When Chaos Drives
RoomDCC 87 · p.17
Open source p.17Area 5-1A – When Chaos Drives
The demon carriage opens its maw so that you may enter, and closes it again. It rapidly builds speed, racing through the pitch darkness of the tunnel. Within a few minutes, it emerges into light again, and you see in the distance the metal fortress of the Overlord, its angled superstructure rearing from a flattened base, and a variety of spars jutting out from it, some bearing great banners and others bare. An immense pipe extends horizontally from the superstructure, pointing in your direction. It rotates toward you and belches fire, and something massive howls past, above the carriage, too fast to be seen and wailing like a demented soul before exploding, with the thunder of the gods themselves, behind you. Weird, crab-like creatures with flashing, prismatic wings and riders circle the fortress, holding station high above; several of them swoop toward the fortress and then take flight again, headed straight toward you, objects clutched in their claws.
Show the players Handout D.
The megatank is able to fire its siege cannon every five rounds. At this range, and with a moving target, it only hits on a natural 20. Even then, the strike impacts behind the train, destroying a section of track. The flying creatures, called screamers, immediately attack. (Also, see read-aloud text below, which introduces the clubbers and the terminal station guard in Area 5-1B.)
Megatank (1): Init ; Atk siege cannon missile hits only on natural 20 (); AC 30; HD n/a hp n/a; MV immobile; Act every 5 rounds; SP immune to primitive weapons, sense movement 5,000’; SV n/a.
Screamers (4): Init ; Atk bomb missile (variable) or spit acid missile (); AC 14; HD ; hp 11 each; MV 20’ or fly 60’; Act ; SP overseer, armaments (two armed with fire bombs, two with overseer pods); SV Fort , Ref , Will ; AL N.
Four additional screamers attack after 3 rounds (same stats as above).
Read aloud: Further along the tracks stands another carriage house, like those the party has already encountered. There, troops assembled in defensive positions await your arrival. Nearer the great fortress, two giant creatures painted a mottled grey bestir themselves from slumber and begin to stride heavily in your direction. Each bears a huge flail, and their baleful crimson eyes gleam from their brows.
Clubbers (2): Init ; Atk flail melee (); AC 20; HD ; hp 70 each; MV 40’; Act ; SP cybernetic creature (immune to sleep, charm, and any effects requiring a Will save; vulnerable to electrical attacks); SV Fort , Ref , Will immune; AL N.