Adventure in the Age of Steam [Archive] - Wizards Community

Post/Author/DateTimePost
yellowdingo

03-25-07, 08:58 PM
AC1026, Thaumont 15: The Bunker
Location: Thyatian Coast, Kerendas
Description: The Captain of the Hattian Merchantman Sea Prow spots an unusual construction on the cliffs overlooking the entrance to Port Kerendas. He makes a note of it in his report to Frieburg.
What is going on? The Oard advising the Thyatian Empire have finally developed a Steam Cannon to replace the unavailability of “cannon-powder” Artillery. The Bunker and its cannon are the first of many such placements securing Thyatian Interests. The Hattians are always on watch for some new military development by the Thyatian Empire.
Considering the one mile range of the Cannon, anyone sailing into Port Kerendas is in range of the Artillery.

Steam Cannon (Weight: 5 Tons, Range: 1 mile, Damage: 20d6, Reload: 1Turn)

PC Involvement: Adventurers might simply notice the construction and do a little investigating or are spying on behalf of foreign interests.

Penetrating the Bunker
The seamless stone dome with narrow slit window and protruding weapon is guarded by patrols on the top of the cliffs and over at the “Abandoned” Tavern that provides access through the cellars to access tunnel (Area 6).

Area 1: The Weapon Platform. The Cannon is thirty five feet long with a cage filled with red-hot charcoal smouldering in it. The cage encases the breech-boiler. Forward of the breech Boiler is a small lever (with leather gauntlet on the handle) which releases the high pressure steam into a small space behind the Shot. The Cannon is actively tended by one soldier who is looking out the narrow slit.
In one part of this domed area a dozen bags of charcoal sit providing a rest to two sleeping soldiers. There is also a rack of fifty cannon-shot.
The Stairs go down to area two.

Area 2: Rest Area. This area is occupied by two Soldiers playing cards at a table.

Area 3: This hall provides access to the two sleeping areas (4 & 5) as well as the stair access to the lower Armoury.

Area 4: Commander Quarters. Here the Fifth level Thyatian Lieutenant is resting. The small table is covered in notes on ship movements and a high quality sketch of the Steam Cannon (worth 1000gp to interested parties). His sword is hanging on the chair.

Area 5: Common Bunks. Currently Empty, This room contains a three level bunk bed with blankets.

Area 6: Bunker Access Tunnel. The Tunnel leads in from the cellars of an abandoned Tavern five hundred feet away from the Bunker.

Area 7: Armory Access hallway. This hall provides access to Armoury storage (Areas 8, 9 & 10) as well as the stair access to the lower caves.

Area 8: Shot Storage. Contains racks filled with wooden trays of Cannonballs for the steam cannon. As well as crossbow ammunition (several thousand cannonballs).

Area 9: Charcoal Storage. Sacks (40lb each) of Charcoal fill this room to the roof.

Area 10: Preserved Food and Water sits here in eight barrels (value: 150gp).

Area 11: The Cold Cave. It is quite cold in this small cave (A Bricked up wall blocks access to Area 12).

Area 12: There are bodies here in deep cold storage. The room is unnaturally cold and the bodies date back to early human settlement in the region. There are Traladar warriors here as well as the fresh bodies of a dozen Hattian Soldiers in civilian clothes. The bodies are stacked high to the roof of the gallery cave.
The roof itself is painted in ancient art of the lizard-men tribes.

Area 13: The Lair of the Undead Lizardman highpriest. There is a selection of scrolls with cleric spells inscribed on platinum leaf (5xWish).

Area 14: The Altar. Having heard the arrival of the PCs the Undead Lizardman High Priest is praying to have all the bodies turned into Undead troops (there are a hundred bodies: 88 skeletons, 12 Zombies). If the Brick Wall is not bashed through yet by PC activity, the Undead penetrate the bunker.

Area 15: The Sea Entrance. Exposed only at low tide, the cave entrance leads up a slippery narrow tunnel to the Main Gallery (Area 12).

Area 16: Tunnel to the Sinkhole. This tunnel winds over to a Sinkhole in a farmers field.


All you need is a map of the bunker (artillery dome, level 2-3 hab and storage, and the caverns and you have a civilization making the early inroads on steam.