DM-Camris' IRON GODS Part 1: The Fires of Creation (Inactive)

Game Master Camris

SECTION FOUR: Technological Terror
In the town of Torch, the settlement’s unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are you bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch?
Science Deck Overview
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TORCH
N Large town
Corruption +0; Crime –1; Economy +0; Law –1; Lore +0;
Society +4
Qualities insular, strategic location, tourist attraction
Disadvantage heavily taxed
Danger +5
DEMOGRAPHICS
Government council
Population 4,320 (3,167 humans, 498 dwarves, 392 halforcs,
168 gnomes, 32 half-elves, 28 halflings, 25 elves, 10 androids)
Notable NPCs
Captain Aaronlu Langer (LN female human fighter 4)
Councilor Bazlundi Otterbie (N female human aristocrat 3/expert 2)
Councilor Dolga Feddert (LN old female dwarf aristocrat 2/fighter 3)
Councilor Joram Kyte (N old male human cleric of Brigh 6)
Councilor Khonnir Baine (NG middle-aged male human rogue 1/wizard [arcane bomberUC] 5)
Councilor Serantha Olandir (CG female human expert 3)
Garmen Ulreth (NE male human rogue 5)
Jhestine Imierin (N female half-elf witchAPG 4)
Junkmaster Garritt Burrwaddle (N middle-aged male gnome rogue 3)
Mylan Radli (N male human cleric of Pharasma 3)
Smeltrunner Oskah Unteret (NE female half-orc barbarian 2/expert 3)
MARKETPLACE
Base Value 2,400 gp; Purchase Limit 5,000 gp;
Spellcasting 3rd
Minor Items 3d4; Medium Items 1d6 (plus see areas 2,
13, 17, and 21 for more specific items)
SPECIAL QUALITIES
Heavily Taxed Torch is very heavily taxed by the Technic League, and has fewer resources available than a town of its size normally has. (Economy –2, reduce final base value by 10%, reduce purchase limit by 50%, spellcasting –2, available magic items as per
settlement 1 category smaller)

COLOR CODES:

Androffan technological items utilized a color-code hierarchy—
this same hierarchy was used on ships like Divinity to rank access among crew members.
Locks could be coded to different tiers of this hierarchy so that anyone possessing an access card of the proper rank could use the card as a sort of universal key to unlock correspondingly ranked doors and containers.
A lock protecting an area of particular importance could also be coded to be opened only by a unique card, but the bulk of the common locks can be opened by the properly colored access cards.
A full list of access cards, along with the entire colorcode hierarchy, is detailed in Chapter 2 of the Technology Guide.
In this adventure, only the three lowest-ranking color codes play a role, since power surges caused by the crash reset many of these locks to their lowest setting.
Brown: This is the lowest-ranking color—brown access cards were generally carried by visitors to the ship. A brown card can open only brown locks.
Black: One step above brown cards are black cards. All
crew members carried at least a black card. A black card can open black and brown locks.

House Rules & Rules of My Games
To Generate Hit points as you gain levels; roll for hitpoints (plus con plus toughness plus whatever), but reroll if you get less than half+1.