TEXT: — 1 —
  Maiden Voyage
  of the Colossus
  Perry Fehr
  
  — 2 —
  
  — 3 —
  Maiden Voyage of 
  the Colossus
  “The Colossus!  Next wonder of this world, a grand ship 
  of luxurious proportions, carrying goods and good people 
  through the sky to exotic locales without the danger of 
  stormy seas and pirates, or tedious land travel and ban-
  dits, and all in style and comfort!  The Colossus, built by 
  Gearswave, Inc., is completely safe, unreachable in the sky, 
  moved by the power of controlled wind and gear power!  
  Forget sea travel and grubby caravans, airship transport 
  aboard the mighty Colossus is the only way to go!”
  From the Writer: Maiden Voyage of the Colossus was writ-
  ten, in its first draft, in exactly one hour as part of the 
  Iron GM competition at the Great Falls Gaming Rendez-
  vous on October 9, 2015.  The competitors get one hour 
  to make their characters during this time, and all partici-
  pants get to hear three theme phrases, in this case 
  • 
  AIRSHIP
  • 
  HIDDEN AGENDA
  • 
  THE CLOCKMAKER  
  Each GM gives his randomly-selected players three guide 
  words for character creation and play; mine were, of 
  course “Maiden Voyage: Colossus!” The group is given 4 
  hours to play, and then the GMs are evaluated by their 
  players.  This adventure took 3rd place.
  A dual-game adventure for 
  OGL adventures in Porphyra 
  and 
  Dungeon Crawl Classics.
  Maiden Voyage of the Colossus is an adventure constructed 
  for use with either the porphyra.wikidot.com or the 
  Dungeon Crawl Classics system.  Division of play is 
  simple: the map, room descriptions and contents are 
  identical, but any dice or statistical work is separated and 
  set out for both systems; when aspects are described, the 
  Porphyra data will come first in purple, followed by 
  the Dungeon Crawl Classics data in black.
  The Adventurers
  This adventure is for 6 players, with a recommended 
  level of 3rd if the party is playing by Porphyra rules, 
  and a recommended level of 2nd if the party is playing 
  by Dungeon Crawl Classics rules.  The setting is in a 
  large cosmopolitan city on an ocean coast, but can be 
  easily modified to fit the players’ campaign.
  On Porphyra
  If this adventure will be used in the Lands of Porphyra 
  Campaign Setting, the most appropriate location would 
  be the city of Solimat, in the M’Linas territory of the 
  Clandom of the Fourlands.  Those enlightened people 
  are quite fond of airships and freedom of religion, and 
  the Colossus’s maiden voyage would take it over the 
  coastal mountains to the Southern Opal Sea.  Agents 
  of the Clockmaker could probably be traced east to 
  The Enclave, super-secret test facility of the Clockwork 
  Lands.
  A Note for DCC Players: The Porphyra Campaign Set-
  ting is great for locating your DCC adventures, with its 
  epic conflict of Gods and Elementals!  Check out Lands 
  of Porphyra and our other Porphyra game setting materi-
  als soon for lots of neutral-system game ideas today!
  “Hidden Agendas” [Optional]
  To create an added dimension to the adventure, the 
  GM/Judge can issue “Hidden Agendas” to the players 
  before they begin, randomly or selected. This is espe-
  cially useful if the adventure is a “one-off”, but a canny 
  GM/Judge can manipulate a campaign prior to play to 
  make the agenda fit the player.  Here are some suggested 
  “Hidden Agendas”:
  • 
  The aristocratic “Council of Thrushes” insists that 
  they not be disturbed in their revels.  Make that 
  happen and you will be rewarded/your secret will be 
  safe.
  • 
  Why is everyone so secretive?  It is business as usual 
  for you, and you are determined to take everything 
  at face value.
  • 
  You have been coerced/blackmailed/brainwashed 
  into sabotaging the mission!  Do everything you can 
  to secretly bring down the Colossus, and escape!
  • 
  You have been slipped a note that informs you that 
  one of your number is a saboteur!  You cannot di-
  rectly state this or act without actual proof, or nearby 
  assassins will take you out!
  
  — 4 —
  • 
  You have a gambling debt (or someone close to you 
  has) with one of the guards or mechanics on board.  
  Do not be seen by any of them!
  • 
  You have had a terrifying prophetic dream of a hor-
  rible monster in the lower decks.  If you encounter 
  it, you shall surely go mad!
  • 
  These agendas will need polishing to make them 
  playable to specific players- for example, the ogre in 
  steerage probably fits the bill for #6, or perhaps the 
  robot eyes.  Again, these are optional, and a lot of 
  fun!
  Quickly Recruited!
  The city has been abuzz for the last few months (barkers 
  shouting the opening introduction) over the construc-
  tion and purpose of a gigantic “airship” by the controver-
  sial Gearswave, Inc., a guild of innovative artificers that 
  combine mechanical and magic means to make interest-
  ing “magimechanicals”.  They are known to be hated 
  and opposed by Clock-Works, another guild of purely 
  mechanical craftsmen, and their leader, the enigmatic 
  Clockmaker.  There have been clashes of orange-tuniced 
  Gearswave workers and goggled Clock-Workers, and 
  threats of violent action.  This much the players know…
  Skrtich. Creak… you are awoken by a none-too-subtle un-
  locking of your inn door.  Before you can fully rise, a figure 
  in an orange coat, with a purple gear on the breast stands 
  before you, a tiny light on his uniform cap.  He holds his 
  gloved hands up.
  “Peace, peace,” he whispers, “I mean you no harm!  I have 
  a proposition from my masters at Gearswave, Inc. that 
  requires speed and secrecy!  Will you please listen?”
  If he is not run off, the intruder identifies himself as Bendo 
  Karas, Artificer 3rd Class for Gearswave.  He says he is be-
  ing watched and cannot stay long- he continues:
  “As you know, the Colossus launches its maiden voyage 
  tomorrow, to great publicity- and great animosity!  Our 
  competitors, Clock-Works, has launched a massive sabotage 
  campaign, and subsumed many of our security protocols!  
  The Clockmaker is determined that the maiden voyage 
  should end in disaster!  All of the Gearswave personnel are 
  being followed by assassins- only you can get on board and 
  stop this disaster!  Will you do it?”
  Economically hoping the party will do it out of altruistic 
  obligation, Bendo will not offer payment unless it is de-
  manded.  Payment schedule is as follows, as Bendo flips 
  through a Gearswave catalog-scroll:
  Offer 1: 10% off all Gearswave, Inc. goods for life: this 
  includes constructs, magic arms and armor, and won-
  drous items that are primarily made of metal.
  Offer 2: [requires a DC 13 Diplomacy / DC 5 Person-
  ality check] A bag of holding type I. / “extradimen-
  sional bag” - holds 100 lbs., weighs 1.
  Offer 3: [requires a DC 18 Diplomacy / DC 10 Per-
  sonality check] An iron spike of safe passage. “hideout 
  peg” - disguises a camp as a pile of rubble or a hay 
  bale, with an illusion.
  Offer 4: [requires a DC 23 Diplomacy / DC 15 Per-
  sonality check] An escape ladder. / “ladder to no-
  where” - rope ladder climbs 10 ft. on command, hooks 
  on to nothing; if you climb to the top, you may com-
  mand it to act as a minor planar step, teleporting the 
  commander 100 ft. away, once per day.
  A DC 13 Sense Motive / DC 10 Personality check will 
  notice that Bendo Karas is rather cross at this point, and 
  further negotiations will likely cause him to leave.
  Or after each level of offer, whether successful or not, 
  Bendo offers a long parchment roll with many codicils 
  and conditions, labeled CONTRACT prominently at 
  the top.  “You can, instead of mere mechanical trifles, 
  become charter employees of Gearswave, Inc.!”  See Ap-
  pendix III for details on becoming a follower/employee 
  of Gearswave.  The contract functions as: a free Knowl-
  edge (Religion) check (skilled, if there is no-one with 
  the skill) at +2 for information about Gearswave, Inc. / a 
  “scroll” of patron bond that can be finalized on the spot 
  with a bonus to the check of +7 (a desperate amount of 
  Spellburn by Bendo Karas) or taken by a wizard for later 
  use.
  Alternatively, a DC 23 Intimidate check / threatening 
  “Deed of Arms” will cause him to accede to all de-
  mands, grumpily, and reveal the plan.  In any case, once 
  they have accepted the terms, Karas will say:
  “Go right now to the east docking platform, cover up in 
  these robes,” (Karas gives the party robes of a priestly 
  order that typically does purify food and water / food 
  
  — 5 —
  of the gods ceremonies) “There will be an open crate.  Get 
  in it, and cover up with the tarps that are there.  They will 
  confuse the sensing magic so you can be taken inside.  From 
  the storage room you are taken to, you should be able to ac-
  cess the entire ship.  Good luck!”
  And he runs out…
  If the party makes a concerted effort to pursue Karas, 
  they will succeed only in finding his poisoned corpse, 
  with a dart sticking out of his neck.  The poison is death-
  blade (DC 20 Knowledge (alchemy) or Heal / DC 15 
  Intelligence) and available only to professionals.  The 
  assassin will not be a problem until later, as he has to get 
  to the Colossus, as well.  
  On Board the Colossus!
  The party can proceed to the well-lit loading dock with 
  the disguising robes without incident.  They will be 
  quickly nailed into the crate, and will wait for an hour 
  or so before being bumpily loaded into a lift, and swung 
  into the Colossus.  Clever means during the loading 
  process (like carving out an eyehole, taking 20 on Per-
  ception / DC 15 Luck or Intelligence listening during 
  loading) can learn one or more of the following:
  • 
  The crew has been drinking heavily, from a “gift” left 
  for them
  • 
  Passenger and Cargo access is through the walls, 
  master-controlled in the cockpit except for the 
  evacuation system
  • 
  Steerage (the lower deck) is all but deserted, as this 
  is just a test flight, 2 hours out over the ocean, and 2 
  hours back; generally just well-to-do passengers are 
  coming along, no lower class.
  You Have Four Hours…
  Once the doors to their final destination have closed, the 
  party can finally emerge from their crate.  In the light, 
  they can see, scrawled in grease pencil inside their crate 
  “You Have Four Hours”, and the Gearswave, Inc. logo.  
  The crate is wood, the blanket has metal fibers and is 
  sound-dampening.  They are in a featureless storage area, 
  containing nothing but a porthole a foot across- they can 
  see that the Colossus is underway, at least a hundred feet 
  in the air, and heading out to sea.  The door is locked, 
  but not on their side; it is labeled ‘Storage’ on the hall-
  way side. On the map, this is Area M1.  
  *Note: it adds a certain urgency of action to make the 
  actual playing time for this adventure four hours- but see 
  “Concluding the Adventure” for more details. 
  Area M2: Generic Main Deck Cabin: The door to the 
  cabin has a tiny one-way window in the dressed wooden 
  door, with a brass number on it. [Within] The room is 
  spacious and airy, with four fold-out beds that swing up 
  into the wall, a curtained commode, a small table tastefully 
  covered in Gearswave scrolls, and several low but comfort-
  able chairs.  A mesh grill on one wall is next to a small blue 
  dial and a red button, and a large brass lever is placed next 
  to a curtained porthole in the outer metal wall.  
  This generic description applies to areas M4, M5, M6, 
  M7, M11, M12, M13, M14, and M15 - as well as the 
  description for that area.  The scrolls depict the outer 
  view of Colossus, and repeat the slogan from the intro-
  duction. Other scrolls advertise Gearswave, Inc. prod-
  ucts, mostly mechanical doodads that do things that 
  regular people can do for themselves easily.  Commodes 
  are piped through the hull to drains at the back of the 
  craft (emptied in flight over water) and water comes to 
  a spigot from area S7. The blue dial pipes in music and 
  entertainment from area M20, and the red button rings 
  the servants’ quarters in area M8.  The brass lever has 
  two settings, the first opens a compartment with 4 odd 
  harnesses in it. These are escape harnesses, equipped 
  with a one-time levitate effect that is activated by pull-
  ing a golden cord.  The effect lasts for 10 minutes only!  
  Instructions for use are among the scrolls scattered on 
  the cabin tables.
  The second setting on the brass lever is common to 
  all cabins in the Main and Upper decks; if the lever is 
  moved from the first setting, an alarm will sound and 
  a voice will come from the mesh grill (automated from 
  area M20.1) saying “Cabin wall will open.  Contact 
  Operations to Proceed.” Since there is no one in M20.1 
  to authorize the ‘abandon ship’ procedure, the only way 
  it can be accomplished is by forcing the lever, which 
  requires a single successful Mighty Deed of Arms in 
  three attempts; failure means that the lever will break 
  off!  Note that general passenger loading is done through 
  areas U2 and S3, whose outer walls open with controls 
  in area M20.
  There are 2d3 passengers in this cabin, the GM/Judge 
  can use the table for creating a variety of passengers in 
  the DCC Gallery under ‘Passenger’
  
  — 6 —
  Passengers (2d3) use Village Idiot or Farmer / see Pas-
  senger in DCC Gallery
  Main Deck Hallway
  The carpeting in the main hallway is sumptuously done 
  in gold and red; lighting seems to be provided by el-
  emental electricity, but is fitful, and flickers frequently 
  (-2 to Perception / Look checks).  Inspecting the 
  carpet between areas 11 and 12 will notice the carpet 
  seems stained (with blood) and burned (as if by acid) 
  leading to area M10.  The secret doors to area M20 are 
  concealed behind a huge tin logo of Gearswave, Inc., a 
  purple gear stylized with a blue sea wave.
  Area M3: Main Deck Galley: The door to this area has a 
  symbol of a leg of mutton on it.  [Within] This area is cool 
  and breezy, unlit, containing two long tables and several 
  piles of stacked stools.  It seems totally deserted. A large 
  wooden cabinet on wheels is pulled out from the wall.
  The door to this area is locked (DC 15 Disable Device 
  / DC 10 Pick Lock check)  Behind the cabinet is a 
  very drunk steward, set to watch over this galley, which 
  was not intended to be used for this short journey. He 
  cannot be awoken under any circumstances!  Under his 
  body is a slim metal flask containing a small amount 
  of potent beverage- A DC 15 Heal / DC 10 Medical 
  check notes that it is cleverly made to intoxicate slowly, 
  and then completely anesthetize the imbiber.
  Area M4, Area M5, Area M6: Cabin: There are 2d3 
  passengers in this cabin, the GM/Judge can use the table 
  of creating a variety of passengers in the DCC Gallery 
  under ‘Passenger’
  Passengers (2d3) use Village Idiot or Farmer / see Pas-
  senger in DCC Gallery
  Area M7: Strange Passengers: The passengers in this 
  cabin, 6 of them, all have large towels wrapped around 
  their heads, fluffy bathrobes, and faces covered with some 
  kind of night cream, perhaps?  They are rather mean-look-
  ing otherwise, and an ungainly pile of something is under a 
  blanket on the lone table.  
  These “passengers” are con men and robbers, a pack of 
  devilish thugs that are dead set on robbing the aristocrats 
  upstairs (U2).  They are muttering in a devilish language 
  (Infernal/Demonic) trying to work up their courage, 
  and do not want to be interrupted. 
  If the thugs are not disturbed here, or not interfered with 
  at this time, they will eventually get up the courage to 
  go and rob the rich folks up in U2.  This will happen 10 
  minutes after the party leaves area U2 after encounter-
  ing the aristocrats; the thugs will be found in there with 
  them upon a second visit. If the party goes to Steerage 
  first, the thugs will be found in U2 upon the party’s first 
  arrival in U2.  The thugs may be further encountered in 
  the chaos of Colossus going down, to whatever effect the 
  GM/Judge desires…
  Each robber has 2d6 silver pieces, in addition to their 
  gear.
  Tieflings (6) / Horned Thugs (pg 19)
  Area M8:  Servant’s Station: A pair of hands are painted 
  in this door [Within] This seems to be a cluttered work 
  room, with cooking utensils, cleaning supplies, blankets, pil-
  lows and the like.  It is also cluttered with the snoring bodies 
  of people in Gearswave uniforms.  One wall is covered with 
  Horned Thugs
  
  — 7 —
  tiny bells, with embossed numbers underneath them.  Some 
  of them are ringing, with a tinny sound.
  All of the anesthetized servants (10 of them) have flasks 
  of liquid like that in area 3, and each carry 1d8 silver 
  pieces.  If the party wants to take cleaning, bedding, or 
  cooking supplies, there is a practically endless supply 
  here, at the GM/Judge’s discretion.  There are at least 3 
  ceramic jugs labeled “Lye” here, which, if poured onto 
  the sabotaging oozes (see Areas M10, U9 and U16) will 
  neutralize their acid ability for 1 minute.
  Area M9: Down Stairwell: A simple arrow points down, 
  on this door. [Within] A girder-like structure leads in a 
  spiral downward, in an open space.  It seems very windy in 
  here.
  This stairwell passes from main deck to steerage, a 30 ft. 
  airspace.  It is currently inhabited by two air spirits that 
  are supposed to be in area 19 providing motive power 
  for the Colossus.  They were released by intoxicated 
  technicians, and are rejoicing in their freedom, swirling 
  around and playing.  They will try to push intruders off 
  the staircase, or grab things they are carrying.  If intimi-
  dated or thrashed, they will cry for mercy and beg to be 
  returned to their work stations.
  Air Mephits (2) / Air Power Gremlins (pg 18) 
  Area M10: Up Stairwell: A simple arrow points up, on 
  this door. [Within] A girderlike structure leads in a spiral 
  upward, in an open space.  There is a metallic smell in the 
  air.
  This stairwell passes from main deck to steerage, a 30 ft. 
  airspace.  Lurking in the upper support girders is a hor-
  rific menace, an oozing monstrosity meant to sabotage 
  the Colossus and bring disaster!  A DC 15 Perception 
  / DC 15 Luck check is required to spot the threat in 
  time, otherwise it will get a surprise attack, even before 
  initiative is rolled.
  Gray Ooze / Shipkiller Slime (page 19)
  Area M11: Crew Lounge and Galley: The door to this 
  room is labeled “Crew Lounge and Galley”- but it is slightly 
  ajar, and spotted with blood. [Within] This room is a 
  ghastly ruin- all of the furnishings are destroyed in a welter 
  of blood and gray eggshells.  
  The remains of most of the main deck crew and servants 
  lay on the floor, their chests town open, the wounds 
  seared with acid. The door is seared and ruined around 
  its edges, too, and cannot be latched- though it could be 
  spiked.  These unfortunates will rise as animated corpses 
  as soon as something living moves the door and looks 
  at them, shambling forward to slay those who still draw 
  breath!  
  The narrative of their condition is this: One of the 
  deck stewards was a deeply embedded agent of Clock 
  Works, a servant of the dire Clockmaker.  He was also 
  an alchemist and a fairly powerful cleric.  At a gathering 
  of the Colossus’s lesser crew, he gifted them all with a 
  crate of what was supposed to be a mildly exotic ab-
  sinthe, but which was a time-delayed anaesthetic, thus 
  the passed-out servants.  Others were presented with a 
  crate of exotic “owlbear eggs” for a pre-flight meal.  The 
  eggs contained emergent spores of gray oozes / ship-
  killer slime, and they were eaten by the breakfasting 
  servants… unaware that the exotic “treat” would soon 
  mature and burst out of their chest cavities, to be drawn 
  out and upward to wreak havoc.  Once the servants were 
  dead and their spawn released, the saboteur cast a dire 
  animate dead spell (either system) on the corpses, which 
  have been lying in wait (see area M12).
  Shipkiller Slime
  
  — 8 —
  Each of the erstwhile servants still carries 1d8 silver 
  pieces as their first pay advance.  If released, the un-dead 
  horrors will roam about the ship, attacking anything that 
  moves.
  Zombies (10) / Twicekilled (see page 19)
  Area M12: Locked Stateroom: A hastily scrawled “Maid 
  Please Clean!” sign hangs on this door.  [Within] All seems 
  normal in this room- except for the blackened horror that 
  was once a man, seething with evil, with glowing pits of eyes 
  emitting a thin stream of dark smoke, that is…
  This once was Baril Two-Cent, dark cleric, operative 
  of The Clockmaker and fanatical saboteur.  After dis-
  tributing tainted drink to most crew, parasite-filled 
  eggs to others, and animating their dead corpses, Baril 
  consumed a dire elixir that transformed him into a final 
  weapon- an un-dead monster to strike terror and trans-
  form the crew.  The bottle is still on the floor, and stinks 
  of death and evil.  Apart from that, there is a flat wooden 
  case that holds two matched, jeweled ceremonial knives 
  that also serve as thieves’ tools, +1 to-hit only, worth 
  400 gp each.  A chewed piece of paper holds the Clock-
  Works letterhead and the statement; ‘-ust after dawn, 
  serve the gifts, drink your destiny.’
  Wight / Deathwight (see page 18)
  Area M13, Area M14: Cabin: There are 2d3 passengers 
  in this cabin, the GM/Judge can use the table of creating 
  a variety of passengers in the DCC Gallery under ‘Pas-
  senger’
  Passengers (2d3) use Village Idiot or Farmer / see Pas-
  senger in DCC Gallery
  Area M15: Disgraced Pilot’s Cabin: The door to this 
  cabin is slight ajar. You can hear crying and soft moaning 
  within. [Within] This cabin has been trashed, brown bot-
  tles scattered all over, tool kits and their contents dumped, 
  and a duffle emptied of its clothes.  Lying in the midst of it 
  is a fitfully sleeping man, in Gearswave tunics of close fit, 
  a hat thrown in the corner.  He moans softly, “She should 
  have been mine…”
  This is Garee Prows, once the assistant pilot of Colossus, 
  but removed just prior to launch for loudly criticizing 
  the captain’s security protocols.  He did not partake of 
  the saboteur Baril’s “gifts”, but got drunk on beer in his 
  own stash.  He is a superb mechanic as well as a pilot, 
  and can fix most any mechanical problem on the airship 
  with 75% efficiency.  Right now, however, he is drunk 
  and repeats the same things over and over again: “She 
  should have been mine.”, “Why did they take her away 
  from me?”, “They’re after her, I know they are!  They want 
  to hurt her!” “Damn windy engines, am I right? Damn 
  straight!”. Patience and perhaps some medical attention 
  might get Garee up and about, depending on what they 
  want him to do, he can be a deus ex machina for the 
  GM/Judge to put things to right on Colossus, depend-
  ing on how the party is doing.  Among the litter in 
  Garee’s room is a torn-up letter of dismissal, inferring 
  subordination for suggesting that anything could sabo-
  tage the ship; a gold pin of piloting (25 gp); a powerful 
  flare gun (simple weapon, 1 shot, +3 ranged 30 ft., 3d6 
  fire damage) and more beer.
  Shipmate / Drunk Mechanic (see page 19)
  Area M16: Medical: A symbol of the Healing Deity 
  adorns this cabin door. [Within] This chilly room seems to 
  be barely stocked, construction dust still covers most surfaces.  
  Two large cabinets with glass windows dominate the space, 
  and a low examination table. 
  Deathwight
  
  — 9 —
  Rifling through the leftmost cabinet yields a healer’s kit 
  [adds +level to healing attempts 10 times] and a bottle 
  of green pills labeled “Emerald Green”.  These are highly 
  poisonous arsenic tablets / jellyfish venom tablets for 
  killing rats and pests.  The rightmost cabinet contains 
  a single dose of potion of cure light wounds / heal-
  ing potion - 1 die healing) and a jar of salve that says 
  “Speedo” on it.  Applying it to a person clears up one 
  condition that the person has (drunkenness, paralysis, 
  nausea, etc) at the cost of making them very jittery (1 
  Dexterity / Agility damage, restored in 8 hours).  
  Area M 17: Armory and Secured Storage: A symbol of a 
  sword and a gold coin adorns this cabin, which has a metal 
  door.  A large, complicated lock is prominently visible upon 
  it. [Within] You hear a faint ticking in this drafty com-
  partment, with two metal cabinets against the walls, both of 
  which have securely locked drawers.  A metal bucket sits on 
  the floor.  
  The lock is indeed tricky, requiring a DC 25 Disable 
  Device / DC 20 Pick Lock check to open, short of 
  smashing it down.  The bucket contains two metal insig-
  nia, mistakenly not attached to the cabinets; a sword and 
  a gold coin.  The leftmost is the “secured goods” cabi-
  net, and the rightmost the ships “armory”.  The ticking 
  comes from mechanisms protecting the locked cabinets, 
  a timing system that will not allow the secured goods 
  to be accessed until the Colossus lands, 4 hours from 
  launch.  Apart from a ‘perfect 20’ to pick the lock on 
  the very first try, the secured goods cannot be accessed 
  without wholesale destruction of the cabinet, which 
  would take a considerable amount of time (half an hour, 
  at least) and would likely blunt edged weapons.  The 
  cabinets contain 20 sets of jewelry, worth 250 gp each… 
  quite a haul, but trying to ‘move’ it anywhere within 
  a day’s ride of the city will quickly be noticed by the 
  authorities, if one is lucky, or by the agents of the deca-
  dent aristocrats in area U2 if they are not- it is likely that 
  a supernatural agent of destruction (a quasit / servitor 
  per thief) will be sent after them!  The armory is more 
  conventionally locked, (DC 20 Disable Device / DC 15 
  Pick Lock check) and contains an assortment of a dozen 
  each of saps, staves, and clubs; in a hidden compartment 
  (DC 20 Perception / DC 15 Look) are 5 flare pistols 
  (see area M15).  
  Area M18: Guardroom and Security: This door is 
  marked with a large red hand, and is made out of metal.  
  [Within] A spartan area dominated by stools and lockers 
  bolted into the wall, and speakers labeled with many num-
  bers; two small gaol cells are in the corner, [one of which 
  is occupied.] The area is cluttered with a dozen snoring, 
  comatose bodies of crew in Gearswave uniforms, and a scat-
  tering of metal drinking flasks. 
   
  The door to this room is not locked, but can be.  Every-
  one here is in much the same state as in M8, drugged 
  with donated celebration drink; 3 of the sleepers have 
  keys to area M17 and the cabinets within, 2 have keys 
  to area M19, and 2 to area M2. The gaol is “occupied” 
  by a paid assassin from Clock-Works, who will only be 
  here if he has not attacked the party already, as a result 
  of the “Hidden Agenda”.  He is dressed in a long leather 
  smock and a broad-brimmed hat, not ostentatious but 
  odd-looking.  He will grin and mumbled drunkenly, 
  but never take his eyes off the group.  He has rigged the 
  lock so that it swings open easily, if he needs to move.  If 
  seriously confronted, he will shoot the nearest foe with 
  a dart and drop a smoke bomb, making his escape. In 
  any case, if encountered here, he will track the party 
  and attack at the most opportune moment.  The lockers 
  contain mundane effects, some homemade coshes, a net 
  or two, and well-made manacles.  Looting the personal 
  effects could yield 2d10 silver pieces, as well.  The speak-
  ers intermittently mutter “Hello?” as passengers call 
  security asking for help.  The pull-down ladder on the 
  starboard wall ascends to area U4, but it is locked in 
  place, along with the door and the key is lost; a DC 15 
  Disable Device / DC 12 Pick Locks checks will make 
  it functional.
  Clock-Works Assassin (use Dealer [expert 1/rogue], 
  replace crossbow with mwk blowgun, and replace trea-
  sure with 5 doses of black adder poison; the assassin has 
  a prosthetic arm that negates all damage from the first 
  critical hit that strikes him) / Clock-Work Assassin (see 
  page 18).
  Area M19: Main Drive Unit: This large metal door bears 
  a simple red circle with a line through it.  It has a keyhole 
  but no door handle. [Within] This large, rather windy area 
  contains three rows of 6 cages, 18 in total, holding small air 
  elemental creatures that provide motive power- though three 
  of the cages are open!  Another comatose technician lies on 
  the floor here, in front of one of two control banks.
  The control banks regulate speed and climbing power- 
  meddling with them is dangerous, and is far too com-
  plicated for any PC to instantly understand, unless the 
  
  — 10 —
  GM/Judge so rules!  An example result of turning dials is 
  below, roll d6:
  d6
  Effect
  1
  Colossus Lurches! DC 15 Reflex/ Dexterity or 
  fall prone!
  2
  Speed increases; subtract an hour from return 
  time.
  3
  Speed slows; add an hour to return time.
  4
  Release 1d4 small air elementals / air-power 
  gremlins!
  5
  Sparks shoot out, 1d6 fire damage.
  6
  Random communication with: 1-2 Area S2, 
  3-4 Area U6, 5-6 Area U16.
  Area M20: Operations: The first impression of this large 
  area is of the soft beeping and blinking lights that domi-
  nate the area, which is a maze of wooden cabinets dressed 
  in light-colored woods and magical sigils.  There is a com-
  fortable-looking pile of sleeping women in smart-looking 
  Gearswave outfits in the narrow nose of the compartment.  
  Operations is where communications and detection 
  takes place, and some of the defences of Colossus, if 
  need be.  There are 6 different singular consoles and their 
  supporting equipment, marked with T; they will have 
  to be experimented with to determine their purpose, 
  though a DC 15 Perception / DC 15 Find Trap check 
  will note harmful results. The crew-women imbibed the 
  knockout drink, and the flasks of evidence are scattered 
  about them.
  Communications: A bronze helmet device, connected 
  with the Gearswave operative at base, who keeps asking 
  “Colossus, come in? Colossus?” A party member that 
  tries to reply will get to say one phrase, and then the de-
  vice will short-circuit, doing 1d4 electrical damage.  The 
  GM/Judge may have to act on this communication!
  Illumination: Lighting on Colossus is tricky, and un-
  less someone is at the dialed controls, it flickers and is 
  undependable, as the adventurers can attest.  Floodlights 
  from the nose and tail can also be turned on here, and be 
  commanded to move.  Attempting to manipulate con-
  trols here has a 1 in 10 chance per round/turn of getting 
  a shock for 1 hp.
  Defenses: A joystick-like control, with a viewing reti-
  cule from the nose and tail.  Hitting the button on the 
  stick fires a color spray effect (DC 13 Will save) from the 
  switch-selected nozzle, bow or stern.  This effect takes 2 
  rounds to recharge, if it is fired in consecutive rounds, it 
  affects the controller and shuts down for 1 hour.
  Detection: A dish of water on a swiveling stand; touch-
  ing it shows a tiny vision of the three levels of Colossus, 
  and the presence of any evil beings on board as little red 
  lights.  Evil presences are: the undead horror in M12, the 
  ogre in S6, a huge number of evil presences in U2, 6 evil 
  beings in M7 (infernal thugs, unless they have moved) 
  and single presences in M18 (the Clock-Works assassin) 
  and U17 (The Clockmaker).
  Echolocation: A convex lens, which makes a light at 
  point of finger contact.  This is a see invisibility / detect 
  invisible (roll d12+12 on table page 165) effect, usable 
  every 10 minutes.  Using it prematurely makes it flash, 
  blinding the user for 10 minutes.
  Magic Field Attenuation: this is the only station that 
  is labeled, on a parchment card stuck with gum.  Two 
  silver rods emerge from the console, with a crackling 
  line of energy between them.  This station is hopelessly 
  misaligned, and touching the stream merely causes the 
  toucher to glow purple for the next hour; this gives him 
  +1 on saves vs. magical effects, but also inflicts a -4 pen-
  alty on hiding or stealth of any kind
  .
  There is a ladder to area U16, but an upside-down table 
  has been placed over the entry portal, a considerable 
  obstacle of at least 200 pounds.
  Steerage
  Apart from Areas S1, S2, S3 and S8, there is a lone 
  elemental electrical light emitting a glow from the stern 
  side of area S4; darkness and dim light prevail.  All that 
  can be heard is the haunting music of a violin, muffled 
  as if in a room (area S4)
  Area S1: Up Stairwell: A simple arrow points up, on this 
  door. [Within] A girder-like structure leads in a spiral 
  upward, in an open space.
  This area is connected to area M9, and is currently the 
  playground of a pair of small air elementals.  There is 
  a locked door to Area S2 in the sternward wall (DC 15 
  Disable Device / Pick Locks).
  
  — 11 —
  Area S2: Lower Steering Control: In the dim, flickering 
  light you see a girder-lined compartment whose starboard 
  and port walls contain a series of levers, the bow wall a net-
  work of crackling wires and flickering metallic lights, and 
  the stern wall a small cluster of 6 cages that contain small 
  air elemental creatures, swirling madly around.  You hear 
  a clicking noise, and a small conical… creature rolls up 
  to you, its head a mass of blinking lights, long metal arms 
  waving.
  This station controls the lower steering vanes of Colos-
  sus, and gives some motive power for turns and the like.  
  It is operated by a small, semi-intelligent automaton that 
  has been programmed to steer the Colossus in a pre-
  determined pattern, thus it is flying serenely on while 
  almost the entire crew is incapacitated. The automaton 
  responds to speech with a few pre-programmed respons-
  es:
  Who/what are you?
  “I am Flight-Control 2!”
  What is your purpose?
  “I control flight according to 
  programming!”
  What is the ship’s status?
  “Colossus is on course, 
  with a loss of 10% optimal 
  speed.  Notify main drive 
  unit.”
  Can you change the 
  flight pattern?
  “Access Code required!”
  Can you land this craft?
  “Report to landing gear 
  bay!”
  Interference with any 
  controls, touching the 
  automaton
   “Beep! Security has been 
  notified!”
  The access code is known only to the flight crew in area 
  U16, and ground control.  Security is comatose, but the 
  assassin in area M18 will definitely hear it, if he is there, 
  and come down to investigate, trying to lure individuals 
  out to kill.  Flight Control 2 is AC 10, a move of 30’, 
  has 5 hit points and no attacks.
  Area S3 Steerage Galley: This wooden door has the 
  symbol of a turnip on it. [Within] This plain compartment 
  contains wooden benches and tables.  Several bins line the 
  starboard wall, a spigot and basin are beside it.
  As it is not being used for this trial run, the steerage 
  galley is completely empty, except for a full flask of the 
  anesthetizing drink in one of the empty food bins.  One 
  drink produces drunkenness for 1 hour, and a com-
  pulsion to drink the rest; after one hour, the imbiber 
  becomes comatose for 6 hours.  With serious analysis 
  and investigation, the expensive recipe can be traced to 
  an alchemist in the employ of Clock-Works, damning 
  evidence to be brought to the rulers of the city.
  Area S4: Music Room: A musical note is inscribed on this 
  cabin door, the single light from the stern wall not reaching 
  the doorway. [Within] A few crude, round tables and stools 
  grace this room, and one corner has been waxed as if for 
  dancing.  In the middle of the room, floating unaided in the 
  air, is a violin and bow, playing a quiet little tune with no 
  musician present.
  This is the ‘entertainment’ room for steerage passengers, 
  woefully inadequate if there actually were any present.  If 
  the enchanted violin is handled, it will stop playing, and 
  is simply a violin if removed from the room.  If released, 
  it will endlessly play tunes wherever it is let go, within 
  the room, unless laid upon a table, whereupon it will 
  stop.
  Area S5: Generic Steerage Cabin: The door to this cabin 
  is wooden, with a number carved to indicate location. There 
  is no eyehole. [Within] Four wooden-framed bolsters occupy 
  half of the room, a small wooden table and single chair the 
  other.  There is a bucket on the floor.
  This description applies to all steerage cabins except for 
  S6.  Cabins are numbered 1 through 8 on the port side, 
  9 through 16 in the center, and 17 to 25 on the star-
  board side.  Note the differences between main deck and 
  steerage cabins, ie. no escape devices, water, communica-
  tions, etc.
  Area S6: Occupied Cabin: The door to this cabin reads 
  12, [Within] Instead of bolsters, there is a single large chair 
  made of wood and filled with straw. 
  The only living occupant on this entire level is Habar, an 
  ogre that works as a dockloader in Colossus’ crew.  He 
  was ignored by Baril Two-Cent as an ignorant savage 
  (which he is) beneath his notice- but Habar does what 
  he is told and is a good worker.  Listening at the door 
  will hear him gnawing on a meat haunch, and mutter-
  ing in his own language about the prejudices afforded 
  him by the human crew.  If intruded upon, he can have 
  two reactions: if the intruders wear Gearswave uniforms, 
  he will follow and do all that they ask of him, without 
  
  — 12 —
  question. If they do not, he will bellow “Not ‘lowed!” 
  and attack ferociously.  His pay is kept under his ‘bed’, 
  50 gold pieces.
  OGRE / GRUMPY OGRE (see page 19).
  Note: If the GM/Judge is using “Hidden Agenda”, who-
  ever has #6 will run screaming at this point, for at least 
  one round/turn.
  Area S7: Cargo Hold: The door [Either] at the end of the 
  hall bears the simple circle-and-bar sign. You hear clanking 
  and shearing within. [Within] This vaulted space is domi-
  nated by two large metal spheres, which are connected to 
  many pipes and tubes leading away to the walls.
    
  The huge spheres contain water for the operation of 
  Colossus, which doubles as ballast, controlled from 
  U16.  There are a few pallets of supplies at the front of 
  the hold, one of champagne for the return trip, another 
  of beer (some of which has been taken by Garee Prows 
  in M15) a third that is standing open (that the Clock-
  master in U17 came aboard inside) and a fourth that 
  seems exploded from within.  The contents of this box 
  are buzzing about, scratching away at the inner hull of 
  the cargo hold!  These flying, metallic eyeball-shaped 
  creatures, a dozen in all, are not having much effect, 
  however, as the hold is reinforced magical iron, and there 
  is no wood to tear away; these small menaces would 
  barely make a hole by touchdown time.  The goal of the 
  saboteurs was for these repurposed recording devices to 
  breach the hull, and then record the spectacular crash 
  for posterity.  They are definitely a proprietary model of 
  Clock-Works, if one can preserve one without it self-
  destructing (A DC 20 Disable Device / DC 15 Disable 
  Trap) will accomplish this.  The concealed doors to area 
  S8 are behind the pallet-storage, and searching must be 
  specifically designated there to be effective.
  Clockwork Spy (12) / Robot Eye (see page 19)
  Area S8: Landing Gear Bay: Errant breezes and tiny 
  shafts of light dance around this open area.  Two massive, 
  ski-shaped structures with metal wheels along their length 
  stand to both sides, and a complex tubular device with glass 
  lenses is attached to the narrow point of the triangular area, 
  and next to it, a vat. You hear a chirping nose from some-
  where.
  The chirping noise is a nest of a good-sized, nondescript 
  bird, up in the girder works.  If molested, it will dive-
  bomb the intruders and make a racket!  Complex levers 
  can be pulled on the stern side of the compartment to 
  lower the gear; if this is done, those in the compartment 
  will be sucked out into open air!  The crew that does this 
  task uses harnesses from the crew lounge in area M11, 
  and they are now destroyed… another problem to be 
  solved. – but see the cockpit, area U17.  The device in 
  the nose is a powerful viewing lens, and can see minute 
  detail on the ground from any distance in the sky.  If 
  closely examined, mechanisms for dropping a man-sized 
  payload is part of it as well, suggesting possible wartime 
  uses for Colossus! The vat next to the viewing device 
  contains an alchemical solution for de-icing equipment, 
  or possible the landing area, if poured through the 
  payload tube before landing.  As the lye in area M8, the 
  deicing fluid will neutralize the acidic properties of the 
  sabotaging oozes in M10, U9, and U16.
  There is a ladder up to area M20, to an easily opened 
  trapdoor in the floor, undetectable on that level.
  Upper Deck
  The light is no better than in the lower decks, though 
  the walls and carpet are very luxurious. If the carpet 
  Habar
  
  — 13 —
  around the bow fountain is examined, it looks burned.  
  The Gearswave logo is in gold and tin on the bow end of 
  the hall, concealing access to the cockpit.
  U1 Down Stairwell: A simple arrow points down, on 
  this door. [Within] A girderlike structure leads in a spiral 
  downward, in an open space.  The stairs are corroded and 
  worn, like they have been in use for a long time.  There is a 
  cabbage-sized hole in the compartment starboard wall cor-
  roded and flaking.
  The slimy horror from area M10 lurks in the rafters of 
  this area, though it is far more likely to have been en-
  countered there.  The hole was made by its more speedy 
  siblings who are now in area U9 and U10.  The door to 
  area U2 is marked in overly flourished Common script: 
  “Upper Deck Passengers and their Guests Only!” If the 
  door is listened at, a great hubbub can be heard, of many 
  people talking and laughing.
  U2 Dining and Game Room: This long room is sumptu-
  ously furnished, and has a long gaming table at its centre, 
  filled with obscure toys, card and playing devices, another 
  table at the back covered with rich and strange foods, 
  pushed up against a small door.  A huge bookrack fills 20 
  feet of the starboard wall.  The room is also filled with 
  people, at least twenty of them, all dressed in the highest, 
  most garish and impractical outfits.  They look at you with 
  some disdain…
  Virtually all of the upper deck passengers are in here, 
  gambling and challenging each other to various games 
  to relieve their ennui.  They are all very rich, decadent, 
  and uncaring of anyone else’s feelings, and thus would be 
  described as quite evil, though they rarely act directly to 
  hurt anyone.  After a second’s surprise, they will murmur 
  to themselves “Hmmm, adventurers, how daring…” and 
  challenge them to a game… If the GM/Judge wishes to 
  give them a spokesman, there is a table in the ‘Decadent 
  Aristocrat’ entry to generate possible names.
  “I suppose you wish to explore this fine ship, but- we are 
  bored. Play with us and we may… reward you!  I offer one 
  of these paltry scrolls as a wager against your time.  The 
  game is called… Death!“  The aristocrat holds up a small 
  deck of cards.
  If the intruders refuse, they will use their magical pow-
  ers to send them away, namely, command / word of 
  command. Surprisingly for their aristocracy, they relish 
  a bloody fight, and will fight like wildcats if physically 
  assaulted.  The spokesman explains the rules: 
  “There are sixteen cards, four types, knave [jack], queen, 
  king, and ace over all.  The dealer- first it is me- will put 
  four cards to death! [He sets aside four cards] Life is so 
  fleeting… I deal the rest to both of us… [six cards each] 
  and now we select, each in turn, starting with you, one at 
  a time, four cards to guess or deduce which four cards are 
  dead… [He selects four cards from his hand of six] and 
  then they are turned up!  One gains a point for every match 
  from his played series of cards that matched the ‘dead’ pile.”
  Example Game: Player A has 2 aces, 2 jacks, a queen, 
  and a king.  Player B has 2 aces, a jack, 2 queens, and a 
  king.   
  A plays a king, B plays a king.  
  A plays a queen, B plays an ace.  
  A plays an ace, B plays a queen. 
  Finally, A plays another ace, B plays a jack.  
  The ‘dead’ hand is jack, queen, 2 kings. 
  A has king, queen, 2 aces.  He scores 2, for double king.  
  Hmmm, adventurers, 
  how darling...
  
  — 14 —
  B has jack, queen, king, ace.  He scores four; jack, 
  queen, double king.  B scores 2 points.  
  “But these cards are magical!  And what is a wager without 
  consequences! Each round, the magic in the cards will rise 
  up, and strike!” He gestures at a card, and a phantasmal 
  figure of a jack rises up and slaps one of his fellow gam-
  ers.  “To five points, then?”
  This means that the loser of each round will be dam-
  aged for hit points equal to the score of the winner!  The 
  bored nobles grow bright eyed at the thought of play, 
  and of blood…
  Rewards for player wins will be taken from the shelf, 
  which wobbles slight when used, giving a hint of it be-
  ing on a track to slide to the side.  Rewards are selected 
  randomly:
  • 
  Summon monster I / animal summoning
  • 
  Charm person (both)
  • 
  Chill touch (both)
  • 
  Grease the gears / ward portal
  • 
  Comprehend languages (both)
  • 
  Feather fall (both)
  • 
  Magic missile (both)
  • 
  Sleep (both)
  • 
  Spider climb (both)
  • 
  Ventriloquism (both)
  A loser will be magically bid to flee, to the laughter of 
  the room.  They can return if they so choose.
  U3: Ballroom: This large room is largely empty, but for a 
  set of instruments floating in the air, playing an out-of-fash-
  ion tune to a pair of dancers stumbling around on the floor.
  The instruments are similar to, but more “classy” than 
  those in area S4.  Though the dancers are decadent aris-
  tocrats, they have come to the conclusion that Colossus 
  is malfunctioning and going down, and they want to 
  spend its last moments in each other’s arms- and their 
  bittersweet conversation follows that line, until they say 
  “And the band played on…” and hum the tunes, ignoring 
  all interaction.
  U4: Elite Security: The door to this room is unmarked, a 
  muted gray. [Within] This is a simple but elegant suite, ap-
  parently for discreet security. Bottles of brandy sit here and 
  there, a small padded booth with a grille and a lock, stand-
  ing open, a curtained port wall, and soft chairs.
  The door here is unlocked, as is the door to area U5- 
  though the handle is needlessly complicated and takes 
  a round to fiddle with to open.  Such are the subtleties 
  of upper class security, all designed to just calm people 
  down.  The ‘brandy’ is a special elixir that instantly elim-
  inates drunkenness in one shot, and makes the drinker 
  drowsy, -1 on all rolls for 1 hour.  The curtain conceals 
  soft saps, padded manacles, and silk-fiber nets for taking 
  care of ‘incidents’.  There is no one here.
  U5: Mechanic’s Room: This room is a bewildering welter 
  of parts, bits of metal, communication consoles, books and 
  bits of paper- you even think you see a bag of jewels in there 
  somewhere.  Busily running around the room are a pair 
  of short humanoids with big noses and lamps mounted on 
  their leather caps- which bear the Gearswave logo.  You 
  cannot tell if their uniforms are Gearswave, they are far 
  too dirty.  Large security doors are on the stern wall, and 
  another door in the bow wall.
  The frenetic humanoids are the ship’s gnomish trouble-
  shooter mechanics, Frodokrisler and Demlerporsholvo.  
  They are in a highly agitated state, as they can sense that 
  Demlerporsholvo
  
  — 15 —
  Colossus is not in optimal operating condition- but 
  they are excited that something is wrong so they can fix 
  it!  The excitement is such that they don’t really want 
  to actually fix it, they want to shout out ways in which 
  they can fix it instead!  Unless physically interfered with, 
  they will simply grab papers and shout out theories until 
  Colossus goes down.  If intimidated, hogtied, slapped 
  around, or otherwise forced to actually take action, they 
  will assume some ragged dignity and demand payment 
  for out-of-contract services, 25 gold pieces each, non-
  negotiable. Their services, should they be acquired:
  • 
  Can advise on fighting gray oozes / shipkiller 
  slimes “Acquire some caustic soda in cleaning supplies, 
  or some de-icing alcohol from the landing bay!”
  • 
  Can herd air elementals / air gremlins back into 
  their cages with a control whistle they will take some 
  time to find
  • 
  Can open a locked door with +5 chances
  • 
  Can fight a described enemy with their crossbows
  Once one of these duties is completed, they will head 
  back to their screaming, agitated ways and ignore the 
  party further. 
  Gnomish Mechanics / Clever Gnome (see page 18)
  U6: Upper Steering Control: This area is identical in 
  all ways to Lower Steering Control, area S2, except in 
  one way.  All the robot attendant there will say is abusive 
  and foul language- 5 different sayings of the GM/Judges 
  concoction
  U7: Ship’s Oracle: This door is grimy and greasy, and a 
  small sign is nailed upon it, “fortunes told” [Within] This 
  compartment is decorated with knickknacks and doodads 
  meant to evoke the occult and supernatural; cat skull 
  candles, hanging herbs, shrunken heads and the like.  A 
  wizened old woman sits at a desk that bears a crystal ball, 
  a dish with some coins in it, and a small sign, “MADAMa 
  WOON, FORTUNES TOLD”
  Ensconced here after being hired early on in the plan-
  ning stages of Colossus, the rather crazy Madama Woon 
  has been all but forgotten by the company, though they 
  gave her a moth-eaten shawl with the company logo.  
  She will rattle her dish of 5 sp and tiredly recite; “Pay the 
  coin, answer the riddle, get yer fortune told, all the mysteries 
  of the Universe solved, bla bla bla…”
  When the coin (any will do) is dropped, she will ask the 
  riddle.  If the riddle is not answered correctly, the sup-
  plicant must pay again. If they answer it correctly, they 
  get to ask a Yes/No question, which Madama will answer 
  with 75% accuracy. Once all the riddles are asked, she 
  mutters “Come back tomorra…”
  Riddles
  • 
  What comes down but never goes up? [Rain]
  • 
  What has a foot but no legs? [Snail, bed]
  • 
  If I drink, I die.  If I eat, I’m fine. [Fire]
  • 
  What has hands but cannot clap? [A clock]
  • 
  What has one eye, but cannot see? [A needle, a hur-
  ricane]
  • 
  What goes up but never comes down? [Your age, 
  smoke]
  Madama Woon / Fortune Teller (page 433) [AL L]
  U8, U11, U12: Upper Deck Cabins: The door to the 
  cabin has a tiny one-way window in the filigreed bronze 
  door, with a brass number on it. [Within]  The room is 
  spacious and airy, with four four-poster beds with silk top-
  pers, a curtained commode, a small table tastefully covered 
  in Gearswave scrolls, and several high-backed chairs.  A 
  mesh grill on one wall is next to a small blue dial and a red 
  button, and a large brass lever is placed next to a curtained 
  porthole in the outer metal wall.  A wavering blue light 
  hovers in one corner of the room, below a tiny sign.
  These doors are all locked, the keys are with their own-
  ers in area U2 (DC 15 Disable Device / DC 12 Open 
  Locks).  These rooms are similar to the main deck 
  cabins, except for size, quality and furnishings, and the 
  ‘blue light’; the sign reads, “What do you wish?”  This is a 
  contained gravity elemental of extremely small size, and 
  it can pick up and move thigs of up to 100 lbs., acting 
  as a valet for whoever commands it to clean, hang up 
  clothes, turn dials, etc.  It cannot leave the room.
  U9, U10: Violated Cabins: The bronze door to this room 
  has been burned away at the bottom. [Within] This room 
  is a steaming ruin, and the wall dividing the two rooms has 
  a 12-foot hole eaten completely through it. You hear a faint, 
  discordant noise that sets your teeth on edge. 
  The perpetrators of this destruction, who are now work-
  ing through the inner wall of the Colossus, are three 
  phosphorescent grayish-green, gelatinous organisms, 
  ropy and alien eating away at the metal.  Two are in area 
  
  — 16 —
  U9, and a third in U10.  They have come from their 
  ‘birthplace’ in area M11, up the stairwell (M10/U1) and 
  across the upper deck hallway. They are drawn to destroy 
  the wall by a small device that looks like a warty egg, 
  stuck to the wall in room U9, about 6 ft. up.  It emits a 
  certain pitch of sound that agitates this breed of organ-
  ism to feed indiscriminately ie. destroying the hull in 
  this section.  The creatures will not attack any intruders 
  unless the emitter device is molested, or they themselves 
  are attacked.  If left to work, they will breach the hull of 
  Colossus 20 minutes before the scheduled landing, so as 
  to have an audience for the spectacular failing.  The ooze 
  creatures are killed and dissolved by salt-water, so no 
  evidence of sabotage will be present, merely a big hole 
  caused by design flaws.
  Gray Oozes (3) / Shipkiller Slime (3) (see page 19)
  U13: VIP Cabin: The door to this cabin is unmarked, but 
  is dressed in gold filigree. [Within] The room is cozy and el-
  egant, with a four-poster bed with a silk topper, a curtained 
  commode, a small table tastefully covered in Gearswave 
  scrolls, and several high-backed chairs.  A mesh grill on one 
  wall is next to a small blue dial and a red button, and a 
  large brass lever is placed next to a curtained porthole in 
  the outer metal wall.  A wavering blue light hovers in one 
  corner of the room, below a tiny sign. 
  The door to this room is locked (DC 15 Disable Device 
  / DC 12 Open Locks), and the key is in M20, kicked 
  under a console.  This room and its neighbor are for 
  royalty and the extremely rich, who wish privacy and 
  proximity to the captain.  They are otherwise quite simi-
  lar to the other upper deck cabins.
  U14: Occupied VIP Cabin: The door to this cabin is un-
  marked, but is dressed in gold filigree. [Within] The room is 
  cozy and elegant, with a four-poster bed with a silk topper, 
  a curtained commode, and a small bare table.  A gaudily 
  dressed woman sits in one of several high-backed chairs.   
  Identical to U13 (though unlocked) except for the 
  discarded literature (its occupant cannot read) and the 
  “noblewoman” sitting there.  It is not a human at all, but 
  an aberrant shape shifter, who assumes others’ identities.  
  This one, named G’gloona, stole the identity of an old 
  noblewoman titled Lady Ashroth Settry some time ago, 
  and is now trying to go to another land and restart - not 
  realizing it was just a test run for Colossus!  Those with 
  knowledge of the gentry (DC 13 Knowledge (nobility) 
  / DC 13 Intelligence) will know that “Lady Ashroth” 
  is known to be reclusive, rarely appearing in public and 
  known to have lavish feasts for one.  G’gloona will ask 
  to be ‘rescued’ off the ship, and try to join along, seem-
  ing far more fit than her years.  Once rescue has been 
  assured, G’gloona will steal a party member’s identity, 
  claim a reward, and move on.
  Doppleganger / Shapestealer (see page 19)
  U15: Bow Fountain: This beautiful fountain sprays water 
  out and over its basin, and a perpetual rainbow glistens 5 
  ft. above it.  
  This fountain is an illusion, its water is not wet, all a pro-
  jection of beauty for the upper deck passengers.  
  U16 Stern Fountain: This beautiful fountain sprays water 
  up in a cascading stream over its basin, jetted from the 
  mouth of a winged, gilded gargoyle. It has a cleverly ani-
  mated mechanical hand that moves constantly in a “gimme, 
  gimme” gesture.
  Built for the amusement of the jaded upper deck guests, 
  Shapestealer
  
  — 17 —
  the gargoyle is enchanted to create random effects when 
  a coin is placed in its hand, which slides into its interior.  
  The type of coin is unimportant, and produces one of 
  the following effects:
  • 
  A spray of mist intoxicates the user, -1 to attacks and 
  skill checks, +1 to Fort saves for an hour.
  • 
  Perfume is sprayed on the user, -2 to Stealth / Hide 
  in Shadows for an hour.  Stacks.
  • 
  The gargoyle sings the old minstrel favorite “The 
  Three Bawdy Maidens”
  • 
  The gargoyle says, “You have won an audience with 
  the Captain!  Turn the logo at the end of the hall two 
  turns to the right, and say the special phrase, ‘Hail, 
  Colossus!' ”
  • 
  Healing mist is sprayed on the user, 1d6 hit points, 
  any conditions are relieved.
  • 
  Invigorating mist is sprayed on the user, who gets an 
  extra standard action each round/turn for the next 
  ten minutes.
  U17: The Cockpit: This appears to be the control center 
  for Colossus, you can see a huge carved wooden wheel at 
  the front of the compartment, in front of a massive crystal 
  window.  A massive chair faces away from you, and it seems 
  to be occupied.  A large bank of instruments is in the port 
  side of the compartment.  
  The Colossus is on auto-control at the moment, su-
  pervised by Flight Control 2 in area S2.  The figure in 
  the chair appears to be a handsome middle-aged man 
  in a Gearswave uniform, possibly recalled from cabin 
  literature as the Captain Rhodes.  If spoken to, he will 
  turn the chair around and politely ask what the intrud-
  ers want.  This is The Clockmaster, who stowed away 
  in the crate in the cargo hold, came to the cockpit after 
  the crew was dealt with by his minions, and killed the 
  bridge crew, including the Captain, taking his identity 
  with his disguise field.  The Clockworkmaster wishes 
  to be on board when Colossus crashes, counting on his 
  metal body to protect him.  Though he cannot take over 
  controls, he knows the sabotaging oozes will doom the 
  craft.  While pretending to be the Captain, The Clock-
  master will act concerned and press the party for infor-
  mation, as he wants to know if the sabotage has worked.  
  If accosted, he will call forth “The Crew want to help, as 
  well…” and they will stagger forward from where they 
  are piled, behind the instrument bank.  The Clockmas-
  ter’s real identity, a grotesque humanoid automaton, will 
  be revealed the first time he is damaged.  
  The instrument bank is normally capable of doing the 
  following, typically with advice from Operations (M20): 
  lower the landing gear, approve opening of Main Deck 
  and Upper Deck wall evacuation levers, facilitate open-
  ing of Cargo Bay (S7) port and starboard hull walls, 
  turning on and off the fountains (U15 and U16) and 
  basic control of speed, heading and flight level.  All of 
  these controls are locked out by Flight-Control 2, who 
  is, ironically, unknown to the saboteurs.
  The Clockmaster (see NPCs) / The Clockmaster (see 
  page 19)
  Zombies (4) / Twicekilled (4) (see page 19)
  Clockmaster
  
  — 18 —
  Concluding the Adventure
  If the adventure is abiding by a 4-hour real-life timeline, 
  the Colossus should be coming in to land just as the 
  adventure is concluding.  Little Flight Control 2 can do 
  everything except lower the landing gear; Flight Control 
  2 will get on the intercoms at this point and begin end-
  lessly repeating, “Report to landing gear bay!” until the 
  landing gear are activated.  This is if the sabotaging oozes 
  have been defeated, and The Clockmaster has not left 
  the cockpit to wreak havoc on the object of his frustra-
  tion.  
  If the oozes are not stopped, either by the timeline or by 
  the end of the gaming session, Colossus will start to list 
  and jerk, and movement will become as if every sur-
  face was difficult terrain.  Klaxons will sound, and ship 
  inhabitants that can move will start racing about, leav-
  ing their areas.  Most will know enough to get to escape 
  harnesses, which are in the main deck and upper deck 
  cabins.  Due to the malfunctioning ship, there is a 50% 
  chance that escape harnesses will not deploy when the 
  lever is pulled, in any given cabin!  
  Should the party save Colossus and bring it down safely, 
  they will be greeted by frantic Gearswave employees 
  and horrified city guards, out of contact for so long, 
  and observing erratic flight behaviour.  Bendo Karas is 
  nowhere to be found, as he is long dead and disposed of- 
  convincing Gearswave of the whole visit, mission, and 
  reward may be difficult, requiring many skill checks and 
  negotiations!  
  Good Luck!
  Whether or not the Clockmaker escapes, the party has 
  made a powerful enemy, as his “body” is but a shell 
  housing his remote-controlled intelligence, far from 
  here.  If they can prove his attack, with evidence and 
  testimony, his guild will be expunged and he will be less 
  able to act in the open, irking his megalomaniac purpos-
  es.  He will return at intervals to wreak havoc, increasing 
  his HD and powers as the party increases theirs, through 
  mechanical modification and improvement.  They will 
  soon learn to fear any sound… of ticking…
  Appendix I: DCC Gallery
  These are Dungeon Crawl Classics statistics for all mon-
  sters and Non-Player Characters found on the Colossus.  
  Page references to the core rulebook are noted, to save 
  space.
  Air-power Gremlin: Init +8; Atk slam +4 melee (1d6) 
  or hurled object +4 missile fire (1d3, range 50’); AC 14; 
  HD 4d8; MV 50’ (flight); Act 1d20; SP AC 18 to mis-
  sile fire, +4 saves vs. gas; Fort +5, Ref +4, Will -2; AL L
     These elemental low-lifes are used to power flying 
  machines, as they stupidly do whatever they are told for 
  extended periods of time.  Winds that surround them 
  blow away missiles and gas attacks.
  Clever Gnome Mechanics: (2nd level thief): Init +2; 
  Atk spanner +1 (1d6) or oil gun+2 (1 plus blind for 1 
  turn, range 5’) or crossbow +2 (1d8, range 60’); AC 13; 
  HD 2d6 (hp 10); MV 20’; Act 1d20/Crit 1d12, Luck 
  die d4, thief skills; SP spells cantrip 3/day +2 cast; SV 
  Fort +1, Ref +3, Will +2; AL N
     These clever humanoids enjoy nothing more than to 
  tinker with mechanical or magical devices, they care 
  little which.  They can be very cranky if payment is with-
  held or their work is criticized.  Each carries 20 gp.
  Clockwork Assassin: (3rd level thief): Init +3; Atk poi-
  son dagger +2 (1d4 plus tarantula poison, page 446) or 
  poisoned  blowgun dart +5 (1d3 plus tarantula poison, 
  range 20’); AC 15; HD 3d6 (hp 14); MV 30’; Act 1d20/
  Crit 1d14, Luck die d5, thief skills; SP 3 poison vials 
  of tarantula poison, smoke bomb (darkness), defensive 
  robot arm; SV Fort +1, Ref +5, Will +1; AL C
     This fanatical instrument of The Clockmaker is adept 
  at hiding and striking precisely, retreating after doing 
  damage with poisoned weapons and letting the poison 
  do its work.  His smoke bomb duplicates a “12” on the 
  darkness spell result table (page 258).  His left arm is a 
  clockwork prosthetic; should he be struck with a criti-
  cal hit or a Mighty Deed of Arms, this arm will take 
  the brunt of the attack, exploding in a shower of sparks 
  and metal, negating all of the damage from the hit, and 
  spraying all within 10’ (including the assassin) with 
  shards of metal for 1d3 damage.
  Deathwight: Init +0; Atk touch +4 melee (1d2 Per); AC 
  14; HD 4d6; MV 20’; Act 1d20; SP resurrect corpses, 
  un-dead traits; SV Fort +4, Ref +2, Will +6; AL C
     This horrid un-dead appears as a blackened corpse 
  with smoking eye-sockets that give off a blue light.  Any 
  humanoid killed within 20’ of a deathwight becomes a 
  zombie (see twicekilled) and those killed by Personality 
  damage become deathwights.
  
  — 19 —
  Decadent aristocrats: (1st level clerics): Init +1; Atk 
  dagger +0 (1d4); AC 11; HD 7 hp each; MV 30’; Act 
  1d20; SP spells +2 check: detect magic, food of the gods, 
  holy sanctuary, word of command: +3 to any one spell 
  once, turn unholy +2, lay on hands +2 ; SV Fort +1, Ref 
  +1, Will +2; AL C
     Each of these jaded dabblers in the dark arts can con-
  temptuously pull off a single family jewel (50 gp) from 
  their robes and use it to add +3 to one spell check, once.  
  Each carries a room key to rooms U8 to U12.  See the 
  Pathfinder entry for name generator.
  Drunken guards/mechanic: Init +1; Atk club/hammer 
  +2 melee (1d6+1); AC 13; HD 2d12 (hp 12); MV 30’; 
  Act 1d20, Deed die 1d4; SP threat range 19-20, drunk; 
  SV Fort +1, Ref +1, Will +0; AL N
     These intoxicated employees have a 1 in 4 chance per 
  round or action to merely bellow and threaten instead of 
  doing something useful.  They were heavy leather jackets 
  to protect themselves from cold winds and hard fists.
  Grumpy Ogre: Init +2; Atk slam +5 melee (1d6+3); 
  AC 16; HD 4d8+4 (20 hp); MV 20’; Act 1d20; SP bear 
  hug; SV Fort +4, Ref +2, Will +1; AL C
     This somewhat scrawny ogre works as a dock loader, 
  and is forced to wear an ill-fitting uniform.  He does not 
  get to use a club, but can still crush intruders with a bear 
  hug (see rulebook page 422).
  Horned thugs: (devilish 1st level thieves) Init +2; Atk 
  short sword +0 (1d6) or crossbow bolt; AC 12; HD 1d6 
  (hp 5); MV 30’; Act 1d20/Crit 1d10, Luck Die d3, thief 
  skills; SP cast darkness 1/day, immune to fire; SV Fort 
  +2, Ref +3, Will +0; AL C
     These robbers have infernal ancestors, and as such have 
  red skin, horns, and hooved feet.  They are immune to 
  fire and can cast darkness as a 1st level cleric (+1) without 
  suffering disapproval.
  Robot Eye: Init +4; Atk slam +0 (1d2) melee; AC 14; 
  HD 1d8 (5 hp); MV 30’ (flight); Act 1d20; SP Immune 
  to mind-altering spells, infravision 60’, record, self-de-
  struct; SV Fort +1, Ref +4, Will +0; AL N
  Shapestealer: Init +1; Atk 2 claws +3 melee (1d6+2); 
  AC 13; HD 4d8 (hp 18); MV 30’; Act 1d20; SP read 
  minds, steal shape; SV Fort +2, Ref +3, Will +2; AL N
     These strange creatures from the forgotten depths are 
  rubbery and vague in their natural forms, and enjoy 
  taking over the lives of surface beings, reading the minds 
  of others and mimicking their shapes in a single turn.  
  They mostly just seek comfort, but have no moral code 
  whatsoever.
  Shipkiller slime: Init (always last); Atk pseudopod +4 
  melee (1d4); AC 10; HD 1d8 per 5’ square; MV 5’, 
  climb 5’; Act 1d20 per 5’ square; SP half damage from 
  slicing and piercing weapons, metal digestive (see page 
  424 of rulebook), takes double damage from fire; SV 
  Fort +6, Ref -8, Will -6; AL N
     These deadly creatures incubate in eggs until they are 
  cracked open by metal, which they voraciously consume.  
  They look like viscous spidery masses of fluorescent grey-
  green ooze.
  The Clockmaster: Init +2; Atk slam +3 melee (1d6+1); 
  or scepter +4 missile fire (range 60’, 1d4+2); AC 18; 
  HD 3d8+9 (hp 22); MV 30’; Act 1d20; SP immune 
  to mind-altering spells, infravision 60’, heal 2 hp per 
  round; SV Fort +4, Ref -2, Will +6; AL N
     This mysterious figure looks human to a superficial 
  glance, but is completely artificial, a self-willed con-
  struct.  His sceptre will work for another, but breaks 
  forever on a roll of 1 or 20.
  Twicekilled: Init -4; Atk bite +3 melee (1d4); AC 9; 
  HD 3d6; MV 20’; Act 1d20; SP chest hole, un-dead; SV 
  Fort +4, Ref -4, Will +2; AL C
     These poor wretches were killed by ooze eggs hatch-
  ing from their chests, making a great hole that somehow 
  attracts arrows, which pass right through them.  They 
  were raised by the power of the deathwight.  They are 
  otherwise immune to sleep, charm and paralysis effects, 
  as well as mental effects and cold damage.
  Passengers: (0-level characters): Init +0; Atk knife +0 
  (1d3); AC 10; HD 1d4; MV 30’; Act 1d20; SP see be-
  low; SV Fort +0, Ref +0, Will +0; AL L or N
     These are regular passengers of mainly human race, un-
  less noted, and are encountered in main deck cabins.  To 
  give some variety and difference in cabin occupants, the 
  GM/Judge can roll d12 to give specific characteristics, or 
  make up his own. 
     1) 2nd level warriors armed to the teeth 2) in a 
  drugged sleep 3) an avian race that communicates by 
  clucking 4) frightened, barely dressed courtesans 5) glar-
  ing silence from cloaked cultists 6) one passenger joins 
  party (random 1st level) 7) 1st level warrior bodyguard 
  8) festooned with 100  gp of jewelry, very paranoid 9) 
  room filled with exotic pets 10) A  nanny with several 
  
  — 20 —
  spoiled children 11) politician that demands  party stay 
  and defend him 12) jaded spiritualists that want to hold 
  a  séance (takes 30 minutes, +1 augury / second sight 
  spell)
  Appendix II: NPC Gallery
  Most of the monster statistics for the other game system 
  can be found on the d20pfsrd.com or the porphyra wiki 
  (porphyra.wikidot.com). The following statistics are for 
  the unique NPCs found within this module.
  Decadent Aristocrats (CR 1/2; XP 200) 
  Human aristocrat 1/witch 1 
  LE Medium humanoid (human) 
  Init +1; Senses Perception +1
  Defense
  AC 11, touch 11, flat-footed 10 
  (+1 Dex) 
  hp 11 (1d8+1d6) 
  Fort +0, Ref +1, Will +3
  Offense
  Speed 30 ft. 
  Melee mwk dagger +1 (1d4/19-20/x2) 
  Ranged mwk dagger +2 (1d4/19-20/x2)
  Special Attacks evil eye hex (W-DC 12)
  Spells Prepared (CL 1st, concentration +2)
     1st level—command (W-DC 13), sow thought (W-DC 
  13)
     0th level (at will)—daze (W-DC 12), guidance, message
  Statistics
  Str 10, Dex 13, Con 10, Int 12, Wis 8, Cha 14 
  Base Atk +0; CMB +0; CMD 11 
  Feats AlertnessB, Persuasive, Spell Focus (enchantment) 
  Skills Diplomacy +12, Intimidate +9, Knowledge (no-
  bility) +6, Knowledge (arcana) +6, Knowledge (planes) 
  +6, Sense Motive +6, Spellcraft +6
  Languages Common, Infernal
  SQ thrush familiar 
  Gear masterwork dagger, jeweled pin (50 gp), noble’s 
  outfit
  Thrush familiar: AC 17, hp 3, speaks Common
  These jaded and decadent idle aristocrats dabble in the 
  occult to relieve their boredom, and see ‘common folk’ 
  as little more than animals.  Thrill-seekers, they care 
  little for others’ feelings.  They wear garish costumes in 
  birdlike fashions, and style themselves “The Council of 
  Thrushes”.
  Aristocrats’ Names
  Randomly roll or select from the table below if you need 
  to use names for any of the many jaded aristocrats in 
  their ballroom, or any other areas of the ship.
  d20
  Name
  1
  Lady Veruca Saltini
  2
  The Thane of Glauck
  3
  Lord Tevya Rufowski
  4
  Lady Caldeth
  5
  Duke Garak Despinia
  6
  Bishop Stiensmel
  7
  Duchess Wanda Howdadu
  8
  Doctor Moclok
  9
  The Marquess of Cliaxan
  10
  Minister Trobleu
  11
  The Marchioness of Reulath
  12
  Count Greymark
  13
  The Earl of Arronac
  14
  General Mosth
  15
  The Countess DeVeyron
  16
  Sheik Bey Al-Azed
  17
  Viscount Visconti
  18
  Viscountess Larissa Lah
  19
  Baron von Doutch
  20
  Baroness Levelia ten Baum
  If more are needed, mix and match titles and names, 
  male and female.
  Gnomish Mechanics (CR 3; XP 800) 
  Tinker gnome expert 7 
  N Small humanoid (gnome) 
  Init +6; Senses low-light vision; Perception +11
  Defense
  AC 18, touch 13, flat-footed 16 
  (+5 armor, +2 Dex, +1 size) 
  hp 45 (7d8+14) 
  Fort +4, Ref +6, Will +4; +2 bonus vs. illusions
  Offense
  Speed 30 ft. 
  Melee +1 dagger +7 (1d3+1/19-20)
  Statistics
  Str 10, Dex 14, Con 15, Int 18, Wis 8, Cha 10 
  Base Atk +5; CMB +4; CMD 16 
  Feats Improved Initiative, Lightning Reflexes, Skill Fo-
  
  — 21 —
  cus (Craft [jewelry], craft [traps]) 
  Skills Appraise +14, Disable Device +13, Diplomacy 
  +10, Craft (machinery) +14, Craft (traps) +19, Knowl-
  edge (dungeoneering) +14, Knowledge (engineering) 
  +17, Knowledge (nobility) +14, Perception +11, Sense 
  Motive +9, Stealth +6; Racial Modifiers Craft (machin-
  ery) +2, Perception +2 
  Languages Common, Draconic, Dwarven, Elven, 
  Gnome, Sylvan 
  SQ academic (engineering), master tinker, obsessive 
  Gear +1 chain shirt, +1 dagger, spanner, mechanic’s kit
  These obsessive mechanics have pledged their lives to the 
  understanding of the Colossus’s inner workings- not to 
  be useful during its operation, just to understand it and 
  tinker with it.  The difference has not yet been under-
  stood by their employers.  Each carries 20 gp.
  Madama Woon, Ship’s Oracle (CR 3; XP 800)
  Human oracle 4 
  CN Medium humanoid (human) 
  Init+1; Senses Perception –1
  Defense
  AC 13, touch 11, flat-footed 12 
  (+2 armor, +1 Dex) 
  hp 29 (4d8+8) 
  Fort +6, Ref +3, Will +4
  Offense
  Speed 30 ft. 
  Melee mwk light mace +4 (1d6) 
  Ranged dagger +4 (1d4/19–20) 
  Spells Known (CL 4th; concentration +8)
     2nd (4/day)—augury, enthrall (W-DC 17), gentle 
  repose 
     1st (7/day)—cause fear (W-DC 15), command (W-DC 
  16), doom (W-DC 15), inflict light wounds (W-DC 15), 
  memory lapse (W-DC 18) 
     0th (at will)—bleed (W-DC 14), detect magic, guid-
  ance, light, read magic, virtue
  Mystery time
  Statistics
  Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 18 
  Base Atk +3; CMB +3; CMD 14 
  Feats Deceitful, Great Fortitude, Spell Focus (enchant-
  ment) 
  Skills Bluff +10, Diplomacy +4 (+6 gather information), 
  Disable Device +5, Disguise +6, Intimidate +8, Knowl-
  edge (history) +8, Knowledge (religion) +6, Perform 
  (oratory) +8, Sense Motive +4 (+6 hunch in social situa-
  tions), Use Magic Device +8 
  Languages Aklo, Common, Infernal 
  SQ oracle’s curse (tongues), revelations (erase from time, 
  momentary glimpse), urbanite 
  Combat Gear potion of cure moderate wounds, scroll of 
  augury, wand of shield of faith (22 charges), smokestick, 
  thunderstone; Other Gear leather armor, dagger, mas-
  terwork light mace, book of 1,000 riddles, 53 gp
  Clockmaster (CR 4; XP 1,200)
  N Medium construct 
  Init +6; Senses darkvision 60 ft., low-light vision; Per-
  ception +0 
  Defense
  AC 18, touch 14, flat-footed 12 
  (+2 Dex, +2 dodge, +2 natural, +2 shield) 
  hp 31 (2d10+20); fast healing 2 
  Fort +0, Ref +4, Will +0 
  Immune construct traits 
  Vulnerable electricity 
  Offense
  Speed 30 ft. 
  Melee slam +6 (1d4+6) 
  Ranged pistol +4 (1d8/x4)
  Spell-Like Abilities (CL 2nd; concentration +6)
     Constant—alter self
  Statistics
  Str 19, Dex 14, Con —, Int 20, Wis 11, Cha 18 
  Base Atk +2; CMB +6; CMD 20 
  Feats Improved Initiative, Lightning ReflexesB
  Skills Diplomacy +6, Disable Device +11, Intimidate 
  +6, Knowledge (engineering) +15, Knowledge (local) +7, 
  Sense Motive +2, Use Magic Device +8; Racial Bonus 
  Disable Device +8, Knowledge (engineering) +8, Use 
  Magic Device +8 
  SQ thinking machine, disguise field
  Gear heavy steel shield, battered pistol, 4 bullets, wand 
  of animate dead (1 charge left)
  Special Abilities
  Thinking Machine (Ex) The Clockmaster is a self-aware 
  machine, a living construct, with special powers.  He is 
  proficient with any weapon or mechanical device.
  The Clockworkmaster is the enigmatic leader of Clock 
  Works, a guild of construct makers that enforces its 
  monopoly with a literal iron hand.  He is determined to 
  see Colossus go down, and to destroy Gearswave, Inc. 
  at all costs.  It is rumored that his physical form is but 
  a remote-controlled shell, and that he inhabits many 
  bodies at a time, the location of his true form, and its 
  nature, unknown…
  
  — 22 —
  APPENDIX III: GODS, PATRONS 
  AND MAGIC (OGL/DCC)
  Minor Deity (OGL)
  The popularity, dimensional ubiquity, and corporate 
  unity of Gearswave, Inc., The Wave of Progress, is such 
  that it has become a minor deity, able to grant spells and 
  powers to those who truly believe in the company’s vi-
  sion statement: Gears Toward a Better Life.  
  GEARSWAVE, INC
  The Wave of Progress!, Gears Toward a Better Life!
  Invention, Progress, Mechanical Magic
  Worshipers: Inventors, Mechanics, Tradesmen
  Alignment: Neutral
  Domains: Artifice, Earth, Travel
  Subdomains: Construct, Metal, Trade 
  Favored Weapon: Coat pistol  
  Favored Animal: Turtle
  The uniform of Gearswave, Inc. is an orange jacket of 
  treated animal hide, preferably leather, with tight cuffs; 
  a belt of dyed purple leather or touch fabric, and fit-
  ted trousers of orange cloth and sensible boots.  A cap 
  bearing the Gearswave, Inc. logo [holy symbol] (a purple 
  gear upon a rising wave) should be worn respectfully, 
  not rakishly over one eye! With increased earnings, a 
  Gearswave. Inc. employee/cleric should purchase suitable 
  holy weaponry to defend their sample cases and their 
  recruits in the resource acquisition field (adventuring). 
  Gearswave, Inc., began as a subsidiary of the Church 
  of Linium, a division of their Research Department in 
  Beta, the Enclave.  Employees and researchers there grew 
  unsatisfied with the lack of recognition in this secluded 
  laboratory colony, and “resigned” to take their wares 
  and doctrine to the rest of Porphyra!  Their AC 2002 
  Gearswave, Inc. Catalogue (holy book) is brought to the 
  primitive masses in home shows, trade fairs, and low-
  rent feasting halls the world over, to show all sentients 
  that The Wave of Progress allows Gears Toward a Better 
  Life to everyone who really truly believes.  And buys.
  Religion Traits: The following traits may be chosen by 
  followers of this corporate deity.
  Loyal Employee: Employee benefit packages at Gear-
  swave, Inc. are second to none! You gain +1 trait bonus 
  on saving throws against charm and compulsion spells 
  and effects.
  Enthusiastic Innovator: Production quotas are up!  Hail 
  Gearswave, Inc. for spurring me to work smarter, and 
  harder! You gain a +1 trait bonus on initiative, and a +1 
  trait bonus on Disable Device checks.
  New Spell (OGL)
  This spell was developed within Gearswave, Inc. both to 
  facilitate mechanical work, and impede the sabotage of 
  their own machinery.
  Grease the Gears
  School transmutation
  Level cleric 1, wizard 1
  Casting Time 1 standard action
  Components S, M (drop of oil)
  Range touch
  Target one object or self
  Duration 1 day/level or until discharged, or 2 hours/
  level
  Saving Throw none (harmless); Spell Resistance no
  By means of this spell, the caster either adds +5 to his 
  next Disable Device check, or causes the object touched 
  to add +5 to the Disable Device of anyone trying to 
  interfere with it.  Until the former use of the spell is 
  discharged, the caster’s fingers will appear oily.  Only one 
  casting of the spell can affect a person at a time.
  
  — 23 —
  New Patron (DCC)
  Gearswave, Inc may act as a patron for sufficiently humble supplicants (called consumers).
  GEARSWAVE, INC.
  The Multiverse-wide Magimechanical Corporation of Gearswave, Inc. has grown so large, powerful and influential 
  that it has achieved a form of corporate sentience.  Its employees embody a conglomerate will that seeks to spread 
  the good news of mechanical/magical improvement of the lives of mortals.  Gearswaves’ employees (ie. subjects, 
  worshipers, etc.) must always promote research and use of gadgets and machines, and ‘favors’ invoked for them usu-
  ally come in the form of a new widget or thingamajig that will do the trick for the task at hand. A patron bond spell 
  to commit to Gearswave, Inc. always appears as a complicated employment contract.
  Invoke 
  Patron 
  Check
  Results
  12-13
  Product sample.  Gearswave, Inc. teleports specifically appropriate high-end equipment to the em-
  ployee for the job at hand, such as ration packages, weapon, rope and grapple, crowbar, key, mosquito 
  net, flask of oil, what have you; approximately 10 gp x CL worth
  14-17
  Field samples.  Gearswave, Inc. teleports appropriate high-end equipment to the employee and his al-
  lies (within 10’) such as weapons, armor, disguises, healing salve (1d8 points), barrel of black powder, 
  etc; approximately 15 gp x CL per person worth.
  18-19
  Prototype field trial.  Gearswave, Inc. teleports an Adventurer XL1 Servitor Robot to serve the 
  caster for CL rounds.  Init +0; Atk 2 clawed arms +2 (1d6+2) or laser blast +4 (range 30’, 1d6+2); AC 
  18; HD 2d8+6; MV 20’; Act 1d20; SP infravision 60’, immune to mind-altering spells; SV Fort +5, 
  Ref+0, Will +5; AL N.
  20-23
  Prototype Armor Suit. Gearswave, Inc. telekinetically assembles a metal suit powered by magic 
  around the caster.  Caster gains +4 to armor class, a laser blast eye reticule (+4, 30’ range,  1d8 fire 
  damage) and can leap 30’ in the air or across a chasm. The suit remains for 1d10+CL rounds.  
  24-27
  Extended field trial.  Gearswave, Inc. teleports an Adventurer XL 1 Servitor Robot to serve the 
  caster for CL turns 50% / Prototype Armor Suit for 1 turn/60 rounds 50% 
  28-29
  Super Extended field Trial. As result 24-27, but for CL +1d4 turns.
  30-31
  Trusted Beta-Tester. The caster may choose to receive 2 Adventurer XL 1 Servitor Robots for CL 
  turns, or 2 Prototype Armor Suits for CL turns, one of which may be assigned to an ally, or be used 
  by remote control to move and fire its laser blast. A remote-controlled suit is AC 14 and has 1d8+6 
  hit points.
  32+
  Gearswave, Inc. Field Team.  The caster receives a Prototype Armor Suit for 1d4 turns, and an Ad-
  venturer XL1 Servitor Robot for 1d4 turns.
  DCC Playtesters: Daniel J. Bishop, Morgan Clayton, Heather Bishop.
  Art Credits: Gray Dupuis (Gearswave Inc., Shapestealer, Shipkiller Slime), Rick Hershey (Cover Image), Malcolm 
  McClinton (Deathwight), Matt Morrow (Horned Thugs), Brett Neufeld (Halfling Dandy, Clockmaster), Ryan 
  Rhodes (Demlerporhsolvo), Kristian Richards (cartography), Michael Scotta (Habar)
  
  — 24 —
  OPEN GAME LICENSE Version 1.0a
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.
  goodman-games.com or contact info@goodman-games.com
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com;
  Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming,
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  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author Jason
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  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
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  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Williams, Skip Williams, Teeuwynn Woodruff.
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  Owen KC Stephens, Russ Taylor.
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  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Maiden Voyage of the Colossus © 2016 Purple Duck Games. Author Perry Fehr.
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