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +4, Diplomacy +1,Gather Information +1, Jump +4, Listen +2,Mech Pilot +13, Search +1, Spot +3; ExoticWeapon Proficiency (orc double axe), GreaterWeapon Focus (orc double axe), Improved Two-Weapon Fighting, Iron Will, Mech WeaponProficiency (Sharlorn), Mechanized CombatPractice, Mechwalker, Mechidextrous, NaturalPilot, Two-Weapon Fighting, Weapon Focus(orc double axe), Weapon Specialization (orcdouble axe).

Languages: Common, Elven.Possessions: +4 full plate mail of spell resistance

(13), +2 keen orc double axe, +1 composite (+5) long-bow, 40 arrows, ring of protection +1.

Suulo Stonefoot: The newest addition to Jyl'sinner circle, Suulo is a dwarf mech devil whospent her life among the Irontooth. When Jyldecided she needed someone of exceptionalskill to join her crew and help handle Sharlornduring difficult combat, she simply sent CaiTwoblade out with the words, "Find me the bestmech pilot you can." He returned three weekslater with Suulo trussed up like a rabbit.

Suulo had no desire to give up her life amongthe mech clans. So Jyl simply took that life away.Thanks to obscure necromantic magics, Suulo isnow a vampire, slaved to Jyl's will in all things.

This transformation was an unpleasant shock forher, and she strains against Jyl as best she can, butthe dwarf simply can't contend with Sharlorn'screator. She is usually found with Jyl consultingon some question of mech operation, or seatedin the throne applying her formidable skills.

Moonquencher has no trouble dominatingher, but that's the least of Suulo's troubles. Herclan is lost to her, the whisper of Jyl's commandsis always present, and worst of all, Suulo is devel-oping a taste for blood. Although not the first ofJyl's servants to travel this path, she has thepotential to be among the most useful.

Suulo Stonefoot, Vampire DwarfMcj10/Mcd6: CR 18; Medium undead; HD16d12; hp 128; Init +13; Spd 20 ft.; AC 24, touch19, flat-footed 17; Base Atk +11; Mech Atk +16;Grp +11; Atk +14 melee (1d6+3 plus energydrain, slam) or +25 ballista (as per Sharlorn’sonboard weaponry, +4 bonus damage) or +23mech (any mech weapon); Full Atk +14/+9/+4melee (1d6+3 plus energy drain, slam) or+25/+20/+15/+10 mech (as per Sharlorn’sonboard weaponry, +4 bonus damage) or+23/+18/+13/+8 mech (any mech weapon); SAblood drain, dominate (DC 21), stunning attack(6/day in mech), unarmed damage (+3d6 inmech); SQ agile mech (+2), alternate form, DR10/silver and magic, dwarf traits, children of thenight, create spawn, extraordinary pilot, fasthealing 5, fast movement, gaseous form, handspeed, improved trip (in mech), mech fingers(warrior instinct, skill transfer), patchworkrepairs, push the envelope (3/day), resistances(cold and electricity 10), roll with the punches (1increment), special skill uses, spider climb, turnresistance (+4); AL NE; SV Fort +4, Ref +20,Will +6; Str 16, Dex 25, Con –, Int 15, Wis 15, Cha17.

Skills and Feats: Balance +20, Bluff +11, Climb+19, Craft (mechcraft) +15, Hide +15, Jump +16,Knowledge (mechs) +17, Knowledge (steamengines) +17, Listen +12, Mech Pilot +42, MoveSilently +15, Search +10, Sense Motive +10, Spot+29; Alertness, Combat Reflexes, Dodge,Greater Weapon Focus (ballista), GreaterWeapon Specialization (ballista), ImprovedInitiative, Lightning Reflexes, Mech Dancer,Mech Fu, Mechidextrous, Mechwalker, NaturalPilot, Quick Draw, Speed Freak, WeaponFinesse, Weapon Focus (ballista), WeaponSpecialization (ballista).

Languages: Common, Dwarven, Orc, Terran.Possessions: +2 pilot’s armor, ring of protection +2.

Page 78: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

77«1»

UNIQUE ANDUNUSUAL MECHS

The advent of mechcraft has affected

every culture on Highpoint, not just

dwarves, elves, orcs, and humans.

Though mechs appeared first on the sur-

face and have had their greatest impact

there, the hundred-odd years since their

creation have been more than enough

time for knowledge of these new won-

ders to filter to all corners of the world.

In recent years, strange mechs have been

seen underground in the hands of the

drow, derro, and even aboleths - not to

mention unique adaptations above-

ground by orders of monks, deranged

druids, and other groups. This section

presents a variety of these unique and

unusual mechs, often

crafted for purposes

far removed from

those first con-

ceived by the

dwarves of

Duerok.

TABLE 1-14: UNIQUE AND UNUSUAL MECHSMECH NAME FACTION SIZE POWER PRICE (GP)Avenging Blade (unique) Independent Gargantuan Animated 24,544Brine Worm Aboleth Gargantuan Clockwork 7,701Cathedral (unique) Independent Manpower Colossal II 4,032Deep Spider Drow Huge Manpower 5,201

(clockwork hybrid)Earthblood the Mighty (unique) Independent Animated Gargantuan 160,018Home Mech tribe Colossal Steam 5,673 plus weapons

(currently nonfunctional)Lactrodectus, the Drow Colossal IV Clockwork 478,912Razid Derro Colossal Animated 22,212Sand Strider Desert nomads Huge Clockwork 5,827Shrine of Oon Monks of Oon Colossal IV Steam 19,231Steel Warlord Various Colossal Clockwork 15,696Sylvan Revenger (unique) Independent Colossal V Animated 79,485Thundercloud Universal Colossal II Steam 21,245 Underbreather Various Large Manpower 1.164

(clockwork hybrid)

TABLE 1-15: ONBOARD WEAPONRY – UNIQUE AND UNUSUAL MECHSLOCATION ARC OF FIRE WEAPON (DAMAGE, RANGE IN FT., OTHER) PU CREW

AVENGING BLADE ONBOARD WEAPONRY

Right arm Melee Gargantuan +1 sword blade (2d12+10/19-20) 8 1Total 8 1BRINE WORM ONBOARD WEAPONRY

Front 90° forward Huge steam breather (2d8, 30) 4 1Front Melee Huge lobster claw (2d8/19-20) 4 2Total 8 3CATHEDRAL ONBOARD WEAPONRY

Head 360° Huge ballista (3d6/x3, 120) 4 2Total 4 2DEEP SPIDER ONBOARD WEAPONRY

Left front leg Melee Huge barbed sword blade (2d8+1/19-20/x3) 4 1Right front leg Melee Huge barbed sword blade (2d8+1/19-20/x3) 4 1Total 8 2

Page 79: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

78 «1»

EARTHBLOOD THE MIGHTY ONBOARD WEAPONRY

Head 180° forward Stone melter (special) 1 1Right arm 180* forward Huge shard launcher (3d6+3/x3, 50) 4 1Total 5 2HOME ONBOARD WEAPONRY (CURRENT)Right shoulder 180° forward Huge nonfunctional springbow (2d6/x3, 60, ignores hardness) 4 2Total 4 2HOME ONBOARD WEAPONRY (FORMER; AS HORNET)Right arm Melee Huge buzzsaw (2d8/19-20/x3, ignores hardness) 4 1Left arm 180° forward Huge springbow (2d6/x3, 60, ignores hardness) 4 2Left arm 180° forward Huge net cannon (0, 30, captures as net) 4 2Right shoulder 180° forward Huge springbow (2d6/x3, 60, ignores hardness) 4 2Total 16 7LACTRODECTUS ONBOARD WEAPONRY

Abdomen 360° Colossal II ballista (5d10/x3, 300) 32 3Abdomen 360° Colossal II ballista (5d10/x3, 300) 32 3Left mandible Melee +2 Colossal lobster claw (2d12+17/19-20) 16 2Right mandible Melee +2 Colossal lobster claw (2d12+17/19-20) 16 2Total 96 10SAND STRIDER ONBOARD WEAPONRY

Front Melee Large lance (2d6+4/x3) 2 1Total 2 1SHRINE OF OON ONBOARD WEAPONRY

Left side 180° left Colossal ballista (7d6/x3, 250) 16 3Right side 180° right Colossal ballista (7d6/x3, 250) 16 3Front 180° front Colossal ballista (7d6/x3, 250) 16 3Back 180° back Colossal ballista (7d6/x3, 250) 16 3Top 360° Colossal catapult (6d6, 250) 16 5Total 80 17STEEL WARLORD ONBOARD WEAPONRY

Left arm Melee Huge buzzsaw (1d8/19-20/x3, ignores hardness) 4 1Total 4 1SYLVAN REVENGER ONBOARD WEAPONRY

Branches 360° Colossal javelin rack (2d10 (x8), 200) 16 0Branches 360° Colossal javelin rack (2d10 (x8), 200) 16 0Branches 360° Colossal javelin rack (2d10 (x8), 200) 16 0Branches 360° Colossal javelin rack (2d10 (x8), 200) 16 0Right arm Melee Colossal III sword blade (7d12+16) 64 0Left arm Melee Colossal III sword blade (7d12+16) 64 0Total 192 0THUNDERCLOUD ONBOARD WEAPONRY

Right arm 180° forward Gargantuan steam cannon (3d10/x3, 950) 8 2Left arm 180° forward Gargantuan steam cannon (3d10/x3, 950) 8 2Right shoulder 180° forward Huge steam cannon (2d10/x3, 1000) 4 2Left shoulder 180° forward Huge steam cannon (2d10/x3, 1000) 4 2Total 24 8UNDERBREATHER ONBOARD WEAPONRY

Right arm Melee Large lance (2d6/x3) 2 1Total 2 1

TABLE 1-15 CONTINUED: ONBOARD WEAPONRY – UNIQUE AND UNUSUAL MECHS

Page 80: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

79«1»

AVENGING BLADE

(UNIQUE)Size: Gargantuan

Power Source: Animated (dispel DC 26)

Payload Units: 10

Height: 25 ft.

Space/Reach: 10 ft. by 10 ft./10 ft.

Crew: 1 (weapons: 1)

Firing Ports: 10

Hit Dice: 18

Hit Points: 88

Critical Thresholds: Not subject to

critical hits

Base Initiative: +3

Speed: 50 ft.

Maneuverability: Good

AC: 6

Hardness: 14 (steel, armor plating)

Base melee attack: +2

Base ranged attack: +3

Unarmed damage: 1d10+6

Trample: largest Medium; safe Small; damage

3d6

Saves: Fort +0, Ref +2, Will –

Abilities: Str 22, Dex 16, Con –, Int –, Wis –,

Cha –

Mechcraft DC: 36

Base Planning Time: 72 days

Base Cost: 1,431 gp

Total Cost: 24,544 gp

Labor Time: 2,400 man-hours

Construction Time: 24 days (10 avg. laborers

plus 1 overseer) plus rituals (3 days)

Special: Armor plating, fast legs

PAYLOAD USAGE

PU USE

1 Crew

1 Sleeping quarters

8 Onboard weaponry

10 Total

The paladin Melina Blue has dedicated herselfto ridding the world of evil by whatever meansare available. This includes building a giantwood and metal version of herself, having acleric associate animate it, and forging one ofthe largest magical swords ever seen. Sheroams the land like her nomadic forebears,righting wrongs and slaying monsters, all thewhile using Avenging Blade as a way to startconversations about her faith.

Like the cleric Dunkan Tullerd (pilot of the

Cathedral mech described below), Melinafirmly believes that worshiping the old gods isthe only way to save Highpoint from the lunarmenace. Unfortunately for Dunkan, Melinaoften travels with him, her strident and flashystyle clashing with his more thoughtfulapproach. Melina is all hellfire and brimstone,convinced that the troubles afflicting herworld are a test from the gods. The lunardeities are no better than demons, and it's theduty of all true Highpointers to take up armsagainst them, for dying in this fight is betterthan living with a changed earth.

This kind of zeal either inspires or fright-ens. A handful of people have taken Melina'smessage to heart, fostering a small revival offaith along the path of her travels. A largernumber don't entirely agree with her, butthey're glad to see Avenging Blade marchingthrough their territory.Still others find thewoman and her mech to beas dangerous as the mon-sters they battle, for whereMelina goes, trouble fol-lows.

So does attention. Forone thing, her mech is ahuge recreation of herself,down to the details of herarmor. Many mechs looksomewhat like livingbeings, but Melina treatedAvenging Blade as a sculp-ture project. More thanone person has mistakenthe mech for a giant atfirst, especially when thelight is poor.

Avenging Blade is alsonoteworthy for being ananimated mech that didn'tcome from the elves.Melina and all of hercraftsmen were human,making this perhaps thefirst such mech created byhuman magic. WhileMelina hasn't given thisany thought, other peopleare realizing that the elvesapparently no longer havea monopoly on this sort ofenchantment.

While Melina isn't afool, her approach to com-bat is straightforward.When she sees an enemy,Avenging Blade charges

toward it and swings its mighty sword. Thismight not seem like the best use of Melina'sskills, as she is a powerful warrior, quite capa-ble of fighting battles herself. Undoubtedly,though, the mech's sheer size and strengthhave a great psychological effect on foes.Melina is a skilled pilot by now, and in battleAvenging Blade is fearsome. In fact, Melinahas found her mech to be a weapon of suchpower that she occasionally considers leavingthe way of the paladin and training as a mechjockey, a notion that always fills her withguilt.

Melina Blue, Female Human Pal8: CR8; Medium humanoid (human); HD 8d10+8;hp 83; Init +7; Spd 30 ft.; AC 19, touch 13,flat-footed 16; Base Atk +8; Mech Atk +8;Grp +11; Atk +13 melee (1d8+5, +2 longsword)or +11 ranged (1d6+3, throwing axe) or +11

Page 81: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

80 «1»

mech (mech weapons on Avenging Blade);Full Atk +13/+8 melee (1d8+5, +2 longsword)or +11/+6 ranged (1d6+3, throwing axe) or+11/+6 mech (mech weapons on AvengingBlade); SA smite evil (2/day; +2 attack, +8damage), turn undead; SQ aura of courage,aura of good, detect evil, divine grace, divinehealth, lay on hands, remove disease(2/week), special mount; AL LG; SV Fort +9,Ref +7, Will +7; Str 16, Con 12, Dex 16, Int 10,Wis 17, Cha 14.

Skills and Feats: Concentration +5, HandleAnimal +6, Heal +7, Mech Pilot +13, SpeakLanguage (Elven); Improved Initiative, MechWeapon Proficiency (Avenging Blade),Mechanized Combat Practice, Mechwalker.

Languages: Common, Elven.Possessions: +2 longsword, throwing axes

(x4), pilot’s armor, +2 light steel shieldSpells Prepared (2/1; save DC 13 + spell level;

CL 4): 1st–bless, magic weapon; 2nd–bull’sstrength.

BRINE WORM

Size: Gargantuan

Power Source: Clockwork

Payload Units: 10

Height: 25 ft.

Space/Reach: 20 ft. by 15 ft./10 ft.

Crew: 1 (weapons: 4 or 1 aboleth; see below)

Firing Ports: 10

Hit Dice: 18

Hit Points: 99

Critical Thresholds: Green, Yellow 50,

Orange 25, Red 10

Base Initiative: +0

Speed: 40 ft.

Maneuverability: Poor

AC: 6

Hardness: 8 (steel-reinforced glass)

Base melee attack: +3

Base ranged attack: +0

Unarmed damage: 1d10+7

Trample: largest Medium; safe Small; damage

3d6

Saves: Fort -2, Ref +2, Will –

Abilities:Str 24, Dex 10, Con –, Int –, Wis –, Cha –

Mechcraft DC: 48

Base Planning Time: 96 days

Base Cost: 7,342 gp

Total Cost: 7,701 gp

Labor Requirements: 3,840 man-hours

Construction Time: 48 days (10 avg. laborers

plus 1 overseer)

PAYLOAD USAGE

PU USE

1 Crew

1 Open

8 Onboard Weaponry

10 Total

The first aboleth to discover the secrets ofmechcraft in the mind of a newly enslaveddwarf was swift to put this new technology touse. Instantly developing and planting thecommand for the creation of a mech thatwould carry it from its seas of endless night,the first brine worm was created.

Brine worms are essentially enormoustanks, filled with murky green-brown waterstaken from the depths of underground seas.Aboleths can comfortably fit within thesetanks and manipulate a variety of controls setwithin the glass to move the mech at their will.The immense, usually rectangular tanks aresupported by hundreds of tiny, centipede-likemechanical feet that allow the water-boundpassenger a freedom of movement and speedon dry land like they could previously onlyimagine.

Marking the front of the creation is a singlelarge claw, with four evenly spaced, pinchingfingers. This appendage allows the creatureinside to either manipulate things outside themech or crush enemies in its way. Just abovethe claw is a steam breather nozzle that caneasily scour the land before the mech. In addi-

tion to these basic weapons, several brineworms also have watertight orifices at thefront of their tanks. These openings can allowthe creature inside to either be heard by thoseoutside the tank or reach a tentacle outside toattack or draw something within.

Possibly the most important creation of thelast dozen centuries for water-bound crea-tures, brine worms are simple and fragile cre-ations compared to other mechs. Small with aform that is mostly constructed of glass, brineworms are encountered without a sizable con-tingent of guards only under the most dire cir-cumstances. Being that their major form oftransportation is so vulnerable, it's rare that anaboleth will take its mech into battle, prefer-ring to use their considerable psionic powersor subtler methods of manipulation and per-suasion.

Since the first appearance of brine wormsand their strange passengers, larger variationshave appeared in and around coastal areas. It'srumored that some aboleths were quick tomake deals with kraken and intelligent racesof the surface seas with which they mightshare similar goals.

SPECIAL RULESShattering the Walls: A brine worm is a lot likea walking aquarium. It is quite vulnerable tobeing shattered. The glass walls are reinforcedwith steel, and there are nested inner walls toprevent a hull breach from draining the entire

Page 82: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

81«1»

tank, but nonetheless it's a fragile creation.Any critical hit against a brine worm causes

the tank to begin leaking. A tank drains com-pletely in 40 rounds. A second leak cuts thedrain time in half, and a third leak cuts it fur-ther in half. A brine worm reduced to 0 hitpoints shatters in an explosion of glass, drain-ing the tank completely in 1 round.

An aboleth stranded in a drained tank canstill move per its usual land speed, but beginsto "drown" in the air per the usual rules.

Aboleth Pilots: A single aboleth is treatedas being 4 crew members for the purposes ofpiloting a brine worm and operating itsweapons.

ABOLETHS, MERCHANTS OFLIVES

The creation of mechs has proven to be arevolution in survival, but not just for thosecreatures that live above the earth. Deepwithin the deepest of lightless undergroundseas lurk creatures as alien as any lunar crea-ture. Aboleths are timeless beings, ancientand nearly immortal. Each one bears thememories of every generation that has comebefore it, all the way back to a chaotic para-dise of endless briny oceans electrified withstrange life. Highpoint thus holds more ter-ror in its depths than its lunar invaders couldever realize. And, though few realize it yet,the beginning of the lunar rain sparked theevents that have lead to the aboleths'reawakening into a bold new age, as the cre-ation of mechs has freed these nightmarishthings from their murky confines.

With incredible powers over the mind andthe ability to mutate those they touch intogrotesque slaves, aboleths are insidious ter-rors. But what makes them most deadly arenot their natural abilities, but their aliengenius and their boundless ambitions. Whenthe first aboleth encountered a creaturewith knowledge of mechs, it was intriguedand immediately put the creature to use. Asknowledge of mechs spread, their enormouspotential became clear to the dwellers in thedeep seas. Soon, using the fruits of theirslaves' labors and their own genius, the firstaboleth crawled from the sea of its under-ground prison, into a new kind of mech thatoffered it a freedom unknown for hundredsof centuries. These mechs, known as brineworms, have allowed many aboleths to beginan exodus to the surface.

The world they found above was one theyhad previously only seen in the minds oftheir slaves. Knowing from creatures they

had encountered before that their formswould cause only fear and distrust, theybegan to act through intermediaries, hidingthemselves within their strange mechs,offering untold knowledge and aid. Thosethat first allied with these curious benefac-tors, almost exclusively underground racessuch as deep gnomes, derro, and dwarves,were made into slaves en masse. With wholetowns falling to their influence, eitherbecoming monstrous slaves or serving theaboleths' wills through a corrupted leader,the ancient creatures began expanding theirinfluence deep within the earth. As theymoved closer and closer to the surface, theygained slaves, but worked more subtly, pos-ing as merchants of ancient secrets, lootedtreasures, and slaves. Knowing that manymechs rely on manpower to run, their offerof completely subservient, mindless,uncomplaining workers has caused many tooverlook their disdain for such dealings.Thus, aboleths have become known for theircorrupt but profitable dealings and aregreatly sought after as allies.

In recent months, aboleth brine wormshave made their first appearances on the sur-face. Bringing with them the fortunes theyhave earned thus far, treasures from thedepths, and armies of strange slaves for sale,they have been met with the same suspicionthey have always expected. Currently, theyserve merely as benevolent slave merchants,offering great manpower at ridiculously lowcosts, spreading their slaves onto the mechsof any who will buy them. With the moneythey gain, the aboleths buy influence andsecrets, augmenting their knowledge of thedepths and ancient lore with current rumorsand secrets of modern power struggles.

However, the aboleths have remainedsecretive of their dealings in recent years.They have no intention of allowing their cur-rent business partners to know of the wholeraces they've conquered underground andturned into slaves or the vast breeding proj-ects they've implemented in the depths toassure that they have wares to sell for yearsto come. An inquisitive creature that learnsanything of the aboleths' secrets or seems tosuspect greater evils either swiftly disap-pears or becomes a slave on a departingmech.

The aboleths' goals vary, and they have nocoherent purpose and rarely ally with eachother. But all seem to be using the samemethods. Spreading their influence throughtheir slaves and their works within the townsand city-mechs of Highpoint, there will soon

be no point on the planet's surface thesealiens from the depths cannot reach.

CATHEDRAL (UNIQUE)Size: Colossal II

Power Source: Manpowered

Payload Units: 32

Height: 50 ft.

Space/Reach: 25 ft. by 25 ft.

Crew: 16 (weapons: 2)

Firing Ports: 21

Hit Dice: 80

Hit Points: 440

Critical Thresholds: Green, Yellow 264,

Orange 154, Red 88

Base Initiative: -2

Speed: 40 ft.

Maneuverability: Poor

AC: 2

Hardness: 10 (stone, Colossal II)

Base melee attack: +0

Base ranged attack: -2

Unarmed damage: 3d6+8

Trample: largest Huge; safe Medium; damage

5d6

Saves: Fort -2, Ref -4, Will –

Abilities: Str 26, Dex 6, Con –, Int –, Wis –,

Cha –

Mechcraft DC: 41

Base Planning Time: 82 days

Base Cost: 2,782 gp

Total Cost: 4,032 gp

Labor Time: 3,840 man-hours

Construction Time: 24 days (20 avg. laborers

plus 2 overseers)

PAYLOAD USAGE

PU USE

17 Crew

4 Onboard weaponry

11 Chapel

32 Total

Dunkan Tullerd is a cleric in a time when fewstill have faith in the old gods. Apprenticed toa coglayer as a child, he found the mechanisticlife unfulfilling and instead turned to spiritualmatters. He has grown to see steam technolo-gy as a threat almost on a par with the lunarrain.

Using his early training and funds donated

Page 83: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

82 «1»

by a handful of believers, he has constructed alarge man-powered mech that serves as amobile temple. He and his faithful crew arealways traveling, preaching the word of salva-tion through old faith and new self-reliance.He often finds the mech Avenging Blade trav-eling alongside him, to his chagrin. Dunkan isan educated and philosophical man, but hispreaching pales next to Melina Blue's charis-ma and fighting spirit.

Cathedral is not a combat mech. It doeshave a ballista mounted atop its head, but theweapon is used as a deterrent, and then onlywhen absolutely necessary. If faced with hos-tile mechs or other large foes, the crew simplyrows harder and hopes they can outrun what-ever chases them.

The mech takes its name from its intendedpurpose. Troubled by the dwindling faithamong the people of Highpoint, Dunkan builta church on legs. The workings of his mech arecrowded together, even by the standards ofother manpowered mechs. Cathedral's crewwork cheek to jowl with each other in thelimbs so that most of the torso is free for aworship space.

Cathedral looks like a stubby barrel on legs,with two short arms and a cylindrical headtopped by the ballista. The legs are designedwith special knee joints allowing the mech tolower its body to ground level while not inmotion. This process takes several minutesand requires a level surface, but the torso isflat at the bottom, permitting it to rest with-out being rocked by wind. Two large panels onthe torso's front swing open like doors toshow the worship area.

The chapel itself isn't large, accommodat-ing at most two dozen worshipers in moderatediscomfort. But Dunkan has outfitted it asbest he can. The altar is at the back of thetorso, and a tier of walkways circling the innerbody 10 feet up allows a few extra souls to bepresent. If a large crowd gathers, Dunkan per-forms his rites on the ground just outside thedoorway. When in the wild, the crew also usesthis area as sleeping quarters, resting in shiftsto maximize space.

Dunkan hopes that Cathedral will inspirethe denizens of Highpoint to return to theirtraditional ways. He chose to make it a man-powered mech because he feels that peopleare turning their backs on faith and magic infavor of steam. This has troubled him more ashe gets older, and he has a particular distastefor steamborgs and the assimilated.Worshipers of Dotrak also bother him, andafter services he will often engage in longarguments with them about the nature ofdivinity.

Dunkan Tullerd, Male Human Clr8:

CR 8; Medium humanoid (human); HD 8d8;hp 52; Init +0; Spd 30 ft.; AC 13, touch 10,flat-footed 13; Base Atk +6; Mech Atk +6;Grp +7; Atk +8 melee (1d8+2 plus 2d6 vs.evil, +1 holy heavy mace) or +2 mech (anymech weapon; non-proficient); Full Atk+8/+3 melee (1d8+2 plus 2d6 vs. evil, +1 holyheavy mace) +2/–3 mech (any mech weapon;non-proficient); SA turn undead; AL NG; SVFort +6, Ref +2, Will +9; Str 13, Con 10, Dex11, Int 10, Wis 16, Cha 12.

Skills and Feats: Concentration +3,Diplomacy +9, Heal +9, Knowledge (reli-gion) +6, Mech Pilot +3, Sense Motive +5,Spellcraft +3, Speak Language (Dwarven,Halfling, Elven); Combat Casting, Improved

Turning, Mechanized Combat Practice,Negotiator.

Languages: Common, Dwarven, Halfling, Elven.Possessions: +1 holy heavy mace, leather

armor.Domains: Good, Sun.Spells Prepared (6/5+1/4+1/4+1/2+1; save

DC 13 + spell level; domain spells marked by*): 0–create water, detect poison, mending, purifyfood and drink, resistance, virtue; 1st–bless water,command, detect evil, obscuring mist, protectionfrom evil*, remove fear; 2nd–aid*, align weapon,augury, gentle repose, zone of truth; 3rd–continualflame, create food and water, dispel magic, searinglight*, wind wall; 4th–divination, holy smite*,restoration.

Page 84: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

83«1»

DEEP SPIDER

Size: Huge

Power Source: Manpower

(clockwork hybrid; see below)

Payload Units: 9

Height: 15 ft.

Space/Reach: 10 ft. by 10 ft./10 ft.

Crew: 1 (weapons: 2) (see below)

Firing Ports: 5

Hit Dice: Same as pilot (use 10 HD if

targeted separately)

Hit Points: Same as pilot (use 55 hp if

targeted separately)

Critical Thresholds: Green, Yellow 33,

Orange 19, Red 11

Base Initiative: +4*

Speed: +10 ft.*, climb +20 ft.*

Maneuverability: Average

AC: +2*

Hardness: 15 (mithral)

Base melee attack: +1*

Base ranged attack: +4*

Unarmed damage: 1d8 + pilot’s adjusted

Strength modifier

Trample: largest Small; safe Small; damage

2d6

Saves: Fort +0, Ref -4*, Will –

Abilities: Str +2*, Dex +8*, Con –, Int –, Wis

–, Cha –

Mechcraft DC: 28

Base Planning Time: 56 days

Base Cost: 3,981 gp

Total Cost: 5,201 gp

Labor Requirements: 480 man-hours

Construction Time: 6 days (10 avg. laborers

plus 1 overseer)

* These mechs use and augment the pilot’s

own initiative, AC, attacks, damage, saving

throws, and abilities.

PAYLOAD USAGE

PU USE

1 Crew

8 Onboard Weaponry

9 Total

While the Lactrodectus was by far the first andmost impressive attempt by dark elves to cre-ate mechs, it was not their last. Since theirgreat mechanical spider has been sent to laysiege to the world above, the drow haverefined their engineering skills and havesought to apply them to their everyday life inthe underdeep. As a result, they have created

deep spiders: personal mechanized suits ofarmor useful for battle, traveling through thetreacherous underground depths, and count-less other utilities.

The shape of deep spiders was inspired bytheir namesake arachnids and as cruel paro-dies of the cursed drow cast-outs known asdriders. Appearing as a monstrous, headlessspider with a wide opening on top, a piloteddeep spider looks like nothing so much as adrider with a metallic abdomen and legs. Touse a deep spider, a single pilot kneels withinthe opened area and operates an exposed setof controls at the front of the mech. Thelower half of the pilot's body is covered by themech, but from the waist up he is exposed,except for a series of harnesses and restraintsthat hold him in place. While using the mech,the pilot has the full range of movement that agreat spider would, allowing him to pickacross the most broken terrain and even trav-el up walls with ease. The front two legs ofthese mechs bristle with barbs that have beenfiled to wicked points, allowing the pilot torear on his back six legs and operate the fronttwo in battle. Being that the pilot's upperbody is exposed while in these mech armors,the pilot can forgo use of the deep spider'sweapons and use his own (though he cannotcontrol the mech and make use of his ownweapons in the same turn). Thus, many deepspider pilots also arm themselves with spears,crossbows, and the other deadly weaponscommonly used by their people.

Since the creation of deep spiders, theguards of most drow temples and noble hous-

es have been equipped with these mechanizedarmors. Their increased defensiveness andmobility has made them, already some of themost feared warriors in the underdeep, all themore deadly. Deep spiders have also beenused with great success in drow raids on otherunderground communities, crawling up verti-cal crevices and along walls and ceilings enmasse. This has already caused many of thedrow's neighboring races to become cautiousto the point of paranoia as these new mechsare allowing the dark elves to expand theirrealms as an unprecedented rate.

For non-drow races, there has been onebenefit to the creation of deep spiders.Taking some kind of great racial affront to thecreation of these mechs that so clearly mocktheir twisted forms, drider attacks on drowholdings have risen ten-fold. Banding togeth-er in groups and in numbers never beforeseen, the driders have worked to oppose drowexpansion and engineering efforts at everyturn.

SPECIAL RULESDeep spiders augment the wearer's own abili-ties through a miniaturized clockworkengine, but still require the user to use hisown strength to move the mech. Normally aHuge manpowered mech would require threecrew members, but thanks to this clockworkengine providing partial power, deep spiderscan be used with only one crew member.

Page 85: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

84 «1»

MECHS AND THE WILL OF THESPIDER QUEEN

The Spider Queen, the seductive and cruelgoddess of the drow, has always been a deity offlesh and the countless debaucheries and per-versions it holds. Her chosen people are lesserreflections of her will, delighting in tormentsand excesses of pain and lust, and have basedmuch of their society on these vices. Even theSpider Queen's greatest blessings and cursescome as physical sensations, whether it be theanointment of favored servants into herseductive embrace, or her surgical warping ofthose that have affronted her into driders andother monstrosities. In both extremes, theSpider Queen's touch is extremely personal, ifoften cruel, and no tool or intermediary isever used to dilute the touch of her favor orfury upon her people. Currently, her servants'growing favor for and reliance on mechs andconstructs of steel has piqued both her inter-est and distaste.

Ever an opportunist, the Spider Queen hasno intention of allowing a potent new form ofweapon go to waste, and mechs are indeedpotent weapons, especially when shaped bythe genius of the drow. However, she also hasno patience for the blunt toils of the forge andengineering and will destroy her chosen peo-ple before she sees them become a new breedof exceptionally tall dwarves. The mechs herpeople have crafted, as strong and impressiveas they have been, even to her, lack the per-sonal nature of an assassin's envenomed bladeor a torturer's needles. Thus, the goddess ofthe drow finds herself in divine conflict andhas chosen a bloody path of patience beforeshe makes a decision on her people's use ofmechs.

To this end, she has appeared in the dreamsof hundreds of driders, showing them theLactrodectus and deep spiders her worship-pers now craft. Inspiring these accursed crea-tures with hatred, she promises that any whowork to destroy these metal abominations andplease her will be redeemed and regain theirpast drow forms. The vast majority of dridersprofess to hate the Spider Queen, yet few ofthem can resist the opportunity to beredeemed by her hand. Putting aside theirloathing of their goddess and one another,driders throughout the underdeep haveassembled to disrupt and put an end to thedrow's mechanized efforts.

Though the Spider Queen has no intentionof redeeming a single one of her accused drid-er servants, she sees them as expendable testsubjects. Should they ruin her people's

devices of gears and steel, she will have proofof what she already suspects: that a cruel handor bite can be far more deadly than any thingof forged steel. However, if the drow's newconstructs can turn back her abominations,there may be potential for these weapons afterall. She may then seek to impose her will upona new age of sinisterly elegant mechs. But fornow, the Spider Queen watches and waits,testing her traditions against the new innova-tions of her own vicious people.

EARTHBLOOD THE

MIGHTY (UNIQUE)Size: Gargantuan

Power Source: Animated

Payload Units: 6

Height: 25 ft.

Space/Reach: 10 ft. by 10 ft./10 ft.

Crew: 1 (weapons: 2)

Firing Ports: 6

Hit Dice: 32

Hit Points: 176

Critical Thresholds: Not subject to critical

hits

Base Initiative: +3

Speed: 40 ft.

Maneuverability: Average

AC: 6

Hardness: 10 (enchanted crystal)

Base melee attack: +4

Base ranged attack: +3

Unarmed damage: 1d10+1d6+8

Trample: largest Medium; safe Small; damage

3d6

Saves: Fort 0, Ref +2, Will –

Abilities: Str 26, Dex 16, Con –, Int –, Wis –,

Cha –

Mechcraft DC: 36

Base Planning Time: 72 days

Base Cost: 3,632 gp

Total Cost: 160,018 gp

Labor Time: 2,240 man-hours

Construction Time: 28 days (10 avg. laborers

plus 1 overseer) plus rituals (3 days)

Special: Combat spikes

PAYLOAD USAGE

PU USE

1 Crew

5 Onboard weaponry

6 Total

Nobody in Highpoint, from the humblestworm farmer to the best-traveled dusk runner,has seen another mech like Earthblood theMighty. Started by an ambitious psionicist andfinished by a maverick conjurer/geomancer,Earthblood is the only crystalline mech knownto exist. Several elemental spirits of earth arebound into its shell, giving it unusual strengthand durability for an animated mech.

Earthblood looks unfinished but imposing.The entire mech is composed of rough blocksof crystal fused together, leaving many sharpspikes and jagged edges. Each block is a darkcrimson hue. Its legs are thick and stumpy andits arms are powerful. The left arm ends in ahammerlike fist, while the right one termi-nates in a strange conical protrusion.Although crystal spires jut from every othersurface of its form, Earthblood's head is per-fectly flat on top, as if the peak were cut offwith an axe. It has no face to speak of,although several of the panels that composethe head are thin enough for the pilot to seethrough readily.

The hammering fist is put to good use incombat, as Earthblood's strength compareswell with mechs and creatures of its size. Theother arm carries a shard launcher, one of thestrange devices created by pilot KinjaDelmaak, a conjurer with an active imagina-tion. He summons and binds spirits of earth topower his mech and its devices. The shardlauncher shoots a stream of sharp crystalspikes, and Kinja uses this to soften up his ene-mies before closing in to batter them to pulp.

Another unique device, the stone melter,was installed in Earthblood's head. It allowsKinja to manipulate earth and rock in a varietyof ways. He usually uses these abilities to trapfoes, allowing him to either rain spikes onthem or make his escape. Kinja is rather soft-hearted, and he has been known to use hismech and its unusual powers to help those hethinks are in need, whether they asked or not.

Nobody knows the beginning ofEarthblood's story. Its outer shell, all joinedtogether except for the head, was found byKinja while he was escaping from a misadven-ture underground. Several human and dwarvencorpses were also present in this cave, none ofthem showing external injuries but all havingbled from the nose and ears. Kinja originallyhad no desire to linger, but the first thing hefound when ascending to the surface was anangry lunar dragon. Wisely, he elected toinvestigate the mech.

In the days it took the dragon to leave thearea, Kinja deduced several things. It wasn'thard to figure that the massive crystalline form

Page 86: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

85«1»

was intended to be a mech - all of the corpseshad tools for carving rock, and a jumble ofpapers proved to be the thing's constructionplans. The crew was obviously almost donewith its labors, judging by the plans as well asthe small supply of provisions left in a nearbycave. Ever practical, Kinja hauled the bodiesto a different cave and helped himself to therations while settling in with the plans.

He puzzled over the mech's power sourcefor some time. Although he was no coglayer,Kinja had been inside several mechs, and hecould tell that this one was unusual. None ofthe apparatus needed for a mechanical ormanpowered mech could be found in thecaves, and the design left little room for themanyway. At the same time, the usual ritualparaphernalia for animating a mech wasn'tpresent. Finally, the fact that the mech wasmade of thick crystal rather than the availablegranite made it clear: The operator of thismech would need psionic powers.

Kinja didn't (and doesn't) possess psionics,but he recognized a good thing when he sawit. As soon as it was safe to emerge, he boltedfor his home. Years of adventuring had lefthim with enough treasure to follow throughon his latest plan. Three months later, he anda small team returned to the now rather fetid

cave complex. After giving the bodies a moredignified burial, Kinja led his crew in aligningthe crystal shell so it could be animated byarcane means instead of psionic powers. Thuswas born Earthblood the Mighty.

Since then, Kinja has adventured all overHighpoint. His great interest is exotic magic,especially new conjurations and summonings,and whatever else he acquires is usuallyshared with those who dwell nearby. Both theLegion and the Stenians have invited him tojoin them and share his knowledge, but so farhe prefers to keep his exotic mech to himself.Although his hirelings understand theprocess that animated Earthblood, Kinja haskept the original plans in his possession, mak-ing it very difficult for anyone to duplicate hisfeat.

Two things trouble Kinja as he pilots hiscrimson creation across the land. First, he hasno idea what became of the individual whofirst planned and built Earthblood. His bestguess is that this unknown psionicist some-how came into contact with the mind of anearby lunar dragon, sending that person intomadness (and enraging the dragon). Thiswould help explain how the constructioncrew died without struggle or injury. If thatindividual is still alive and at large, Kinja is

prepared for an intense discussion about whoproperly owns this mech now.

The other problem is that spirits of elemen-tal earth are increasingly hostile to Kinja. Heuses them to animate Earthblood and providepower to its unusual weapon systems. Kinjaalways believed that while this process mightbe exhausting for them, it didn't cause anylasting harm. Lately, however, he has had diffi-culty summoning anything related to earth,and he hopes to find a solution before some-thing bad happens to him and Earthblood.

SPECIAL RULESCrystalline Mech: Earthblood's unique con-struction makes it strong and durable, but alsoslow and awkward. A crystalline mech'sStrength and hit dice are increased as if themech were one sizecategory larger. Italso has aHardness of10. The ani-mated crystalis capable ofreforming afterit suffers dam-age, granting themech fast healing 1.

However, the bulky construction reducesthe mech's Speed by 10 feet if smaller thanColossal, and 20 feet if Colossal or larger. ItsManeuverability is the next category lower.The mech's outer frame must be very thick tosupport its own mass, which reduces the start-ing PU by 40%, to a minimum of 1. The mech'sbase material cost is tripled.

It is possible for a psionically gifted charac-ter to use such a mech as an enormous focus.The details are intentionally left for the GM todetermine, based on the role of psionics in thecampaign (if any).

Weaponry: Kinja created two unusualweapons for his mech. Both draw power fromelemental earth spirits that he summons. Theshard launcher sprays needles of diamond-hard rock at targets, while the stone melterallows him to reshape earth and rock likeputty. For each item to function, Kinja mustsummon 12 HD worth of creatures from theelemental plane of earth and bind them intoEarthblood. If this ritual is not performed, theitems won't work.

Damage done by the shard launcher is con-sidered earth-based for the purpose of damageresistance and the like; therefore, lunar crea-tures are vulnerable to its attacks. One burstfrom it is similar to the effect of three castings

Page 87: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

86 «1»

of magic stone, although the spiky shards arebetter at penetrating armor. Creating it costKinja 15,000 gp.

The stone melter, which cost 120,000 gp, issimilar to a staff in that it has 50 charges thatcan be used to cast various spells. Each timeKinja binds new elemental spirits intoEarthblood, the stone melter is fullyrecharged. Kinja hadn't expected this to hap-pen, and he suspects it is connected to theincreasing difficulty he has with earth spirits.The stone melter's powers are:

Move earth (2 charges)Passwall (3 charges)Stone to flesh (uses all remaining charges;

minimum 20)Transmute rock to mud (1 charge)Elemental Powers: Earthblood has a strong

connection to the elemental plane of earth,and it is considered to have the earth subtype.All of its attacks are considered earth attacks.If the mech and its opponent are both touch-ing the ground, Earthblood gains a +1 bonus toits attack and damage rolls. If the foe is water-borne or airborne, Earthblood has a -1 penaltyto attack and damage.

HOME, FORMERLY

HORNET (UNIQUE)Size: Colossal

Power Source: Steam (not functioning at

present)

Payload Units: 20

Height: 35 ft.

Space/Reach: 15 ft. by 15 ft./15 ft.

Crew: 0 (weapons: 0; formerly crew 4,

weapons: 7)

Firing Ports: 16

Hit Dice: 48

Hit Points: 80 (maximum 264; currently

damaged)

Critical Thresholds: Green, Yellow 119,

Orange 53, Red 13

Base Initiative: -1

Speed: 50 ft. (currently not mobile)

Maneuverability: Average

AC: 2

Hardness: 9 (stone, Colossal)

Base melee attack: +2

Base ranged attack: -1

Unarmed damage: 1d12+10

Trample: largest Large; safe Medium; damage

4d6

Saves: Fort 0, Ref -4, Will –

Abilities: Str 30, Dex 8, Con –, Int –, Wis –, Cha –

Mechcraft DC: 39

Base Planning Time: 78 days

Base Cost: 2,623 gp

Total Cost: 5,673 gp plus weapons

Labor Time: 3,840 man-hours

Construction Time: 48 days (10 avg. laborers

plus 1 overseer)

Special: Extra weapon mounts (4 PU),

Gearwright maintenance

PAYLOAD USAGE (CURRENT)

PU USE

16 Living quarters and storage

4 Broken onboard weaponry

20 Total

PAYLOAD USAGE (FORMER; AS HORNET)

PU USE

4 Crew

16 Onboard weaponry

20 Total

Page 88: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

87«1»

The mech now called Home by its inhabitantsis little more than an empty hull. It standssilently near the bluffs of the western plateauon the endless plains, a monument to thefailed genius of its creator. It also has a morepractical function, providing shelter anddefense to a nomad clan that might otherwiseperish in the lunar rain. And in the near future,it may well become the subject of intenseinterest in Glatek and beyond.

Once this mech was called the Hornet, andit was a unique design created by a dwarfnamed Hudie Toothless. Hudie, who got hislast name from a revolutionary magnetic gearhe designed, was a mercenary inventor. Hisspecialty was weapons, and the Hornet washow he tested them in the field. Weaponscould be added and removed fairly easily fromits mounting brackets, and the Hornet wasotherwise kept in top condition.

Or so Hudie thought. However, the relent-less use of this field-testing mech caused sev-eral key boiler components to wear down.One day, while he was testing his new spring-bow and net cannon (see page 102), the entiresecondary boiler array exploded. Hudie andhis chief assistant were both killed instantly,and the Hornet was rendered inoperative. Theother two technicians on board survived theexplosion, but unwisely elected to head forGlatek on foot. The noise of the blast drewpredators, who attacked them.

A nomad clan, also following the explosion,came upon the technicians. They drove thebeasts away, but one technician was alreadydead and the other moments away from expir-ing. The latter one managed to gurgle a fewwords and point in the Hornet's directionbefore breathing her last. Believing that shehad indicated where she wished to be buried,the nomads took both bodies and headedtoward what they had considered a hauntedvalley (thanks in part to Hudie Toothless'occasional weapon tests).

Their first sight confirmed their supersti-tions - a massive humanoid figure, smoke andflames pouring from within as if it were ademon. But reason overtook their initialpanic, and the more worldly of them realizedthat they were looking at a mech. Once thesteam-driven cataclysm wound down, theytook possession of it, making such repairs asthey could to make it habitable. Getting themech back in operating condition was beyondtheir knowledge, to say nothing of piloting it,but they managed to stabilize the inner frame-work. In a short time, what was once a cutting-edge research mech became a reasonablycomfortable tower, complete with a small

sheepfold.Turning Hornet into Home required the

nomads to remove much of its advanced gear.Hudie's experimental weapons were designedto be easy to take out, as was the buzzsaw, andfor a time the nomads simply stored them out-side under a large sheet made of animal skins.The saw's blade they turned into a shrine ofsorts, marking the spot where they buriedtheir benefactors (the technicians, plus Hudieand his assistant). In time, much of the equip-ment was taken to Glatek to trade for practicalgoods. Even after the explosion and the fol-lowing period of neglect, many of the compo-nents were valuable enough to interesttraders.

In fact, the sharper minds who visit Glatekrealize that these components can be puttogether to create unusual weapons. Someeven recognize the work of Hudie Toothless,whose mysterious disappearance was noticedby his clients. Questions are being askedabout these formerly humble nomads whohave come into possession of such interestingtechnology.

And while the nomads are not skilled withmachines, they aren't fools either. They knowthat these things scavenged from Home arestarting to draw attention. While they are will-ing to sell what they have found, they believeHome was a gift to them for trying to save thetechnicians' lives, and they will fight to defendit.

This mech makes a good tower. Hudiedesigned it to be sturdy and dwarfish, and itsarmor is stone. When it was the Hornet, it waspainted in alternating black and yellowstripes. After taking it over, the nomads haveused it to tan hides, and the traveler who visitsHome today sees what looks like a threadbaregiant, its patchwork robe flapping in the wind.The broken springbow on its shoulder - whichwould fetch a handsome sum in Glatek orEdge, if it arrived intact - is the mount for acrude banner depicting a flaming humanoidfigure, a symbol adopted by the clan after theyfound Home.

LACTRODECTUS, THE

Size: Colossal IV

Power Source: Clockwork

Payload Units: 256 (heavy payload; 128

reserved for cargo)

Height: 150 ft.

Space/Reach: 80 ft. by 80 ft./50 ft.

Crew: 13 (weapons: 10)

Firing Ports: 51

Hit Dice: 192

Hit Points: 1,056

Critical Thresholds: Green, Yellow 528,

Orange 264, Red 106

Base Initiative: +4

Speed: 100 ft.

Maneuverability: Average

AC: 2

Hardness: 21 (mithral, Colossal IV)

Base melee attack: +7

Base ranged attack: +4

Unarmed damage: 5d6+15

Trample: largest Colossal; safe Gargantuan;

damage 7d6

Saves: Fort -4, Ref +0, Will –

Abilities: Str 40, Dex 18, Con –, Int –, Wis –,

Cha –

Mechcraft DC: 60

Base Planning Time: 120 days

Base Cost: 201,537 gp

Total Cost: 478,912 gp

Labor Requirements: 61,440 man-hours

(plus magic items)

Construction Time: 110 days (70 avg.

laborers plus 7 overseers)

Special: Fast legs, heavy payload, magical

effects (see below), poison vents, spell

resistance 20, steady feet

PAYLOAD USAGE

PU USE

13 Crew

19 Open

128 Cargo

96 Onboard Weaponry

256 Total

The Lactrodectus is one of the greatest elvenfears come to realization: the return of thedrow to the surface world.

The first confirmed sighting of theLactrodectus occurred two years ago, but evenbefore that, tales of a spider of impossible sizepicking among the ruins of the elven forestswere reported with shocking regularity. Only

Page 89: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

88 «1»

after it engaged a contingent of elven mechswere tales of the great spider finally given cre-dence, but also new fearsomeness as thosethat drove it off told of its metallic armor.Several more encounters in the followingmonths brought further tales, plus rumors thatit might be some new lunar horror, until a crip-pling blow to the creature revealed not onlythat it was a mech of immense size and grace,but that it was crewed by drow. Since then, theelves have deemed destruction of theLactrodectus to be one of their mechs' pri-mary missions and have sworn to annihilate thedrow abomination at all costs.

The Lactrodectus is a unique mech in that itseems to be more living creature thanmachine. Built of an exceptionally strongblack alloy of steel and mithral, the hull of themassive, spider-shaped mech looks exactlylike glistening insectoid armor. Without achink in its chitinous hide, and with all open-ings being well hidden, tightly sealed, or cov-ered by the hull, the mech's drow crew are wellprotected not just from the lunar rain but fromthe sun. Supported on eight massive legs, therear portion of the mech is grossly oversized,creating a bulbous abdomen like that of a giantblack widow. Built into the abdomen is a greatturret that is hidden except for a firing slit thatrings the mech's rear-most segments. A pair ofcolossal ballistae is set just behind this firingslit, hidden completely from view, and arecapable of rotating fully around the abdomenand firing in any direction. From its face, mul-tifaceted eyes of oily green crystal bulge out-ward. Besides being magically reinforced to beas hard as the surrounding hull, the eyes allowthose piloting the mech within to see outwhile others cannot see in. Not far below theeyes are several pairs of jagged, threatening-looking mandibles. These gigantic, gnashingpinchers are sharp in the extreme and functionlike two great lobster claws.

Besides its frighteningly realistic build, theLactrodectus implies an even greater threat:The drow have masterful knowledge of how tocreate mechs and are using that knowledge totravel upon the surface. The drow's purposeand plans for the scarred surface world are cur-rently unknown, but it's unlikely that it canbode well for any of the races that live withinthe light. The greatest question that theLactrodectus poses is whether it is a loneexample of the drow's inexplicably developedskill at mechcraft, or if it is merely the proto-type or vanguard of a whole army of mountain-ous arachnids, growing beneath the earth, bid-ing its time to skitter forth and seize the sur-face.

SPECIAL RULESMagical Properties: The Lactrodectus wasconstructed by the same drow artificers whobuild their arcane prosthetics and advancedconstructs. As such, it has certain unusualproperties, as follows:

Construction Costs: For reference, the costto imbue the Lactrodectus with these variouspowers is calculated as if it were a magic item.The individual component costs are as follows:Spell resistance 20.The entire mech is con-

sidered an evil weapon for purposes ofdamage reduction (per the spell alignweapon, cast on the mech). Note also thatthe lobster claws are magical weapons.The pilot can activate the following spelleffects as part of the mech's standard com-plement of abilities, each 3/day at CL 10th:bane (all enemies within 50 ft. of themech), protection from arrows, and summonswarm (spiders only, cast from the pilot'schair on the bridge).Poison vents: The Lactrodectus' surface isveined with a network of hidden vents thatcan spray poison in small doses. This isused to repel boarders. The poison ventscan be activated by the Lactrodectus' pilot;the system contains enough poison for 5activations before refilling is required.(Due to the size of the mech, each activa-tion is equivalent to 500 normal doses ofpoison!) When the vents are activated, allcreatures boarding, riding, or otherwise incontact with the mech are sprayed with thepoison (contact, DC 13 Fort, unconscious-ness for 1 minute/unconsciousness for 2d4

hours). A DC 20 Reflex save is required toavoid the spray. Creatures within 5 feet ofthe mech are also affected, but can avoidthe spray with a DC 10 Reflex save.

SR 20: 80,000 gp.Spell effects at CL 15th: bane (16,265 gp),protection from arrows (32,530 gp), summonswarm (32,530 gp).+2 lobster claws (x2): cost of lobster claw,plus cost of masterwork status and cost of+2 enchantment (600 gp + 8,000 gp =8,600 gp per weapon). (The ballistae arethe normal price.)Evil-aligned mech: as align weapon by a5th level caster with a continuous dura-tion (20,000 gp).Poison vents: as 500 doses of drow poison(37,500 gp).The Lactrodectus' extraordinaryDexterity is an exception to the usualrules limiting a mech's incrementalimprovements to those of mechs one sizelarger or smaller. Its cost is calculated at5x the normal incremental cost, since Dex18 is 5 size categories away from the usualDex of a Colossal IV mech (from ColossalIV to Gargantuan, per Table 2-9 on page78 of DragonMech). This yields a cost of

.

.

.

.

.

.

.

.

Page 90: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

89«1»

JA'RETH B'RAUTH, CAPTAINOF THE LACTRODECTUS

The drow Ja'reth B'rauth has been given per-

haps the most daunting task ever bestowed

upon a single drow: Reclaim the surface world

from the hated elves. Fortunately, Ja'reth was

not given this seemingly impossible task with-

out also being given the appropriate tools: the

finest weapon the dark elves have ever creat-

ed, the great spider mech, the Lactrodectus.

Based on drow designs and forged by cap-

tive dwarven slaves, the Lactrodectus spent

nearly a decade in development and secretive

construction. As it was being built, more than

two thousand drow warriors were tried and

tested, facing trials of skill and cunning

devised by the most cruel and demanding dark

elf priestesses. These ordeals spanned several

years and left the vast majority of those tried

either dead or turned into repulsive driders.

But after that time, one warrior had proven to

be ruthless and skilled enough to serve as the

drow's weapon on the surface. And on the

night before he would begin his training and

learn to pilot the fearsome mech his brethren

had created, his throat was slit as he slept. The

drow that assassinated him was Ja'reth B'rauth.

In one night, B'rauth seized the opportuni-

ty thousands of his betters had striven for.

Common-born and with little training except

for an innate cunning and a passion to escape

the meaningless politics of his people, he

slaughtered their chosen pilot out of jealousy

after the debauched acceptance revel.

Tracked and captured by the magics of furious

priestesses of the Spider Queen, Ja'reth was

awestruck when he was not slain outright for

his crime. In fact, when the high priestess

actually blessed him with the Spider Queen's

favor and proclaimed him her new chosen, he

knew the goddess had smiled upon him.

Facing the regimen devised for his prede-

cessor, Ja'reth learned the ways of a mech

pilot with relative ease. Training in the darkest

pits and deepest trenches of Highpoint's

underdeep, he pushed himself, his crew, and

the Lactrodectus to levels it was never intend-

ed - and beyond. Though this caused many

problems with the mech and deaths among the

crew in the early months, it tested the limits of

the drow's great weapon and prepared it for

the journey to the surface. During this time,

Ja'reth faced dozens of assassination attempts,

both from outside and within his own mech,

but his own deceit had taught him that his was

a tenuous position at best. Thus, seemingly

every week the body of another would-be

assassin slumped from the razor-sharp

mandibles of the Lactrodectus, placed there

by its wary captain.

When the spider mech was deemed ready

and Ja'reth felt himself in full control of the

mech and its cowed crew, the weapon of the

Spider Queen was blessed in a great ceremo-

ny. At the ceremony's culmination, the mas-

sive metal spider began its travel up a long

path, carefully and secretly selected and

widened by drow engineers over the previous

years.

Since a winding, little-inhabited path was

chosen, it took the Lactrodectus nearly a year

to reach the surface. Spiraling ever upwards,

B'rauth seemed to take a perverse pleasure in

assuring that none he encountered would be

left alive to warn the surface world. Whole

communities of gnomes, derro, dwarves, and a

dozen other underdeep natives were slaugh-

tered.

When finally the Lactrodectus did breach

the surface, it was from a deep crag high with-

in the Boundary Peaks. From there it crossed

the mountains, traveling only by night, hiding

itself by crouching in canyons and other out-

croppings during the day, heading relentlessly

toward what remained of the elven forests.

After years of captaining the Lactrodectus,

Ja'reth is a skilled and experienced mech pilot

and a deft strategist. Though proud and dedi-

cated to his cause, B'rauth's power and dis-

tance from any superiors have made him vain

and domineering. He treats his crew as ser-

vants, entertainers, and a personal harem,

using them as he would the lowest servants

back home. (His treatment of some drow

females, punishable by agonizing death for any

other male, is tolerated by the priestesses - for

now.) Sybaritic even by drow standards,

Ja'reth has taken several captives since his

arrival on the surface, allowing them to bask in

his dominance and he in their fear before he

brutally discards them. Just for this reason, his

personal quarters have become a den contrast-

ed by the most elegant silken pillows and miles

of the most wicked barbed chains. Though

these captives and the deprecations he inflicts

upon them sate his ego and cruel desire for

bloody entertainment, he remains just as

secretive about his mission as ever and ensures

that none of his "guests" ever leave.

In the past months, Ja'reth has made he and

his mech a fearful mystery for their elven tar-

gets. Unsure of what defenses the elves may

have, he has harried and harassed their borders

for months, remaining a ghost by hiding in

great craters created by the lunar rain and in

ocean cliffs. Constantly prodding and testing

the capabilities of the elves and their mechs,

he hopes to draw out whatever secret weapons

they may have and crush them, along with the

spirits of the surface elves.

Ja’reth B’rauth, Male Drow Ftr7/Mcj6:

CR 15; Medium humanoid (drow); HD 7d12

plus 6d6; hp 72; Init +3, Spd 30 ft.; AC 23,

touch 13, flat-footed 17; Base Atk +11; Mech

Atk +9; Grp +14; Atk +17 melee (2d4+2,+2unholy bane versus elves spiked chain) or +12

mech (any mech weapon); Full Atk

+17/+12/+7 melee (2d4+2,+2 unholy bane ver-sus elves spiked chain) or +12/+7 mech (any

mech weapon); SQ drow traits, extraordinary

pilot, mech fingers (warrior instinct), patch-

work repairs, push envelope 2/day, roll with

the punches, spell resistance 24; AL CE; SV

Fort +7, Ref +10, Will +6; Str 15, Dex 16, Con

11, Int 16, Wis 12, Cha 13.

Skills and Feats: Balance +17, Climb +10,

Hide +13, Intimidate +14, Jump +4,

Knowledge (mechs) +13, Knowledge (steam

engine) +11, Mech Pilot +19, Move Silently

+10, Spot +10; Combat Reflexes, Dodge,

Exotic Weapon Proficiency (spiked chain),

Mech Dancer, Mechwalker, Mobility, Spring

Attack, Weapon Finesse, Weapon Focus

(spiked chain).

Languages: Abyssal, Common, Dwarven,

Elven, Undercommon.

Possessions: +2 unholy bane versus elves spikedchain, +2 shadow elven chain, bracers of armor +5,

ring of evasion.

8,700 gp x 5 = 43,500 gp. (Its slightlyreduced Strength is calculated at half theincremental cost, since it is midway to theStrength of the next lowest mech size, or8,700 gp x 1/2 = 4,350 gp.)

Page 91: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

90 «1»

RAZID

Size: ColossalPower Source: AnimatedPayload Units: 16Height: 40 ft.Space/Reach: 20 ft. by 20 ft./20 ft.Crew: 2 (weapons: 0)Firing Ports: 0Hit Dice: 32Hit Points: 176Critical Thresholds: Not subject to critical

hitsBase Initiative: +2Speed: 60 ft.Maneuverability: ClumsyAC: 2Hardness: 9 (stone, Colossal)Base melee attack: -2Base ranged attack: +2Unarmed damage: 1d12+6Trample: largest Large; safe Medium; damage

4d6 Saves: Fort -2, Ref +0, Will –Abilities: Str 22, Dex 14, Con –, Int –, Wis –, Cha –Mechcraft DC: 38Base Planning Time: 76 daysBase Cost: 22,622 gpTotal Cost: 22,212 gpLabor Requirements: 3,840 hoursConstruction Time: 48 days (10 avg. laborers

plus 1 overseer)

PAYLOAD USAGE

PU USE

2 Crew14 Open (no weapons)16 Total

The dwarven creators of the first mechs builttheir massive constructs to defend theirhomes and eventually reclaim the surface ofHighpoint. These two noble goals are whathave brought the Stenian Confederacy to thepeak of prominence and importance it holdsnow. But not all dwarves in the early days ofmech creation had purely altruistic goals fortheir technology. And thus were several setsof plans and designs for mechs sold for a heftyprice to the cousins of the dwarves, the derro.

Though reviled worldwide by their better-known cousins, the crazed dwarves of theunderdeep's deepest depths have proven to bequite adept at putting mech technology touse. Just as innovative and driven as the cre-ators of the mechs, it's been reported that sev-eral derro communities have set about creat-ing their own mechs, and in some cases, creat-ed whole underground manufacturing struc-

tures for some unknown purpose. But regard-less of the derros' long-term plan for theircreations, the most obvious result of theirexperiments in mech creation has been theodd mechs called razids.

Razids are strange creations, even by thetwisted standards of a derro's maddenedmind. Seemingly created from huge, seamlessblocks of alabaster and other pale stone,razids have no distinguishing features exceptfor a pair of blocky, short feet that slowly pro-pel the mech. Obviously not built for combat- or even the convenience of those that mustoperate it (being that they can only enter by arope extended from a porthole at the mech'slowest point) - the exact purpose and use ofrazids is unclear, as is what even causes themto move. Despite these facts, the derro areobviously manufacturing these insanity-inspired mechs en masse.

Razid rarely engage in battle, wisely choos-ing to retreat as swiftly as their short legs cancarry them. When forced into battle, razidsare almost completely ineffectual, merelybumping and beating against an enemy withuseless slams.

Regardless of their purpose, or lack there-of, many who have encountered the derro andtheir strange mechs in recent years have com-plained of headaches afterward, reporting anodd resonance that seemed to emanate fromthe razids.

DERRO, ALLIES OF THELUNAR INVASION

It has never been a secret that the derro holdno love for the other races of Highpoint.Reclusive and often hostile toward even theirdwarven cousins, derro are seen by many as anentire race of lunatics and murderers. And inthis case, many would be right.

But perhaps it was their societal insanity,an unhinged mindset combined with a hatredtoward all other living things, that made thederro such attractive allies to the alien forcesof the falling moon.

It is unknown how the derro were contact-ed by the agents of the lunar gods, but theyare now firmly aligned with the otherworldlyinvaders. Since the lunar rain has caused themto suffer little in their deepest of under-ground fortresses, the derro bear their lunarallies no enmity. What the creatures of themoon offered the derro in this most unnaturalof clandestine alliances has been kept secretfrom all but the oldest and most powerful eld-ers of the race, but it has mobilized the entirerace toward the lunar cause. The results ofthis have been hundreds of the strange mechscalled razids, and daily their numbers grow.

While other races see these machines as atechnologically augmented manifestation ofthe derros' madness, the strange white mechsdo indeed have a greater purpose. At thebehest of the derros' lunar allies, each razid is

Page 92: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

91«1»

crafted from huge slabs of alien stone intogreat obelisks holy to the lunar gods, makingeach razid a mobile shrine to an alien deity.Even though at first glance they seem to benothing more than frail constructs, each razidholds the potential to channel vast amounts ofdivine lunar power. What this means is under-stood only by the unfathomable lunar minds.Currently, the alien mechs are moving toplaces of power across and below Highpoint'ssurface. When the time is right, and the lunargods are close, it is these mech-shrines andthe worship they will soon inspire that willguarantee the alien deities complete masteryover Highpoint and its weak gods.

SAND STRIDER

Size: HugePower Source: ClockworkPayload Units: 5Height: 24 ft.Space/Reach: 10 ft. by 10 ft./10 ft.Crew: 1Firing Ports: 5Hit Dice: 12Hit Points: 66Critical Thresholds: Green, Yellow 33,

Orange 17, Red 7Base Initiative: +6Speed: 60 ft.Maneuverability: GoodAC: 8Hardness: 10 (iron)Base melee attack: +2Base ranged attack: +6Unarmed damage: 1d8+4Trample: largest Small; safe Small; damage

2d6Saves: Fort –2, Ref +2, Will –Abilities: Str 18, Dex 22, Con –, Int –, Wis –, Cha –Mechcraft DC: 44Base Planning Time: 88 daysBase Cost: 5,797 gpTotal Cost: 5,827 gpLabor Requirements: 1,920 man-hoursConstruction Time: 24 days (10 avg. laborers

plus 1 overseer)Special: Fast legs

PAYLOAD USAGE

PU USE

1 Crew2 Open2 Onboard Weaponry5 Total

Sand striders are simple mechs with excep-tionally long legs, crafted by the humannomads that live on the edge of the WetDesert. Little more than two long, multi-jointed legs supporting a raised platform,these strangely shaped mechs have becomefavored tools of the wanderers that createthem.

Light to the point of seeming fragile, sandstriders are capable of picking their waysacross even the most treacherous ground andrunning at significant speeds. Used by theirowners to scavenge across the Wet Desert,these mechs make it easy to travel the softsands looking for food or useful items washedin by the frequent floods. Like great marshbirds, these mechs allow their riders to wadethrough murky desert and into the sea shal-lows, where they can spear fish or hook bits ofdebris without exposing themselves to thedangers that lurk within the sand and water.Since some of the creatures native to theseareas are large enough to threaten the mech'spassengers even when the legs are extendedto their highest point, many sand striders are

equipped with long lances protruding fromtheir fronts. Often scavenged from debristheir owners have discovered, these lancescould be anything ranging from sharpenedpieces of coral and crudely crafted harpoonsto ancient weapons affixed to long poles.

Besides deterring attacks, these spindlymechs allow their owners to avoid the fre-quent flash floods that wash across the areasin which they reside. Many of these desertscavengers have actually made their homesatop their mechs, creating simple reed-roofed shacks on mechanized legs.

Along with their versatility and defensive-ness, these birdlike mechs also allow thedesert wanderers to range farther and fasterthen they would be able to normally. Mostnotably, however, the mechs allow them toaccess the land bridges and sandy islandsnorth of the Wet Desert even during timesthat the seasonal floods cut it off from therest of the world. Though the wanderers arenot numerous or organized enough to domuch more than trade food, scavengeddebris, and ideas with one another, they have

Page 93: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

92 «1»

decided that the southern coast of that islandis their territory. They are relatively welcom-ing to strangers who don't threaten their terri-tory, but these strange and eccentric pseudo-tribes are growing in number and influencethroughout the areas they roam.

Moreover, the rapid development of mechsin such an inhospitable region has furtherfueled interest in the ancient dwarven relics ofthe Wet Desert, the Pretominin Heads.Coglayers from other lands who have seensand striders in action are baffled as to howthe technology-starved nomads could havebuilt them. The nomads aren't saying.

WANDERERS OF THE WETDESERT

To say that that those that wander between theWet Desert, its fringes, and its oft-floodedland bridges are a strange and eclectic peopleimplies an organization among them that is farfrom present. As such, these roving bands ofdesert folk are thought of, at best, as strangegypsy scavengers and, at worst, as unpre-dictable lunatics.

The wanderers, as they are most commonlyknown, are an diverse group, consisting ofcreatures of all races and with all manner ofbackgrounds and beliefs, as well as exiles, mis-fits, outcasts, the homeless, and the insane.Universally accepting, these people judgecreatures on an individual level, and as long asthey don't pose a threat to their loose commu-nities, are content to let others do as theyplease. A wanderer community often consistsof two or three families and perhaps an equalnumber of whatever individuals have joinedthem for protection. Although families may befiercely loyal to one another, the other mem-bers of the group are free to come and go.They will band together to ward off greaterthreats, but these small groups can hope forno greater unity than a group of familiar neigh-bors, trading and helping one another as theysee fit, yet rarely willing to sacrifice them-selves for each other.

Picking through the sands of the WetDesert and the seasonally flooded environs,sometimes on foot, but more often from thetops of their high-legged sand strider mechs,these people scour the sands for food anditems of value. Though food is the most valu-able treasure, relics from before the lunar rainare often unearthed by the floods, while otherstrange debris is sometimes washed ashore.With this flotsam, the wanderers trade amongeach other, judging worth and value by theobject's usefulness as a tool, its potential ver-satility, or by personal interest in the item

alone. Thus, to wanderers a gold piece mightonly be valuable to someone with a taste forshiny metal, while another might eagerly tradeit away for a reed that makes a particularlysturdy fishing pole.

Living even more at the mercy of the naturalworld than perhaps any other people onHighpoint (including the orcs), the WetDesert wanderers have developed a strange setof naturalistic beliefs and superstitions. Withroots in the savage religions of goblinoid racesand other savages, these strange beliefs relyon a potent mix of naturalistic divinations,such as cloud or tide reading and throwing ani-mal bones, minor sacrifices to appease thesprits of the sands, seas, muck, and question-able herbalistic concoctions. Thus, nearlyevery group of wanderers has a shaman orwitch doctor, who is often merely the oldest(or most insane) member of the group.Outsiders commonly dismiss the rantings andwild rituals of these pseudo-savage clerics asnothing more than lunacy, yet many shamansare truly knowledgeable of the ways of thedesert and can commune with the strangepowers of the world. As such, most unexpect-edly, some of these strange holy men havereawakened a power within the earth unseensince the days before the lunar rain, whendruids still tended the lands.

Though commonly lone groups of barelyattached individuals, the wanderers are bestknown for their bazaars. At relatively regulartimes throughout the year, usually correspon-ding with the coming of a new season or recur-ring flood through the desert, many groups ofwanderers come together either on the east-ern shore of the Wet Desert or the southerncoast of its semi-inaccessible island. In a con-fusing celebration of a multitude of varyinglylegitimate religions and just simple joy at lifeand freedom, these strange peoples tradeamong tribes and share rumors, stories, andinformation. Often, at the end of these cele-brations, as the various groups wander apart,they have completely reorganized, with mem-bers joining and leaving communities as theyplease. While other people usually see thesewanderer bazaars as nothing more than greatdebauched celebrations, the Irontooth Clans,tortogs, and orcs often send traders to meetwith the wanderers. Relatively accepting ofstrangers, they often deal with outsiders toobtain machinery for their simple mechs andother finished goods, while the outsiderseagerly search the wanderers' wares for itemsof true value that they may have uncovered.

Overall a peaceful and simple lot, the wan-derers practice a regime of avoidance andnon-confrontation. Knowing that lunar

threats, monsters from the depths, or blood-thirsty orc hordes could easily destroy theirtiny groups, wanderer communities rarelyapproach large groups of outsiders and arequick to flee from threats. For increased safe-ty, the wanderers have claimed the southerncoast of the island north of the Wet Desert astheir favored land. Difficult for other races toaccess and secluded from the politics of therest of the world, these flighty bohemians seekonly to enjoy they life they scrape off the landand to be left alone.

SHRINE OF OON

Size: Colossal IVPower Source: SteamPayload Units: 128Height: 160 ft.Space/Reach: 80 ft. by 80 ft./10 ft.Crew: 32Firing Ports: 51Hit Dice: 168Hit Points: 924Critical Thresholds: Green, Yellow 762,

Orange 231, Red 92Base Initiative: -3Speed: 40 ft.Maneuverability: PoorAC: 2Hardness: 11Base melee attack: +6Base ranged attack: -2Unarmed damage: 5d6Trample: largest Colossal; safe Huge; damage

7d6Saves: Fort 0, Ref -4, Will –Abilities: Str 38, Dex 6, Con –, Int –, Wis –, Cha –Mechcraft DC: 50Base Planning Time: 100 daysBase Cost: 22,339 gpTotal Cost: 19,231 gpLabor Requirements: 30,720 man-hoursConstruction Time: 384 days (10 avg.

laborers plus 1 overseer)

PAYLOAD USAGE

PU USE

32 Crew8 Open80 Onboard Weaponry128 Total

The Shrine of Oon is perhaps one of thestrangest and most enigmatic mechs in exis-tence. Serving as the home of the mysteriousmonks of Oon, this mech is nothing so muchas a giant mobile temple of wood and steel.

Page 94: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

93«1»

Constructed to appear as a towering pagoda,several dozen sets of insectoid, mechanicallegs extend from the bottom floor of thismech, making it look as though the structurerides atop the back of a massive insect.

Though the monks of Oon are thought to bea peaceful group, their temple is well suited towithstand most attackers. With colossal ballis-tae pointing from the pagoda's battle floor(midway up on each side) and a sizable, rotat-ing catapult perched at the temple's top, thetemple can defeat most threats from a range.The mech has no melee defenses, yet its pilotsalways seem to move it into highly defensiblepositions. It's a rare enemy that even reachesthe Shrine of Oon's gates.

The Shrine of Oon is usually encountered inone of two positions: legs extended scurryingacross the land, or with its legs retracted intoits sub-floors, making it appear to be simply alarge but normal structure. The shrine mech'spilots seem to prefer that outsiders don't real-ize that their home is, in fact, a mech; accord-ingly, they only travel at night and under over-cast or foggy conditions. This affords theshrine and its monks their aura of mystery, astheir temple appears and disappears in themost inscrutable spots without warning.

The interior of the Shrine of Oon is laid outmuch like one would expect after seeing it fromthe outside. The first (lowest) levels of the mechhold several training halls, simple gardens, medi-tation spaces, and a large gate that usuallyremains closed. On these levels, the temple'smonks practice their disciplines and train eachother in the arts of martial combat and oneness ofmind and body. Above these levels are the monks'living quarters, where they regularly sleep, study,and take their meals. These floors are just underthe battle floor, where watchful guards constant-ly man the shrine's ballistae. The floors above thebattle level are private dojos, where the mostskilled of the order's brothers receive higherinstruction into the monks' greater secrets. Fewoutsiders ever see these floors and it is rumoredthat ancient treasures and teachings from longbefore the lunar rain are kept here. The highest ofthe mech's floors holds the quarters of theorder's abbot, the mech's bridge and lookoutpoint, and a great, rotating catapult on the roof.

Famous and yet still mysterious, the shrineincites both fear and curiosity among those itpasses. Alhough many townsfolk invariablyapproach the shrine, some never return. Whetherthese lost investigators joined the monks or werecaptured and punished for their inquisitiveness isa question that is rarely answered and the monksare unable or unwilling to tell.

SPECIAL RULESConstruction Costs: For reference, the Shrineof Oon's cost was calculated as follows:

THE MONKS OF OONThe monks that make their home in the shrineof Oon are one of the last, and certainly themost progressive, monastic orders on the faceof Highpoint. With a history that dates backcenturies before the coming of the lunar rainand a belief that is as ancient as time itself, themonks seek spiritual and bodily perfectionand search out extremes to weather theirsouls.

The monks of Oon accept all children intotheir ranks and all adults who seem seriouslyinterested in attaining perfection and who canpass a series of tests. These tests are never thesame and are always devised by the leader of anorder of monks to be both physically strenu-ous and personally enlightening to the oneenduring the trial. Due to this dogma of

acceptance and a belief that anyone can attainenlightenment, a monk of Oon could be of anyrace or come from any background. This pathmost commonly attracts gnomes, half-elves,half-orcs, halflings, and humans, while elves,dwarves, and orcs often have greater racialbeliefs and goals that prevent them fromdwelling on arbitrary personal oneness.However, there are always exceptions, andmembers of all of Highpoint's races have rep-resentatives among the monks.

Once a new member has been accepted andinitiated into the order, they must make threevows: to pursue the path to enlightenment, todefend the order and its members, and neverto speak unless endowed with permission.Though the first two vows are most under-standable and most easily obeyed, the vow ofsilence is perhaps what the monks of Oon arebest known for. Even the order's youngestmembers are taught that speech is not accept-able, and so the little communication that themonks have with one another is either physicalinstruction or written. The monks believe thatone's speech only limits their thoughts and thevoices of others can bring only restrictingviews, thus theexpressions ofthe body andmind arethe onlyp u r eforms ofc o m m u -nication.In fact, onlyexperiencedmonks aretaught how to writeand are allowed to enter the communities ofother groups. Being in a town full of people,constantly speaking and filled with noise, isperhaps the greatest fear of many monks.Those monks that break their vow of silence,or indeed any of their vows, have shown thatthey do not have the discipline to face enlight-enment and are exiled from the order.

Although the vast majority of monks refuseto speak, two members of every order areallowed to verbally communicate, and eventhen only with outsiders or in dire emergen-cies. The head of any order is allowed to breakthis vow without repercussion, as he hasproven that he cannot face enlightenment.The other is the Voice of the order. This indi-vidual is always a mid-ranking monk known forboth his skill and usually his physical attrac-tiveness. Though the monks have no care forphysical appearances, they realize that there

The base cost of 22,339 gp comes from thenormal rules for labor, materials, andarmor for a steam-powered mech ofColossal IV size.To this base cost is added the cost of theweapons, or 5,100 gp, which is the cost offour Colossal ballistae and one Colossalcatapult.The stats for the shrine differ from a stan-dard Colossal IV steam-powered mech inseveral regards. The speed, maneuverabili-ty, hit dice, Strength, and Dexterity are allnonstandard.Because Strength is one increment lessthan normal (the same as a Colossal IIIsteam-powered mech) and Dexterity isone increment more than normal (also thesame as a Colossal III mech), the cost ofthe decrease and increase cancel eachother out for a net change of zero.To reflect the poorer maneuverability, themech's cost is reduced by one standardincrement (3,283 gp, calculated accordingto the sidebar on page 84 ofDragonMech).The same adjustment is made to reflect thepoorer speed. Technically, a 40 ft. speed isfour increments below a Colossal IVmech, but reducing the price by fourincrements makes it too cheap, so this isan exception to the normal rules.Finally, the mech's hit dice are halfwaybetween that of a Colossal III and ColossalIV mech, so the cost is reduced by 1,642 gp(half of the standard increment of3,283 gp).

.

.

.

.

.

.

.

Page 95: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

94 «1»

are times that they will need supplies andgoods from other races and that they areunlikely to obtain what they need if they can-not bargain for it. Consequently, the Voice ofthe order is allowed to leave the order, usinghis charm and speech to secure what hisbrethren need. The Voice of an order is oftenthe member who interacts with outsidersshould they approach the order's sanctuary,even if it is just to ward them away, and per-forms all other dealings involving the outsideworld. Therefore, if an order has been robbedby outsiders, it is up to the Voice to find thecriminals and bring them to face the order'sjustice.

Orders of the monks of Oon are rare anddifficult to find. Areas exposed to environ-mental extremes, mountains, seacoasts,deserts, and even deep underground are allprime places to find a temple of Oon. Thoughthey are not known for their blatant goodwillto outsiders, the monks are not a harsh lot andcan be convinced to provide services and pro-tection for due compensation. However,while such compensation is never of a mone-tary form, it often ends up being exorbitantlyexpensive in other ways.

While the order of Oon has several hiddenmonasteries and divisions throughoutHighpoint and even in the underdeep, thebest known is the Shrine of Oon. This wander-ing temple serves as the home of the order'snameless abbot and carried the most talentedstudents and skilled teachers. Hoping torefine the natural talents of its crew, theShrine of Oon seeks out places where thelunar rain has most devastated the land andfinest vistas of the most potent natural beau-ty, exposing its passengers to the dichotomyof existence and raising their awareness.

Perhaps the greatest mystery of the monksof Oon is that of their nameless leader. Rarelyapproached and never seen, the abbot of themonks of Oon is said to be ancient beyondreckoning, and one of the direct descendantsof Oon, the founder of the order. The abbotseldom leaves his floor near the top of theshrine, a maze of red and white paper screens.The few who have come close to the abbotonly ever hear a crackling voice of extremeage, and may perhaps see a vague, shorthumanoid silhouette. The abbot has instruct-ed that once a month a single bowl of broth bebrought to his floor and that he be fetched on

the order's holy days on the longest and short-est days of the year. On these biannual occa-sions, the Voice of the Shrine of Oon and itsthree most respected masters carry a palan-quin, surrounded by paper veils and screens,down to "oversee" the festivities. Besidesthese times, the abbot has ordered that hismeditations not be interrupted unless a threatappears that endangers all the monks through-out Highpoint. The last time the abbot's med-itations were interrupted, the lunar rain hadbegun. Who the abbot is, what his intentionsare, and why he insists on remaining a mystery,even to his own followers, is just another ofthe monks of Oon's enigmas, but one that feware foolish enough to even attempt to reveal.

Perhaps the most interesting occurrenceregarding the monks of Oon in the pastdecades has been their discovery and fascina-tion with mechs. Being that mechs are by farthe most powerful and destructive weapons onHighpoint, they embody the monks' desire forextremes. Thus, they have sought to learnmore about mechs and those that use them,and have even incorporated mech technologyinto their most sacred Shrine of Oon. Themonks have found that their beliefs currentlyare most akin to those of the Irontooth Clansand find them easiest to deal with. There'seven a rumor that it was Irontooth engineerswho fitted the Shrine of Oon for movementand that, in return, monks of Oon trained withmechs and taught the clans the secrets thatwould become mech fu.

STEEL WARLORD

Size: ColossalPower Source: ClockworkPayload Units: 16Height: 32 ft.Space/Reach: 15 ft. by 15 ft./15 ft.Crew: 2 (weapons: 1)Firing Ports: 12Hit Dice: 48Hit Points: 264Critical Thresholds: Green, Yellow 145,

Orange 79, Red 39Base Initiative: +3Speed: 60 ft.Maneuverability: GoodAC: 2Hardness: 13 (steel, Colossal)Base melee attack: +2Base ranged attack: +3Unarmed damage: 1d12+10Trample: largest Large; safe Medium; damage

4d6

Page 96: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

95«1»

Saves: Fort -4, Ref 0, Will –Abilities: Str 30, Dex 16, Con –, Int –, Wis –, Cha –Mechcraft DC: 52Base Planning Time: 104 daysBase Cost: 6,925 gpTotal Cost: 15,696 gp plus 240,000 gp for full

complement of folded clockwork puppetsLabor Time: 7,680 man-hoursConstruction Time: 48 days (20 avg. laborers

plus 2 overseers)Special: Gearwright maintenance, heavy pay

load (specific)

PAYLOAD USAGE

PU USE

2 Crew4 Onboard weaponry10 40 folded Medium clockwork puppets16 Total

The plans for the steel warlord first appearedin the city of Edge many years ago. A dark elfmerchant claimed to have found them on thecorpse of a dwarf in the depths. As the designwas too large to be practical underground, shesold the plans for a good price.

She and the original buyer were both founddead of an unknown poison four days later, bywhich time the plans had been recopied threetimes and sold twice. Now that gearwrightsare found in Highpoint, this violent secrecyseems unusual, but at the time the steel war-lord was a highly advanced design.

This mech is essentially a mobile army.Although it has good armor and a decentmelee weapon, its main armament is in itscargo hold. Forty dwarf-shaped clockworkpuppets are found here, neatly hitched to spe-cial racks. Each puppet is attached to a folder,that curious device capable of compressingmechanical items to half their original size.When the puppets are compressed and prop-erly loaded, they fill the hold with four timesthe manpower of a living force.

A steel warlord is primarily used to trans-port this clockwork army from place to place.Although it can fight mechs and monsters, itscrew usually retreats at the earliest opportuni-ty. The mech's greatest asset is its ability tohaul its unusual cargo, which is geared to fightenemies of similar size. Some steel warlordsare found in military service, while othersoperate as mercenary forces.

Ideally, the steel warlord's crew knows inadvance where their forces will be needed.The mech brings them close to the designatedarea, and the crew unloads and unfolds them,sometimes with the help of a clockwork pup-pet designed for labor rather than combat.

Once the mechanical army is ready to go,the crew gives them orders and points them inthe right direction. Returning to the mech,they often march with their troops, one per-son piloting the steel warlord while the othersits in the lower torso and yells orders whenneeded. The mech serves as an armored obser-vation platform as well as substantial meleesupport. A small army of coglayers is neededto maintain the clockwork puppets once theyreturn to base, given that the full complementrequires a total of 320 steam powers.

One curious thing about the steel warlordis the placement of its buzzsaw. While mostmechs have their primary melee weapon ontheir right arm, this mech's buzzsaw is mount-ed on the left. The original plans called forthis arrangement, and most copies in exis-tence specify the same. Some left-handedmech jockeys have claimed that this givesthem an advantage in combat, and that this isfurther proof that the steel warlord is anadvanced design. Most coglayers thinkinstead that the original plans were copiedbackwards.

SPECIALHeavy Payload (Specific): This new traitallows a mech to carry unusual loads in a waydesigned to accommodate a specific cargo. Ifhauling the intended load, this mech gains thenormal benefits of heavy payload (50% more

PU for the purpose of cargo, excludingweaponry and passengers). If used to carryany other sort of cargo, the mech can onlycarry 25% extra PU. Heavy payload (specific)raises the mech's base cost by 20%.

Clockwork Puppets: Most copies of thesteel warlord design include a schematic forthe dwarf-like clockwork creations it carriesin its hold. Anyone using this plan to makepuppets specifically for a steel warlord willsave 20% on the cost of each puppet. Eachpuppet has all the elements described below(weapons are provided at the owner's discre-tion, with no impact on the cost discount).The units cost 6,850 gp normally, or 5,480 gpwith the plans:

Medium clockwork puppetFolderAnimatorDiscriminatorVoice commandMost steel warlords carry one or two pup-

pets whose purpose is to help unload the oth-ers, which can be a tiresome task. It takes oneMedium creature 2 minutes to remove a fold-ed puppet from its storage rack.

Page 97: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

96 «1»

SYLVAN REVENGER

Size: Colossal VPower Source: AnimatedPayload Units: 256Height: 180 ft.Space/Reach: 90 ft. by 90 ft./90 ft.Crew: 1 (weapons: 0)*Firing Ports: 77Hit Dice: 160Hit Points: 880Critical Thresholds: Not subject to critical

hitsBase Initiative: -1Speed: 100 ft.Maneuverability: Poor AC: 2Hardness: 13 (wood, Colossal V)Base melee attack: +8Base ranged attack: -1Unarmed damage: 3d12+16Trample: largest Colossal II;safe Gargantuan;

damage 8d6 Saves: Fort 0, Ref -2, Will –Abilities: Str 42, Dex 8, Con –, Int –, Wis –, Cha –Mechcraft DC: 54Base Planning Time: 108 daysBase Cost: 60,768 gpTotal Cost: 79,485 gpLabor Requirements: 61,440 man-hoursConstruction Time: 110 days (70 avg.

laborers plus 7 overseers)* The intelligent animating force of the SylvanRevenger usually obeys its pilot’s commandsregarding its weaponry. It can reload and makeattacks on its own.

PAYLOAD USAGE

PU USE

1 Crew63 Open192 Onboard Weaponry256 Total

To the civilized people of Highpoint, BrynCrazed Oak is a volatile and dangerous ally,but her methods and accomplishments forceall others to give her a great amount ofrespect, and a wide berth.

Bryn Crazed Oak was born nearly 60 yearsbefore the beginning of the lunar rain. Whenthe moon began to fall, she and many of theother most powerful druids on Highpointsought a swift and permanent solution to savetheir endangered world. They tried manyoptions, natural and magical, and enteredalliances throughout the world and the planes.But nothing helped. In the end, the highdruids of that forlorn age were wiped out,

along with the natural order they strove solong to defend. Or so the world thought.

Fifteen years ago, a massive, four-leggedmech shaped like a enormous tree, and seem-ingly constructed of an entire forest of small-er, interwoven trees, appeared on the out-skirts of Legion territory. What those whoengaged the strange mech, thought to be ofelven make at the time, discovered was unlikeanything they could have expected. A shriv-eled, spritely woman of extreme age greetedthe Legion mechs on foot and presented themwith a gift of the skulls of eight lunar dragons.Giving her name as Bryn Crazed Oak, she pro-claimed herself the last of the old druids,reentered her mech, and has wandered theland ever since.

Bryn and her strange tree mech, the SylvanRevenger, is perhaps the most stalwart oppo-nent the lunar invaders have faced onHighpoint. The last druid wanders the worldin search of traces of lunar creatures andhunts them down, regardless of size or num-ber, slaughtering the beasts she blames fordestroying the world. How the ancient humanhas remained alive through the centuries and

how her mech was formed is unknown. Thosedaring few who have dealt with the crazeddruid report that all she has to say on the mat-ter is that her mech is the last forest of the oldworld and that it won't allow itself to be plant-ed until the natural order is set to rights. HowBryn and her mech plan on accomplishingsuch a feat in the long term is unknown, butcurrently the ancient druid seems content totravel the ruin of the world and clear it of itsinvaders, one by one.

It has never been engaged in combat withanother mech, yet the Sylvan Revenger isclearly a force to be reckoned with. Massiveand strong beyond measure, the tree mechhas a speed and resistance unheard of inmechs of its size and material. Though it bearsthe claw and bite marks of dozens of lunardragons and other alien foes, many of theirskulls now decorate its branches, whichsweep down to entangle and crush all oppo-nents of Bryn Crazed Oak's vision of nature.

BRYN CRAZED OAK, LAST OFTHE HIGH DRUIDS

In a time long ago, before the lunar rain or the

Page 98: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

97«1»

horrors it brought, the druids of Highpointtended to the needs of the land. United underone great council of high hierophants, thiscongress of nature worshippers strove tomaintain the balance between civilization andnatural wonders. And despite the conflictsthey had with the races and cultures of theworld and the battles they fought to sustainthe planet, it was a good time to be alive.

During this time lived a druid named Bryn.Her parents had been druids before her andshe was raised on the outskirts of Lilat Forest,where the great trees met the rolling seacoast.Her youth was an idyllic one, surrounded byher family and their druidical and elvenfriends. They tended their groves and the crea-tures of the forest and were at peace withnature. As Bryn grew, she seemed more of anature spirit than a half-elf, in love with theforest and its creatures and a capable caretak-er of both. At a meeting of druids one year,one of the hierophants was heard to day thatshe was as beautiful and rare as a mountain lilythat had learned to sing like a morning lark.Therefore, on her fourteenth birthday, hernaming day, she was given the name FlyingLily. Unfortunately, that birthday was the lastBryn would ever celebrate and the name FlyingLily would not last for long.

In the following months, druids throughoutHighpoint began suffering from wild and terri-fying dreams. Although each was different,the hierophants were sure the dreams foretoldsome great devastation, and so they com-muned long and deeply with nature hoping togain some insight. All any of them saw was themoon, but this revelation was meaningless tothem at the time - until the nights that themoon seemed larger in the sky and the lunarrain began.

The first night of the lunar rain wroughtdevastation that none of the druids were pre-pared for. Many panicked, working to repairthe damage to their personal groves and landsunder their care, while others went to thecouncil of hierophants for advice. Over thenext days, the council worked their greatestmagics until they were exhausted, and to noavail as each night the lunar rain grew worseand worse. Soon it became obvious that therains would scorch the surface of the planetand that none who remained above groundwould survive, but the druids refused to aban-don the plants and animals they had tended solong. Creating great shields of magic overtheir most treasured forests, hoping that theywould prove sufficient shelter for the crea-tures that huddled below them to survive, thedruids awaited the next rain.

Bryn and her family were under one of theseshields the night their power would be tested.She had been told to stay near her parents, buta small rabbit she had befriended had wan-dered into the surrounding forest. She foundherself lost and alone in an unfamiliar woodwith the glimmering sparkles of the hiero-phants' magic shield sparkling above her whenthe night's lunar rain began. The last thing sheremembered was seeing a great white shard, apiece of the moon itself, spiraling downtowards her. Beautiful and terrible at the sametime, she watched the lunar meteor streaktowards her and felt the forest around hergrow close. Then everything, for a long time,was darkness.

The shields the druids created throughoutHighpoint proved to be useless. The lunarrain's increasing intensity shattered the magi-cal shields in moments and laid ruin to allbeneath them. In one night, the druids ofHighpoints were scoured away, along withhundreds of species they hoped to protect andcountless miles of wilderness. But in the midstof this great ruin, something did survive.

Bryn awoke to a cool rain, the first sensa-tion she had experienced in seemingly an eter-nity. Though she did not know it, she was farfrom any lands she had ever known, past themountains and far to the northwest of the WetDesert. This land was a barren plain - exceptfor a single gargantuan oak tree that she foundherself at the base of. In the trunk of the mas-sive oak was a shallow human-shaped hollow.As she searched the tree, she discovered thatshe had changed as well - no longer was she agirl, but an old woman, filled with memoriesthat were not her own.

This strange rebirth was nearly five yearsago. Since that time, Bryn has theorized thatsomehow nature and the magic of the druidssaved her that night. Somehow she was sparedto serve as a repository of the druids' knowl-edge and memories. She was to enact theirwill, healing a world that had suffered throughcatastrophe. Created to aid her was the greatliving tree in which she found herself reborn, amysterious plant that seems to know more ofthe world than it can tell, which Bryn hasdubbed the Sylvan Revenger. Able to controland move the tree, Bryn has traveled backacross Highpoint, surveying the devastation.

As she and the Sylvan Revenger have trav-eled, they have encountered numerous lunarinterlopers. Filled with a never-before-feltdisgust and loathing toward these creatures,Bryn has hunted down and destroyed all shehas encountered. Her greatest battle was herfirst encounter with one of the terrible lunar

dragons. Facing an aged member of that alienrace, the Sylvan Revenger was nearly unable towithstand the creature's attacks, but with theaid of magic Bryn did not know she possessed,the creature was slain. Its skull became thefirst of many trophies to adorn the branches ofthe Sylvan Revenger.

Today, Bryn appears as a stooped and still-vigorous old half-elf of more than a hundred.Twig-thin and frail-looking, Bryn has the dex-terousness and strength of a woman a fractionof her age. Since her first encounter with peo-ple in this new Highpoint, Bryn has taken thename Crazed Oak, half in amusement aboutwhat she was called by those folk and half inrespect for her new companion, the SylvanRevenger. Together they resolutely searchHighpoint for lunar threats, knowing that theworld's healing cannot begin until the last ofthe alien taint is wiped away, and teaching oth-ers of a forgotten religion that reveres natureand cannot be silenced like any simple god.

Besides her great mission, however, Brynhas come to consider an even bolder task.Fearing that the lunar threat will never endwhile the moon and its foul rulers still exist,she is considering taking her battle to themoon. Though she knows that her plan is akinto madness and she doesn't have the ability totravel to the alien rock, she fears that it is theonly way that Highpoint can ever return tobeing a place of natural beauty. Thus, shesearches out the ruins of the ancient druidgroves and circles, hoping that their greatmagic might hold the key to removing thegreatest threat nature has ever faced.

Bryn Crazed Oak, Female Half-Elf

Drd11: CR 11; Medium humanoid (half-elf);HD 11d8+14; hp 63; Init 0, Spd 30 ft.; AC 16,touch 10, flat-footed 16; Base Atk +8; Grp +6;Atk +6 melee (1d6-2, quarterstaff); Full Atk+6/+1 melee (1d6-2, quarterstaff); SQ half-elftraits, animal companion, nature sense, resistnature’s lure, trackless step, venom immunity,wild sense, wild shape, woodland stride; ALTN; SV Fort +8, Ref +3, Will +12; Str 7, Dex11, Con 13, Int 16, Wis 20, Cha 14.

Skills and Feats: Concentration +4,Diplomacy +5, Handle Animal +12, Heal +15,Mech Pilot +3, Knowledge (nature) +17, Ride+3, Spellcraft +9, Spot +11, Survival +15;Animal Affinity, Natural Spell, Self-Sufficient,Toughness.

Languages: Common, Dwarf, Elven,Halfling, Orc.

Spells Prepared (6/7/5/5/4/3/1; save DC 15 +spell level): 0— cure minor wounds, create water,detect magic, light, mending, purify food and drink;1st — calm animals, charm animals (x2), cure light

Page 99: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

98 «1»

wounds, entangle (x2), speak with animals; 2nd—barkskin, cat’s grace (x2), heat metal, spider climb,3rd— cure moderate wounds, daylight, protectionfrom energy, speak with plants, spike growth; 4th—control weather, flame strike, rusting grasp, scrying;5th— baleful polymorph, commune with nature,stoneskin; 6th— dispel magic, greater.

Possessions: Quarterstaff, +1 wild hide armor,amulet of natural armor +2.

THUNDERCLOUD

Size: Colossal IIPower Source: SteamPayload Units: 32Height: 50 ft.Space/Reach: 25 ft. by 25 ft./25 ft.Crew: 8 (weapons: 8)Firing Ports: 20Hit Dice: 96Hit Points: 520Critical Thresholds: Green, Yellow 260,

Orange 130, Red 52Base Initiative: -1Speed: 50 ft.Maneuverability: AverageAC: 2Hardness: 10 (stone, Colossal II)Base melee attack: +2Base ranged attack: -1Unarmed damage: 3d6+10Trample: largest Huge; safe Medium; damage

5d6Saves: Fort 0, Ref -4, Will –Abilities: Str 30, Dex 8, Con –, Int –, Wis –, Cha –Mechcraft DC: 44Base Planning Time: 88 daysBase Cost: 5,245 gpTotal Cost: 21,245 gpLabor Time: 7,680 man-hoursConstruction Time: 48 days (20 avg. laborers

plus 2 overseers)

PAYLOAD USAGE

PU USE

8 Crew24 Onboard weaponry32 Total

Some mech designs are so obviously usefulthat they become universal. This is true of thethundercloud, which can be found servingwith the Stenians, the Legion, and even inHighpoint's remaining cities. It providesexcellent fire support for a reasonable price.

The theory behind the thundercloud is sim-ple. Unless an enemy teleports, they have to

travel to reach you, and nothing is betteragainst distant targets than a steam cannon.Every available inch of the mech is crowdedwith steam cannons, ammunition, spare can-non parts, boilers, and the like. The thunder-cloud is a tall, stable firing platform that'scapable of moving around obstacles for a bet-ter shot at the enemy. If Highpoint had manycities left, the thundercloud would be anindispensable part of siege warfare. As it is,the mech is widely acknowledged to be asuperb piece of defensive weaponry.

Thundercloud tactics are also simple. Eacharm supports two steam cannons, a larger oneat the hand and a smaller one on the shoulder.When the target comes in sight, the arms areraised to firing position and the shootingstarts. A thundercloud's weapons have animpressive field of fire, allowing it to tacklefoes in any direction.

This versatility does have a drawback. Thearm relays on a steam-powered mech are mod-erately vulnerable, and if one is knocked out,

that arm's larger steam cannon is useless. Thesmaller shoulder-mounted ones can still beused. These cannons are set on tracks parallelwith the mech's neck, each one swiveling tocover half the battlefield.

The only spot that a thundercloud's gunscannot target is the center of its back. Foesoccasionally try to exploit this, but a thunder-cloud is almost never without supportingforces. The mech is as weak in melee as it isstrong at range, and it works best as part of ateam.

Subtlety is not a thundercloud's strongpoint. It originally got its name because thebooming of all four guns sounds like a stormfrom a mile or more away, to say nothing ofthe din within. Between the guns and themech's own engine, it also generates enor-mous clouds of steam and smoke when oper-ating at full blast. This can make it difficult tokeep targets in sight. Some thundercloudshave a permanent gust of wind cast on them tokeep the smoke away.

Page 100: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

99«1»

UNDERBREATHER

Size: LargePower Source: Manpower (clockwork

hybrid; see below)Payload Units: 3Height: 10 ft.Space/Reach: 5 ft. by 5 ft./5 ft.Crew: 1 (see below)Firing Ports: 3Hit Dice: Same as pilot (use 10 HD if

targeted separately)Hit Points: Same as pilot (use 55 hp if

targeted separately)Critical Thresholds: Green, Yellow 33,

Orange 19, Red 11Base Initiative: -1*Speed: +0 ft.*, +20* swimManeuverability: PoorAC: -1*Hardness: 5 (wood)Base melee attack: +0Base ranged attack: -1*Unarmed damage: 1d6 + pilot’s Strength

modifierTrample: largest Tiny; safe Tiny; damage 1d6Saves: Fort +0, Ref -1*, Will –Abilities: Str +0*, Dex -2*, Con –, Int –,

Wis –, Cha –Mechcraft DC: 28Base Planning Time: 56 daysBase Cost: 750 gpTotal Cost: 1,164 gpLabor Requirements: 240 man-hoursConstruction Time: 3 days (10 avg. laborers

plus 1 overseer)* These mechs use and augment the pilot’sown initiative, AC, attacks, damage, savingthrows, and abilities.

PAYLOAD USAGE

PU USE

1 Crew2 Onboard Weaponry3 Total

A mech in name only, the underbreather iseven less mechanized than other mech armors,such as ashigarus and deep spiders. In fact, themajority of the machinery incorporated intothese oversized suits of rubbery armor is therenot to augment the wearer's abilities, butmerely to allow him to breath. That's becausethe aptly named underbreathers are built toallow their wearer to travel underwater withrelative ease.

Underbreathers look much like bulky suitsof plate mail armor, yet sculpted from heavyblack crude rubber. The hands on the mechs

are shaped into large fins, the right bearing along thin lance attached to it for the pilot'sdefense. But the helm of these mechs is themost interesting, fashioned with a thick glassplate set to curve around its front and sides,allowing the pilot to see the depths aroundhim without obstruction. Besides having everyjoint and fixture fit together seamlessly,ensuring that water can't leak into the mech, aseries of whirring, clockwork pumps constant-ly churn and recycle air and water through aheavy pack on the suit's back, allowing thepilot to breath normally underwater indefi-nitely.

Underbreathers are not unique to any oneof Highpoint's peoples. Though they are mostcommonly found among the members of theIrontooth Clans and even the wanderers of theWet Desert, these mechs are well known tomost peoples. Orcs have little use for thepoorly armored mechs and see nothingbeneath the waves worth battling or conquer-ing, but for other races, the ruins of ancientcities and other forgotten treasure lostbeneath the waves prove far too tempting notto make use of these ingenious machines.

This has actually led to the formation ofwhole guilds of underbreather users, skilled atdiving beneath the waves to recover thingshidden by the seas. These skilled mech pilotshave grown wealthy, both from the paymentthey've received for services rendered andfrom the wealth they've recovered. Besidesthe great treasures they've found, though, itseems that Highpoint's seas are not the rela-tively peaceful places they once were. Thoughsea monsters of all types have always terror-ized sailors and many races adapted to lifebeneath the waves have always filledHighpoint's oceans, the lunar rain has filledthe seas with new horrors. Those who haveexplored the depths below tell of wholestretches of ocean tainted by strange forms oflunar pollution, great sunken islands of alienstone, and lunar creatures that ply the waterswith seemingly no need to breath.

SPECIAL RULESLeaks: Underbreathers suffer from one potentdisadvantage: They are fragile in comparisonto nearly all other mechs, and significantlythreaten the life of their pilot if disabled. Forevery point of damage an underbreather or itswearer takes from a single attack, there is a 5%chance that the mech begins leaking. On acritical hit, the underbreather automaticallybegins leaking. Once it begins leaking, thewearer is treated as being underwater andmust hold his breath or begin drowning (as per

the drowning rules in the DMG). Thus, if apilot wearing an underbreather suffers 7points of damage, there is a 35% chance thathis mech stops recycling air and he must swift-ly find a new air source before drowning. ACraft (mechcraft) check with a DC equal to 5+ the amount of damage the mech or its pilothas suffered is required to repair an under-breather after it has begun leaking.

Hybrid Power Source: An underbreather isequipped with a small clockwork enginewhose primary job is to power the breathingapparatus. The clockwork engine isn't suffi-ciently powerful to move the entire suit, sothe wearer must provide his own manpower aswell. This sort of hybrid power source is avail-able only for manpowered mechs ofGargantuan size or smaller, at an additionalcost of 250 gp per crewmember replaced.

LUNAR ISLANDSA relatively recent discovery in the seas sur-rounding the Wet Desert and to the north ofthe Endless Plains are large floating rocksdubbed lunar islands. These eerie whiteislands are both accumulations of lunar rainand massive fragments of alien stone that havecrashed into Highpoint's seas. With a consis-tency far less dense then terrestrial stone,these fragments of the moon are often buoy-ant enough to float or, in some cases, are siz-able enough to touch the ocean's floor andstill rise above the water.

Lunar islands are a completely new and mys-terious terrain to the people and creatures ofHighpoint. Those that find their way onto alunar island come as close to visiting the sur-face of the moon as any native of Highpointever has. On shores thick with salty gray-greenbrine, lunar islands are often nothing morethan stretches of barren, pockmarked whiterock. Sometimes lunar features have survivedtheir descent, causing features like crags,caves, ridges, and space-blasted hills to appearupon these landscapes. Some explorers haveeven reported finding what look like toweringmonoliths, crafted from the same alien stoneas the rest of the island, rising above the lunarlandscape. What purpose these monumentsserve and what alien hands crafted themremain unknown, as all who have investigatedthem closely have either vanished or gonemad.

Besides the alien geography they'vebrought to Highpoint's sea, many lunar islandshave carried natives of the moon with them.Although landing in the water has beenenough to prevent many lunar horrors fromescaping onto the surface, their effects on the

Page 101: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

100 «1»

planet's oceans haveyet to be determined.Being that many lunarislands float along withthe ocean's currents,there have been numer-ous reports of abeached island spillingunspeakable lunarmonstrosities upon theland. Most notably, theseaside town of Trott'sCove, south ofChemak, was forsakenby its neighbors when alunar island washedinto its bay and thetown was overrun byscalded creatures.

Now an all-too-pres-ent addition toHighpoint's geography,lunar islands haveproven to bring noth-ing more than sorrowand death to the vastnumber of creaturesthat tread upon them.However, some partic-ularly ambitiousprospectors have beentempted by stories ofveins of alien metal, farstronger than mithraland even more easilyworked, infusing somelunar islands. Thoughsuch a metal has rarelybeen found in debrisfrom the lunar rain, awhole lunar island rid-dled with such a metalis enough to inspiremany a dwarf or engi-neer. Not knowingwhat dangers awaitthem, heavily armedbands of explorers,prospectors, and theirwell-paid guards oftentravel to both newlyspotted and well-known lunar islands indroves, always trying tobe the first to claimwhatever alien treas-ures may lie within.

Page 102: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

101«2»

NEW WEAPONS

Adamantine Weapons: This ultra-hardmetal is valuable, not least because it can

cleave through nearly anything. Adamantineweapons ignore much of a target's hardnessrating. However, it doesn't stand to reasonthat an orc with an adamantine battleaxe canchop right through Nedderpik's armor toinflict serious damage on the city-mech. Thesmaller an adamantine weapon is compared toits target, the less devastating it will be.

Normally, an adamantine weapon ignoresany hardness rating less than 20. For every size

increment between the weapon and its target,this limit drops by 3 (only in cases where thetarget is larger). If the target's hardness islower than 20 but higher than this new limit,apply the difference to any damage done bythe weapon. Note that adamantine armor willstop adamantine weapons.

For example, a mech using a Huge adaman-tine axe against a Colossal III mech will onlybe able to ignore a hardness of 8 (20 minus12), as they are four increments apart. The big-ger mech has a hardness of 16, so it can stillstop 8 points of the axe's damage.

Obviously, adamantine weapons are stillvery effective. This is reflected in the cost of

making them for mechs. For every size incre-ment past Large, the weapon's cost is againincreased by the base cost of an adamantineweapon. In the case of the Huge axe above, itscost would be increased by 3,000 gp just forbeing made of adamantine, and another 3,000gp for being one size bigger than Large.

Alchemists' Catapult: An enterprisinggnomish inventor once tried outfitting amech's flame nozzle to spew alchemist's fire.What remained of the mech stank of burnedbeard. The sticky self-igniting substance can'tbe used in the same fashion as regular fire - butit still has its uses in mech combat.

Alchemist's fire combusts as soon as it con-tacts air, so spraying it at a target just causes afireball right outside the weapon's nozzle.Launching a sealed container, however, isquite effective. So far weaponsmiths havedeveloped both sealed wooden casks and air-tight ceramic containers, the latter modeledafter the projectiles hurled by the oozelauncher (see below). These containers arestrong enough to withstand normal handling,but fragile enough to shatter and disgorgetheir contents when striking a target.

These casks are placed in the well-padded armof a gear-driven catapult. It can be powered bysteam, clockwork, or manpower, but thealchemists' catapult must be finely calibrated toeliminate the risk of dropping its cargo, and a reg-ular catapult handles its load too roughly. Analchemists' catapult has a shorter range than itsmundane equivalent, but as its payload explodeson contact, it proves just as useful.

NEW EQUIPMENTAS MECHCRAFT EXPANDS, SO DOES THE STUDY OF

THE WEAPONS MOUNTED ON MECHS. FOR EVERY

COGLAYER WITH AN IDEA FOR A GREAT NEW MECH,

THERE'S ANOTHER COGLAYER WITH AN IDEA FOR A

POWERFUL NEW WEAPON. THIS CHAPTER DESCRIBES

SOME OF THE NEW EQUIPMENT INVENTED IN

HIGHPOINT OVER THE LAST FEW DECADES, WHETHER

IT'S COMMON ON MECHS OR ONLY JUST NOW START-

ING TO APPEAR.

TABLE 2-1: NEW WEAPONS

SIZE COST DAMAGE CRITICAL RANGE WEIGHT TYPE CREW PUALCHEMISTS’ CATAPULT

Huge 3,200 gp 2d6* x2 100 ft. 250 lbs. Fire 2 4Gargantuan 4,800 gp 3d6* x2 140 ft. 300 lbs. Fire 3 8Colossal 6,500 gp 4d6* x2 180 ft. 350 lbs. Fire 4 16KUSARI-GAMA

Huge 1,000 gp 2d6/1d8 x2 – 50 lbs. Slashing/Bludgeoning 2 4Gargantuan 2,000 gp 2d8/2d6 x2 – 100 lbs. Slashing/Bludgeoning 2 8Colossal 3,000 gp 4d6/2d8 x2 – 200 lbs. Slashing/Bludgeoning 2 16Colossal II 4,000 gp 4d8/4d6 x2 – 300 lbs. Slashing/Bludgeoning 2 32Colossal III 5,000 gp 8d6/4d8 x2 – 400 lbs. Slashing/Bludgeoning 2 64MASS BORER

Huge 2,000 gp 2d12 x4 – 80 lbs. Piercing 1 4Gargantuan 4,000 gp 3d12 x4 – 130 lbs. Piercing 1 8Colossal 6,000 gp 5d12 x4 – 230 lbs. Piercing 1 16Colossal II 8,000 gp 7d12 x4 – 400 lbs. Piercing 1 32Colossal III 10,000 gp 9d12 x4 – 760 lbs. Piercing 1 64

Page 103: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

102 «2»

MECH BITE

Huge 1,000 gp 2d6 x2 – 80 lbs. Piercing 1 4Gargantuan 2,000 gp 2d8 x2 – 130 lbs. Piercing 1 8Colossal 3,000 gp 4d6 x2 – 230 lbs. Piercing 1 16Colossal II 4,000 gp 4d8 x2 – 400 lbs. Piercing 1 32Colossal III 5,000 gp 8d6 x2 – 760 lbs. Piercing 1 64MECH HAMMER

Huge 120 gp 2d8 x3 – 40 lbs. Bludgeoning 1 4Gargantuan 250 gp 2d12 x3 – 65 lbs. Bludgeoning 1 8Colossal 900 gp 3d12 x3 – 130 lbs. Bludgeoning 1 16Colossal II 2,500 gp 5d12 x3 – 230 lbs. Bludgeoning 1 32Colossal III 5,000 gp 7d12 x3 – 400 lbs. Bludgeoning 1 64MECH SHIELD

Large 30 gp – – – 30 lbs. – 1 2Huge 90 gp – – – 50 lbs. – 1 4Gargantuan 200 gp – – – 85 lbs. – 1 8Colossal 600 gp – – – 160 lbs. – 1 16Colossal II 1800 gp – – – 270 lbs. – 1 32Colossal III 4400 gp – – – 450 lbs. – 1 64NET CANNON

Large 60 gp – – – 20 lbs. – 2 4Huge 180 gp – – – 40 lbs. – 2 4Gargantuan 540 gp – – – 80 lbs. – 2 8Colossal 1,500 gp – – – 150 lbs. – 3 16Colossal II 4,500 gp – – – 300 lbs. – 3 32Colossal III 12,000 gp – – – 500 lbs. – 3 64OOZE LAUNCHER

Large (gray ooze) 5,000 gp 16 or 1d6** – 225 ft. 100 lbs. Acid 1 2Huge (black pudding) 10,000 gp 21 or 2d6** – 300 ft. 200 lbs. Acid 2 4Garg. (elder pudding) 20,000 gp 21 or 3d6** – 400 ft. 250 lbs. Acid 3 8SIEGE SHIELD

Huge 1,000 gp – – – 100 lbs. Armor 1 4Gargantuan 2,000 gp – – – 300 lbs. Armor 1 8Colossal 3,000 gp – – – 400 lbs. Armor 1 16Colossal II 4,000 gp – – – 600 lbs. Armor 1 32Colossal III 5,000 gp – – – 800 lbs. Armor 1 64SLING SAWS

Huge 700 gp 2d6 x3 180 ft. 100 lbs. Slashing 2 4Gargantuan 950 gp 4d6 x3 250 ft. 150 lbs. Slashing 2 8Colossal 1,200 gp 6d6 x3 300 ft. 200 lbs. Slashing 2 16Colossal II 1,600 gp 4d10 x3 350 ft. 250 lbs. Slashing 2 32Colossal III 2,000 gp 5d10 x3 400 ft. 350 lbs. Slashing 2 64SPRINGBOW

Huge 1,500 gp 2d6 x3 60 ft. 200 lbs. Piercing 2 4Gargantuan 2,250 gp 4d6 x3 90 ft. 250 lbs. Piercing 2 8Colossal 3,000 gp 6d6 x3 120 ft. 300 lbs. Piercing 3 16Colossal II 4,200 gp 5d8 x3 180 ft. 350 lbs. Piercing 3 32Colossal III 3,400 gp 6d8 x3 210 ft. 450 lbs. Piercing 3 64* See description.** Damage dealt by an ooze launcher is a fixed number if the target is made of wood or metal, or a die roll if the target is flesh. Stone targets are unaffect-ed by ooze launchers. Once the initial damage is dealt, a live ooze of the appropriate type is on the battlefield at the target’s feet.

TABLE 2-1 CONTINUED: NEW WEAPONS

Page 104: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

103«2»

Against massed infantry, an alchemists' cat-apult can do more damage than a half-dozenregular mech weapons. It is also dangerous tomechs, as its explosive nature and continualburn practically guarantee that every shot willharm enemy constructs. Nobody has yet cre-ated an ethereal alchemists' catapult, butwhoever does could change all the rules ofmech warfare.

An alchemists' catapult does damage asindicated on Table 2-1 when it strikes a target.It also inflicts splash damage to everythingelse within 10 feet. On the round following adirect hit, the same damage is rolled againstthe target. As a full-round action, the targetmay attempt to extinguish the flames beforethis second damage roll. This requires aReflex save (DC 15), so few mechs are capableof it.

The two drawbacks of an alchemists' cata-pult are the cost and the fire hazard. Creatingenough alchemist's fire requires a great dealof gold, as well as one or more competentalchemists. Once it's made, it has to bestored, and mechs are rarely the safest placesto keep delicate ceramics full of flammablegoo. As a rule, the PU for an alchemists' cata-pult includes enough space for 8 of its projec-tiles. Any time the mech pilot has to make aMech Pilot skill check, the mech must alsomake a Reflex save against the same DC orrisk cracking the projectiles and causing anexplosion. If the mech fails any other Reflexsave, it also suffers these effects.

Each projectile has a hardness of 5 and 5 hp,and the jostling of a failedReflex save causes 2d6damage to each one(only one damage roll isrequired for all projec-tiles; it's simplest toassume they are allequally affected). Amech can usually sur-vive one or two suchstumbles, but a pilotcarrying an alchemists'catapult had better beeither skilled or fire-proof. If the projectilesare reduced to 0 orfewer hit points, theyimmediately explode,causing their normaldamage to the interiorof the host mech,bypassing its hardness.

Two storage optionsare available for the

alchemists' catapult projectiles. One allowsextra ammunition to be carried; the otherprovides a fireproof housing that minimizesthe risk of accidental explosion. For an extra1,000 gp, an alchemists' catapult has room tostore an extra 8 units of ammunition. Payingan extra 5,000 gp, as well as taking up an addi-tional 50% of the catapult's PU, will pad andfireproof all ammunition stored with it. Thisoption gives the mech a +8 to all Reflex saves,only for the purpose of avoiding damage tothis ammunition, and reduces the damagecaused by exploding ammunition by half.

Buying new ammunition for an alchemists'catapult costs one quarter the catapult's orig-inal cost for every 8 units.

Kusari-Gama: For centuries, dwarves haverelied on ancestral weapons to do battle.Throughout this time, the hammer, flail, pick,and mailed fist have served as the weapons ofthe race's undeterred determination andsense of honor. But through those centuries,these weapons have become well known, andnow even the youngest goblin knows what toexpect from a hammer-wielding dwarf. Inmodern times, the same can now also be saidof a hammer-wielding mech.

But the advent of mechs and the trend ofsocieties coming together to live within themhas caused a sharing of countless ideas andtraditions. What were once the oldest of toolsand techniques to one race have now becomethe innovations of another, and in few placesis this better seen than in the use of tradition-al human weaponry on dwarf-made mechs.

First implemented by the Irontooth Clans,this new generation of mech blurs the tradi-tion between the most advanced technologyknown to Highpoint and the most ancient ofweaponry. This melding of past and presenthas been so effective that it has given rise to atrend in the creation of new mechs, inspiringsuch mech models as the kusari-gama, theshurikien, and the wakizashi. Thus, althoughan enemy may know how to parry even themost surely swung hammer blow, they are farless likely to be prepared for the swirling bladeand crushing weight of a kusari-gama.

These strange weapons look like haftedscythe blades attached to a heavy chain endingin bulky iron weights. When scaled for use bymechs, the chain and weighted ends alonecould crush a man, while the blade is capableof shearing through even the densest mecharmor.

Kusari-gamas can be used to make one oftwo separate attacks, either a slashing blowwith the bladed end or a bludgeoning attackwith the weighted end. While the slashingattack can be made as a normal melee attack,the attack with the weighted end of the kusari-gama can be made at double the mech's usualreach, as it is thrown and reeled back in onedeadly motion. Trip attacks with the weightedend receive a +2 bonus to attack rolls andopposed trip checks due to the unique natureof the weapon.

Using a kusari-gama requires a crew of atleast two members and a mech that has twoarms to manipulate the dual-ended weapon.

Even mechs that mightbe capable of attack-ing with both endsof a weapon like akusari-gama cannotdo so, as one end ofthe weapon must beheld steady for theother end to be usedeffectively or pulledback.

Mass Borer: Firstcreated by dwarvesoperating in theunderdeep, duringthe time of the firstmech's creation,mass borers wereastonishing toolsthat promised torevolutionize allfuture mining andtunneling opera-tions. Decades later,

Page 105: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

104 «2»the idealized era of great mechsmining all the ore out of theplanet has still not come to pass,but some dwarves remain hope-ful. Despite the fact that theynever reached their expectedusefulness, mass borers are stillused throughout the underdeepand on Highpoint's surface,allowing mechs and the peoplethey support to go almost any-where, from the highest moun-taintop to the deepest cavernfloor.

Mass borers are alwaysmounted on mechs and can drillholes large enough for any mechor creature of the borer's size topass through. This effectivelygives the mech wielding themass borer a burrow speed of1/4th its normal land speed.Being that a mech with a borersmaller than itself can't drill very far (as itwouldn't be able to enter the hole it created),mass borers are always affixed to mechs of thesame size as the drill.

Though unwieldy in battle, these huge drillsdeal great amounts of damage. However,unlike a bore puncher, they are much less flex-ible and require a steady, solid target. Massborers cannot be used to drill holes intomechs, regardless of their size, as even thelargest mech is far too mobile and flexible forit to sufficiently drill through. In game terms,a creature with a speed greater than 0 ft. or aDex greater than 0 cannot be targeted with amass borer.

Mech Bite: If mechs are to be used asweapons, then they must fulfill the purposesweapons are used for: destruction and intimi-dation. Orc mech crafters were the first torealize that modern mechs were not intimidat-ing enough. Obviously a thousand-foot-tallmetal giant bristling with cannons and bladescan send anything smaller than it running forshelter, but it becomes considerably less fear-ful if you are also piloting a metal giant. Thus,drawing on their own savagery and that of themost fearsome natural predators, orc crafts-men created jaws for their mechs that makethem not just deadly, but significantly morethreatening to behold.

Some particularly monstrous mechs havebeen crafted with great gnashing jaws thatfunction just like the maws of some colossalbeast. As a result, these fearful devices arevery effective and are favored weapons of theorcs that created them. Relatively simple to

control, a mech's bite attack requires a largenumber of powerful mechanisms to open andclose it with enough force to bite throughmetal. This relatively simple concept can thusbecome quite costly in its implementation,causing such weapons to see little actual use.

Mech Hammer: It didn't take the ingeniousdwarves long to realize that mechs were per-haps the most versatile tools in all creation.With battle prowess unlike any weapon evercreated before and the ability to augment theskills of their wielders to levels previouslythought attainable only by the gods, mechsbecame the ultimate tools of warfare. But thisalso raised the question of what else mechscould do. With the appropriate accessoriesand knowledgeable pilots, mechs could beused for burrowing, mining, and even creatingnew and better mechs. One of the accessoriesthat allows mechs to serve as more than justkilling machines is the simplest of all toolsscaled to be used by the giant constructs:mech hammers.

Whether as massive tools or battle-readyweapons, many mechs wield great hammers,either hafted and held in the hand or fixeddirectly onto their arms. These stats are forstandard, flat-headed mech hammers, usefulfor both battle and colossal constructiontasks. Variant mech hammers may be morepick-like and deal piercing damage, while oth-ers may be studded with hundreds of smallerspikes or blades. Regardless of how they arecustomized, mech hammers are favored fortheir versatility and are often constructedwith both battle and numerous other tasks inmind.

Mech Shield: The value of amech-sized sword is obvious,but what good is it to give amech a shield? Even the small-est mech has a poor AC, so themarginal benefit from a shielddoesn't make up for the space ituses. However, a skilled opera-tor can use the shield to greateffect against unorthodoxthreats ranging from chain ten-tacles to dragon breath.

The mech shield is a thickmetal or wooden plate, just likea regular shield. Unlike mostmech equipment, it must be thesame size category as the mechholding it to confer any protec-tion. Given its dimensions andthe ponderous speed of amech's arms, it provides lessprotection to its wielder than

the humanoid equivalent. Providedone crew member is controlling it, the shieldgrants its mech a +2 AC bonus.

The shield can be used to deflect manykinds of assault, granting the mech a +4bonus to any Reflex save made against a directattack such as dragon breath. The shield alsogrants a +4 bonus against trip attempts madeby all melee weapons other than flails. If asuccessful trip attempt is made, the mech candrop its shield to avoid the consequences.

Finally, a mech shield can be used to catchand anchor the projectile fired by a chain ten-tacle. If hit by such a weapon, the mech canmake a DC 15 Reflex save, at a special +6bonus (+2 for the shield, and +4 for its bonusto Reflex saves). If successful, the chain ten-tacle has anchored in the shield rather thanthe mech's armor, and the shield can bedropped as a free action to escape this hold.

Anyone (or anything) caught underneath afalling mech shield is at risk of being crushed.Targets three or more sizes smaller than themech must make a Reflex save as if escaping atrample attempt, or suffer damage as if tram-pled by that mech. Larger creatures are unaf-fected. Some shield operators will deliberate-ly drop their cargo on massed enemies below.

Few mechs use shields, but they are invalu-able for escaping capture attempts. TheStenians and Legion both deploy shields toprotect mechs with valuable cargo (or crews),and a handful of independent operators findthem worthwhile, especially if travelingthrough Irontooth territory.

Net Cannon: Another device making use ofsprings, the net cannon fires a tightly com-

Page 106: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

105«2»

pressed metal net at its target. The net bun-dles are held together by an intricate series ofsprings, which release when clear of the bar-rel. The net is the same size category as itslauncher, and it can snare targets within onesize increment of itself. If hit, the target suf-fers the penalties associated with being net-ted: -2 penalty to attack rolls, -4 penalty toDexterity, can only move at half speed, cannotcharge or run.

To escape a net, the target must makeeither an Escape Artist check (DC 20) or aStrength check (DC 20 plus 2 for every sizeincrement of the net past Medium). Nets firedby the net cannon have 15 hp and a hardness of3. They do not have a trailing rope.

This weapon functions as Hudie Toothlessintended, but he found the results disappoint-ing. Mechs and large creatures are at mostinconvenienced by the nets, rather thanimmobilized. He was drawing up plans for netswith magnetized barbs just before leaving tofield-test the weapon one last time.

A functioning net cannon costs approxi-mately the same as a javelin rack of similarsize. A version that immobilized mechs or putthem at risk of tripping would be worth evenmore.

Ooze Launcher: A product of the worldbelow ground, the ooze launcher has a devas-tating effect against most mechs. Wood, iron,and steel dissolve before the attacks of thisunusual weapon, and frequently mech crewsdo too. The ooze launcher utilizes livingammunition - black puddings or gray oozes - toeat away at its targets.

According to legend, this weapon wasdeveloped by the Gearwrights Guildto combat a trio of mechs usedby the savage derro. These sub-terranean madmen had stumbledonto a rich vein of mithral andthe mechs they created from itwere nearly unstoppable.Conventional weapons justbounced off them, and theGearwrights were at a loss.

Then one of their junior mem-bers turned up in an old stone-armored mech, telling of beingchased by an enormous blackpudding. His metal-clad com-panions had fallen to the crea-ture's touch, but his mech resis-ted the ooze's acid. It didn't takelong for the Gearwrights to turnthis story into a functioningweapon system, and the threederro mechs were dispatched in

short order.Or so goes the tale. Whatever the truth of

it, the ooze launcher is an effective andunorthodox anti-mech weapon. It is also diffi-cult to use, and finding the ammunition is anadventure in itself. The traditional version ofthis weapon uses smaller black puddings,which are not uncommon underground. Somemodern iterations instead utilize gray oozes,which are found in cold and damp locationsabove ground.

An ooze launcher is a carefully calibratedthrowing arm with a special dish at the end.The weapon's body is made of stone, keepingit safe from any accidental spills. Its ammuni-tion is living oozes, each one sealed inside aclay or ceramic sphere known as an oozeglobe. These globes are fragile, and the rulesgoverning alchemists' catapults and brokenammunition are used for ooze launchers aswell. They key difference is that the globedoesn't explode - instead it releases a raven-ous creature that dissolves metal and fleshwith abandon.

Ideally, however, this creature will beattacking enemy mechs. The ooze launcher isa delivery system, and everything after itlaunches its ammunition is up to the actionsof the payload. Therefore, the ooze launcherhas been built for maximum range. Ease ofhandling is also a priority, as many crews areskittish about handling live black puddingsregardless of containment.

When an ooze globe strikes a target, it shat-ters and releases the creature, which automat-ically inflicts its acid damage against the tar-get. This makes it devastating against wood

and metal objects (including most mechs),mildly threatening to fleshy ones, and harm-less against stone. Once the ooze is released,it follows its own instincts, which usuallyinclude attacking whatever large thing itsmashed into. A large ooze can inflict a fright-ening amount of damage against a mech, andit also burns holes through a mech's shell thata boarding party can later use. Note that blackpuddings are capable of climbing very quick-ly, and sometimes they scale to the top of amech and dissolve their way down.

Mechs carrying an ooze launcher should beprepared to fire their more conventionalammunition once the ooze is released. Flamenozzles and alchemists' catapults are goodchoices, although the former requires themech to get uncomfortably close to the ooze.Ambitious crews can try to herd the oozesback into confinement, provided they haveempty ooze globes of the appropriate size.

An ooze launcher is assumed to have spacefor 8 units of ammunition in its PU cost; andanother 8 can be stored for an extra 1,000 gp.A secure storage area for ooze globes can beadded at a cost of 5,000 gp; this takes PUequal to 50% the size of the launcher. Thisoption gives the mech a +8 to all Reflex saves,only for the purpose of avoiding damage tothe ooze globes. Buying new ammunition foran ooze launcher costs one quarter the cata-pult's original cost for every 8 units.

Siege Shields: Siege shields have been use-ful equipment for mechs since the earliestdays of the great constructs' use. Essentiallymassive shields built into the arms of a mech,

these huge, thick sheets of metal offer signifi-cant defense to their wielder. Meant

to deflect the attacks of othergiant-sized enemies, the siegeshield offers a considerabledefense. But besides their use asoversized shields for mechs, siegeshields can also be used againstmuch smaller opponents. Craftedto essentially turn mechs intoimpassable walls, these shields canbe interlocked and lowered to theground. Doing so effectively turnsmakes the mech's front face into awall of metal and prevents anycreature or mech incapable ofstepping over it from passingthrough its space. It's this capabil-ity that first gave siege shieldstheir names, as they turn a mechinto a mobile, immovable fortress.

This fortified vision of mechs ismade all the more appropriate as

Page 107: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

106 «2»

many siege shields have a crenellated upperedge or long slits allowing crew members tofire directly through the shield at enemiesbelow. As such, a mech with siege shields doesnot sacrifice any of its firing ports for theadded defense.

Siege shields are only effective when usedin pairs and a single siege shield offers a mechno benefit. Any mech with a pair of siegeshields increases its armor class and hardnessby +2, but must have the payload units to sup-port this equipment. Siege shields are largeand heavy, even for mechs, so those equippedwith them are often heavily armored but poor-ly armed.

As a move action, a mech can lock its siegeshields together and set them against theground. While the mech is set in this way, itcannot move of its own volition (though it canstill be bull rushed or otherwise moved byother mechs), but the squares it occupies arecompletely impassable by creatures unable tostride over them. It's effectively a mobile wall.A mech with siege shields can keep them setfor as long as it wants, although it remainsimmobile during that time. Unsetting thesiege shields requires another move action.

Sling Saws: A new generation of mechs hasseen the rise of a new generation of weapons.While spears and ballistae may have suited theship-to-ship and siege combat of the past, anew era of mechs constructed of ever thicken-ing and more durable metals made the needfor innovative weaponry all the more urgent.Thus, drawing upon the traditional weaponryof many ancient human tribes, the shurikiensof old - bladed metal throwing stars - havebeen augmented in size and design to suit theneeds of far larger throwers. This improve-ment on an ancient idea has led to the elegantand deadly grace of sling saws and their mech-anized launchers.

Sling saws are extremely effective againstmechs and other heavily armored targets. Theyignore the first 4 points of hardness wheninflicting damage.

Like the crew of a ballista, the crew of asling saw launcher must perform two separatetasks: loading the individual sling saw and set-ting the powerful spring-loaded arm. It isimpossible to perform both actions at once. Asling saw with full crew can fire every round.With less than a full crew, reduce the sling sawlauncher's firing rate by one round for everymissing crewmember. For example, a sling sawlauncher missing one crewmember could onlyfire once every other round.

Springbow: This weapon is essentially aphenomenally tight spring in a metal tube. Ashort harpoon-like projectile is loaded into a

socket at the mouth of the tube. When a catchis released, the spring uncoils with viciousspeed and propels the harpoon through what-ever is in its path. A compact steam enginequickly pulls the spring back to its full com-pression, another harpoon is loaded, and theweapon is ready to fire again.

When working properly, the springbow canshoot its missiles through even the thickestmech armor. But if the touchy mechanism getsjammed, or if the engine sputters on just onecylinder, the spring itself can go spinning outthe end of the tube in a tangled stream. Thisrenders the weapon inoperative until areplacement spring can be installed, a processtaking most of an hour.

A springbow ignores the first 10 points ofits target's hardness rating. Each time a spring-bow is fired, one of the weapon's operatorsmust make a Craft (Mechcraft) check againstDC 10 or the weapon malfunctions asdescribed above. The DC increases by 2 if theweapon was fired in the previous round, andthe penalty is cumulative every round. If thespringbow is allowed to rest, the DC drops by2 per round to the minimum of 10.

NEW MAGIC ITEMS

Anchor Feet: These metal mech feet mightseem like a waste of space. While they can

magically adjust to fit any mech from Huge toColossal, they are totally solid, costing 20% ofa mech's base PU to install (1 for Huge, 2 forGargantuan, 4 for Colossal). However, a mechwith anchor feet is remarkably surefooted. AllMech Pilot rolls made to jump, climb, ormaneuver through difficult terrain with thismech receive a +2 skill bonus. Reflex savesreceive a +2 luck bonus as well.

Moderate transmutation; CL 10th; CraftWondrous Item, Combine Spell, freedom ofmovement; Price 16,800 gp.

Boltward: Even the deadliest ballista can failagainst a mech bearing a boltward. This Hugeamulet-like construction is built into themech's torso (taking 4 PU of space), gleamingin a rainbow of hues. Once per day, the mech'spilot can activate the boltward as a standardaction. This gives it the effects of an entropicshield for 6 rounds, protecting against ammuni-tion from any ranged attack up to Colossal IIIin size as well as the usual array of smallerthreats.

Faint abjuration; CL 6th; Craft Wondrous

Item, Combine Spell, entropic shield; Price8,640 gp.

Livemech Talisman: This ornate woodenamulet is carved in the shape of a treelikehumanoid and comes in two sizes. One isappropriate for most humanoid creatures towear, while the other is more suited to a largeogre or even a giant. These are used in theoperation of mechs created by the livemechspell. The smaller one is worn by the individ-ual, while the larger one is worn by (or oftenbuilt into) the mech.

As described in the spell, mechs created inthis fashion will automatically have such a talis-man, and another will be created for ahumanoid pilot at no extra cost. If desired,other livemech talismans can be made for thismech, giving multiple individuals the ability topilot it (although obviously only one personcan do so at a time). These talismans can bemade at any time, but they require uninterrupt-ed access to the mech in question.

No two mechs have the same liveoak talisman,and the smaller talismans only function withthe mech they were keyed to when made.

Moderate enchantment; CL 11th; CraftWondrous Item, livemech, wood shape; Price3,000gp; Weight 1 lb.

Porthole of Clarity: This Large item allowsthe user to extend their senses as if using thespell clairaudience/clairvoyance cast by a 5th-levelcaster. It must be installed on a mech to workproperly, and takes 2 PU of space. Upon speak-ing a command word, the individual activatingthis item can project their senses to a fixedpoint hundreds of feet away. This ability can beused up to 3 times a day.

Aside from the obvious benefits, this canhelp the crew of ranged weaponry (such as cat-apults) fire at distant targets. While the port-hole's user is capable of communicating withsuch a weapon's crew, the weapon gains a +4 toattack, only for purposes of overcoming rangepenalties. Only one weapon can gain this ben-efit per round. On most mechs, the porthole isinstalled near the primary ranged weapon.

Faint divination; CL 7th; Craft WondrousItem, Combine Spell, clairaudience/clairvoyance;Price 27,000 gp.

Spellbinder: Sages of the White Congressonce discovered a way of "imprisoning" anarcane spell, binding it within a physicalobject and allowing it to be cast many timesover without depleting itself. This required avery large binding object - often one largerthan the wizard casting the spell - and drainedthe energy of anyone attempting to use it.Once this knowledge was mastered, it wasfiled away and forgotten in favor of simplerand less harmful magic.

Page 108: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

107«2»

Then the lunardragons came. Theirattacks on the city ofLebra were as viciousas they were con-stant, and the city'sdefenders called onmany obscure piecesof lore in their failedattempts to save theirhome. One thingretrieved from thearchives was thesecret of creatingspellbinders. Two werehurriedly made, andenjoyed some smallsuccess before thefall of Lebra. Thespellbinders them-selves weredestroyed in thisperiod and thedetails of their cre-ation vanished withthe rest of the WhiteCongress, but enough information had beencopied and carried away that new spellbinderscan be made by persistent spellcasters.

This knowledge was of little use at first, asspellbinders are enormous spheres roughly theheight of an elf. Far too bulky to be carried,their only apparent use was siege warfare, andthe few cities that remained had other con-cerns. Then the mechs came. They offeredmobility to the spellbinders and defense to theirusers. A handful of L'arile mechs have experi-mented with them, most notably the village-mech Jeweltree, and other groups are startingto add them to their armament.

A spellbinder can be made of many materials,but wood and metal are most common. It is ahuge hollow sphere, standing 5 to 6 feet talland sealed both physically and magically, withone hand-shaped indentation. All spellbindersare covered with arcane runes; many also haveprecious stones worked into their outer cas-ings. A trained eye can look at these orna-ments and tell (Spellcraft check, DC 15) whatspell the spellbinder contains.

Each spellbinder has a single arcane spellwithin, bound at a level determined by theobject's creator. Almost anyone who placestheir hand in the indentation can cast thespell. This makes them powerful tools indeed.But that power comes with a price. Whoeveruses the spellbinder must sacrifice an arcanespell of their own, and if they don't have anappropriate spell, the orb simply drains their

life energy into itself.Once a living being places its hand (or sim-

ilar appendage) in the indentation, theybecome aware of what spell the spellbindercontains. They do not gain any specific knowl-edge of the spell's mechanics - a spellbinderwith fireball would make its user aware that ithurled explosive globes of fire, but not itsexact range or for how much damage. The userknows that with an act of will they can causethe spellbinder to cast its spell; this is a standardaction that does not provoke an attack ofopportunity. The user selects the spell's tar-get, if any, and makes all other decisionsrequired. Attempts to exceed the spell'sboundaries result in the spellbinder not castingits magic.

Any use, successful or not, cause the spell-binder to take energy from the user. The spell-binder needs power to maintain its trappedspell. Whoever is using it can sacrifice one oftheir own arcane spells to feed it. The spellselected must be of the same level as the spell-binder's bound spell or higher - characterswho memorize spells must give up a memo-rized spell, while those who cast spontaneous-ly give up the use of one spell slot that day.

If the user does not have an appropriatespell available or is simply not a spellcaster,the spellbinder instead drains one of their abili-ties. The effort of powering a spellbinder thisway temporarily drains 1d4-1 points from theuser's Intelligence or Charisma; the ability

affected is the one orig-inally used to cast thebound spell. If this abil-ity drops below 10, thatperson can no longeruse the spellbinder.

Indeed, anyonewhose relevant abilityscore is below 10 can-not use a spellbinder inthe first place.Specialist wizards arealso unable to use spell-binders containingspells from their pro-hibited schools.Creatures without ahand or equivalentappendage cannotaccess the magic withina spellbinder. Otherwise,these spheres are avail-able to anyone with thecourage to use them.

A spellbinder has hard-ness 10 and 20 hp. When

destroyed, a spellbinder releases its spell. If thiswas a targeted spell, it is cast at the individualwho dealt the final blow to it. Other magic dis-sipates harmlessly.

Most arcane spells can be trapped within aspellbinder, but spells with an XP cost cannot.Divine magic cannot be bound this way, as thegods are unwilling to part with a portion oftheir energy in such fashion.

Aura based on trapped spell; CL 15th; CraftWondrous Item, fabricate, permanency, spell tobe bound; Price 20,000 gp multiplied by levelof bound spell; Weight 50 lbs.

Staff of Mechbane: Twisted and rotten, thiswooden staff is decorated with bits of metal -broken plating, discarded pipe, and the like.Instead of a gem, it is topped with some recog-nizable piece of a mech such as a shatteredgear. Larger versions of this staff exist for useby mechs. At any size, it allows use of the fol-lowing spells against mechs of any size:

Bestow malfunction (1 charge)Inflict moderate damage (1 charge)Gearghoul touch (1 charge)Fear (1 charge)Disintegrate (2 charges)Moderate transmutation; CL 11th; Craft

Staff, Combine Spell, bestow malfunction, disinte-grate, fear, gearghoul touch, inflict moderate dam-age; Price 41,250 gp.

Page 109: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

108 «3»

COGLING CRAWLER

Tiny ConstructHit Dice: 1d10 (5 hp)Initiative: +3Speed: 30 ft. (6 squares), climb 20 ft.AC: 17 (+2 size, +3 Dex, +2 natural),

touch 15, flat-footed 14 Base Attack/Grapple: 0/-11Attack: Bite -3 melee (1d3-3 plus disease)Full Attack: Bite -3 melee (1d3-3 plus disease)Space/Reach: 2-1/2 ft./0 ft.Special Attacks: DiseaseSpecial Qualities: Exposed engine, overburnSaves: Fort +0, Ref +4, Will -2

Abilities: Str 5, Dex 16, Con -, Int 2, Wis 6, Cha 1

Environment: Any Organization: Solitary, pair, or gear (3-18)Challenge Rating: 1/8Treasure: NoneAlignment: Always neutralAdvancement: 1/6-1 HD (Tiny), 2-6 HD

(Small), 8-16 (Medium)Level Adjustment: -

This palm-sized creature looks like a lopsidedmechanical cricket with an extra leg. Exposed gears,miniature pistons, and tiny mandibles whir enthusiasti-cally as it pipes a thin trail of white vapor behind it.

DESCRIPTION

Cogling crawlers are the pets and hobbies of

many coglings. The result of the ever-tinker-

ing hands of the gear forest halflings,

crawlers are often the first creations of

young coglings. Treasured by coglings as

other races would a favored pet, the bond is

often even deeper, as a cogling is the owner,

tender, and parent of their crawler. Perhaps

it as a product of this bond, or some other

cogling secret, that gives crawlers their own

unique personalities and minor intelligence.

Crawlers are as varied in their appearance

as the imaginations of their creators, though

fanciful insectoid shapes are most common.

Created from spare or stolen parts from the

surrounding gear forests, crawlers rarely

have a finished or elegant look to them.

Rather, most are in fact ongoing projects of

their creators, causing them to grow as they

age and their parent continues to tinker with

them.

Crawlers can malfunction or, like the ani-

mals they are often constructed to look like,

just wander away. Stray crawlers can be dan-

gerous as, despite their whimsical appear-

ances, they are covered in the filth and sear-

ing grime of their own tiny engines and the

gear forests. Thus, nearly all cogling

crawlers are also carriers of the disease filth

fever.

COMBATCogling crawlers rarely engage in combatunless they are malfunctioning, preferringinstead to dart out of harm's way and hide,like most other unaggressive animals. If cor-nered, though, crawlers will often make asingle bite before again trying to escape.

Disease (Ex): Filth fever-bite, FortitudeDC 10, incubation period 1d3 days, damage1d3 Dex and 1d3 Con. The save DC is

MONSTERSTHE CATASTROPHIC CHANGES AFFECTING

HIGHPOINT HAVE DRAWN NEW DANGERS TO THE

WORLD. WHETHER THEY'RE LUNAR MONSTROSITIES

DROPPING FROM THE SKY, EXTRAPLANAR EVILS LOOK-

ING FOR NEW PLACES TO DOMINATE, OR NEWLY

EVOLVED CREATURES LIVING WITHIN THE CAV-

ERNOUS GEAR FORESTS, THEY'RE A MENACE TO

ADVENTURERS EVERYWHERE. THIS CHAPTER PRESENTS

A VARIETY OF THESE NEW MONSTERS.

TABLE 2-1 SUMMARIZES THE NEW MONSTERS PRE-

SENTED IN THIS AND PREVIOUS DRAGONMECH BOOKS

BY CR AND ENVIRONMENT. THE TABLE IS SORTED BY

CR. THE ABBREVIATIONS FOR SOURCE ARE DM

(DRAGONMECH RULE BOOK), SQ (THE SHARDSFALL

QUEST), AND MM (MECH MANUAL).

TABLE 3-1: MONSTERS BY CR AND ENVIRONMENTMonster Environment CR Source

Cogling crawler Gear forests 1/8 MM

Crumble bug Mechs or any land 1/8 DM

Nanite Lunar or meteors 1/4 SQ

Slathem Any land or water 1/3 DM

Cogling warrior Gear forests 1/2 DM

Warder (clockwork puppet) Mechs or any land 1/2 DM

Grease lizard Gear forests 1 DM

Iron shambler Any land or underground 1 DM

Lunar elemental, small Lunar or meteors 1 SQ

Page 110: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

109«3»

Shocker (clockwork puppet) Mechs or any land 1 DM

Smoking skeleton Any 1 DM

Smoking zombie Any 1 DM

Trak trak Any civilized 1 DM

Ferrovore (template) Mechs or underground +1/+2 SQ

Dronog, unpossessed Any land or lunar 2 DM

Ferrous cube Mechs or underground 2 MM

Lunar skinstealer Any land or lunar 2 DM

Scalded (template) Any +2 MM

Cogling coglayer Gear forests 3 DM

Cogling crawler swarm Gear forests 3 MM

Dusk devil, Stavian Endless Plains 3 DM

Grease lizard, dire Gear forests 3 DM

Lunar elemental, medium Lunar or meteors 3 SQ

Meat rack Any 3 DM

Nanite swarm Lunar or meteors 3 SQ

Spawn of Seroficitacit, young Lunar or meteors 3 SQ

Tortog Any land or underground 3 DM

Ygapmpo Any 3 MM

Deep diver (giant worm) Any land or underground 4 DM

Dronog, possessed Any land or lunar 4 DM

Shaker (giant worm) Any land or underground 4 DM

Skelth Warm plains or gear forest 4 MM

Worm, giant Any land or underground 4 DM

Cogling clockwork ranger Gear forests 5 DM

Dragon, lunar, wyrmling Any land or lunar 5 DM

Goiem (grime devil) Any 5 MM

Lunar elemental, large Lunar or meteors 5 SQ

Spawn of Seroficitacit, elder Lunar or meteors 5 SQ

Forestrati Forest 6 DM

Dragon, lunar, very young Any land or lunar 7 DM

Dusk devil, true Endless Plains 7 DM

Haireisthai (heretic devil) Any 7 MM

Oil nymph Gear forests 7 MM

Dragon, lunar, young Any land or lunar 9 DM

Stygian horror Underground 10 MM

Dragon, lunar, juvenile Any land or lunar 11 DM

Hellborg Any 12 MM

Lunar giant Temperate hills 12 MM

Dragon, lunar, young adult Any land or lunar 14 DM

Lunar giant (under full moon) Temperate hills 14 MM

Ygapmpo devourer Any 15 MM

Dragon, lunar, ancient Any land or lunar 16 DM

Dragon, lunar, mature adult Any land or lunar 19 DM

Dragon, lunar, old Any land or lunar 21 DM

Dragon, lunar, very old Any land or lunar 22 DM

Dragon, lunar, ancient Any land or lunar 24 DM

Dragon, lunar, wyrm Any land or lunar 25 DM

Dragon, lunar, great wyrm Any land or lunar 27 DM

TABLE 3-1 CONTINUED: MONSTERS BY CR AND ENVIRONMENT

Page 111: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

110 «3»

Constitution-based, and thusdoes not change as crawlersadvance.

Exposed Engine (Ex): Mostcogling crawlers do not havecoverings to conceal or protectthe hot moving parts insidethem. Any creature thatattempts to grapple a coglingcrawler or pick up one that doesnot wish to be touched mustmake a DC 13 Reflex save or suf-fer 1d4 fire damage. The save DCis Dexterity-based.

Overburn (Ex): Once per day,a cogling crawler may overexertits engines, granting it +4Strength and +4 Dexterity for 1minute. After this time, thecrawler takes 1d4 damage and itsability scores return to normal.Damage caused by this overexer-tion cannot reduce the crawler's hitpoints below 1.

Skills: Cogling crawlers have a +8 bonus onHide checks (in addition to their +8 sizebonus) made within gear forests, junkyards, orother areas predominantly filled with metal.Anytime a crawler is not moving in a gear for-est, it is considered to be hiding.

COGLING CRAWLERS ASFAMILIARS

The specialist wizards called constructorsrarely summon familiars. Though they wouldgain just as much benefit from having anarcane ally as any other wizard, no living crea-ture seems to suit their analytical minds andlove of engineering. This, combined with ani-mals' all-too-common propensity for becom-ing messily caught within the gears of theirmaster's latest work, makes having a normal,living familiar a less than appealing choice. Torectify this problem, some clever cogling dis-covered a way to bind cogling crawlers to amaster, just as a familiar.

Any constructor, or cogling of any class thatcan call for a familiar, can summon a coglingcrawler. Once summoned, the cogling crawleris treated just as any normal familiar, offeringits master the same benefits and advancing as anormal familiar, just as if it were a living crea-ture. A wizard or sorcerer with a coglingcrawler as a familiar gains a +3 bonus onDisable Device checks.

COGLING CRAWLER

SWARM

Tiny Construct (Swarm)Hit Dice: 6d10 (33 hp)Initiative: +3Speed: 30 ft. (6 squares), climb 20 ft.AC: 17 (+2 size, +3 Dex, +2 natural), touch

15, flat-footed 14Base Attack/Grapple: +5/-Attack: Swarm (2d6 plus disease)Full Attack: Swarm (2d6 plus disease)Space/Reach: 10 ft./0 ft.Special Attacks: Disease, distractionSpecial Qualities: Exposed engine, half dam

age from slashing and piercing, low-light vision, overburn, swarm traits

Saves: Fort +2, Ref +6, Will 0Abilities: Str 5, Dex 16, Con -, Int 2, Wis 6,

Cha 1Environment: AnyOrganization: Solitary or machine (2-12)Challenge Rating: 3Treasure: NoneAlignment: Always neutralAdvancement: NoneLevel Adjustment: -

A vast segment of the machines here look to be inmotion with thousands of miniscule parts. As you lookcloser, though, you can see that it is rather dozens anddozens of tiny metallic insects, swarming over themachinery.

DESCRIPTIONA cogling crawler swarm is made up ofdozens of disowned, stray, or malfunc-tioning crawlers. Often, if a coglingpopulation is displaced or exterminat-ed, their remaining crawlers will goferal and attack those that removedtheir creators, becoming a far greaterthreat than the halflings ever were.

COMBATSwarms of cogling crawlers commonlywander gear forests, seeking coglingsto take care of them. However, theyperceive all other races as threats andwill surround and attack them on sight.A swarm deals 2d6 points of damage toany creature whose space it occupies atthe end of its move.

Distraction (Ex): Any living creaturethat begins its turn with a cogling crawler

swarm in its space must succeed on a DC 10Fortitude save or be nauseated for 1 round.The save DC is Constitution-based.

Disease (Ex): Filth fever-bite, Fortitude DC13, incubation period 1d3 days, damage 1d3Dex and 1d3 Con. The save DC isConstitution-based.

Exposed Engine (Ex): Most coglingcrawlers do not have coverings to conceal orprotect the hot moving parts inside them. Anycreature that attempts to grapple a coglingcrawler or pick up one that does not wish to betouched, must make a DC 13 Reflex save orsuffer 1d4 fire damage. The save DC isDexterity-based.

Overburn (Ex): Once per day a coglingcrawler swarm may, as one, overexert itsengines, granting the swarm +8 Strength and+8 Dexterity for 1 minute. After this time, theswarm takes 2d8 damage and its ability scoresreturn to normal. Damage caused by thisoverexertion cannot reduce the swarm's hitpoints below 1.

Skills: A cogling crawler swarm gains a +8bonus on Hide checks (in addition to their +8size bonus) made within gear forests, junk-yards, or other areas predominately filled withmetal. Anytime the swarm is not moving in agear forest, it is considered to be hiding.

Page 112: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

111«3»

DEMON, HELLBORG

Large Outsider (Evil)Hit Dice: 11d8 +77 (126)Initiative: +5Speed: 40 ft. (8 squares), climb 20 ft. AC: 26 (-1 size, +4 Dex, +13 natural), touch

13, flat-footed 22Base Attack/Grapple: +11/+15Attack: Chattersword +18 melee

(2d6+1d3+6/x3)Full Attack: Chattersword +18 melee

(2d6+1d3+6/x3) and wire lash +15 melee (2d4+3/19-20) and 4 claws +13 melee (1d6+3)

Space/Reach: 10 ft./10 ft.Special Attacks: Constrict, flame burst,

improved grappleSpecial Qualities: Damage reduction 10/cold

iron or good, darkvision 60 ft., fuse with mech, immunity to fire and poison, resistance to acid 10 and cold 10, spell resistance 22

Saves: Fort +14, Ref +12, Will +9Abilities: Str 23, Dex 20, Con 24, Int 12, Wis

14, Cha 11Skills: Climb +28, Craft (blacksmithing) +15,

Craft (mechcraft) +15, Disable Device +19, Hide +5*, Intimidate +14, Jump +24, Knowledge (mechs) +15, Knowledge (steam engines) +15, Listen +2, Mech Pilot +19, Move Silently +5*, Open Lock +19, Spot +2, Tumble +19

Feats: Dodge, Mobility, Multiattack, Weapon Focus (chattersword)

Environment: AnyOrganization: SolitaryChallenge Rating: 12Treasure: StandardAlignment: Always neutral evilAdvancement: 12-20 (Large), 21-30 (Huge),

31-36 (Gargantuan)Level Adjustment: -

The creature that rises before you is a nightmare offire-blasted metal fused to tortured flesh. Toweringon six, robotic spider legs, tangles of tubes and wiresconnect a quadriplegic humanoid body to cyberneticappendages that are merely whirring blades andsnapping whiplike wires. Though the face of the crea-ture looks like a horrified, screaming elf, you can seefrom the gears in its eyes that it is only skin stretchedover machinery.

DESCRIPTIONAs mortal technology advances, so do theirnightmares. Hellborgs are the lower planarmanifestation of machines dominating mor-tals. The incarnation of a fear that has longbeen held by elves, even before the lunar rain

and creation of mechs, these demons wererare, weak things. But with the spread of suchfears to all the races of Highpoint, hellborgshave increased in number and power.

Despite their name, hellborgs are demons,and like all demons are embodiments ofdestruction. They appear as appendage-lesselves with tubes and wires woven in grotesquenetworks through their bodies. Where theirarms should be are long, robotic limbs endingin either a lash of wires or a buzzing chatter-sword. Below, the body's torso spits intoflayed ribbons, from which jut six multi-joint-ed, bladed, mechanical legs.

Hellborgs are most often found in the gearforests of city mechs carrying practitioners ofdark arts, or in ruins bound as guardians ofancient technologies. Hellborgs speakAbyssal.

COMBATHellborgs hate all life and savagely seek todestroy any creatures they encounter.Commonly they hide among the gears andscrap of working gear forests, meddling withand destroying the machines only to attractengineers to feast upon and use as gory deco-rations for their metallic domains.

More rarely, a hellborg left in an abandonedmech, or one whose crew it has exterminated,can take control of the mech much like anassimilated steamborg.

Flame Burst (Su): Three times per day, ahellborg can cause its demonic engines toflare with unholy fire. When it uses this abili-ty, all creatures within 20 feet of the hellborgmust make a DC 22 Reflex save or suffer 6d8damage, which is treated as being both fireand unholy damage. Creatures that make theirsaving throw suffer only half damage. The save

Page 113: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

112 «3»

DC is Constitution-based.In addition to the damage from the initial

burst, this ability bathes the hellborg in wavesof flame. For 1d4+1 rounds after using thisability, all of the hellborg's attacks deal anadditional 1d8 fire damage.

Improved Grab (Ex): To use this ability, thehellborg must hit with its wire lash attack. Itcan then attempt to start a grapple as a freeaction without provoking an attack of oppor-tunity. If it wins the grapple check, it estab-lishes a hold and can constrict.

Constrict (Ex): A hellborg deals automaticwire lash damage with a successful grapplecheck. While grappled, the target is flat-foot-ed and the hellborg may attack the target withits other weapons.

Fuse With Mech: By spending one uninter-rupted hour on the bridge of a clockwork,manpowered, or steam-powered mech, a hell-borg may fuse with the mech's controls, muchlike an assimilated with the wired, perfectknowledge, and assimilated abilities. Byinstalling itself into the controls, the hellborggains complete control of the mech, essential-ly taking on the mech as its new body with itsdemonic form being the brain. Whileinstalled, the hellborg can operate every sys-tem and weapon on the mech, regardless ofcrew requirements, using its own abilities andskills. While fused with a mech, the hellborgreceives the Mech Fu feat.

A mech fused with a hellborg also physical-ly changes, gaining the combat spikes trait, ifit did not already have it, as its form warps tomatch its demonic controller.

The only way to regain control of a mechfused to a hellborg is for the demon to releasecontrol, either willingly or by destroying it. Asa full-round action, a hellborg may disjoin orrejoin a mech it has previously fused with.However, even after disjoining from a mech,the mech's controls are damaged to a pointwhere only an assimilated can control themech. Repairing a mech that was fused with ahellborg costs 10% of the mech's base cost.And even after repairing the mech, the combatspikes created by the hellborg remain.

Skills: *Hellborgs gain a +8 bonus on Hideand Move Silently checks made within gearforests, junkyards, or other areas predomi-nately filled with metal.

DEVIL, GOIEM (GRIME

DEVIL)Medium Outsider (Devil, Evil, Extraplanar,Lawful)

Hit Dice: 5d8+20 (42 hp)Initiative: -1Speed: 10 ft. (2 squares), fly 20 ft. (clumsy)AC: 18 (-1 Dex, +9 natural), touch 18, flat-

footed 18Base Attack/Grapple: 5/-1Attack: Spittle +5 ranged (1d6 plus disease) or

slam +4 melee (1d3-2 plus disease) Full Attack: Spittle +5 ranged (1d6 plus

disease) or slam +4 melee (1d3-2 plus disease)

Space/Reach: 2-1/2 ft./2-1/2 ft.Special Attacks: DiseaseSpecial Qualities: Darkvision 60 ft., detect

thoughts, immunity to fire and poison, resistance to acid 10, see in darkness, stench, spell-like abilities, true seeing

Saves: Fort +8, Ref +3, Will +10Abilities: Str 6, Dex 8, Con 18, Int 19, Wis 22,

Cha 16Skills: Appraise +7, Bluff +10, Diplomacy

+14, Gather Information +12, Intimidate +9, Knowledge (arcana) +11, Knowledge (local) +11, Knowledge (the planes) +11 Knowledge (religion) +11, Listen +15, Move Silently +1, Perform +10, Search +6, Sense Motive +13, Spellcraft +13, Spot +16

Feats: Alertness, Point Blank ShotEnvironment: Any

Organization: SolitaryChallenge Rating: 5Treasure: StandardAlignment: Always lawful evilAdvancement: 6-8 (Small), 9-17 (Medium)Level Adjustment: -

A grotesque creature reclines before you, awash ina puddle of its own filth. Bloated to a grossly obesesize for its small frame, this creature has a roundsickly purple body with undersized, seemingly uselesslegs and arms. Lolling atop its highest rolls of veinyfat is an oversized head like a gigantic fly's.

DESCRIPTIONWith the distraction of Highpoint's mortalpantheon and the lack of divine attention toworldly matters, weaker creatures that mightnot normally be able to reach the MaterialPlane are showing up - and thriving. The peo-ple's faltering faith makes them all the moresusceptible to false gods and oracles. One ofthe creatures that exults in taking advantageof that faithlessness is the goiem, or grimedevil.

Goiem serve an odd role as jesters andwatchdogs in hell. In a place where one's mostpersonal and private longings can be unwill-ingly and publicly announced, goiems' powersof insight make them favored entertainers.

Grotesque even to other devils, goiemshave a form like an enormous fly given a use-less humanoid body. Covered in the spiky hairand filth of such creatures, these devils subsiston the favor of more powerful creatures. With

Page 114: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

113«3»

obscenely corpulent bodies and innate lazi-ness, Goiems rarely move, a feat they rarelyhave to perform in hellish courts.

On the mortal plane, though, Goiems findthemselves with a freedom unknown on theirhome plane. They attempt to press weak mor-tals into their service, making themselves themasters of mock courts, giving themselves thefalse prestige they never knew at home. Withtheir magnetic charisma, powers of sight,knowledge of what their servants are thinking,they often bluff lesser races into thinkingthem prophets and oracles. The facades usual-ly end in their servants being scared away orkilled by their foul planar filth.

Goiems speak Abyssal, Celestial, Common,Draconic, and Infernal.

COMBATGoiem are pathetic creatures in combat andwill use all their glibness to try and talk theirway out of a fight. If forced into a battle, theymay attempt to spit at an enemy before usingtheir spell-like abilities to escape.

Disease (Ex): Demon fever-spittle andslam, Fortitude DC 16, incubation period 1day, damage 1d6 Con. Each day after the first,on a failed save, an afflicted creature mustimmediately succeed on another DC 18Fortitude save or take 1 point of Constitutiondrain. The save DC is Constitution-based.

Stench (Ex): A goiem rarely moves, causingthe filth it secretes to build up and fester uponits very body. Any living creature (exceptother devils) within 10 feet must succeed on aDC 16 Fortitude save or be nauseated for aslong as it remains within the affected area andfor 1d4 rounds afterward. Creatures that suc-cessfully save are sickened for as long as theyremain in the area. A creature that successful-ly saves cannot be affected again by the samegoiem's stench for 24 hours. A delay poison orneutralize poison spell removes either condi-tion from one creature. Creatures that haveimmunity to poison are unaffected, and crea-tures resistant to poison receive their normalbonus on their saving throws. The save DC isConstitution-based.

Detect Thoughts (Su): A goiem can contin-uously use detect thoughts as the spell (casterlevel 18th; Will DC 16 negates). It can suppressor resume this ability as a free action. The saveDC is Charisma-based.

True Seeing (Su): Goiem continuously usetrue seeing as the spell (caster level 14th).

DEVIL,

HAIREISTHAI

(HERETIC DEVIL)Medium Outsider (Devil, Evil,Extraplanar, Lawful)Hit Dice: 7d8 +24 (55 hp)Initiative: +5Speed: 40 (8 squares)AC: 23 (+5 Dex, +8 natural), touch

15, flat-footed 18Base Attack/Grapple: +8/+12Attack: +1 keen kukri +15 melee

(1d4+4/15-20 plus poison)Full Attack: +1 keen kukri +15

melee (1d4+4/15-20 plus poison) and stinger +7 (1d2 plus poison)

Space/Reach: 5 ft./5 ft.Special Attacks: Poison, sneak

attack, summon devilSpecial Qualities: Damage reduc

tion 5/good, darkvision 60 ft., fearful visage, immunity to fire and poison, resistance to acid 10, see in darkness, spell-like abilities, spell resistance 18, telepathy 100 ft.

Saves: Fort +8, Ref +10, Will +10Abilities: Str 18, Dex 21, Con 17, Int 24,

Wis 20, Cha 19Skills: Appraise +11, Balance +13, Bluff

+14, Climb +6, Diplomacy +14, Disable Device +13. Disguise +14, Escape Artist +9, Forgery +11, Gather Information +12, Hide +13, Intimidate +8, Jump +6, Knowledge (history) +9, Knowledge (religion) +19, Listen +9, Move Silently +11, Open Locks +7, Sense Motive +11, Sleight of Hand +9, Spot +14, Swim +6, Tumble +13

Feats: Quick Draw, Weapon Finesse, Weapon Focus (kukri)

Environment: AnyOrganization: SolitaryChallenge Rating: 7Treasure: StandardAlignment: Always lawful evilAdvancement: 8-17 HD (Medium)Level Adjustment: +6

A finely dressed man stands before you, hishead covered by a light cloak embroidered withgold thread. The lower half of his face is con-cealed by a richly dyed scarf, but even this does-n't hide his delicate features and piercing emer-ald eyes.

DESCRIPTIONHaireisthai are ambassadors to those soon tobe damned. Rarely do these effete devils leavetheir palatial hellish courts, preferring to lazeaway in the luxury afforded to the exquisitelydamned. Only the opportunity to propagatemagnificently elaborate and destructive liesdraws them forth, and few opportunities havedrawn them in such force as the current situa-tion on Highpoint.

At first glance, haireisthai can easily pass aselves or exceptionally graceful humans. Theyare always male. With the sleek forms ofdancers, these humanoid demons have excep-tionally attractive features and can alter theirappearance to appear as a race's ideal of phys-ical perfection. In fact, the only features thatare common between these devils are theirclothing. All haireisthai dress in to the heightof fashion, but never gaudily, and are neverseen without hooded garb and long scarves ofthe finest materials, both of which they weartightly wound to cover their mouths and theback of their heads. Haireisthai dress in thisway to hide the only two deformities thatmark them as infernal creatures. Allhaireisthai actually have two faces, the beau-tiful one they present to those they deal with,and a tormented version of the same face onthe back of their head, covered in weepingblisters and wounds and cracked with poisonfilled veins. Also, hidden behind their

Page 115: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

114 «3»

scarves, haireisthai have no tongue in theirfrontal face; instead, a tightly coiled scorpionstinger enunciates each of the demon's honey-coated words.

Currently, haireisthai on Highpoint work toinfiltrate the various, secluded societies andcity-mechs scattered across the world. Oncethe populace has become acclimated to theirpresence, they begin amassing followers,preaching a doctrine of self-fulfillment andachievement, promising to show common folkhow to inspire to metaphorical "godhood." Alla simple person has to do is cast off the chainsof the failing, mythical, or quite possibly deaddeities they once worshipped. Though theirpromises are nothing but the lies of a corruptcharlatan, the devils lead their flock in a false-ly comforting new belief that has themrenounce their deity and ensure this damna-tion. A haireisthai's followers don't even knowthe grievousness of their sins until they die,making their eternity serving as slaves to thehaireisthai all the more tormenting.

Haireisthai speak Celestial, Common,Dwarven, Elven, Infernal, and Orc.

COMBATHaireisthai abhor physical combat, especiallywhen they've recruited servants and foolishdupes just for protection. If forced to fight,they will use their spell-like abilities in anattempt to flee. If retreat is impossible or ifthey are not within view of their flock, theywill try to surprise opponents with their sneakattack, stinger attack, or fearful visage attacks.Just for such cases, all haireisthai carry withthem a +1 keen kukri.

Poison (Ex): A Haireisthai's tongue-stingersecretes the same venom as a monstrous scor-pion, which it also slathers over its kukri. Anycreature damaged by the devil's kukri orstinger must make a DC 16 Fortitude save orsuffer 1d4 initial and secondary Constitutiondamage. The save DC is Constitution-based.

Sneak Attack (Ex): A haireisthai can make asneak attack like a rogue, dealing an extra 2d6points of damage whenever a foe is denied hisDexterity bonus, or when the haireisthai isflanking.

Stinger (Ex): Hidden beneath their scarves,all haireisthai have a bloated scorpion stingerin their mouths. These stingers can uncoil andstrike at a range of 10 feet, giving the devilreach only if it is unmasked, and deal 1d2 dam-age, plus poison, on a successful attack.

Summon Devil (Sp): Once per day, ahaireisthai can attempt to summon 1d4 beard-ed devils or 1d2 chain devils with a 50% chance

of success. This ability is the equivalent of a3rd-level spell.

Fearful Visage (Su): Any who view the rear,horrible face of a haireisthai without its hoodmust succeed at a DC 16 Will save or be affect-ed as though by a fear spell (caster level 10th).A creature that successfully saves cannot beaffected again by the same haireisthai's visagefor the next 24 hours. Other devils areimmune to the visage. The save DC isCharisma-based.

Spell-like Abilities: At will- alter self, charmperson (DC 18), detect thoughts, disguise self, expe-ditious retreat, levitate, minor image, misdirection,obscuring mist, spider climb, touch of idiocy (DC19), unseen servant. Caster level 10. The saveDCs are Intelligence-based.

FERROUS CUBE

Large Ooze

Hit Dice: 2d10Initiative: -5Speed: 20 ft. (4 squares), climb 20 ft.AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 4Base Attack/Grapple: +1/+5Attack: Slam +0 melee (1d6 plus 1d6 oxidizing

acid)Full Attack: Slam +0 melee (1d6 plus 1d6 oxi

dizing acid)Space/Reach: 10 ft./10 ft.Special Attacks: Oxidizing acid, engulf,

paralysisSpecial Qualities: Blindsight 30 ft., vulnerable

to electricity, ooze traitsSaves: Fort +8 , Ref -5, Will -5Abilities: Str 10, Dex 1, Con 20, Int -, Wis 1,

Cha 1Skills: Hide -10*Feats: -Environment: Mechs, ruins, undergroundOrganization: Solitary or cluster (2-5)Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: 3 HD (Large), 4-12 HD (Huge),

13-24 HD (Gargantuan)Level Adjustment: -

The spongy, rectangular shape before you is themetallic blue color of steel covered in oily residue,but quivers slightly as if were a semi-solid.Protruding from its otherwise smooth surface youcan see rods, gears, and other metallic debris, all of itbadly rusted.

HIGHPOINT, A WORLD

TO BE CLAIMED

While ancient enemies muster their forcesbelow the earth and more and more ter-

rible lunar threats rain down from the sky night-ly, Highpoint is a world besieged on all sides.But what few realize is that a more subtle war isgoing on around them, a war taking place inevery town and city-mech, a war for the souls ofHighpoint's mortals.

Threatened on more than merely physicalfronts, the populations of Highpoint are beinginfiltrated by a vanguard of extraplanar crea-tures, outsiders to this plane from realms thatare home to gods and unimaginable beings.While the gods of Highpoint are distracted,their protection of their world has waned, ashas the faith of their followers. Many previous-ly devout mortals, tired of constantly defendingagainst the lunar menance, have suffered crisesof faith or, in some cases, have forsaken theirbeliefs all together. These circumstances havemade Highpoint vulnerable, allowing influ-ences from throughout the planes to ply theirunknowable wills and unspeakable plots uponthe defenseless world.

The first threats to take advantage ofHighpoint's vulnerability are demons. Withoutthe warnings of their deities or their full powers,the holy defenders that once watched andwarded against demonic invasion have beenrendered blind. Though the hordes of the Abysslack the organization to threaten Highpoint enmasse, encounters with these evil outsidershave become all the more regular. Ancientthreats, locked away by the powers of the gods,find the strength of their bonds waning.Highpoint's holy warriors, now weakened, findthe threats they face growing in number andpower.

Perhaps even more fearful than the threat ofdemonic uprising is the subversive vanguard ofdevils currently insinuating themselves amongthe peoples of Highpoint. Disguised as mor-tals, these creatures feed on the doubt and anx-iety caused by the distance of the gods.Offering unholy succor, many of these devilshave moved to fill the voids left by the gods,offering dreams of self-empowerment, lust,and vice. Subtly corrupting those that listen totheir perverse preachings, the hellspawn workto weaken the moral fiber of the societies theyinfiltrate, slowly tainting them so they won'teven notice when they succumb to completedepredation.

An oft-unconsidered force also has begunworking on Highpoint: the angelic host.

Page 116: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

115«3»

DESCRIPTIONA ferrous cube is a mindless ooze that con-sumes metal by rusting it and absorbing therust. Ferrous cubes are a terrible danger tocity-mechs. Their touch induces rust rapidly,but the ooze takes weeks (or longer) to digestthe rust. Because they digest their meals soslowly, it may take an ooze several months tocause enough damage to a gear forest that itspresence is detected.

COMBATFerrous cubes attack creatures that disturbthem or their surroundings. They also attackcreatures bearing pure metals, which is a cat-egory into which most adventurers fall.

A ferrous cube commonly attacks by hidingand engulfing creatures that don't recognizeit for the threat it is. Though it is capable ofstriking with a pseudopod, it usually engulfsfoes.

Oxidizing Acid (Ex): A ferrous cube's aciddoes not harm wood or stone, but it causes1d6 damage to other substances (includingflesh) and instantly rusts metal. Magic metalitems receive a DC 21 Reflex saving throw toavoid rusting. The save DC is Constitution-based.

Engulf (Ex): Although it moves slowly, aferrous cube can simply mow down Mediumor smaller creatures as a standard action. Itcannot make a slam attack during a round inwhich it engulfs. The ferrous cube merely hasto move over the opponents, affecting asmany as it can cover. Opponents can make

attacks of opportunity against the cube, but ifthey do so, they are not entitled to a savingthrow. Those who do not attempt attacks ofopportunity must succeed on a DC 12 Reflexsave or be engulfed; on a success, they arepushed back or aside (opponent's choice) asthe cube moves forward. Engulfed creaturesare subject to the cube's paralysis and acid,and are considered to be grappled andtrapped within its body. The save DC isStrength-based.

Paralysis (Ex): A ferrous cube secretes ananesthetizing slime. A target hit by a cube'smelee or engulf attack must succeed on a DC21 Fortitude save or be paralyzed for 1d6rounds. The cube can automatically engulf aparalyzed opponent. The save DC isConstitution-based.

Vulnerability to Electricity (Ex): Ferrouscubes take double damage from electricity-based attacks.

Skills: *Ferrous cubes receive a +20 bonuson Hide checks made within gear forests,junkyards, or other areas predominately filledwith metal (not reflected in the stats above).

GIANT, LUNAR

Huge Giant (Lunar)Hit Dice: 18d8+162 (243 hp)Initiative: +1Speed: 50 ft.Armor Class: 24 (-2 size, +1 Dex, +15

natural), touch 9, flat-footed 23

At the behest of their divine masters,they work to reshape Highpoint, bringing its

people into a new age of peace and enlighten-ment. However, without deities to control theirgood works, the zealousness of some angelsborders on excess and robs their supposedbenefactors of their free will. Thus, hosts ofradiant outsiders have also begun to influencethe people of Highpoint, pushing toward afuture of mind-numbing simplicity and peacethat they can't realize some mortals don'tdesire.

Although each of these groups of extrapla-nar interlopers has its own agendas, they doshare one goal: the salvation or damnation ofsouls. With the influence of Highpoint's godsweakened, the world's mortals are ripe to besnatched away from the service of their formerdeities and brought directly into the ranks ofother planar powers. If they can be made to for-sake their weakened gods, then demons, devils,and angels alike have the opportunity to bringthe souls of an entire unclaimed mortal worldinto their ranks, an event that could tip the bal-ance of planar dominance.

Besides these three great planar forces, sev-eral other influences have begun working uponHighpoint. Strange and warlike humanoids fromthe Astral Plane have taken the first stepstoward establishing bases and staging groundsupon Highpoint. The reason for this incursion isunknown, but many dragons throughout theworld have answered their call and some of themost knowledgeable and deadly creatures ofthe underdeep have redoubled their defensesagainst this threat.

Aliens from beyond the planes have alsobegun prodding this weakened world.Inscrutable, indescribable creatures of madnessand terror, these beings have slipped throughthe layers of reality and have found no wardenson Highpoint to force them back. Thus, a slowseep of other-dimensional insanity has begun topermeate Highpoint.

On the other hand, there are guardians oforder and balance that would be affronted tosee Highpoint fall. Mechanized outsiders anddefenders of some unknowable planar equilib-rium, these creatures have moved to guardHighpoint until its true defenders can regaincontrol of the planet or new gods take control.These defenders have little care for the deal-ings of mortals or the lunar threat, working onlyto prevent any other extraplanar force fromgaining purchase. Though perhaps Highpoint'sgreatest allies at the moment, these beings alsocare the least about the mortals caught amid

their world's divine and planar struggle.

Page 117: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

116 «3»

Base Attack/Grapple: +14/+36Attack: Two-handed club +28 melee

(3d6+21) or claw +28 melee (1d8+14 plus poison) or rock +15 ranged (2d8+14)

Full Attack: Two-handed club +28/+23/+18 melee (3d6+21) or 2 claws +28 melee (1d8+14 plus poison) or rock +15 ranged (2d8+14)

Space/Reach: 15 ft./15 ft.Special Attacks: Poison spray, rock

throwingSpecial Qualities: Immunity to

poison, lowlight vision, lunar powers, lunar traits, rock catching

Saves: Fort +20, Ref +9, Will +8Abilities: Str 38, Dex 12, Con 28, Int

10, Wis 14, Cha 14Skills: Climb +25, Intimidate +12,

Jump +24, Spot +13Feats: Awesome Blow, Cleave,

Great Cleave, Improved Bull Rush, Improved Overrun, Lightning Reflexes, Power Attack

Environment: Temperate hillsOrganization: Solitary or gang (3-6)Challenge Rating: 12 (14 under a full

moon)Treasure: No coins; double goods, 50% itemsAlignment: Usually lawful evilAdvancement: By character classLevel Adjustment: -

This towering humanoid stands over 20 feet tall.It has a lumpy body with loose-limbed arms and legs,with a neckless mound of a head featuring saucer-like eyes, a slitted nose, and a thick mane of blackhair. Its skin is the greyish-white color of the moon,and it holds a huge club in both hands.

DESCRIPTIONBizarre and terrifying, lunar giants are among themoon's most feared children. As with dragons,lunar giants are usually larger and stronger thantheir earth-born equivalents. They also possesspowers that apparently derive from the moonitself, as they wax and wane with the moon's pres-ence in the sky. Whether they are powerful lunarelementals or simply dangerous titans, thesecreatures are feared wherever they go.

A lunar giant looks somewhat like a child'sdrawing standing 20 feet tall. It has a lumpy bodywith loose-limbed arms and legs, with a necklessmound of a head. Its saucer-like eyes and slittednose add to the rough appearance. Some lunargiants even have short, thick tails that apparentlyhelp them balance. Their skins are uniformly the

greyish-white color of the moon, and almost allof them have thick manes of black hair.

This alien frame also houses a great deal ofpower. Lunar giants are immensely strong, rou-tinely uprooting old growth trees to use as two-handed clubs. Each of their limbs has an extrajoint, and while the creature's bulk prevents thisfrom adding much flexibility, watching onemove is disconcerting. A lunar giant's hand endsin a trio of sharp triple-jointed claws that closeon each other like a pincer. Each claw is as dex-terous and strong, relatively speaking, as ahuman's thumb.

A large black nodule lies in the middle of thegiant's palm, and a similar one is found on theunderside of each claw. These generate a liquidthat is poisonous to terrestrial creatures; itseffects on lunar creatures are not as pro-nounced. Each time a lunar giant strikes some-thing with its claws, the wound has a chance ofbeing poisoned. Giants can also spray this sub-stance from the central nodule.

Unlike their draconic counterparts, lunargiants are most active at night. Lunar rain seemsto be little more than an annoyance to them. Themoon enhances their strength and grants themunusual powers, and they make the most of it.Alone or in small groups, giants prowl the landlooking for things to take and creatures to hunt.While they aren't stealthy and have few tracking

skills, lunar giants often find smaller thingsrunning away from them, and they delightin chasing and squashing whatever flees.

Giants have little use for coinage ornormal-sized magical items, but theyenjoy beautiful objects, especially gem-stones. A few of them have adopted theirterrestrial cousins' habit of carrying sacksfull of items, but most lunar giants preferto keep their treasures in a safe location.Whether alone or grouped, lunar giantsalways adopt a certain territory as theirown, often a huge swath that takes themweeks to patrol on foot. Most giants cre-ate a rough stronghold at the center ofthis area, leaving their treasures thereunder guard. They see the area around astheir absolute domain, and they respondvery harshly to anything that interfereswith their hunts.

Despite their weird appearance andcrude habits, lunar giants are intelligentenough to have an established culture,complete with an intricate system of rank.Every gang of giants has a firm internalpecking order, and all giants know wherethey stand compared to the giants in adja-cent territories. Groups of lunar giantswill often gather to play at incomprehen-

sible games, trading their prized gems backand forth in the moonlight. They often celebratethe full moon with a strange lurching dance, andindividuals interrupting this ceremony are bru-tally attacked. The significance of this dance isnot understood.

Lunar giants speak their own language, whichthey call Akpumukplun. They are not in the habitof teaching it to outsiders. Some lunar giantshave picked up enough of Common or Giant tocommunicate with the inhabitants ofHighpoint, but they usually let their clubs do thetalking instead.

COMBATLunar giants are dogged combatants, andgroups of them will use careful teamwork inpursuit of a goal. Their innate tendency towardorder means that they are capable of creatingand executing meticulous plans. However,more than one lunar giant captain has learnedthe hard way that his subordinates would like achange in rank.

In combat, lunar giants try to destroy theirstrongest foes first. They prefer to engage phys-ically powerful enemies in melee combat, whileother creatures are met with a hail of rocks.Under the light of the moon, they gain someunusual abilities, which they make great use of

Page 118: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

117«3»

when possible.Rock Throwing (Ex): The range increment

for a lunar giant's thrown rocks is 150 feet. Ituses both hands to throw a rock.

Rock Catching (Ex): Once per round, a lunargiant can make a Reflex save to catch a rockthrown at it. The DC is 15 for a Small rock, 20 fora Medium rock, and 25 for a Large rock. Thelunar giant can also catch similarly sized projec-tiles, such as catapult ammunition and ballistabolts. In general, a weapon's projectile is con-sidered two sizes smaller than the weapon, sothe lunar giant can catch projectiles launched byweapons up to Gargantuan size. Steam-poweredprojectiles (such as those launched by steamguns or steam cannons) are too fast to becaught.

Lunar (Ex): Lunar creatures suffer half dam-age from most elemental attacks (air, fire, andwater), or no damage on a successful save. Theytake double damage from earth-based attacksand magic. They receive a +10 bonus to savesagainst mind-influencing effects (charms, com-pulsions, phantasms, patterns, and moraleeffects), mind blasts and psionic attacks, anddetect thoughts due to alien psychology.

Poison Spray (Ex): As a standard action, alunar giant can spray a jet of toxic liquid from itshand at one target within 30 feet (contact,Fortitude DC 28, initial damage 1d6 Str, second-ary damage 1d6 Con); this is a ranged touchattack. Whether or not it makes contact, thegiant must wait 1d6+3 rounds before attemptingit again. The save DC is Constitution-based.

Lunar Powers (Su): Whenever they are direct-ly exposed to moonlight, all lunar giants gain +2Str, +2 AC, and +2 initiative. They can also usetheir poison spray more often, only waiting1d4+2 rounds after each time. Each giant canalso act as if under the effects of haste once perhour; this effect lasts for 9 rounds.

If in the light of a full moon, giants insteadgain +4 Str, +4 AC, +4 initiative, and the samepoison spray modifier as under the regularmoon. The ability to use haste is available onceevery 10 minutes; the duration remains thesame. They can also cast beams of force calledlunar shards as a standard action once every fourrounds; treat this as a magic missile cast by a 9th-level caster (5 missiles, range 170 feet) that canonly have one target. Finally, they can channellunar energy for a devastating lunar bolt once anhour. This is similar to a lightning bolt cast by a9th-level caster (9d6 damage, save DC 15).

OIL NYMPH

Medium FeyHit Dice: 8d6+16 (44 hp)Initiative: +3Speed: 30 ft. (6 squares), climb 20 ft., swim 40 ft.AC: 18 (+3 Dex, +5 natural), touch 13, flat-

footed 15Base Attack/Grapple: +4/+6Attack: Slam +6 melee (1d4+3 plus oil slick)Full Attack: Slam +6 melee (1d4+3 plus oil

slick)Space/Reach: 5 ft./5 ft.Special Attacks: Oil slick, spells, spell-like

abilitiesSpecial Qualities: Damage reduction 10/cold

iron, low-light vision, nature bane, oil trailSaves: Fort +8 , Ref +9, Will +3Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 10,

Cha 14Skills: Concentration +6, Disable Device +13,

Escape Artist +13, Hide +7*, Jump +6, Listen +4, Move Silently +11, Open Lock +9, Search +4, Sleight of Hand +9, Spot +6, Swim +15

Feats: Combat Casting, Dodge, MobilityEnvironment: Gear forests, polluted waters,

ruinsOrganization: SolitaryChallenge Rating: 7 Treasure: StandardAlignment: Usually chaotic neutralAdvancement: 9-14 HD (Medium)Level Adjustment: +8

Before you drips and shifts the iridescent form of abeautiful woman whose body seems to be made froma swirling mix of oily fluids. As you look upon her,her form constantly seems to melt and reform, herbeauty ever grossly deteriorating only to reshape itselfan instant later before dribbling away again.

DESCRIPTIONOil nymphs were once normal nymphs whosehomes were despoiled by either the lunar rain,the ruin of Highpoint's societies, the byprod-ucts of mech creation, or any combination ofthese factors. As such, these creatures thatonce manifested the most flawless aspects ofnature now embody the ruin of the naturalworld.

Oil nymphs look much like normal nymphs,but their bodies are now made completely upof oil, grease, and other sludge. As is thenature of their new bodies, their forms con-stantly shift and slip away, causing their fea-tures to take on a perpetually melting qualitythat repeats every few moments as the nymphconsciously reforms her body. From the waist

down, oil nymphs lose much of their defini-tion, their legs merging into one slick supportthat widens into a pool of greasy slime thenymph travels upon.

Though their bodies have changed, theminds of oil nymphs have not, except perhapsto shield them from a maddening reality. Oilnymphs continue to haunt the natural andunnatural environments of Highpoint, prima-rily the ruined forests and pools they onceloved, and the new wilderness of mech gearforests. Seeing beauty in all things, oil nymphseagerly seek out plants and animals to frolicwith, unaware that their very touch despoilssoil, kills vegetation, and sends natural crea-tures to flight.

Oil nymphs speak Sylvan and Common.

COMBATOil nymphs are still shy, aloof creatures,untrusting of the civilized races of the world.They still doggedly defend the ruined groves,pools, and places of natural beauty they didbefore their change, though some have foundtheir ways into gear forests and found newhomes to defend. Lacking many of the moresubtle attacks of their natural cousins, oilnymphs use their spells and spell-like abilitiesto hinder enemies from afar. If opponentscome near, oil nymphs will use their slam andoil slick ability to hinder attackers, allowingthem to again withdraw and harry enemiesuntil they are driven off.

Oil Slick (Ex): Any creature struck by an oilnymph's slam attack is covered in grease, oil,

Page 119: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

118 «3»

and the other slick liquids that make up thenymph's body. Immediately the creature mustmake a DC 10 Balance check or fall, as per thespell grease. Every round after being struck, thecreature must make another Balance check orfall. This continues until the creature uses atleast a gallon of water and a full-round actionto wash off the oil.

Nature Bane (Ex): Though oil nymphs stilllove nature, they destroy all plants they touchand pollute water they enter. Animals will notwillingly come within 30 feet of an oil nymphand all plants that are touched, attacked, oroccupy the same space as the nymph suffer theeffects of the spell blight cast by a 10th levelsorcerer.

Oil Trail (Ex): Oil nymphs leave a trial ofgrime wherever they go. Any creature usingTrack to follow an oil nymph gains a +8 totheir Survival check. Creatures without theTrack feat can also follow an oil nymph's pathby making a DC 12 Search check.

Spell-like Abilities: At will-erase, grease,obscure object, soften earth and stone; 3/day-blink,stinking cloud. Caster level 7th.

Spells: An oil nymph casts spells as a 5thlevel sorcerer.

Typical Sorcerer Spells Prepared (6/7/5,save DC 12 + spell level): 0-acid splash, dancinglights, detect poison, flare, ghost sound, mage hand;1-burning hands, cause fear, expeditious retreat,hypnotism, obscuring mist, ray of enfeeblement,sleep; 2-blur, flaming sphere, glitterdust, resist ener-gy, scorching ray.

Skills: Oil nymphs have a +8 racial bonus toEscape Artist and Move Silently checks. Thesenymphs also have a +2 racial bonus on anySwim check to perform some special action oravoid a hazard. They can always choose to take10 on a Swim check, even if distracted orendangered. They can use the run action whileswimming, provided she swims in a straightline. *They also gain a +8 bonus to Hidechecks when hiding in oily or polluted water.

SCALDED (TEMPLATE)

Alien dragons and sinister mind stealers arenot the only threats that have fallen toHighpoint since the beginning of the lunarrain. Along with its rocky surface and bizarrecreatures, the moon's simplest organisms havealso fallen from the heavens, and seeminglylike all things from that bizarre world, evenlunar viruses have their own malign agenda.

Scalded creatures are those killed by lunardebris that are infested with a disease called

lunar taint. Taking root in the bodies of thosekilled, these microbes are capable of animat-ing the lifeless bodies of terrestrial creatures,piloting them as fleshy mechs to achieve someunknown purpose. Though the process is notexactly understood, the more of thesemicrobes there are in an area, the more intel-ligent they seem to become, creating a hordeof zombies that all function with the sameotherworldly intelligence and purpose.

Scalded swarm minds are most commonlyfound in the ruins of surface cities, where oneinfected creature destroyed the remainingpopulation. As such, there are several ruinsthroughout Highpoint that are now populatedby an army of the dead, ruled over and sharingthe same vast mind and unknowable plans forthe unsuspecting world.

SAMPLE SCALDEDMoving closer with a shambling gait and drag-ging a broken blade in one limp arm, thishumanoid is obviously dead, its head shat-tered as if by some great impact. With skin sopale it's almost luminescent, the creature'sone remaining black eye stares at you with amalevolent alien intellect.

This example uses a 3rd-level human fighterthat is part of a 22-member swarm mind as thebase creature.Scalded 3rd-Level Human Fighter

Medium Undead (Augmented Humanoid)Hit Dice: 3d13 (27 hp)Initiative: +0Speed: 20 ft.AC: 18 (+4 natural, +4 chain shirt), touch 10,

flat-footed 18

Base Attack/Grapple: +3/+6Attack: Bite +6 melee (1d6+3 plus disease)Full Attack: Bite +6 melee (1d6+3 plus

disease) and longsword +1 melee (1d8+1/19-20)Space/Reach: 5 ft./ 5 ft.Special Attacks: Disease, create spawnSpecial Qualities: Swarm mind, telepathy,

turn resistance +2Saves: Fort +3, Ref +1, Will +3Abilities: Str 17, Dex 11, Con -, Int 6, Wis 14 ,

Cha 16Skills: Hide +2, Listen +2, Move Silently +2,

Spot +4Feats: Alertness, Run Environment: Any

above groundOrganization: Solitary, swarm (2-30)Challenge Rating: 5Treasure: NoneAlignment: Always neutral evilAdvancement: -Level Adjustment: -

CREATING A SCALDEDCREATURE

"Scalded" is an acquired template that can beadded to any aberration, animal, dragon, fey,giant, humanoid, magical beast, monstroushumanoid, or vermin (referred to hereafter asthe base creature). The base creature musthave a Charisma score of at least 6.

A scalded uses all the base creature's statis-tics and special abilities except as noted here.

Size and Type: The creature's type changesto undead. Do not recalculate the creature'sbase attack bonus, saves, or skill points. Sizeis unchanged.

Hit Dice: All current and future Hit Dicebecome d12s.

SUMMONING THE CREATURES OF HIGHPOINT

Many creatures native to Highpoint, or that have recently become known to mortals, can be magical-ly summoned. Summoning these creatures is the same as summoning any other being, requiring the

use of spells like summon monster or summon nature's ally. This list adds creatures native to Highpointand new to DragonMech to the summoning lists presented in chapter 11 of the PHB.

SPELL CREATURE

Summon Monster I Cogling crawler*Summon Monster III Ferrous cubeSummon Monster III Cogling crawler swarm*Summon Monster IV GoiemSummon Monster VI HaireisthaiSummon Nature's Ally VI Oil nymph**

* Only constructors can summon these creatures.** Even though oil nymphs are probably a more destructive force on

nature than a positive one, the powers and magics that summon these creatures stillview them as creatures of nature and seem to bear their continued love of the natural world in mind.

Page 120: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

119«3»

Speed: A scalded creature's speed is 10 feetless than the base creature (but never lowerthan 10 ft.). Scalded creatures cannot fly orswim, regardless of their base creature.

Armor Class: The base creature's naturalarmor class increases by +4.

Attack: A scalded creature retains all theattacks of the base creature and gains a biteattack. This attack becomes its primary naturalweapon.

Full Attack: A scalded creature retains allthe attacks of the base creature and gains abite attack. This attack becomes its primarynatural weapon.

Damage: Scalded creatures have biteattacks. If the base creature did not have thisattack form, use the damage value on the tablebelow. Otherwise, use the values below or thebase creature's damage values, whichever isgreater.

Special Attacks: A scalded creature retainsall the special attacks of the base creature andgains the special attacks described below.

Disease (Ex): Scalded creatures all carry anew disease called lunar taint. Creaturesaffected by this disease lose their terrestrialconnection, coming to think in a wholly alienway as they waste away. Creatures either killedby lunar taint or while infected always rise asscalded creatures 1 day later. Lunar taint-bite,Fortitude save DC 12, incubation period 1 day;damage 1 Con and 1 Int. The save DC isConstitution based.

Create Spawn (Su): Any aberration, animal,dragon, fey, giant, humanoid, magical beast,monstrous humanoid, or vermin killed by ascalded creature's bite or disease or whileinfected by lunar taint gains the scaled crea-ture template and rises as a scalded creature in1 day. Creatures killed by a scalded creaturebecome part of that creature's swarm mind.

Swarm Mind (Su): Scalded creature gainintelligence based on how many share thesame swarm mind. Every time a scaled crea-ture kills another creature using its bite or dis-ease abilities, that creature becomes part ofits swarm mind as soon as it rises as a new

scalded creature. If two existing swarm mindsencounter one another, they combine, addingtheir members to create one more intelligentswarm mind. All scalded creatures within 1mile of each other per swarm mind level (seeTable 3-2) count as members of the sameswarm mind. Scalded that leave this area nolonger count toward the swarm mind total,though they may now create their own swarmmind.

Scalded creatures with an Intelligence of 3or more gain skills and feats and know all thelanguages of the races that make it up, allow-ing scalded with the ability to speak to do so.The intelligence of a swarm mind is based onTable 3-2.

Special Qualities: A scalded creature has allthe special qualities of the base creature aswell as those described below.

Telepathy (Su): Scalded creatures can seeand hear what all other scalded creatureswithin the same swarm mind experience, at arange of 1 mile for every swarm mind level.This telepathy does not allow them to com-municate with any other creatures but scaldedcreatures. As they share one mind and areaware of each other's situations, one scaldedcreature's actions are the result of decisionsmade by all the scalded in its swarm mind.

Turn Resistance (Ex): A scalded creaturehas +2 turn resistance.

Abilities: Scalded creatures gain +4Strength, +2 Wisdom, and +4 Charisma.Being mindless undead individually, a scaldedcreature has no Constitution or Intelligencescore.

Skills: A scalded creature has skills only if ithas an Intelligence score. The creature hasthe same skills as all the other scalded crea-tures in its swarm mind rather then havingskills based on their original HD. For the pur-poses of determining what skills a scaldedcreature, and thus the entire swarm mind has,use the group's swarm mind level instead ofthe individual creature's HD or characterlevel.

Feats: A scalded creature has feats only if ithas an Intelligence score. The creature hasthe same feats as all the other scalded crea-tures in its swarm mind rather then havingfeats based on their original HD. For the pur-poses of determining what feats a scaldedcreature, and thus the entire swarm mind has,use the group's swarm mind level instead ofthe individual creature's HD or characterlevel.

Environment: Any, often as the base crea-ture.

Organization: Solitary, mob (2-12), swarm(13-275).

Challenge Rating: Same as the base crea-ture +2.

Treasure: None.Alignment: Neutral evil.

SKELTH

Medium Aberration (Lunar)

Hit Dice: 5d8+10 (32 hp)Initiative: +2Speed: 10 ft., fly 40 ft. (good)Armor Class: 15 (+2 Dex, +3 natural), touch

12, flat-footed 13Base Attack/Grapple: +3/+3Attack: Bite +6 melee (1d6) or claw +3 melee

(1d4)Full Attack: Bite +6 melee (1d6) or 3 claws +3

melee (1d4)Space/Reach: 5 ft./5 ft. (bite reach 20 ft.)Special Attacks: Heat drainSpecial Qualities: Darkvision 60 ft., heat

sense, lunar traits, improved grabSaves: Fort +3, Ref +3, Will +4Abilities: Str 10, Dex 15, Con 14, Int 4, Wis 10,

Cha 6Skills: Balance +4, Escape Artist +8, Listen

+2, Spot +2Feats: Agile, Weapon FinesseEnvironment: Warm plains or gear forestsOrganization: Solitary, pack (5-8), or flight

TABLE 3-2: SCALDED SWARM INTELLIGENCENUMBER OF SCALDED CREATURES SWARM MIND LEVEL INTELLIGENCE

1-5 1 06-15 2 316-30 3 631-50 4 951-75 5 1276-105 6 15106-140 7 18141-180 8 21181-225 9 24225-275 10 27

SIZE BITE DAMAGE

Fine 1Diminutive 1d2Tiny 1d3Small 1d4Medium 1d6Large 1d8Huge 2d6Gargantuan 3d6Colossal 4d6

Page 121: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

120 «3»

(20-50)Challenge Rating: 4Treasure: NoneAlignment: Always neutralAdvancement: 6-8 HD (Medium), 9-

15 HD (Large)Level Adjustment: -

This flying creature has a vague resem-blance to a sea serpent. It has an ovoidbody with a slender neck. Four long,ragged wings emerge from its body, onefrom each of the top, bottom, left, andright sides. A scaly limb with a nasty clawtrails from under each wing.

DESCRIPTIONThe skelth is one of the smallest crea-tures to fall from the moon, but it stillposes a danger to terrestrial creaturescaught in its path. It leeches heatfrom anyone it can catch, often withfatal consequences. Gathering ingreat flocks, the creatures can eventhreaten mechs, particularly those drivenby steam engines.

Skelth have ungainly, otherworldly bodiesthat nonetheless glide through the air like aswimmer in water. In fact, they bear a certainresemblance to sea serpents. A skelth has anovoid body with a slender neck topped by apitted and knoblike head. Its neck, which canretract partway into its cream-colored body, is20 feet long at full extension and sports a setof jagged teeth. Two long, ragged wingsemerge from lumpy shoulders along bothsides of its body, and another wing reaches outfrom each of its top and bottom sides. A scalylimb tipped with a nasty claw lies folded undereach wing.

Although skelth are not particularly intelli-gent, they are persistent, especially when pur-suing their meals. They can and do eat terres-trial food. Indeed, their observed appetitesare omnivorous, ranging from elven flesh torotting cabbages and even chunks of stone.But all skelth seek heat with a hunger that out-strips their other desires.

Both sides of a skelth's wings are coveredwith sharp bristles, not unlike those of a pig.These are actually protrusions from its circula-tory system, and when pressed close against aheat source, they drain energy from it into theskelth's body. The creatures have a tremen-dous appetite for warmth, and seem incapableof generating much of it themselves.

Combat with a skelth often starts when thecreature tries to wrap itself around someonepassing through its field of perception. Skelthhave a poor grasp of tactics, attacking whenev-

er they perceive a heat source and onlyretreating when badly wounded. They arecapable of recognizing exceptional threats,such as a nearby archer or spellcaster, and willmove from one target to another. The crea-tures seem to realize that a wounded foe iseasier to steal heat from.

In the wild, skelth often congregate in largegroups. Two or three dozen are routinelyfound together, although flights of more than100 skelth have been reported. Such largenumbers pose a danger to mechs, as skelth aresurprisingly good at worming their way intotight places. Once inside a mech, a skelth willindiscriminately feast on its engines and itspassengers. Entire packs of skelth can liveundetected in the engines of a city-mech,known only to the coglings and clockworkrangers who dwell there also.

COMBATSkelth are not sophisticated combatants.Their normal goal is to drain heat from theirtargets, and a skelth will usually just swoop inand attempt to wrap its wings around its prey.If this doesn't result in immediate success,the skelth will use its natural weaponry towear its victim down. When attacked by othercreatures, the skelth will lash out for a roundor two and then retreat a short distance,returning to try and claim heat from its attack-ers.

Although skelth have no large group tac-tics, a large number of them can be dangerous

even to experienced adventurers. Theskelth will swarm around their targets,with as many skelth as possible attach-ing themselves to each individual.Even a hardy individual can succumbwhen six or eight skelth are allattempting to suck the warmth fromthem. Some adventurers have tried tolure skelth to their doom with giantbonfires or pools of magma, but thishas failed. Skelth are drawn to thepowerful heat, but they aren't so brain-less as to dive right into anything thatintense.

Improved Grab (Ex): To use thisability, a skelth must hit with at leastone claw attack. It can then start agrapple as a free action without pro-voking an attack of opportunity. If itwins the grapple check, it establishes ahold and in following rounds can useits heat drain ability on its victim.

Lunar (Ex): Lunar creatures sufferhalf damage from most elemental attacks

(air, fire, and water), or no damage on asuccessful save. They take double damagefrom earth-based attacks and magic. Theyreceive a +10 bonus to saves against mind-influencing effects (charms, compulsions,phantasms, patterns, and morale effects),mind blasts and psionic attacks, and detectthoughts due to alien psychology.

Heat Drain (Ex): Once a skelth has grabbeda warmth-generating target no more than onesize category larger than itself, it may attemptto steal heat from it every round as a freeaction. The foe must make a Fortitude save(DC 14, Constitution-based). If the save isfailed, the target suffers 1 point of temporaryConstitution damage. Lost points return atthe rate of 1 per day. After draining 1d8+4points of Constitution in an encounter, askelth will retreat from combat satisfied. Askelth using its heat drain ability cannot makeother attacks. Targets up to one size categorylarger than the skelth can be affected, andevery doubling of skelth increases the limit byone size category (for example, eight skelthtogether could drain heat from one Colossaltarget).

Inanimate objects are also subject to thisability, provided they give off heat. This is pri-marily a danger to steam-powered items,whether personal or mech-sized. To affect alarge item such as a mech, the skelth must betaking heat directly from a primary powersource such as a main boiler. For every failedFortitude save during a given encounter, anaffected object suffers a 5% chance per round

Page 122: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

121«3»

of failing due to heat loss. An item that failsimmediately ceases functioning, as do all itsrelated and dependent elements (such assteam cannons on a mech). They return totheir normal operation after 5 minutes, withthe time doubled for every size incrementabove Medium (for example, 80 minutes for aColossal mech). This represents the time nec-essary to get vital systems powered up again,and can be halved by a character making a rel-evant Craft roll against a DC of 15.

Heat Sense (Ex): The pitted surface of askelth's head is actually an acutely sensitiveheat receptor. A skelth can detect the pres-ence and intensity of all heat sources within120 feet of itself, allowing it to automaticallylocate beings that are hidden or camouflagedto normal sight. However, terrestrial magic insome way interferes with this ability, and anycreature under a magical effect that blockssight (such as invisibility) cannot be seen by askelth's heat sense. Creatures that are at roomtemperature, such as magical constructs andthe undead, cannot be detected with this abil-ity either.

STYGIAN HORROR

Large AberrationHit Dice: 10d8+36 (72 hp)Initiative: +4Speed: 40 ft., fly 60 ft. (poor)Armor Class: 20 (-1 size, +11 natural), touch

9, flat-footed 20Base Attack/Grapple: +7/+17Attack: Bite +13 melee (1d8+6)Full Attack: Bite +13 melee (1d8+6) and 2

talons +8 melee (1d6+6) and tail slap +8 melee (1d8+6)

Space/Reach: 10 ft./10 ft.Special Attacks: Baleful gaze, eye rays, fright

ful presenceSpecial Qualities: Darkvision 60 ft., light

sensitivitySaves: Fort +6, Ref +3, Will +11Abilities: Str 22, Dex 10, Con 17, Int 12,

Wis 14, Cha 17Skills: Intimidate +10, Knowledge (dun

geoneering) +8, Listen +12, Search +13, Spot +16, Survival +4 (when underground or when following tracks)

Feats: Ability Focus (baleful gaze), Alertness, Improved Initiative, Iron Will

Environment: UndergroundOrganization: Solitary or pairChallenge Rating: 10Treasure: Double standard

Alignment: Usually neutral evilAdvancement: 11-20 HD (Large), 21-30 HD

(Huge)Level Adjustment: -

This reptilian horror has a sinuous body, longneck, leathery wings, and a layer of dark-coloredscales. Its head has a wide, vicious beak surroundedby four stubby eyestalks, each with a mad red eye onthe end. It waddles gracelessly but quickly on power-ful legs terminating in several vicious hooked claws.

DESCRIPTIONAs the lunar rain fell, creatures of the surfaceforced their way into the world underground.In turn, this booming population pushed manydenizens of the underworld to dig deeper,flooding the Stygian depths with refugees. Asmore of the uncharted caverns became hometo displaced creatures from above, the thingsliving there had two choices - go deeper them-selves, or push back. The Stygian horrorpushed.

These creatures have long been known inlegend, but surface dwellers assumed theywere mere myths, "dragons of the depths"whose purpose was to frighten small children.However, the stories were strongly rooted infact. Stygian horrors have lived far below theknown world since time out of mind, protect-ed by their strange powers and dreadful cun-

ning, forgetting and forgotten. The influx ofinvaders from above prompted them to seekwhat lay overhead.

They found a world full of tasty morsels andunique treasures. Stygian horrors can live forcenturies, and above all they seek novelty tofill their lightless days. Whether it be thescreams of a humanoid not found in thedepths, the taste of that humanoid's flesh, orthe pleasing glitter of that humanoid's posses-sions, a Stygian horror can find satisfaction incountless ways.

Over the last hundred years, many Stygianhorrors have relocated to the areas justbeneath the surface world. The lunar rain hasdriven enough prey underground to keepthem amused. A few Stygian horrors have evenventured out under the sun. Unlike manyother creatures of the depths, they are able tofunction in bright light. It pains them slightly,but after countless years of living in the dark-ness with few new experiences to savor, itseems a reasonable sacrifice.

The nickname "dragon of the depths"makes a little sense when looking at a Stygianhorror. Both creatures look reptilian, with asinuous body, long neck, leathery wings, and alayer of protective scales. But the Stygian hor-ror has a wide, cruel beak rather than a mouthfull of fangs. Four stubby eyestalks are placedequidistantly around the beak, each with aninsane red eye at the tip. Of its four legs, the

front ones terminate in several vicioushooked claws, while the back ones haveblunted nails. Its tail is half as long as itsneck, and it ends in an array of bony spikesthat resemble an ornate mace. Although theStygian horror's scales appear black at first,bright light reveals them to be a rich purple.

Stygian horrors speak their own tongue,which some scholars say is a debased formof Draconic. They also knowUndercommon, and any Stygian horror aplayer encounters is likely to have learnedCommon or another surface language.Conversation with an interesting creaturewill at times divert one of these creatures,and on occasion they will exchange theirknowledge of the underworld for sometreasure that catches their fancy.

COMBATThe Stygian horror is a capable physical combat-ant, especially when it can bring its bony tailinto play against foes trying to flank it. But itstrue strength lies in its eyes. Anyone meeting itsgaze is at risk of being paralyzed. A Stygian hor-ror can focus its gaze to produce several potenteye rays. It can also terrify its opponents with its

Page 123: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

122 «3»

presence, potentially causing them to flee.A Stygian horror makes liberal use of its confu-

sion ray, as that has excellent range. Any obviouswizards or other thinking types will be targetedwith the feeblemind ray, and anyone who seemslikely to resist the creature's baleful gaze (charac-ters with high Will saves, such as clerics andmonks) are the victims of blindness. A Stygian hor-ror usually saves its curse ray for an opponent whoseriously annoys it.

Most of a Stygian horror's abilities require it tobe near its target, and it chooses the terrain care-fully while planning an encounter. If a fight isgoing badly, the Stygian horror will fly away whenpossible. Although the creatures are too clumsy tofight effectively on the wing, flight is a handymeans of escape.

Baleful Gaze (Su): Hold monster, duration 5rounds, range 60 feet, Will DC 20 negates. Thesave DC is Charisma-based.

Eye Rays (Su): Once per round as a standardaction, a Stygian horror can direct a ray of itschoice from one of its eyestalks at a target. This isa ranged touch attack, although each ray's effectresembles that of a spell. The range of each ray is30 feet except where noted. A Stygian horror canaim its ray at any target within range, provided itcan move its neck freely. Each ray has a save DC of18; the save is Charisma-based. The rays include:

Blindness (3/day): The target is permanentlyblinded as the spell blindness/deafness. Fortitudesave negates.

Confusion: As the spell of the same name with aduration of 5 rounds. Will save negates. Range 100ft.

Curse (1/day): The target suffers a permanent -6penalty to an ability score of the Stygian horror'schoice as with the spell bestow curse. Will savenegates.

Exhaustion: Target is exhausted as the spell ray ofexhaustion with a duration of 5 minutes. Fortitudesave leaves target fatigued instead.

Feeblemind (1/day): As the spell of the samename. Range 100 ft. Will save negates.

Harm: Inflicts 2d8+5 points of damage as thespell inflict moderate wounds. Will save for half dam-age.

Frightful Presence (Ex): As a standard action, aStygian horror can attempt to terrify those nearby.It brandishes its wings and talons, thrashing its tailand emitting a horrible shrieking wail. All crea-tures within 30 feet who witness the display,except other Stygian horrors, may become fright-ened. An affected opponent can resist the effectswith a successful Will save (DC 18); otherwise, theeffect lasts 5d6 rounds. An opponent that suc-ceeds on the saving throw is immune to that sameStygian horror's frightful presence for 24 hours.Frightful presence is a mind-affecting fear effect.

Light Sensitivity (Ex): The Stygian horror is daz-zled when in bright sunlight or within the radius of

a daylight spell.Skills: The Stygian horror has a +4 racial bonus

on Search and Spot checks.

YGAPMPO

Large Aberration (Lunar)Hit Dice: 3d8+15 (28 hp)Initiative: +2Speed: 30 ft.Armor Class: 16 (-1 size, +2 Dex, +5 natural),

touch 11, flat-footed 14Base Attack/Grapple: +3/+10Attack: Claw +6 melee (1d6+3 plus 1d10 acid)

Full Attack: 5 claws +6 melee (1d6+3 plus 1d10 acid)

Space/Reach: 10 ft./10 ft.Special Attacks: Fume cloud (DC 16)Special Qualities: Acid blood, all-around

vision, darkvision 60 ft., immunity to acid, lunar traits

Saves: Fort +8, Ref +3, Will +3Abilities: Str 16, Dex 14, Con 20, Int 1, Wis 10,

Cha 10Skills: Climb+4, Listen +2, Search +4, Spot

+6Feats: Combat Reflexes, Great FortitudeEnvironment: AnyOrganization: SolitaryChallenge Rating: 3Treasure: NoneAlignment: Always neutralAdvancement: 4-8 HD (Large), 9-15 HD

(Huge), 16-30 HD (Gargantuan), 31-60 HD (Colossal)

Level Adjustment: -

YGAPMPO DEVOURER

Gargantuan Aberration (Lunar)Hit Dice: 20d8+180 (270 hp)Initiative: +5Speed: 40 ft.Armor Class: 19 (-6 size, +1 Dex, +14 natural),

touch 5 , flat-footed 18Base Attack/Grapple: +15/+38Attack: Claw +20 melee (2d8+11 plus 5d10

acid)Full Attack: 29 claws +20 melee (2d8+11 plus

5d10 acid)Space/Reach: 20 ft./20 ft.Special Attacks: Fume cloud (DC 29)Special Qualities: Acid blood, all-around

vision, darkvision 60 ft., immunity to acid, lunar traits

Saves: Fort +17, Ref +7, Will +12

Abilities: Str 32, Dex 12, Con 28, Int 1, Wis 10, Cha 10

Skills: Climb +8, Listen +6, Search +4, Spot +14

Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Armor (+2), Improved Natural Attack

Environment: AnyOrganization: SolitaryChallenge Rating: 15Treasure: NoneAlignment: Always neutralAdvancement: 21-30 HD (Gargantuan), 31-60

HD (Colossal)Level Adjustment: -

This bizarre entity looks like a rubbery ball of fleshwith blubbery clawed tentacles emerging from it. Itsskin is a sickly pale purple shot through with throb-bing yellowish veins; the entire thing glistens anddrips a viscous fluid. It moves by pulling itself alongwith its outstretched tentacles. Each tentacle ends ina sharp claw and a multifaceted eye.

DESCRIPTIONThe ravenous ygapmpo is a lunar monstrositythat poses a threat to living things and mechsalike. Not only is it endlessly hungry, not onlycan it consume any form of matter, but everyparticle of its being does harm to all things ter-restrial. Moreover, while most ygapmpo areroughly 8 feet across, individual specimensmore than 10 times that size have been record-ed. With their wicked claws and acidic secre-tions, ygapmpo are shunned even by powerfulmonsters like lunar dragons.

At first glance, a ygapmpo might not seemespecially threatening. It looks like a rubberyball of flesh with clawed tentacles - nothingworse than many adventurers have seen. Thecreature's skin can be any number of colors,but the majority of ygapmpo are a sickly palepurple with throbbing yellowish veins; a glis-tening, viscous fluid drips from its surface, andit uses its outstretched tentacles to pull itselfalong.

Each tentacle ends not only in a claw but amultifaceted eye, which is set just behind theclaw. The underside of each tentacle is smoothand pale, with faint diagonal slashes visible.Sages have noted that every known ygapmpohas had a prime number of tentacles (a numberonly divisible by itself and 1, such as 5 or 17 or29). The larger the ygapmpo, the more tenta-cles it has, and the creatures seem to have nolimit on their growth. Highpoint's largest spec-imen had 53 tentacles, and was destroyed byTannanliel itself only after consuming nearly200 elves and their 3 mechs in one day.

Page 124: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

123«3»

What makes a ygapmpo horri-ble is that it is essentially amobile stomach. The fluidoozing from every pore is aconcentrated acid which dou-bles as the creature's blood. Itabsorbs all manner of dis-solved substances - vegetable,mineral, animal - through thediagonal slits under each ten-tacle. No amount of food isenough for a ygapmpo. It willkeep attacking, grabbing,crushing, and above all digest-ing until absolutely nothingremains but barren earth,then move toward the nearestsign of life and begin again.

While a ygapmpo can con-sume anything, it apparentlyfinds the most satisfactionand nutrition from theremains of living things. If avariety of foods are available,it will gravitate toward crea-tures first, then plants, andfinally everything else. Thereason for this is not known.Ygapmpo are not intelligentenough to communicate, andexamining them is extremely hazardouswhether they are alive or dead.

The best guess is that living creatures con-tain more of whatever it is a ygapmpo needs togrow. At times, one of the creatures will ceaseits ravages and curl itself into a compact ball,then secrete a substance that turns its outerlayer of slime into a rocky shell. It remainsdormant inside its jagged cocoon for a week ortwo, then bursts forth much larger thanbefore. With its new size comes an increasedappetite, unfortunately for whatever livesnearby.

This shell is black and has the consistency ofvolcanic rock, being permeated with micro-scopic holes and tunnels. However, it is noeasier to shatter than normal stone (hardness8, 15 hp per inch of thickness, with a ygapmposecreting roughly 3 inches for every size cate-gory above Medium). Traces of the lunar min-eral called mensite are often found in the rem-nants of these shells. In fact, ygapmpo them-selves seem to search out deposits of mensite.Some scholars guess that mensite is importantto the ygapmpo's reproductive cycle, althoughthat process remains a mystery.

Indeed, nobody has evidence of ygapmporeproducing anywhere on Highpoint. Allygapmpo seem to have fallen directly from the

moon, often making the journey encased intheir shells. Once arriving, the creatures areintensely solitary. The one thing a ygapmpowill avoid is the trace of another ygapmpo, andas a result they often end up carving out swathsof territory with huge dead zones separatingthem.

How they sense each other is as much a mys-tery as most other aspects of their inner life,but it seems connected to the scorched acidictrails they leave behind them as they travel.Some scholars have said that ygapmpo are themoon's equivalent of snails, dim-witted crea-tures who travel in slime and eat whatever theyfind underneath themselves. The adventurerRak Demonbeard, upon hearing this theory, isreported to have said, "Then you bloody wellskewer one of the bloody things and serve it ingarlic your bloody self!"

COMBATYgapmpo tactics are extremely simple. Theyslash at whatever they can reach with as manytentacles as possible until nothing mobileremains within sight. Once this is accom-plished, they roll their thick tentacles overeverything, letting their secretions liquefywhatever is there. As the remnants are dis-solved to gooey paste, they are sucked up

through the slits on the under-side. Ygapmpo have no cun-ning or subtlety, and theywill attack whatever they canfind, regardless of size orspeed differences.

Fortunately, the largerygapmpo are not capable ofusing all their tentaclesagainst one target. A simplerule is that a ygapmpo canonly make 5 attacks perround against one specifictarget; this will pose a threatin melee without subjectingan individual character todozens of attacks at once.

The handful of creatureswith natural immunity toacid, such as green dragons,will occasionally lair near aygapmpo's territory. Whilethe ygapmpo are incapableof teamwork, they certainlydeter unwanted visitors. Thecreatures are never safe tobe around, however. Theiracid is particularly corro-

sive, perhaps due to theirlunar origin, and even green

dragons can be hurt by large quantities of it.Lunar (Ex): Lunar creatures suffer half dam-

age from most elemental attacks (air, fire, andwater), or no damage on a successful save.They take double damage from earth-basedattacks and magic. They receive a +10 bonusto saves against mind-influencing effects(charms, compulsions, phantasms, patterns,and morale effects), mind blasts and psionicattacks, and detect thoughts due to alien psy-chology.

Acid (Ex): A ygapmpo constantly oozes apowerful acid from its entire body, and as thecreature gets larger, the acid gets stronger. Aygapmpo's claw strikes inflict extra acid dam-age, and that damage is more potent than reg-ular acid. A Large ygapmpo will cause 1d10acid damage, and for every level of growth,another 2d10 damage is done.

This acid is more potent than its terrestrialequivalent. For purposes of dealing with aygapmpo's acid, treat non-lunar creatures withimmunity to acid (except outsiders) as if theyinstead have acid resistance 50. This simulatesthe fact that a truly enormous ygapmpo istoxic enough that nothing native to Highpointcan resist it entirely.

Mechs are as vulnerable to this acid as char-acters. However, they can apply their hardnessrating separately to the ygapmpo's claw dam-

Page 125: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

124 «4»age and its acid damage. Note that largeamounts of acid damage will leave holes in themech's armor that a creature can climbthrough, potentially including the ygapmpoitself.

Fume Cloud (Ex): Large quantities of acidgive off fumes, and all ygapmpo are surround-ed by invisible clouds of poisonous stench.The cloud has a radius equal to the ygapmpo'sreach. Anyone exposed to it must make aFortitude save (DC equal to 10 + the crea-ture's Constitution modifier + half the crea-ture's HD) or suffer 1 point of temporaryConstitution damage. A save must be made forevery minute of exposure to the fumes.

Acid Blood (Ex): Striking a ygapmpo isnearly as dangerous as being struck by one.Any successful hit with a slashing or piercingweapon, or any critical with a bludgeoningweapon, can damage both the weapon andthose nearby.

A normal weapon doing damage to theygapmpo under these conditions will dissolveimmediately. Magic weapons receive a Reflexsaving throw to avoid this effect, using the DCfor the fume cloud.

Successful strikes under these conditionscause acidic blood to spray into the 5-footsquare adjacent to the wounded area.Everyone standing in this area takes 1d10points of acid damage.

When dead, the ygapmpo stops producingnew acid, but its existing secretions are stilldangerous. For a period of 6d20 minutes afterits death, the ygapmpo's acid has the effectsdescribed above. After this, it becomes aninert substance that drains away without fur-ther visible effect. Many alchemists wouldlove to find the secret of stabilizing ygapmpoacid, but so far contact with a living ygapmposeems to be necessary for its stability.

All-Around Vision (Ex): A ygapmpo's eyesare multifaceted and spaced evenly around itsbody, so it sees almost everything. This givesthem a +4 racial bonus on Search and Spotchecks, and they cannot be flanked.

DEDICATED CREW MEMBERYou are especially familiar with the miscella-neous tasks needed to keep a mech running.

Prerequisites: 8+ ranks in Mech PilotBenefits: You count as 2 members in a

mech's total crew. This feat does not apply ifyou are piloting the mech, helping operate aweapon, or providing manual labor on a man-powered mech.

SUPERIOR TURNINGYou have learned to marshal your divine ener-gy. By sacrificing some of your daily turningattempts, you can make a stronger one. Thisapplies to all turning attempts, not just thoseagainst undead.

Prerequisites: Cha 13+, Improved TurningBenefit: When making a turning attempt,

you can give up one or more of your unuseddaily allotment of attempts. For every extraattempt sacrificed this way, you add yourCharisma bonus again to your turning checkand turning damage rolls.

This is very draining on the individual mak-ing the turning attempt. If the attempt suc-cessfully turns at least one creature, you willbe fatigued for a number of rounds equal to2d6 + the number of extra attempts sacri-ficed. If the attempt does not turn any crea-tures, you will be exhausted for that periodinstead.

TASKMASTERYou know how to get extra work out of thoseunder your command.

Prerequisites: Either Negotiator orPersuasive

Benefits: If directing a work crew (actingas an overseer during mech construction, forexample), you can get one extra man-hour ofwork out of those beneath you every day. Thisbonus only applies to groups of 10 or fewer,all of whom must be under your instructionfor the majority of the project.

NEW SPELLS

The flourishing field of construct magic hasresulted in a number of new spells beingdevised over the past few years. This sectionintroduces several of them. Remember thatspells with a "creature" or "mech" target canonly affect targets two or less sizes larger thanthe caster. For example, a Medium caster canonly affect mechs up to size Huge with thespell bestow malfunction. Affecting largertargets requires the use of the Combine Spellfeat. See page 43 of DragonMech for moredetails.

BESTOW MALFUNCTIONTransmutationLevel: Con 4, Clr 5, Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Mech touchedDuration: See belowSaving Throw: Fort negatesSpell Resistance: YesYou place a mechanical hex on the subject,

causing its core systems to malfunction in

NEW RULESTHIS CHAPTER PRESENTS NEW FEATS AND SPELLS

FOR ROUNDING OUT THE ALLIES AND ADVER-

SARIES PRESENTED IN THIS VOLUME.

TABLE 4-1: NEW FEATSGENERAL FEATS PREREQUISITES BENEFIT

Dedicated Crew Member Mech Pilot 8 ranks Count as 2 crewSuperior Turning Improved Turning, Cha 13 Burn extra turning attempts to

increase turning powerTaskmaster Negotiator or Persuasive Get 1 extra man-hour out of

workers under your oversight

Page 126: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

125«4»

Designation of Product Identity: The fol-lowing items are hereby designated as ProductIdentity in accordance with Section 1(e) of theOpen Game License, version 1.0a: The terms

DragonMech, clockwork ranger, coglayer,mech jockey, steamborg, the assimilated,gearwright, mech devil, steam mage, Dotrak,gearstride, Seroficitacit, College of

Constructors, steam power, lunar rain, rod-walker, Stenian Confederacy, Duerok,Highwater, Glatek, Highpoint, Edge,Chemak, Lebra, worm farmer, deep trader,dusk runner, Irontooth Clans, L'arile Nation,Tannanliel, Nedderpik, Gearwrights Guild;any and all Goodman Games products, logos,titles; all monsterand mechnames; anyand all sto-ries, story-l i n e s ,plots, the-matic ele-ments, anddialogue; allartwork, sym-

some way. Choose one of the following threeeffects:

You may also invent your own curse, butit should be no more powerful than thosedescribed above.

The malfunction bestowed by this spell can-not be dispelled, but it can be removed with abreak enchantment, limited wish, miracle, or wishspell. It can also be eliminated by a Craft(Mechcraft) check against the caster's saveDC. This effort normally takes 1d6x10 min-utes, with the check made at the end of thetime. Failures can be retried after expendingthe same amount of time. A mech jockey'spatchwork repairs ability cannot be used to fixthis malfunction outright, but can be used toreduce the amount of time necessary for theCraft (Mechcraft) check by half.

GEARGHOUL TOUCHTransmutationLevel: Con 2, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Mech touchedDuration: 1d6+2 roundsSaving Throw: Fortitude negatesSpell Resistance: YesThis spell allows you to paralyze a single mech for

the duration of the spell with a successful meleetouch attack. As usual, the target mech must be with-

in two size categories of the caster. The CombineSpell feat is required to affect larger mechs.

Additionally, mechs with any gear-driven mecha-nisms (those powered by steam, clockwork, or man-power) are subject to internal malfunctions. If the tar-get fails the first saving throw, it must immediatelymake a second Fortitude save against the same DC.Failure means that internal gears break free of theirhousings, forcing the mech to make a Green criticalroll regardless of its current status.

Material Component: A small gear or piece ofpipe taken from a mech too damaged to function.

INFLICT MODERATE DAMAGENecromancyLevel: Con 2, Clr 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Mech touchedDuration: InstantaneousSaving Throw: Fort halfSpell Resistance: YesWhen laying your hand upon a mech, you channel

negative energy that deals 2d8 points of damage +1point per caster level (maximum +10). This spellcauses damage to a mech regardless of its size; theCombine Spell feat is not needed to affect largemechs.

Since undead mechs are powered by negativeenergy, this spell cures such a creature of a likeamount of damage, rather than harming it.

LIVEMECHTransmutationLevel: Drd 6Components: V, SCasting Time: 10 minutes

Range: TouchTarget: Tree touchedDuration: One daySaving Throw: NoneSpell Resistance: NoThis variation of the liveoak spell allows a specially

prepared tree to be animated as a mech, albeit anunusual one. The tree must be of Huge size and alivewhen the spell is cast; it must also be built into theform of a mech. To date, only the midnight sequoiatree of Highpoint fulfills these requirements, as it iscapable of being hollowed out without sustaining ter-minal damage. When the spell is cast, the tree imme-diately animates as a full-fledged mech, uprootingitself from the ground. It gains the statistics, abilities,and limitations described in the Dark Dryad entry(except the belt of giant strength).

A mech animated by livemech gains many of theabilities of a living creature, but it is not technicallyalive. For it to operate, the tree must bear a livemechtalisman on its body. A corresponding talisman mustbe worn by the individual piloting the mech. Unlessmech and pilot are wearing their talismans, the mechimmediately stops moving and will not respond tocommands. The mech's talisman can be built into itsbody. The process of crafting the mech includes cre-ating one talisman each for mech and pilot; otherscan be created if multiple individuals want to be ableto control the mech in question (see page 107). Everymech's talisman is unique.

Livemech must be cast on the mech once every 24hours or it permanently reverts to tree form, rootingitself where it stands. If livemech is dispelled, the treeimmediately takes root wherever it happens to be,potentially stranding its crew inside. It can be reani-mated by another casting of livemech, but if it does notreceive such a casting within 24 hours of the dis-pelling effect, it reverts to a tree.

LEGAL INFORMATIONTHIS PRINTING OF MECH MANUAL IS DONE UNDER VERSION

1.0A OF THE OPEN GAME LICENSE; VERSION 5.0/4.0 OF THE

D20 SYSTEM TRADEMARK LICENSE AND D20 SYSTEM TRADEMARK

LOGO GUIDE; AND THE REVISED (V.3.5) SYSTEM REFERENCE

DOCUMENT, BY PERMISSION FROM WIZARDS OF THE COAST.

SUBSEQUENT PRINTINGS OF THIS BOOK WILL INCORPORATE

FINAL VERSIONS OF THE LICENSE, GUIDE, AND DOCUMENT.

-6 penalty to one ability score (minimum 1).-4 penalty on attack rolls, saves, abilitychecks, and skill checks.Each round, the target has a 50% c h a n c eto act normally; otherwise, it isunable totake an action.

.

.

.

Page 127: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous

126 «4»

bols, designs,depictions, illus-

trations, mapsand cartogra-phy, likeness-es, poses,logos, symbols,

or graphicdesigns, except

such elements thatalready appear in the d20

System Reference Document and are alreadyOGC by virtue of appearing there. The aboveProduct Identity is not Open Game Content.

Designation of Open Game Content:Subject to the Product Identity designationabove, the following portions of Mech Manualare designated as Open Game Content: allmonster and mech stat blocks; and anythingelse contained herein that is already OpenGame Content by virtue of appearing in theSystem Reference Document or some otherOGC source.

Some portions ofthis book that

are delineat-ed OGC

originatefrom theS y s t e m

ReferenceDocument

and are©1999, 2000,

2001, 2002, 2003Wizards of the Coast, Inc. The remainder ofthese OGC portions of this book is herebyadded to Open Game Content, and if so used,should bear the COPYRIGHT NOTICE"Mech Manual, by F. Wesley Schneider andMatt Sprengeler, Copyright 2004, GoodmanGames."

All contents of this book, regardless of des-ignation, are copyrighted year 2004 byGoodman Games. All rights reserved.Reproduction or use without the written per-mission of the publisher is expressly forbid-

den, except for thepurpose of

review or useof OGCconsistentwith theOGL.

OPEN GAME LICENSE Version 1.0a

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 mate-

rial including derivative works and translations (including

into other computer languages), potation, modification,

correction, addition, extension, upgrade, improvement,

compilation, abridgment or other form in which an existing

work may be recast, transformed or adapted; (c)

"Distribute" means to reproduce, license, rent, lease, sell,

broadcast, publicly display, 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 not embody the Product

Identity and is an enhancement over the prior art and any

additional content clearly identified as Open Game Content

by the Contributor, and means any work covered by this

License, including translations and derivative works under

copyright law, but specifically excludes Product Identity;

(e) "Product Identity" means product and product line

names, logos and identifying marks including trade dress;

artifacts; creatures; characters; stories, storylines, plots,

thematic elements, dialogue, incidents, language, artwork,

symbols, designs, depictions, likenesses, formats, poses,

concepts, themes and graphic, photographic and other visu-

al or audio representations; names and descriptions of char-

acters, spells, enchantments, personalities, teams, personas,

likenesses and special abilities; places, locations, environ-

ments, creatures, equipment, magical or supernatural abili-

ties or effects, logos, symbols, or graphic designs; and any

other trademark or registered trademark clearly identified

as Product Identity by the owner of the Product Identity,

and which specifically excludes the Open Game Content;

(f) "Trademark" means the logos, names, mark, sign, motto,

designs that are used by a Contributor to identify itself or its

products or the associated products contributed to the

Open Game License by the Contributor; (g) "Use", "Used"

or "Using" means to use, Distribute, copy, edit, format,

modify, translate and otherwise create Derivative Material

of Open Game Content; (h) "You" or "Your" means the

licensee in terms of this agreement.

2. The License: This License applies to any Open Game

Content that contains a notice indicating that the Open

Game Content may only be Used under and in terms of this

License. You must affix such a notice to any Open Game

Content that you use. No terms may be added to or subtract-

ed from this License except as described by the License

itself. No other terms or conditions may be applied to any

Open Game Content distributed using this License.

3. Offer and Acceptance: By using the Open Game

Content, you indicate your acceptance of the terms of this

License.

4. Grant and Consideration: In consideration for agree-

ing to use this License, the Contributors grant You a perpet-

ual, worldwide, royalty-free, non-exclusive license with the

exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are

contributing original material as Open Game Content, You

represent that Your Contributions are Your original cre-

ation and/or You have sufficient rights to grant the

rights conveyed by this License.

6. Notice of License Copyright: You must update the

COPYRIGHT NOTICE portion of this License to include

the exact text of the COPYRIGHT NOTICE of any Open

Game Content You are copying, modifying or distributing,

and You must add the title, the copyright date, and the copy-

right holder's name to the COPYRIGHT NOTICE of any

original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any

Product Identity, including as an indication as to compati-

bility, except as expressly licensed in another, independent

Agreement with the owner of each element of that Product

Identity. You agree not to indicate compatibility or co-

adaptability with any Trademark in conjunction with a work

containing Open Game Content except as expressly

licensed in another, independent Agreement with the owner

of such Trademark. The use of any Product Identity in Open

Game Content does not constitute a challenge to the own-

ership of that Product Identity. The owner of any Product

Identity used in Open Game Content shall retain all rights,

title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content,

you must clearly indicate which portions of the work that

you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated

Agents may publish updated versions of this License. You

may use any authorized version of this License to copy, mod-

ify and distribute any Open Game Content originally distrib-

uted under any version of this License.

10. Copy of this License: You MUST include a copy of

this License with every copy of the Open Game Content You

Distribute.

11. Use of Contributor Credits: You may not market or

advertise the Open Game Content using the name of any

Contributor unless you have written permission from the

Contributor to do so.

12. Inability to Comply: If it is impossible for You to

comply with any of the terms of this License with respect to

some or all of the Open Game Content due to statute, judi-

cial order, or governmental regulation, then You may not

Use any Open Game Material so affected.

13. Termination: This License will terminate automati-

cally if You fail to comply with all terms herein and fail to

cure such breach within 30 days of becoming aware of the

breach. All sublicenses shall survive the termination of this

License.

14. Reformation: If any provision of this License is held

to be unenforceable, such provision shall be reformed only

to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of

the Coast, Inc.

System Reference Document Copyright 2000-2003,

Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte

Cook, Skip Williams, Bruce R. Cordell, based on original

material by E. Gary Gygax and Dave Arneson.

DragonMech Copyright 2004, Goodman Games

Mech Manual, by F. Wesley Schneider and Matt

Sprengeler, Copyright 2004, Goodman Games

Page 128: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous
Page 129: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous
Page 130: DragonMech: Mech Manual - rpg.rem.uz & Sorcery/WW17602 Dragonmech - Mech Manual...Demon, Hellborg 111 Devil, Goiem (Grime Devil) 112 Devil, Haireisthai (Heretic Devil) 113 Ferrous