The Darkness of Space

Seven Serpents

Seven Serpents

Author Richard Canning, Chris Dolunt, and Chris Jones.
Publisher Atlas Games
Publish date 2004
OGL Section 15 ss

The material below is Open Game Content

A Note on Mechanomancy

This chapter makes use of the Mechanomancy published elsewhere. These rules are also available on-line at the Atlas Games web site at http://www.atlasgames.com/penumbra.

Though helpful, you don’t need a copy of the Mechanomancy rules to run adventures in the Wyrmstone Fortress – all the important information you need has been included here. Simply replace the Mechanomancy skill with Craft (Clockworks), ignore all mention of the Mechanomancy feat, and treat the clockwork dragons and Petra’s mechanical heart as unique oddities in the history of your campaign setting.

If you’re using the Mechanomancy rules, there are a couple of important points you need to be aware of.

  • As a dragon, Petra is able to practice Mechanomancy while simultaneously retaining her arcane spellcasting abilities.
  • The Mechanomancy skill now uses Intelligence as its key ability.
  • When Petra sacrificed her heart to create the wyrmstone, she gave up a millennium of memories. This drove her insane, but over the centuries she has slowly regained her mental capacity. Though her mental attributes have returned to normal, she still suffers from serious bouts of depression, which are aggravated by her isolation in the fortress.
  • The clockwork dragons are powered by the wyrmstone; they do not need winding and do not require major charges to activate.

New Craft Skill: Clockworks

Use Craft (clockworks) to create wall clocks, grandfather clocks, clock towers, pocket watches, and even semi-magical creations like clockwork dragons. This skill subcategory uses the standard rules for the Craft skill.

Task DC
Create grandfather clock 10
Create wall-mounted clock 15
Create pocket watch 20
Create wristwatch 25
Create clockwork creature 21

Petra, Great Wyrm Gold Dragon

CR 27; Colossal dragon (fire); HD 41d12+451; hp 707; Init +4; Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; AC 42 (–8 size, +40 natural), touch 2, flat-footed 42; Base Atk +41; Grap +75; Atk +43 melee (4d8+18/19-20/x2, bite); Full Atk +43 (4d8+18/19-20/x2, bite), +38 (4d6+9, 2 claws), +38 (2d8+9, 2 wings), +38 (4d6+27, tail slap); Space/Reach 30 ft./20 ft. (30 ft. bite); SA Breath Weapon, Crush, Frightful Presence, Spell-like Abilities, Spells, Tail Sweep; SQ Ageless, Alternate Form, Blindsense, Detect Gems, DR 20/magic, Fire Subtype, Immunities, Keen Senses, Luck Bonus, SR 33, Water Breathing; AL LG; SV Fort +33, Ref +22, Will +33; Str 47, Dex 10, Con 33, Int 32, Wis 33, Cha 32 (36 with rod of splendor)

Skills: Bluff +55 (+57 with rod), Concentration +55, Diplomacy +55 (+57 with rod), Jump +62, Knowledge (arcana) +55, Knowledge (architecture and engineering) +55, Knowledge (history) +55, Knowledge (nature) +55, Knowledge (nobility) +55, Knowledge (the planes) +55, Knowledge (religion) +55, Listen +57, Mechanomancy +55, Search +55, Sense Motive +55, Spellcraft +55, Spot +57

Feats: Alertness, Cleave, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Improved Sunder, Leadership Mechanomancy, Power Attack, Quicken Spell-Like Ability, Silent Spell, Wingover.

Languages: Common, Draconic

When trouble arises, Petra is a combatant of exceptional skill. Whenever possible she uses her spells to gain advance warning of a conflict and blanket herself with protective magic beforehand. In combat she prefers to make use of her claws and teeth, as it’s been her experience that those who challenge her sometimes come prepared with defenses against her Breath Weapons and spells. Since there is only a single pocket of air in the Wyrmstone Fortress, she usually casts her spells with the Silent Spell feat. Similarly, since she cannot use her wings to fly without air, she makes use of the fly spell and the Jump skill to move about the fortress.

Breath Weapon (Su): Petra has two Breath Weapons. The first is a 70-ft. cone of fire, usable every 1d4 rounds (damage 24d10, Reflex save DC 41 for half damage). The second is a 70-ft. cone of weakening gas (deals 12 points of temporary Strength damage, Fortitude save DC 41 negates).

Crush (Ex): Petra can use her whole body to crush as many Medium or smaller creatures as can fit in an area 30 ft. by 30 ft. Creatures that do not succeed on a Reflex save (DC 41) are pinned and take 4d8+27 points of bludgeoning damage. To maintain the pin, Petra must win an ordinary grapple attack each round.

Frightful Presence (Ex): Petra can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures with 40 or fewer HD within a radius of 360 feet are subject to the effect. Will DC 41 negates. Creatures who succeed at the save are immune to Petra’s Frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Dragons ignore the Frightful Presence of other dragons. Frightful presence is a mind-affecting fear effect.

Spell-Like Abilities (Sp): 3/day — polymorph self and bless; 1/day — geas/quest, sunburst, foresight. Caster level 19th.

Spells: (6/9/9/9/8/8/8/7/5) Petra knows and casts arcane spells as a 19th-level sorcerer, and can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells. The DC to resist these spells is 21 (23 with rod of splendor) + spell level. She knows the following spells:

0 Level — dancing lights, detect magic, detect poison, ghost sound, mage hand, mending, open/close, read magic, resistance
1st Level — mage armor, sanctuary, shield, shield of faith, true strike
2nd Level — bull’s strength, cat’s grace, endurance, mirror image, silent message
3rd Level — displacement, fly, haste, protection from energy
4th Level — detect scrying, fire shield, greater invisibility, minor globe of invulnerability
5th Level — plane shift, slay living, righteous might, true seeing
6th Level — harm, heal, greater dispelling
7th Level — destruction, greater scrying, teleport without error
8th Level — antimagic field, mind blank, screen
9th Level — wish, time stop

Tail Sweep (Ex): As a standard action, Petra can sweep her tail through a 40-ft. radius half-circle extending from an intersection on the edge of the dragon’s space in any direction. This attack deals 2d8+27 damage to Medium and smaller opponents, though a Reflex save (DC 41) is allowed for half damage.

Ageless (Ex): As long as the wyrmstone exists, Petra’s clockwork heart prevents her from aging. If the wyrmstone is destroyed, Petra’s clockwork heart stops, and she dies instantly.

Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Blindsense (Ex): Petra can pinpoint creatures within a range of 60 feet. Opponents she can’t actually see still have total concealment against her.

Damage Reduction: Petra has Damage Reduction 20/magic; she ignores the first 20 points of damage from any attack, unless that attack is made with a magic weapon. Her natural weapons are treated as magic weapons for the purpose of overcoming Damage Reduction.

Detect Gems (Sp): Three times per day, Petra can use this divination ability, similar to detect magic, to find only gems. She can scan a 60- degree arc each round. Studying for one round reveals the presence or absence of gems, two rounds reveals the exact number of gems, and three rounds reveals the exact location, type, and value of gems in the arc.

Fire Subtype (Ex): Petra has immunity to fire, but she is vulnerable to cold, which means she takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Immunities (Ex): All dragons have immunity to sleep and paralysis effects.

Keen Senses (Ex): Dragons can see four times as well as humans in low-light conditions and twice as well in normal light. They also have Darkvision (range 1200 feet).

Luck Bonus (Sp): Once per day Petra can touch one gem, usually embedded in her hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 120-ft. radius receives a +1 luck bonus as per a stone of good luck. If the dragon gives the gem to another creature, only the bearer gets the bonus. The enchantment lasts 1d3+36 hours, but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Spell Resistance (Ex): Petra is resistant to spells and spell-like abilities. To determine if a spell or spell-like ability works against this dragon, the caster must make a caster level check against DC 33; if the caster level check succeeds, the spell works normally, though the dragon is still allowed a saving throw.

Water Breathing (Ex): This dragon can breathe underwater indefinitely and can freely use its Breath Weapons, spells, and other abilities while submerged.

Possessions: immovable rod (x2), iridescent spindle ioun stone (sustains creature without air), ring of major elemental resistance (cold), ring of major elemental resistance (sonic), rod of splendor (factored into stats above), staff of power (47 charges).

New Spell: Silent Message

Transmutation [Language-Dependent]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You can mentally “speak” messages and receive telepathic replies. You point a finger at each creature to be included in the spell effect. When you think of a message, all of the targeted creatures who are within range can “hear” the message in their minds as if it was spoken to them. 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length is within the spell’s range. The creatures who receive the message can mentally “speak” a reply that you “hear” in your mind. The spell transmits the mental “sound” of the words, not the meaning. It doesn’t transcend language barriers.

The Clockwork Dragons

BRASS CLOCKWORK DRAGON (3), (MAJOR CLOCKWORK)

Huge Clockwork Construct
CR 15 (17 if sentient); Huge construct; HD 30d10+40; hp 205; Init +4; Spd 60 ft., fly 60 ft. (poor), burrow 30 ft; AC 38 (–2 size, +30 natural), touch 8, flat-footed 38; Base Atk +22, Grap +41, Atk +31 (2d8+11, bite); Full Atk +31 (2d8+11, bite), +26 (2d6+5, 2 claws), +26 (1d8+5, 2 wings), +26 (2d6+16, tail slap); Space/Reach 15 ft./10 ft. (15 ft. bite); SA Breath Weapon, Crush, Frightful Presence, Tail Sweep; SQ Construct, DR 12/–, Keen Senses, SR 27; AL N (NE if sentient); SV Fort +9, Ref +9, Will +13; Str 33, Dex 10, Con –, Int – (18 if sentient), Wis 19, Cha 18

Skills (if sentient): Bluff +48, Climb +44, Hide +25, Jump +44, Knowledge (architecture and engineering)
+48, Knowledge (history) +48, Listen +39, Mechanomancy +48, Search +48, Sense Motive +48, Spot +39.

Feats (if sentient): Alertness, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Mechanomancy, Power Attack, Wingover.

Languages (if sentient): Common, Draconic

Brass clockwork dragons appear to be brass dragons fashioned from real brass. They attack mindlessly if non-sentient. Sentient versions are flamboyant combatants, preferring to rely on their Breath Weapons.

Breath Weapon (Su): A brass clockwork dragon can discharge a 100-ft.-long jet of flame every 1d4 rounds (10d6 fire damage, Reflex save DC 31 for half damage).

Crush (Ex): A brass clockwork dragon can use its whole body to crush as many Medium or smaller creatures as can fit in an area 15 ft. by 15 ft. Creatures that do not succeed on a Reflex save (DC 31) are pinned and take 2d8+16 points of bludgeoning damage. To maintain the pin, It must win an ordinary grapple attack each round.

Frightful Presence (Ex): A brass clockwork dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever it attacks, charges, or flies overhead. Creatures with 29 or fewer HD within a radius of 300 feet are subject to the effect. Will save DC 29 negates. Creatures who succeed at the save are immune to the clockwork’s Frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Clockworks ignore the Frightful Presence of other clockworks and dragons.
Frightful Presence is a mind-affecting fear effect.

Construct: Immune to mind-affecting effects, poison, disease, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, or death from massive damage. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage, but may be repaired. A construct is immediately destroyed when reduced to 0 hit points or less, and cannot be raised or resurrected. Constructs do not eat, sleep, or breathe.

Damage Reduction: A brass clockwork dragon is very durable. It has Damage Reduction 12/—; it ignores the first 12 points of damage from any attack.

Keen Senses (Ex): Clockwork dragons see four times as well as humans in low-light conditions and twice as well in normal light. They also have Darkvision to a range of 120 feet.

Spell Resistance (Ex): A brass clockwork dragon is resistant to spells and spell-like abilities. To determine if a spell or spell-like ability works against this clockwork, the caster must make a caster level check against DC 27; if the caster level check succeeds, the spell works normally, though the clockwork is still allowed a saving throw.

Treasure: Brass clockwork dragons can be melted down to extract 5,000 gp worth of brass. This material weighs 250 lbs.

BRONZE CLOCKWORK DRAGON (4), (MAJOR CLOCKWORK)

Gargantuan Clockwork Construct
CR 16 (18 if sentient); Gargantuan construct; HD 33d10+60; hp 241; Init +4; Spd 40 ft., fly 40 ft. (poor); AC 36 (–4 size, +30 natural), touch 6, flat-footed 36; Base Atk +24, Grap +47, Atk +31 (4d6+11, bite); Full Atk +31 (4d6+11, bite), +26 (2d8+5, 2 claws), +26 (2d6+5, 2 wings), +26 (2d8+16, tail slap); Space/Reach 20 ft./15 ft. (20 ft. bite); SA Breath Weapon, Crush, Frightful Presence, Tail Sweep; SQ Construct, DR 15/–, Immunities, Keen Senses, SR 28; AL N (NE if sentient); SV Fort +10, Ref +10, Will +17; Str 33, Dex 10, Con –, Int – (24 if sentient), Wis 25, Cha 24.

Skills (if sentient): Appraise +43, Climb +47, Diplomacy +51, Intimidate +43, Jump +47, Knowledge (architecture and engineering) +51, Knowledge (history) +51, Knowledge (nature) +51, Listen +45, Mechanomancy +51, Search +51, Spot +45, Survival +43.

Feats (if sentient): Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Improved Sunder, Mechanomancy, Power Attack, Track, Wingover.

Languages (if sentient): Common, Draconic.

Bronze clockwork dragons appear to be bronze dragons made out of real bronze. They attack mindlessly if non-sentient. Sentient versions prefer to set ambushes and attack with stealth.

Breath Weapon (Su): A bronze clockwork dragon can discharge a 120-ft.-long line of lightning every 1d4 rounds (20d6 electricity damage, Reflex save DC 33 for half damage).

Crush (Ex): A bronze clockwork dragon can use its whole body to crush as many Medium or smaller creatures as can fit in an area 20 ft. by 20 ft. Creatures that do not succeed on a Reflex save (DC 33) are pinned and take 4d6+16 points of bludgeoning damage. To maintain the pin, it must win an ordinary grapple attack each round.

Frightful Presence (Ex): A bronze clockwork dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever it attacks, charges, or flies overhead. Creatures with 32 or fewer HD within a radius of 300 feet are subject to the effect. Will save DC 33 negates. Creatures who succeed at the save are immune to the clockwork’s Frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become
shaken for 4d6 rounds. Clockworks ignore the Frightful Presence of other clockworks and dragons. Frightful Presence is a mind-affecting fear effect.

Tail Sweep (Ex): As a standard action, a bronze clockwork dragon can sweep its tail through a 30-ft.- radius half-circle extending from an intersection on the edge of the clockwork’s space in any direction. This attack deals 2d6+16 damage to Small and smaller opponents, though a Reflex save (DC 33) is allowed for half damage.

Construct: Immune to mind-affecting effects, poison, disease, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, or death from massive damage. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage, but may be repaired. A construct is immediately destroyed when reduced to 0 hit points or less, and cannot be raised or resurrected. Constructs do not eat, sleep, or breathe.

**Damage Reduction:* A bronze clockwork dragon is very durable. It has Damage Reduction 15/—; it ignores the first 15 points of damage from any attack.

Immunities (Ex): A bronze clockwork dragon has immunity to electricity.

Keen Senses (Ex): Clockwork dragons see four times as well as humans in low-light conditions and twice as well in normal light. They also have Darkvision to a range of 120 feet.

Spell Resistance (Ex): A bronze clockwork dragon is resistant to spells and spell-like abilities. To determine if a spell or spell-like ability works against this clockwork, the caster must make a caster level check against DC 28; if the caster level check succeeds, the spell works normally, though the clockwork is still allowed a saving throw.

Treasure: Bronze clockwork dragons can be melted down to extract 6,250 gp worth of bronze. This material weighs 250 lbs.

COPPER CLOCKWORK DRAGON (3), (MAJOR CLOCKWORK)

Huge Clockwork Construct
CR 16 (18 if sentient); Huge Construct; HD 33d10+40; hp 201; Init +4; Spd 40 ft., fly 40 ft. (poor); AC 38 (–2 size, +30 natural), touch 8, flat-footed 38; Base Atk +24, Grap +47, Atk +33 (4d6+11, bite); Full Atk +33 (4d6+11, bite), +28 (2d8+5, 2 claws), +28 (2d6+5, 2 wings), +28 (2d8+16, tail slap); Space/Reach 15 ft./10 ft. (15 ft. bite); SA Breath Weapon, Crush, Frightful Presence; SQ Construct, DR 12/–, Keen Senses, SR 28; AL N (NE if sentient); SV Fort +10, Ref +10, Will +15; Str 33, Dex 10, Con –, Int – (20 if sentient), Wis 21, Cha 20

Skills (if sentient): Appraise +41, Balance +36, Climb +47, Diplomacy +49, Jump +47, Knowledge (arcane) +49, Knowledge (architecture and engineering) +49, Knowledge (history) +49, Listen +43, Mechanomancy +49, Search +49, Spot +43.

Feats (if sentient): Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Improved Sunder, Mechanomancy, Power Attack, Wingover.

Languages (if sentient): Common, Draconic.

Copper clockwork dragons appear to be copper dragons made out of actual copper. They attack mindlessly if non-sentient. Sentient versions prefer to leap down onto opponents from above.

Breath Weapon (Su): A copper clockwork dragon can discharge a 100-ft.-long stream of acid every 1d4 rounds (20d4 acid damage, Reflex save DC 32 for half damage).

Crush (Ex): A copper clockwork dragon can use its whole body to crush as many Small or smaller creatures as can fit in an area 15 ft. by 15 ft. Creatures that do not succeed on a Reflex save (DC 32) are pinned and take 2d8+16 points of bludgeoning damage. To maintain the pin, it must win an ordinary grapple attack each round.

Frightful Presence (Ex): A copper clockwork dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever it attacks, charges, or flies overhead. Creatures with 32 or fewer HD within a radius of 300 feet are subject to the effect. Will save DC 31 negates. Creatures who succeed at the save are immune to the clockwork’s Frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Clockworks ignore the Frightful Presence of other clockworks and dragons.
Frightful Presence is a mind-affecting fear effect.

Construct: Immune to mind-affecting effects, poison, disease, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, or death from massive damage. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage, but may be repaired. A construct is immediately destroyed when reduced to 0 hit points or less, and cannot be raised or resurrected. Constructs do not eat, sleep, or breathe.

Damage Reduction: A copper clockwork dragon is very durable. It has Damage Reduction 12/—; it ignores the first 12 points of damage from any attack.

Immunities (Ex): A copper clockwork dragon has immunity to acid.

Keen Senses (Ex): Clockwork dragons see four times as well as humans in low-light conditions and twice as well in normal light. They also have Darkvision to a range of 120 feet.

Spell Resistance (Ex): A copper clockwork dragon is resistant to spells and spell-like abilities. To determine if a spell or spell-like ability works against this clockwork, the caster must make a caster level check against DC 28; if the caster level check succeeds, the spell works normally, though the clockwork is still allowed a saving throw.

Spider Climb (Ex): A copper clockwork dragon can climb on stone surfaces as though using the spider climb spell.

Treasure: Copper clockwork dragons can be melted down to extract 8,333 gp worth of copper. This material weighs 250 lbs.

SILVER CLOCKWORK DRAGON (3), (MAJOR CLOCKWORK)

Gargantuan Clockwork Construct
CR 18 (20 if sentient); Gargantuan construct; HD 35d10+60; hp 252; Init +4; Spd 40 ft., fly 40 ft. (poor); AC 39 (–4 size, +33 natural), touch 6, flat-footed 39; Base Atk +26, Grap +50, Atk +34 (4d6+12, bite); Full Atk +38 (4d6+12, bite), +29 (2d8+6, 2 claws), +29 (2d6+6, 2 wings), +29 (2d8+18, tail slap); Space/Reach 20 ft./15 ft. (20 ft. bite); SA Breath Weapon, Crush, Frightful Presence, Tail Sweep; SQ Cloudwalking, Construct, DR 15/—, Immunities, Keen Senses, SR 29; AL N (NE if sentient); SV Fort +13, Ref +13, Will +19; Str 35, Dex 10, Con –, Int – (26 if sentient), Wis 27, Cha 26

Skills (if sentient): Balance +38, Bluff +52, Climb +50, Diplomacy +52, Intimidate +46, Jump +50, Knowledge (arcana) +52, Knowledge (architecture and engineering) +52, Knowledge (history) +52, Knowledge (nature) +52, Knowledge (nobility) +52, Knowledge (religion) +52, Listen +48, Mechanomancy +52, Search +52, Sense Motive +52, Spot +48, Survival +46.

Feats (if sentient): Alertness, Cleave, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Improved Sunder, Lightning Reflexes, Mechanomancy, Power Attack, Wingover.

Languages (if sentient): Common, Draconic.

Silver clockwork dragons appear to be dragons made of actual silver. They attack mindlessly if not sentient. Sentient versions prefer to remain in the air and attack with their Breath Weapons.

Breath Weapon (Su): A silver clockwork dragon can discharge a 60-ft. cone of cold every 1d4 rounds (20d8 cold damage, Reflex save DC 34 for half damage).

Crush (Ex): A silver clockwork dragon can use its whole body to crush as many Medium or smaller creatures as can fit in an area 20 ft. by 20 ft. Creatures that do not succeed on a Reflex save (DC 34) are pinned and take 4d6+18 points of bludgeoning damage. To maintain the pin, it must win an ordinary grapple attack each round.

Frightful Presence (Ex): A silver clockwork dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever it attacks, charges, or flies overhead. Creatures with 34 or fewer HD within a radius of 330 feet are subject to the effect. Will save DC 35 negates. Creatures who succeed at the save are immune to the clockwork’s Frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Clockworks ignore the Frightful Presence of other clockworks and dragons. Frightful Presence is a mind-affecting fear effect.

Tail Sweep (Ex): As a standard action, a silver clockwork dragon can sweep its tail through a 30-ft.- radius half-circle extending from an intersection on the edge of the clockwork’s space in any direction. This attack deals 2d6+18 damage to Small and smaller opponents, though a Reflex save (DC 34) is allowed for half damage.

Cloudwalking (Su): The dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

Construct: Immune to mind-affecting effects, poison, disease, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, or death from massive damage. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage, but may be repaired. A construct is immediately destroyed when reduced to 0 hit points or less, and cannot be raised or resurrected. Constructs do not eat, sleep, or breathe.

Damage Reduction: A silver clockwork dragon is very durable. It has Damage Reduction 15/—; it ignores the first 15 points of damage from any attack.

Immunities (Ex): A silver clockwork dragon has immunity to cold and acid.

Keen Senses (Ex): Clockwork dragons see four times as well as humans in low-light conditions and twice as well in normal light. They also have Darkvision to a range of 120 feet.

Spell Resistance (Ex): A silver clockwork dragon is resistant to spells and spell-like abilities. To determine if a spell or spell-like ability works against this clockwork, the caster must make a caster level check against DC 29; if the caster level check succeeds, the spell works normally, though the clockwork is still allowed a saving throw.

Treasure: Silver clockwork dragons can be melted down to extract 12,500 gp worth of silver. This material weighs 250 lbs.

GOLD CLOCKWORK DRAGON (0), (MAJOR CLOCKWORK)

Colossal Clockwork Construct
CR 22 (24 if sentient); Colossal construct; HD 41d10+80; hp 305; Init +4; Spd 60 ft., fly 60 ft. (poor), swim 60 ft.; AC 42 (–8 size, +40 natural); Base Atk +31, Grap +65, Atk +41 (4d8+18, bite); Full Atk +41 (4d8+18, bite), +36 (4d6+9, 2 claws), +36 (2d8+9, 2 wings), +36 (4d6+27, tail slap); Space/Reach 30 ft./20 ft. (30 ft. bite); SA Breath Weapon, Crush, Frightful Presence, Tail Sweep; SQ Construct, DR 20/—, Immunities, Keen Senses, SR 33; AL N (NE if sentient); SV Fort +22, Ref +22, Will +33; Str 47, Dex 10, Con –, Int – (32 if sentient), Wis 33, Cha 32

Skills (if sentient): Appraise +55, Balance +44, Bluff +55, Climb +62, Diplomacy +55, Intimidate +55, Jump +62, Knowledge (arcana) +55, Knowledge (architecture and engineering) +55, Knowledge (history) +55, Knowledge (nature) +55, Knowledge (nobility) +55, Knowledge (the planes) +55, Knowledge (religion) +55, Listen +57, Mechanomancy +55, Search +55, Sense Motive +55, Spot +57, Survival +55.

Feats (if sentient): Alertness, Cleave, Flyby Attack, Great Cleave, Great Fortitude, Hover, Improved Initiative, Improved Sunder, Lightning Reflexes, Mechanomancy, Power Attack, Snatch, Wingover.

Languages (if sentient): Common, Draconic.

Gold clockwork dragons appear to be dragons made of actual gold. These creatures are the masters of their kind. As soon as one has been constructed, it orders its kin into battle against the metallic dragons, preferably with the aid of the draconis perditoris. Gold clockwork dragons attack mindlessly if not sentient. Sentient versions pretend to be friendly, then attack once an opponent lowers his guard.

Breath Weapon (Su): A gold clockwork dragon can discharge a 70-ft. cone of fire every 1d4 rounds (24d10 fire damage, Reflex save DC 41 for half damage).

Crush (Ex): A gold clockwork dragon can use its whole body to crush as many Large or smaller creatures as can fit in an area 30 ft. by 30 ft. Creatures that do not succeed on a Reflex save (DC 41) are pinned and take 4d8+27 points of bludgeoning damage. To maintain the pin, it must win an ordinary grapple attack each round.

Frightful Presence (Ex): A gold clockwork dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever it attacks, charges, or flies overhead. Creatures with 40 or fewer HD within a radius of 360 feet are subject to the effect. Will save DC 41 negates. Creatures who succeed at the save are immune to the clockwork’s Frightful Presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with more than 5 HD become shaken for 4d6 rounds. Clockworks ignore the Frightful Presence of other clockworks and dragons. Frightful Presence is a mind-affecting fear effect.

Tail Sweep (Ex): As a standard action, a gold clockwork dragon can sweep its tail through a 40-ft.-radius half-circle extending from an intersection on the edge of the clockwork’s space in any direction. This attack deals 2d8+27 damage to Medium and smaller opponents, though a Reflex save (DC 41) is allowed for half damage.

Construct: Immune to mind-affecting effects, poison, disease, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, or death from massive damage. Immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage, but may be repaired. A construct is immediately destroyed when reduced to 0 hit points or less, and cannot be raised or resurrected. Constructs do not eat, sleep, or breathe.

**Damage Reduction:* A gold clockwork dragon is very durable. It has Damage Reduction 20/—; it ignores the first 15 points of damage from any attack.

Immunities (Ex): A gold clockwork dragon has immunity to fire.

Keen Senses (Ex): Clockwork dragons see four times as well as humans in low-light conditions and twice as well in normal light. They also have Darkvision to a range of 120 feet.

Spell Resistance (Ex): A gold clockwork dragon is resistant to spells and spell-like abilities. To determine if a spell or spell-like ability works against this clockwork, the caster must make a caster level check against DC 33; if the caster level check succeeds, the spell works normally, though the clockwork is still allowed a saving throw.

Treasure: Gold clockwork dragons can be melted down to extract 25,000 gp worth of gold. This material weighs 250 lbs.

New Hazard: Outer Space

Characters exposed to outer space must deal with a number of individual threats:

Limited Movement: Most normal means of movement are useless in space; even winged creatures are helpless without air for their wings to push against. Without magical or technological means of locomotion, creatures are doomed to drift helplessly in whatever direction they were last moving.

Planar Dead Space: The region of the Astral and Ethereal Planes corresponding to outer space is a planar “dead zone.” Traveling through this oblivion is more than most mortal minds can handle. While it is possible to use spells like teleport, etherealness, and the like to cross a region of space, the traveler must succeed at a DC 40 Will save. On a failed save, the spell fails and the traveler is struck mad as if by a feeblemind spell.

Suffocation: A character unable to hold his breath or without a dedicated air supply is immediately subject to the drowning rule. In addition, the character also suffers from decompression (see below) and extreme temperatures (see below).

Decompression: Even if a character has a supply of air, the lack of air pressure makes it impossible to survive without a sealed environment or magic. A character without these protections suffers 3d6 points of damage per round. In addition, the character also suffers from extreme temperatures (see below). Characters who do not need to breathe do not suffer from decompression.

Extreme Temperatures: Characters subject to the cold of space take 3d6 points of cold damage each round. If the character is exposed to a large source of radiation, such as the sun, he takes 3d6 points of fire damage per round instead.

Silence: Space is completely silent. Characters who do not have air to breathe are subject to the same effects as a silence spell, except the effects are nonmagical.

Location Information

Visitor’s Area Horde

The treasure hoard in the visitor’s area includes 1,000 pp, 10,000 gp, 100,000 sp, and 1,000,000 cp.

Repairing Clockworks

Repairing the damaged clockworks requires a full day of work and a DC 21 Mechanomancy check (use Craft (Clockworks) if you aren’t using the Mechanomancy rules). No money needs to be spent on raw materials, as all the available parts can be found in the junkyard. The total value of the material needed for the repairs is 10,000 gp.

Petra’s Art

The total value of Petra’s art collection easily exceeds 100,000 gp. Transporting it all out of the fortress poses some difficulties however, since the paintings have a total weight over 500 pounds and exposure to air will damage some of them, causing the collection to lose about 20% of its value.

The Junkyard

There are approximately 50 destroyed clockwork dragons here of each type. Enterprising characters can extract an amount of precious metal from each wreck worth the values given in the clockwork dragon entries.

The Foundary

There are 5 iron golems manning the assembly lines here. Use the standard SRD statistics for iron golems to represent these creatures.

Burial Remains

A DC 10 Heal check allows a character to determine that these dragons were slain by the claws and teeth of a larger dragon.

Wyrmstone Chamber Defenses

The doors to this chamber have a hardness of 20 and 100 hit points each. Each door is locked with mechanisms of such complexity that a DC 40 Open Locks check to is required to open them. The locks work on a tumbler mechanism, no key exists, and only Petra knows the combination that opens them.

The lack of gravity presents a challenge in itself. A character without a magical or technological means of flight is adrift in this chamber, along the vector she was on when she entered, until she is stopped by some other force or obstacle.

Furthermore, the entire chamber is trapped with a magical discharge that releases blasts of acid, cold, lightning, and fire, each of which deal 5d6 damage to all within a 30-foot radius. Merely touching a door or the exterior wall is enough to trigger it.

Energy Blast Trap: CR 11; magic device; touch trigger; automatic reset (immediate); no attack roll necessary; magical energy blast (20th-level wizard; 5d6 acid, 5d6 cold, 5d6 fire, 5d6 electricity; DC 20 Reflex save half damage); multiple targets (all within 30-foot area); Search 32; Disable Device DC 32.

New Major Artifact: The Wyrmstone

Removing the draconis perditoris from the wyrmstone requires a DC 30 Strength check. Characters may take 10 or 20 on this check, but cooperative checks are not permitted. Removing the sword from the wyrmstone causes all clockwork dragons to regain their Intelligence scores, skills, and feats, as described in the clockwork dragon stats.

Destroying the 200-lb. wyrmstone is not an easy task. It can only be harmed by the draconis perditoris, and is only destroyed when it fails a saving throw against the sword’s dragon-slaying effect. Any attack that does not destroy the wyrmstone attracts the attention of every clockwork dragon in the fortress. If a single attack against the wyrmstone inflicts 20 points of damage or more, the sword becomes embedded in the stone again, and the clockwork dragons return to their non-intelligent state.

+New Major Artifact: Draconis Perditoris
Draconis perditoris is a greatsword with a +4 nonmagical enhancement bonus. This is fortunate, for the weapon takes advantage of its connection to planar dead space to radiate a non-magical antimagic field that cannot be dispelled by any means, though this field is nullified while the sword is in contact with the wyrmstone. Any dragon struck by the sword must make a Fortitude save or suffer from disruption on a cellular level, dying instantly and melting away into a pile of bubbling protoplasm.

The DC for the save is 10 + 1/2 the wielder’s Hit Dice + the wielder’s Charisma bonus.

The draconis perditoris, just like the clockwork dragons, is powered by the energies of the wyrmstone.
Destroying the stone causes the sword to corrode into a scrap of useless junk.

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