TEXT:  
  The Bloody Engines 
  Of the Dinosaur-Men
   
  An OSR-compatible adventure for 3-6 characters 
  Levelled 3-5. Made with Labyrinth Lord. 
   
   
  Brian C. Rideout 
   
   
  
   
  Writing and Design 
   
  Brian Rideout 
   
  Playtesters 
   
   Michael Pratt, Danny Wesfall, Katrina Rideout 
   
  Cartography  
   
  The "Salisstach Meat Processing Plant" map was created by Brian C. Rideout 
  using the Dungeon Scrawl open beta. https://dungeonscrawl.com/ and 
  Adobe Photoshop Elements 14 
   
  Game 
   
  This game is built using the 1991 Rules Cyclopaedia for the world's most 
  popular fantasy role playing game, and is compatible with most "basic line" 
  Old-School Renaissance games, such as Labyrinth Lord, Old School 
  Essentials, and Lamentations of the Flame Princess. It should require very 
  little work to use with "advanced line" games like OSRIC. Link and QR Codes 
  to several popular OSR  games are available near the end of this module. 
   
  Typography 
   
  This document includes the Arial, Comfortaa, Lora, Ultra, & Amatic SC fonts.  
   
  Art 
   
  "Crocodile Eyes" by SarahRichterArt from Pixabay 
  "Chasmasaurus" Public Domain art from prek-8.com 
  "Victorian Reptilian Claw Illustration" by OpenClipart-vectors from Pixabay 
  “Australopithecus” by Brian C. Rideout based on Public Domain photograph 
  “Just Lucy” by HockeyRocks 
  “Salisstach” by Brian C. Rideout 
   
   
   
  
   
  Introduction 
   
  Sixty Five million years ago, the Salisstach rose to consciousness; a race of 
  dinosaur men of staggering intellect and ambition. Their empires spanned 
  the entire world, and eventually beyond, masters of machinery, genetic 
  modification, and control of entire ecologies. Their steam-powered machines 
  allowed them to build grand industrial projects that harnessed the power of 
  volcanoes. For a time, it seemed their supremacy would be eternal. 
   
  But then a shift in the environment, a cooling of the world caught them 
  off-guard. Soon their food animals were dying in droves, as were their 
  preferred fruits. Facing starvation, the Salisstach fled to a few hidden valleys. 
  Here they used the apex of their magic and technology to preserve their 
  favoured ecology in contained biomes, and created underground Arks for 
  themselves, where they would slumber untold aeons waiting for the day 
  where the world would be warm enough for them. 
   
  Once or twice every epoch there is an awakening; some shift - often 
  temporary - that will trigger the ancient machines designed to wake up the 
  advance scouts and labourers and make ready for their return. Each time in 
  the past the Salisstach have made small kingdoms, conquered a little land, 
  but chosen not to awaken their Empire. Some because they did not think the 
  world was yet suitable, some out of selfishness. During an awakening seven 
  million years ago, they captured and enslaved an entire people of 
  Australopithecines to serve - and feed - the conservationists. 
   
  A few weeks ago, the glacier on the side of Eira Peak collapsed, crushing 
  much of the town of Eirata under mountains of ice and snow. The sudden 
  change in temperature has awakened a new crew of ambitious Salisstach. 
  Ones who see the world of humanoids as ripe for conquest. They took 
  advantage of the disarray in the village below to take two dozen human 
  slaves to study, test, and devour. Since then, some of their livestock, 
  Amargasauri, have escaped into a marsh at the foot of the mountain, and 
  their most ambitious warriors attacked a nearby monastery and wiped it out. 
  They have begun sending spies to learn what they can of the lands nearby 
  and their people. 
   
  The surviving villagers of Eirata are afraid and desperate to find those who 
  went missing during the avalanche. They’ve put out a call for heroes to help 
  them find their lost loved ones. Their burgomaster is pledging rewards and 
  glory to the people who can help them discover what- or who- has been 
  causing the strange disappearances around Eira Peak. 
   
  1 
  
   
  Rumours 
   
  Any time the PCs spend time gathering information or carousing roll 1d6 to 
  see what gossip they hear.  
  1d6 
  Rumour 
  1 
  A glacier on Eira peak collapsed, it was a disaster that decimated 
  the village of Eirata. Many are still missing. 
  2 
  The Monastery of the North Wind has not sent traders for weeks, 
  and no lights are on at night. We fear the worst. 
  3 
  A terrible wingless dragon with many horns was killed near the 
  Salka marsh. No hunter has ever seen anything like it. They think 
  it came down from Mt. Eira. 
  4 
  Wanderers claiming to be from a country North beyond the 
  Ice-Shield have been selling exotic fruit and meats in exchange 
  for information on trade routes. 
  5 
  A monstrous body washed downriver, like a man covered in 
  feathers and scales. It is a mystery we have given to the sage 
  Gorum. 
  6 
  When tremors shook Mt. Eira, terrible screams echoed from the 
  mountain from days. Some think they come from a cave that was 
  revealed when the glacier fell. 
   
  Following up on the Rumours 
   
  Players may spend some following up different events. Each of these 
  follow-up  explorations take 2d3 days to complete, and can offer some small 
  rewards as well as good intelligence. 
   
  The Monastery of the North Wind 
  The Monastery of the North Wind has been wiped out by Salisstach raiders. A 
  destroyed Biomech Triceratops, some venomous spines and shed feathers, 
  and a lost Alchemical Mortar​ are all that is left. Tracks show that the few 
  survivors were taken prisoner and dragged off toward the mountain. 
   
   
   
  2 
  
   
   
  The "Dragon"... 
  ...is a dead Amargasaurus, one of several that have been spotted in the Salka 
  marsh to the South of Eira. They only started to appear after the glacier 
  broke. A herd of them now roam the marshes. Hunting an Amargasaurus can 
  earn the PCs 50gp in exotic horns, 12gp in hide, and a staggering amount of 
  flavorful meat. 
   
  Amargasaurus: SZ: Large; Atk: horns and tail: Dmg: 2d6 and 1d10; ThAC0: 9 
  [+11] AC: 5 [14]: HD 11; MV: 90' (30'); SA: Impale; ML: 7; Int 3; AL: N; XP: 1,200 
  Impale: A creature hit by an Amargasaurus's horns must Save vs. 
  Wands or be caught on the back of its neck. Each round a character 
  takes automatic horn damage at the beginning of their action, and 
  may only use their action to attempt a Strength check to break free. 
   
  Gorum the Sage 
  Gorum is a mage that specializes in the study of anatomy and physiology in 
  order to further the discipline of transmutation, and he hopes one day, find 
  an arcane means of healing wounds. He has come into possession of a female 
  Salisstach corpse, one with a Biomech prosthetic leg. 
   
  Gorum knows the following: 
  ●
  The creature was highly intelligent. 
  ●
  She is neither mammal, bird, or reptile, but has traits of the last two. 
  She comes from some ancient kingdom of life he cannot place. 
  ●
  A divination for finding the age of things claims that she is 7 million 
  years old, but that her limb is 65 million years old. 
  ●
  The magic and science that made her limb is a mix of fusing crude 
  machinery to magically warped flesh, and a scientific understanding 
  of nerves he cannot match. 
  ●
  She was hatched from an Egg. 
  ●
  She could spit toxic spines with a powerful sedative. 
  ●
  She died from a fall from a high place, probably near the source of 
  the river under Eira peak. 
  Gorum is fascinated by her prosthesis and will pay in potions, medicine, and 
  spell tutelage for more samples of the tech. 
   
  The Meat Merchants  
  These are Salisstach spies selling dinosaur meat. They wear concealing 
  clothes and trade for coin and information. One carries a map They have 
  been making of the area. The oldest, most detailed places filled in radiate 
  from mount Eira. They carry tentacle genades and spine muskets. 
  3 
  
   
   
  Master Encounter List 
   
  1. The Plateau
  2 Salisstach Guards and Biomech Triceratops 
  2. The Garbage Pit
  Arla, Poisonous Fumes, Flooding* 
  3. The Abattoir
  Salisstach ambush Area 6*, Butchering machine 
  4. Hallway
  Salisstach and drugged Triceratops* 
  5. The Staff Quarters
  no encounters 
  6. The Control Room
  5 Saliistach 
  7. The Office
  High-Caste Salisstach, Flooding* 
  8. The Boiler
  Extreme heat* 
  9. Lava Tube
  Extreme Heat 
  10. Meat Packing Line
  8 Human Prisoners, Flooding* 
  11. Machine Room
  5 Human Prisoners, Flooding* 
  12. Store Room
  5 Human Prisoners 
  13. Dinosaur Pen
  no encounters 
  *Indicates possible encounter based on PC Actions 
   
  4 
  
   
  1. The Plateau 
   
  A huge trapezoidal archway opens into the Cliffside at the edge of this stone 
  shelf. Aeons of erosion have worn away most of the ornamentation around it, 
  but there are still traces of strange markings around the door. Wet air that 
  stinks of blood and offal comes out in hot foggy blasts every few moments, 
  accompanied by hissing and gurgling sounds. 
   
   
  This doorway is guarded by two Salisstach and a Biomech Triceratops. If they 
  detect the PCs approaching one will run back to the door (Location A) and 
  shut it. This takes him 4 rounds to complete. The other will command the 
  Biomech and fire on the PCs with his spine musket. 
   
  The door is heavy and plated in bronze and fossilized bone. It is controlled by 
  weights and pulleys. It requires a combined Strength of 40 to force open. The 
  other Salistach Guard will alert the others then guard the entrance with its 
  musket. The door will close automatically if not opened by the lever controls 
  at Location B. Getting caught in the door causes 3d6 damage and 1d6 
  crushing damage every round afterward until the door is forced open. 
   
  Players who scout the area have a 3 in 6 chance (4 in 6 if they have 
  infravision) to notice the tunnel into the garbage pit (Area 2). 
   
  Salisstach (2): Atk: cleaver (1d6), spine musket, or poison dart (1d3); ThAC0: 18 
  [+2];  AC: 7 [12]; HD 2* (9 hp); MV 120’ (40’); SA: poison dart (save vs. Poison of 
  fall asleep); SV: D2; ML: 7; Int: 12; AL: C; XP: 25 
   
  Biomech Triceratops: SZ: Large; Atk: Gore or Trample (2d8); ThAC0: 11 (+9); 
  AC: 4 [17]; HD 9 (42 hp); MV 90’ (30’); SV: F9; ML 10; Int: 4; AL: C; XP: 1,000 
   
  Spine Musket: This rifle-like device is molded from hard organic resins, with 
  bottles of fluid in various chambers protruding from it. Salisstach can load it 
  by injecting their poisonous spines into a mouthpiece on the top. It can hold 
  a magazine of 10 in a cooled chamber in the weapon. When fired, the musket 
  launches the spines with deadly accuracy to a range of 200', dealing 1d6 
  damage. Targets damaged by the spine musket must save vs. poison or fall 
  unconscious for 1d3 hours. It can also be loaded with metal flechettes with 
  some slight modification. Most Salisstach carry fully loaded spine muskets. 
  Weighs 52cn 
   
  5 
  
   
  2. The Garbage Pits 
   
  This pit is filled with heaps of rotten tissue, offal, and organic sludge floating in 
  reddened scum-covered water. The stench brings bile to your throat. Luminous 
  fungus and corpse-lights fill the air with pale violet light. Among the heaps of 
  mushroom-coated sludge you can see the fast-decaying remains of both 
  humans and something smaller and more ape-like.  Somewhere a pitiful 
  whimper comes from one of the vile heaps. 
   
   
  The air in this environment is toxic. Every 3 rounds the PCs must save vs. 
  Poison or take 1d4 damage. 
   
  The chute to Area 3 is a sheer surface that a Thief is best suited to climb. The 
  stairwell to Area 11 has a locked and stuck door of bronze-bound wood. 
   
  Arla, the Australopithecus is laying in one of the few high and dry spots in 
  the chamber. She is badly hurt with only 1 hp out of her 11 maximum 
  remaining, Although the stench and spores do not affect her, she has an 
  infection on a wound that was inflicted by the slaughtering machines in area 
  3; She cannot walk unless she is healed, then taken to a sanitary location to 
  have the infected tissue removed (A Wisdom check at -4). If they do not 
  attend to her, she will die of sepsis in 1d3 turns. 
   
  Arla: Atk: Sling (1d3); ThAC0: 17 [+3]; AC: 8 [12]; HD 3 (11); MV 120' (40'); ML: 5; 
  Int: 11; XP: 50 
   
  What Arla Wants 
  ●
  To escape from the 
  Salisstach. 
  ●
  To find protectors for her 
  fellow Australopithecines. 
  ●
  To please the spirits by 
  showing gratitude to those 
  who saved her. 
  What Arla Does not Wan​t 
  ●
  To serve the Salisstach 
  ever again. 
  ●
  To let the slumbering 
  Salisstach civilization to 
  wake up again. 
  ●
  To let the "world within" 
  and the "world without" 
  collide. 
  What Else? 
  ●
  Arla's people have been preyed on by the Salisstach for aeons. She 
  regards them like demons or evil gods. While she knows where 
  Salisstach can be found, she avoids them. 
  ●
  She knows a great deal about prehistoric creatures. 
  ●
  She is terrified of magic. 
  6 
  
   
  If the PCs save Arla, she will try to help them. She does not speak Common, 
  and understands only a little Salisstach; a comprehend languages​ or tongues 
  spell will let her communicate. Here is what she knows: 
   
  ●
  On the far side of the factory is an entrance to a "World Within​ walls 
  of stone" that the Salisstach have "ruled for all time." 
  ●
  The Salisstach became ill and needed to sleep. They have slept long 
  enough that their temples and cities have crumbled to dust. 
  ●
  The Salisstach froze the World Within​ out of time, so that the Great 
  Beasts they tamed and fed on - and their slaves, would be waiting 
  when they woke. 
  ●
  Now that they are awake, the Salisstach have been making as much 
  food as they can to feed their empire when it awakes. This place 
  prepares and preserves the meat of the Great Beasts, 
  ●
  Several spies have passed through here into the world beyond the 
  walls to learn about the new slaves they wish to take. 
  ●
  The humans here have been forced to work. A few were killed so the 
  Salisstach could drink the language of the World Without​ out of their 
  brains. 
  ●
  Her own people have been waiting for this day, and are hidden. They 
  know a way to escape to the World Without​. 
  ●
  She also knows the layout of the factory and can draw a map. 
   
  Note: GMs may wish to award PCs experience for Aria for saving her life and 
  getting intelligence from her. 
   
  7 
  
   
  3. The Abattoir 
   
  This colossal chamber is filled halfway to the ceiling with articulated blades and 
  claws made out of brass, bronze, and copper. Much of the machinery also 
  appears to be made out of and sinew and fossilized wood. It reeks of blood and 
  feces. 
   
   
  The catwalk above the chamber is made panels of petrified wood suspended 
  by and found together by copper cables. The whole chamber, like the hallway 
  before it, lit by blue-tinged flames spouting from bronze fixtures on the wall. 
  The air in here is stiflingly wet and hot. The hiss of steam and jets of vapor 
  rise from the machinery. 
   
  As the PCS enter from Area 1, a triceratops will have already been driven into 
  the central part of the machinery. It will be butchered stripped, and 
  separated with terrifying efficiency by articulated bladed limbs. Scales, skin, 
  horn, and bone are fed into grinding machines. Meat is dropped onto 
  conveyor belts. Organs are swept into various pits on the floor, and parts 
  that are not useful are tossed into the garbage pit chute to Area 2 in the 
  Southeastern corner of the room. 
   
  Anyone in the lower part of the room while the machines are  running must 
  make a Save vs. Wand every round. On a failed saving throw they take 6d6 
  damage; they take half on a successful saving throw. 
   
  The team of five Salisstach managing the control center (Area 6) will notice 
  PCs on the catwalk unless they are effectively hiding in shadows. If they are 
  spotted, a Salisstach with a chemical mortar will fire corrosive projectiles at 
  the support cables. They must hit an AC of 14 to damage them. Once it has hit 
  three cables, the catwalk will begin to tip towards the machinery. In two 
  rounds after that, everyone must Save versus Wands or be pitched into the 
  machines. Climbing to the other end of the catwalk will then require an 
  action and a successful Dexterity check for every 20 ft moved. A thief may 
  substitute their climb sheer surfaces ability. 
   
  The rest of the Salisstach will take cover behind the control panel and attack 
  with spine muskets. Characters who fall asleep after being hit by a spine 
  musket cannot succeed saving throws to avoid falling or taking damage from 
  the machinery. While covering behind the control panel, the Salisstach have 
  an Armor Class of 5. 
   
  8 
  
   
  If the PC come up through the garbage chute, they have 3d3 rounds to move 
  through the lower part of the room and get out to the archway to Area 4. 
  They have 2d3 rounds before a Salistach driving a drugged triceratops 
  enters; the machines will start a round later as the drover leaves (see Area 4). 
  The triceratops will not interact during the encounter. The Salisstach will 
  run and raise the alarm in Area 
   
  Salisstach (5): Atk: cleaver (1d6), spine musket, or poison dart (1d3); ThAC0: 18 
  [+2];  AC: 7 [12]; HD 2* (9 hp); MV 120’ (40’); SA: poison dart (save vs. Poison of 
  fall asleep); SV: D2; ML: 7; Int: 12; AL: C; XP: 25 
   
  Chemical Mortar: This resinous device fires globes of alchemical 
  preparations. It has a range of 40'/80'/120'. 1 in 6 Salisstach are proficient in 
  its use. It weighs 75cn When found it will be discovered with a pouch of the 
  following ammunition types: 
   
  ●
  Corrosive​: Deals 1d6 damage to a living target, but corrodes metal, 
  dealing 3d6 to metallic targets. If the target is wearing non-magical 
  metal armour, the AC value of that armor is reduced by 1d6. When 
  found, there will be 3d3 rounds of this ammo type. 
  ●
  Sleep Gas:​ Every living creature that can sleep within 15' of the target 
  must make a Save vs. Poison or be knocked unconscious. When 
  found there will be 1d3-1 of these. 
  ●
  Glue Bomb​: When a creature is hit with this weapon, it must Save vs. 
  Wands or be immobilized for one turn. Large creatures get a +4 to 
  the save. When found, there will be 1d6 rounds of these. 
  ●
  Stench Bomb​: creates the effect of a stinking cloud spell at the 
  target. When found there will be 1d4-1 of these. 
  ●
  Light Bomb​: This bomb covers an area with a 10' radius around the 
  target with luminescent sludge, creating illumination like a bonfire. 
  Creatures caught in the sludge shed light like like a torch after 
  leaving the area, making stealth impossible. The effect lasts 24 
  hours, or until it is washed off. When found there will be 1d4-2 of 
  these. 
   
   
   
  9 
  
   
  4. The Hallway 
   
  Two steep stone staircases meet in a long hallway here. It reeks of animal dung, 
  and is lit by the same eerie blue flames that illuminate the rest of the structure. 
  Here, reliefs of reptilian monstrosities herding gigantic scaly creatures and 
  ruling over tiny ape men is depicted. The Air here is so warm that it is sweaty. 
  The sounds of clattering machinery come from a side passage West of the 
  stairs. A massive double-doors at the far end of the structure is partially open, 
  showing daylight beyond. 
   
  A Salisstach dino-herder might be encountered here leading a drugged 
  Triceratops if the PCs managed to sneak through the lower abattoir floor 
  before the machines started. Once the Triceratops is in the machines, he will 
  move to Area 5. The Triceratops is drugged and cannot act unless it is given 
  24 hours to recuperate 
   
  Salisstach: Atk: cleaver (1d6), spine musket, or poison dart (1d3); ThAC0: 18 
  [+2];  AC: 7 [12]; HD 2* (9 hp); MV 120’ (40’); SA: poison dart (save vs. Poison of 
  fall asleep); SV: D2; ML: 7; Int: 12; AL: C; XP: 25 
   
  Triceratops: SZ: Large; Atk: 3 horns (1d8/2d8/2d8); ThAC0: 5 [+15]; AC: 4 [15]; 
  HD: 20* [90hp];  MV: 90' (30'); SV: F10; ML: 10; Int 2; AL: N; XP: 4,175 
  Charge: On the first round of combat, or any round where the 
  Triceratops has moved more than 60', it may deal double damage. 
  Note: The triceratops is drugged and will not act or award XP 
  5. The Staff Quarters  
   
  Beds made out of frames of bone and sinew with mattresses of piled hides ring 
  an octagonal table made out of interlocking bony plates. Pottery bowls and 
  two-bladed forked eating utensils sit in the hollowed out skull with a huge 
  creature, now filled with water and used as a wash basin. Shallow alcoves 
  contain hanging cured meat, some of it shaped like tiny humanoids. Another 
  contains what appears to be a latrine. This chamber has a distinct reptilian 
  Stench - like an unwashed snake's terrarium. It overpowers even the smell of 
  the uncooked meat. 
   
  This is the Salisstach living quarters. The staff spend most of their time 
  resting here when not working or managing the dinosaur pens. if players do 
  a thorough search the room, they will find several pockets in each bed 
  containing: 
  10 
  
   
   
  ●
  Several scrimshawed bone plates depicting their recent awakening 
  (worth 350gp as a set, weighing 50cn) along with bronze carving 
  tools to make them (20cn). 
  ●
  A kit for doing alchemical work that is alien in design to what any 
  character already versed in alchemy may be familiar with, but easily 
  adapted to (180cn). It contains samples of Sleestak venom enough to 
  coat 3d4 weapons (5cn/dose), and four hand thrown poison gas 
  grenades that cause any creature within 15 ft of the target to Save 
  vs. Poison or fall asleep (10cn ea.). 
  ●
  A collection of 4 rarefied fossils worth 100gp and weighing 3cn each. 
  ●
  A suit of dinosaur hide armor, nearly completed. An armor-smith 
  could easily finish this and fit it to a player character with a day of 
  work and 10gp (AC 5 [+4], 200cn). 
  ●
  19 resin discs the size of dinner plates covered in writing. 12 
  comprise a mythic account of a mighty dinosaur hunter. Five 
  comprise a poetic telling of the coming of the ice age and the duty of 
  those suspended near the surface to wake and feed their brethren. 
  Two are instruction manuals on the maintenance of the slaughtering 
  machines (70gp and 10cn each). 
  ●
  A trio of glass and resin hookahs filled with a euphoric drug. There's 
  enough of the drug for 10 doses. It has little effect on non-sleeve 
  stacks other than making them feel relaxed. The hookahs are 
  covered in brass leaf Pteranodon imagery, and are worth 45gp and 
  weigh 30cn each. 
  ●
  A collection of exotic feathers and shells (30gp, 6cn). 
  ●
  An alchemy kit (as 2) and three potions of giant growth 
   
  One of the nooks contains cleavers, butchering knives, and hooks for 
  preparing meat. Resin discs depict the ways of preparing several breeds of 
  dinosaur and Australopithecus (125gp, 50cn).  
   
   
   
  11 
  
   
  6. The Control Room 
   
  A series of pipes, valves, and dials fill this room. The chamber is steamy, and 
  hisses gently from hot pipes and spigots from which tiny brass bells and 
  collection of feathers are hung. Shiny resin discs hang on hooks in several 
  places, covered in writing. A large open window overlooks the abattoir. Several 
  decayed raffia stools are arranged around the room. 
   
   
  This control room allows the Salisstach to adjust the abattoir machines for 
  different prey, or to control the shutoff and cleaning systems. An operator's 
  manual in the Salistach tongue can be found across 16 resin discs tucked into 
  one of the stools (worth 1120gp, 160cn). Another bundle of five resin disks 
  have detailed instructions for the controls of the boiler (worth 350gp, 
  50cn). 
   
  The tiny bells and nozzles serve as warning systems for various pipes in lieu 
  of pressure gauges. 
   
  The five Salisstach here are the same ones who will attack the PCs if they 
  cross Area 3 without stealth. One has a Chemical Mortar. The window above 
  the control panel overlooks the Abattoir at 5' above the level of the catwalk. 
   
  Salisstach (5): Atk: cleaver (1d6), spine musket, or poison dart (1d3); ThAC0: 18 
  [+2];  AC: 7 [12]; HD 2* (9 hp); MV 120’ (40’); SA: poison dart (save vs. Poison of 
  fall asleep); SV: D2; ML: 7; Int: 12; AL: C; XP: 25 
   
   
  Tentacle Grenade: This is an example of the peak of Salisstach Biomancy. 
  When thrown, this clay pot explodes open into a fast-growing life form that 
  is little more than a hungry mass of rubbery, suckered tentacles. (AC 8, 18hp). 
  Any creature within 10' of the point of impact must Save vs. Wands or be 
  coiled in thrashing tentacles. If they fail the save, they are immobilized for 3 
  turns. Each round they may try to break free as Strength Check at -3, but will 
  take 1d4 damage in doing so. After 3 turns the creature dies and liquefies. 
  12 
  
   
  7. The Office 
   
  This large chamber contains reliefs of numerous large reptilian beasts as well 
  as portraits of the creatures controlling this facility and working laboratory 
  equipment or mastering ape-man slaves. Bone and leather tables arranged 
  around the chamber in several places. Gigantic flowers the size of halflings 
  hang in several places; they overwhelme the stench of gore and reptile with 
  perfume. The room is almost as hot and wet as a sauna and the hiss of steam is 
  strong from the far entrance. 
   
   
  There are four workstations in this office for different tasks, but they are all 
  manned by a single High-Caste Salisstach. If the alarm has been raised by 
  the guard in Area 1, or by loud fighting occurring in Areas 3 or 4 he will have 
  overloaded the boilers, and will taunt the player characters that they and the 
  prisoners might actually be palatable if boiled. He will also activate the Boiler 
  if the PCs pass him on the way to Area 10, 11, or 12. 
   
  This High-Caste Salisstach wears a ring of fire resistance​, and will have drunk 
  a potion of water breathing​ hidden in one of the desks. He holds the keys to 
  the chains for the prisoners in Areas 8 and 9, and the key to the cell door in 
  Area 11 on his person. 
   
  Unless attacked, he will not fight the PCs as a group; He will taunt them, 
  while keeping his distance as best he can. If he is attacked, he will use his 
  poison spines and tentacle grenades to disable as many as he can, then leave 
  them to be boiled. If PCs move through the chamber alone or a lone 
  character tries tampering with the boiler he will try to disable them with a 
  poison spine. Once the packing room (Area 8) is flooded he will retreat there, 
  relying on his magic to keep him safe. 
   
  Once the Boiler begins to overload, Area 9. Will Flood in 1d6 rounds. Area 10. 
  in 1d6 rounds after that. Area 11. in 2d4 rounds after that, and Area 12 in 1d4 
  rounds after that, then Area 8 and 7. Finally Area 4 and Area 3 will become 
  obscured, and Area 2 Flooded (see the section on Escape, below.) Each round 
  a creature spends in a flooded area, they take 2d6 damage as if from fire. 
   
  High-Caste Salisstach (5): Atk: Macahuitl (1d8), or poison dart (1d3); ThAC0: 
  12 [+8];  AC: 7 [12]; HD 8* (40 hp); MV 120’ (40’); SA: poison dart (save vs. 
  Poison of fall asleep);  SV: D8; ML: 8; Int: 14; AL: C; XP:1,200 
   
  13 
  
   
  8. The Boiler 
   
  This room is occupied by a colossal copper boiler shaped like a giant bronze 
  egg tucked into a nest of bronze piping and waxed hide hoses. An assortment 
  of valves and levers painted in some obscure colour code before you. 
  Beneath it stone-carved heads of great reptilian beasts roar from a vast 
  obsidian base; the light and scorching heat of an intense fire blast from their 
  eyes and mouths. 
   
   
  If the boiler is overloaded, the boiler room will be dangerously hot. 
  Characters attempting to guess the machine's workings and vent it may do 
  so with an intelligence check and then a strength check. Using some kind of 
  lever can add a +3 to the Strength check. If they have found and translated 
  the manual in Area 6, they may automatically succeed at both. 
   
  While a character is in the room and the boiler is overloading, they take 1d4 
  damage on the first round, 1d6 on the second, and 1d8 damage every round 
  thereafter, as if being damaged by fire at the beginning of their action. 
   
  If a player character successfully vents the boiler, add 2d6 to the current 
  timer, and that character no longer takes damage while in the room until this 
  additional time runs out. Most of the Prisoners in Areas 10, 11 and 12 will die 
  within a round of the room flooding. 
   
  9. The Lava Tube 
   
  This room rattles, hisses, and grinds as several steam-powered pistons work 
  pumps attached to a glowing hot pipe that a human could easily walk through, 
  bending up to the dripping ceiling. The heat stings your eyes, and you can 
  barely look long enough to notice a rivulet of lava leaking from the pipe and 
  dropping onto a pile of jagged volcanic glass. 
   
   
  The pipe in this room pumps lava from the Salisstach lava-pump network to 
  where it can heat the boiler. Sabotaging the lava pump will prevent the 
  explosion in the Escape section. 
   
  The heat in this room is unbearable, however, and characters take 1d6 
  damage at the beginning of their action each round that they spend within 15' 
  of the tube, and 1d8 damage if they touch it. Treat this damage as fire. 
   
  14 
  
   
  10. The Meat-Packing Line 
   
  A series of gory conveyor belts carry hunks of meat in jerking stop-and-start 
  motions along a shelf in the wall. Sitting on stools made out of bony dinosaur 
  crests, human prisoners chained together by the ankle - all men - are equipped 
  to take turns cleaning, steaming, adding seasoning, carving fat with a tiny 
  knife, oiling, wrapping, and wax-sealing the hunks of meat. They bare fresh 
  bloody scars from the whip that hangs coiled on one wall. The heat in the room 
  is unbearable, and aside from the blue flames, a dull red glow comes from the 
  passage to your right. 
   
  Each prisoner is clasped in a manacle by their work station. If the PCs have 
  the keys from the High-Caste Salisstach in Area 7, they can identify the 
  correct key (an Intelligence check) with an action. After that, a character can 
  be freed with an action. Smart players may wish to pass the keys back and 
  forth... Allow a player to either throw or catch the keys as a part of their 
  action. This should make freeing two prisoners a round with the keys 
  possible. A thief using Open Locks can free a prisoner per round on a 
  successful roll. Using a weapon a character may try to break the chains 
  using a Strength -4 check. If they fail by more than 10, the weapon will be 
  damaged. 
  11. The Store-room 
   
  This massive chamber is full of shelves of packed meat. A wheelbarrow of bone 
  and hide sits overturned to one side. A slick of grease runs along the floor to a 
  stairwell on the Eastern wall. Occasional puffs of a putrid stench and cool air 
  erupt from that passage. In a nook in the West wall there is a bronze-barred 
  door with a strange mechanical lock. Beyond it an old woman and several 
  children huddle together. 
   
  The Salisstach keep prisoners that are not useful to them except as hostages 
  in a converted high-security locker for storage. The door is locked, and 
  strong enough that it applies a -1 penalty to attempts to force it open. The 
  High-Caste Salisstach in Area 7 holds the key. Because of the alien design, 
  picking the lock requires 1d4+1 rounds. 
   
  The old woman, Marga, can tell the PCs about the location of the other 
  prisoners and that the passage on the East wall leads to the garbage pit (Area 
  2) but that the door is stuck and cannot easily be opened. She is feeble and 
  can only move at a speed of 45' (15') unless carried, and weighs 920cn 
  15 
  
   
  12. The Machine Room 
   
  This room reeks of grease, and is almost deafening with the sound made by 
  boxes of grinding gears and steam pumps that work everywhere. Massive 
  grinding cogs threaten to eat limbs of the unwary. Here a group of grimy and 
  weary women are chained together by bronze loops on leather collars wrapped 
  tightly around their throats. Their work has covered them in grease and soot. 
  Their chain is battered from attempts to break it, and their skin bears marks 
  from a whip hanging on the wall for it. 
   
  Five human female prisoners are kept here coffled by the necks together by 
  a single chain and lock to a massive gear hub for the machines. They are 
  responsible for greasing the parts with rendered dinosaur fat, patching hoses 
  with tar, attending to fussy valves, and replacing wooden parts as they break. 
  They know where the other prisoners are being kept. 
   
  A whip hangs on a hook by the door. There are an assortment of tools and 
  several buckets of dinosaur oil which can be used to fill lanterns and flasks, 
   
  Breaking the chain that holds them together on the line requires a blow 
  from a weapon using a Strength Check at -4. Only one attempt may be tried 
  each round. A failure by 10 or more damages the weapon instead. Clever 
  characters might feed the chain into turning gears while the women hold on 
  to protect their necks. This automatically breaks the chain. Cutting the 
  leather coffles from around their necks takes takes 2 rounds each. Picking 
  the lock holding the chain in place requires 1d4+1 rounds. 
  Escaping 
  If the boiler is overloaded, the machines in the lower abattoir (Area 3) will go 
  berserk, requiring saves every round to avoid being damaged. Because the 
  room fills with obscuring steam, saves to avoid the blades are at -2. With the 
  sound and steam it is possible for a character to get confused and move in 
  the wrong direction. If they fail an intelligence test they lose the round 
  moving in circles. Escaping by the garbage chute through the abattoir will 
  take the PCs to Area 2. 
   
  When Area 12 floods, so will Area 2. After that, any creature wading through 
  the boiling toxic sludge will take 2d6 damage per round from the heat until 
  they reach the tunnel leading out.   Area 4 will be dark and filled with steam. 
  Finding a way out up the stairs can be perilous, assuming there is still a 
  catwalk to cross at all. The only light will be the open doors to Area 13. 
  16 
  
   
  13. The Dino-Pen 
   
  You step out of the gloom into the light from a clear sky. Massive scaly 
  creatures wheel above on leather wings. Below you is a valley full of sprawling 
  jungle vegetation. On the plateau on which you stand has a vast animal pen of 
  colossal bone and spun metal wire. Several huge triceratops wander the pen. 
  The doorway behind you, less eroded by time is a mirror of the one you first 
  arrived by. 
   
  If the boilers have been overloaded, steam and the noise of groaning and 
  warping pipes will rumble behind the PCs. 1d4+1 rounds after the PCs leave 
  the door, the machinery within will explode. Any character within 15' of the 
  rear exit of the dungeon must Save Vs. Wands or take 3d6 damage from 
  steam, concussion, and shrapnel. Area 4 will be closed by a cave-in. 
   
  Triceratops (7): SZ: Large; Atk: 3 horns (1d8/2d8/2d8); ThAC0: 5 [+15]; AC: 4 
  [15]; HD: 20* [90hp];  MV: 90' (30'); SV: F10; ML: 10; Int 2; AL: N; XP: 4,175 
  Charge: On the first round of combat, or any round where the 
  Triceratops has moved more than 60', it may deal double damage 
   
  Note: These triceratops are passive, mildly drugged, and semi-domesticated. 
  They should not be worth XP unless antagonized. They may be used as 
  mounts or beasts of burden. 
  Need a Game? 
   
  Here are just a few of the amazing role-playing games from the OSR 
  community perfect for playing The Bloody Engines Of the Dinosaur-Men. 
   
  Labyrinth Lord 
   
   
  https://goblinoidgames.co
  m/index.php/downloads/ 
  Old School Essentials  
   
   
  https://necroticgnome.com/colle
  ctions/old-school-essentials 
  Basic Fantasy 
   
  https://www.basicfantas
  y.org/ 
  17 
  
   
  Appendix A: Monsters 
  Arla 
  Armor Class: 
  8 [Ascending: 12] 
  Hit Dice: 
  3* (11 hp) 
  Move: 
  120' (40") 
  Attack: 
  Sling 
      ThAC0: 
  17 
  Base Attack: +3 
  Damage: 
  1d3 
  No. Appearing:
   1 
  Save As:
   H3 
  Morale:
   5 
  Treasure Type:
  nil 
  Intelligence: 
  11 
  Alignment: 
  Lawful 
  XP Value:
  50 
   
  Monster Type​: Humanoid 
  Arla is an Australopithecus adventurer. She is a small ape-like 
  creature about the size of a halfling. Her race is highly resistant to disease 
  and poison, she takes half damage from either. She has the following thief 
  skills: Climb Walls87%, Move Silently 30%, Hide in Shadows 20%, Hear Noise 
  40%. 
   
  What Arla Wants 
  ●
  To escape from the 
  Salisstach. 
  ●
  To find protectors for her 
  fellow Australopithecines. 
  ●
  To please the spirits by 
  showing gratitude to those 
  who saved her. 
  What Arla Does not Wan​t 
  ●
  To serve the Salisstach 
  ever again. 
  ●
  To let the slumbering 
  Salisstach civilization to 
  wake up again. 
  ●
  To let the "world within" 
  and the "world without" 
  collide. 
  What Else? 
  ●
  Arla's people have been preyed on by the Salisstach for aeons. She 
  regards them like demons or evil gods. While she knows where 
  Salisstach can be found, she avoids them. 
  ●
  She knows a great deal about prehistoric creatures. 
  ●
  She is terrified of magic. 
  18 
  
   
  Biomech Triceratops 
   
  Armor Class:
  4 [Ascending: 1t] 
  Hit Dice: 
  9 (Large) 
  Move: 
  90' (30") 
  Attack: 
  Gore or Trample 
      ThAC0:
   11 
  Base Attack: +9 
  Damage: 
  2d8 
  No. Appearing:  1 
  Save As: 
  F9 
  Morale: 
  10 
  Treasure Type:  nil 
  Intelligence: 
  4 
  Alignment: 
  Neutral 
  XP Value: 
  1000 
   
  Monster Type: Construct 
  An example of the horrors of Salisstach technology at its most vile. 
  This Biomech is made by replacing the muscle and sinew of a butchered 
  triceratops with leather, tar, copper cables, and clockwork. It's replacement 
  parts are driven by probes embedded in the Biomech's brains, which are kept 
  alive by proto-Necromancy. While weaker than a living Triceratops, the 
  Biomech is stupidly loyal and fearless. They are used as beasts of burden and 
  machines of war by the Salisstach. 
   
  Terrain: Caves 
  Dinosaur 
   
  Triceratops: SZ: Large; Atk: 3 horns (1d8/2d8/2d8); ThAC0: 5 [+15]; AC: 4 [15]; 
  HD: 20* [90hp];  MV: 90' (30'); SV: F10; ML: 10; Int 2; AL: N; XP: 4,175 
   
  Charge: On the first round of combat, or any round where the Triceratops 
  has moved more than 60', it may deal double damage. 
   
  Amargasaurus: SZ: Large; Atk: horns and tail: Dmg: 2d6 and 1d10; ThAC0: 9 
  [+11] AC: 5 [14]: HD 11; MV: 90' (30'); SA: Impale; ML: 7; Int 3; AL: N; XP: 1,200 
   
  Impale: A creature hit by an Amargasaurus's horns must Save vs. Wands or 
  be caught on the back of its neck. Each round a character takes automatic 
  horn damage at the beginning of their action, and may only use their action 
  to attempt a Strength check to break free. 
  19 
  
   
  Salisstach 
  Armor Class: 
  7 [Ascending: 12] 
  Hit Dice: 
  2* 
  Move: 
  120' (40") 
  Attack: 
  Cleaver or Venomous 
  Dart 
      ThAC0: 
  18 
  Base Attack: +2 
  Damage: 
  1d6 or 1d3 and poison 
  No. Appearing:  2-8 (1-6) 
  Save As: 
  D2 
  Morale: 
  7 
  Treasure Type:  O, special 
  Intelligence: 
  12 
  Alignment: 
  Chaotic 
  XP Value: 
  25 
   
  Monster Type:​ Humanoid 
  Salisstach are humanoid dinosaurs. They stand roughly 7' tall and 
  bear claws and numerous horns positioned around their heads. Some males 
  have feathers around their scalp and neck as well. Females tend to be bright 
  green, males vary in striped patterns of greens, blues, and golden colors. 
   
  The Salisstach developed complex clockwork, alchemical, and 
  biological technology as well as primitive magic before becoming extinct 
  during an ice age. A few survivors placed themselves in an alchemical stasis 
  in hidden, sheltered locations where they could preserve pockets of the 
  ecosphere they were adapted to. 
   
  Salisstach generate venomous spines of keratin in a pouch in the 
  back of their throats. As an attack they can spit them up to a range of 30'. 
  Creatures damaged by the dart must save vs. poison or fall unconscious for 
  1d3 hours. A Salisstach can generate up to five darts at a time, and can grow 
  new ones at the rate of one every two days. 
   
  Many Salisstach carry technological weapons like the spine muskets. 
  1 in 6 carries a Chemical Mortar. 
   
  Salisstach speak their own tongue. Roughly half of the personnel of 
  the processing plant speak common thanks to the help of biomancy; they 
  forcibly ripped the knowledge from a prisoner's brain and imbibed it. 
   
  Terrain:​ Cave or Jungle 
  20 
  
   
  High-Caste Salisstach 
  Armor Class:
   5 [Ascending: 14] 
  Hit Dice: 
  8* 
  Move: 
  120' (40") 
  Attack: 
  Macahuitl or Venomous Dart 
      ThAC0:
   12 
  Base Attack: +8 
  Damage:
   1d8 or 1d3 plus poison 
  No. Appearing:  1-2 (1) 
  Save As: 
  D6 
  Morale: 
  8 
  Treasure Type:
   special 
  Intelligence: 
  14 
  Alignment: 
  Chaotic 
  XP Value: 
  1,200 
   
  Monster Type​: Humanoid 
   
  This High-Caste Salisstach serves as the manager and slave-driver of 
  the facility. He carries a Macahuitl (a wooden sword embedded with obsidian 
  razor blades) and wears a metallic harness that improves his armour class. 
  He also possesses a ring of fire resistance​ and 5 Tentacle grenades. 
   
  All Salisstach generate venomous spines of keratin in a pouch in the 
  back of their throats. As an attack they can spit them up to a range of 30'. 
  Creatures damaged by the dart must save vs. poison or fall unconscious for 
  1d3 hours. A Salisstach can generate up to five darts at a time, and can grow 
  new ones at the rate of one every two days. 
   
  Terrain​: Cave or Jungle 
  Appendix N: Inspiration 
   
  Books:  The Face in the Abyss by Abraham Merritt, The Land that Time 
  Forgot by Edgar Rice Burroughs, The Gods of Mars by Edgar Rice Burroughs, 
  King Solomon's Mines by H. Rider Haggard, "The Picture in the House" by 
  H.P. Lovecraft 
   
  Television: The Land of the Lost​ by Sid and Marty Croft (1974-1977, 1991-1993) 
   
  Film: The Land that Time Forgot​ (1975), King Kong​ (1976, 2005), The Mangler 
  (1995), Journey to the Center of the Earth​ (2008), 
   
  21 
  
   
  Help Me Make More! 
   
  The bloody engines of the dinosaur men is the first Adventure in a series I 
  have designed. Beyond Area 13: the Dinosaur Pen, is the Caldera of a volcano 
  filled with prehistoric creatures.  
   
  Factions of the lost Salisstach Empire war over the final fate of their species. 
   
  A hidden tribe of free Australopithecines plot the liberation of their species. 
   
  An ancient machine taps the lava flows of an active volcano to power industrial 
  engines for horrific purposes. 
   
  An ancient library documents the rise of life itself. 
   
  Time travellers search for a beacon that will let them pull free of this place. 
   
  Dutiful ancient Salisstach animal handlers breed pteranodons as flying mounts 
  for an awakening army. 
   
  A cryo-stasis crypt near the edge of the mountain slowly fills with the supplies 
  to wake hundreds of thousands of Cruel Salisstach. 
   
  I would love to create an art-rich and complex campaign book with a 12-hex 
  valley to crawl, hiding six dungeons similar to this one, and a procedurally 
  generated labyrinth of ancient machine tunnels. The rescued prisoners of 
  this dungeon will be detailed to serve as henchmen, allies, or even 
  replacement PCs. It also  would include optional playable classes for 
  Australopithecus, Time Traveller, and Biomancer. It would end with 
  guidelines for annihilating the Salisstach, redeeming them, preventing their 
  awakening, or preparing the world to defend from their invasion. 
   
  Right now, I need feedback! I need to hear that you are 
  interested in reading more. Send me a comment with 
  your thoughts about this adventure. I need to know  if 
  you would want the book I'm describing, if you would 
  prefer it as an OSR game, updated to 5e, or maybe 
  reimagined for Dungeon Crawl Classics RPG? Would 
  you consider backing it as a disaster or through 
  Patreon? Most importantly,  was it fun?! 
   
  Please drop me a line in the comments at this post on Welcome to the 
  Deathtrap 
   
  22 
  
   
  Want more from Deathtrap Games? 
   
   
  The Mind Mills 
   
  Kobol the Visionary is a magician with a 
  reputation for witty repartee, warm hospitality, 
  and fine brandy; a reputation he uses to lure 
  lonely magic-users into his lair, where he drugs 
  them with a unique toxin. His concoction sends 
  their minds across the planes in Astral Form, 
  letting him explore the planes with borrowed 
  senses, and a borrowed life... All to feed his lust 
  for eldritch knowledge. This time, however, he 
  has taken the wrong wizard, and the PCs are 
  hot on his heels... but can they navigate the 
  dangers of The Mind Mills? 
   
  The Mind Mills is a weird, Lovecraftian adventure  for 2-4 characters levelled 3-5 
  in any OSR compatible role-playing game. Made using OSRIC. A 5-Room 
  Dungeons in pamphlet format. 
   
  Into the Wizard's Hookah 
   
  Help a friend whose mind is lost adrift on the 
  Astral Plane with the aid of a crazed 
  hookah-smoking monk! Travel into a psychedelic 
  inner-world dungeon and navigate strange traps 
  that require a calm head in order to forge a holy 
  relic designed to heal an impossible wound. 
   
  Into the Wizard's Hookah is a psychedelic 
  adventure that follows The Mind Mills for 2-4 
  characters levelled 3-5 in any OSR compatible 
  role-playing game. Made using OSRIC. A 5-Room 
  Dungeons in pamphlet format. 
   
   
  Or come visit me on Welcome to the Deathtrap at 
  https://deathtrap-games.blogspot.com/ 
   
   
  23 
  
   
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  copyright © 2020 Brian C. Rideout, all rights reserved. 
   
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  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson. The Bloody Engines Of the Dinosaur-Men, copyright © 2020 Brian C. Rideout, all 
  rights reserved. 
   
   
  
   
  A Sinister Dungeon Full of Hazardous 
   Environments and Brutal Traps! 
  What makes the screams echoing down from Eira Peak? After the recent 
  avalanche that forced the people of Eirata to file their homes, many went 
  missing. If they were killed by the falling ice, where are the bodies? Who are 
  the veiled merchants selling exotic meats and fruit on the northern roads? 
  And what are the strange many-horned "dragons" devouring trees and 
  melons at terrific rates in the Salka Marsh? 
   
  When the PCs set out to answer these questions, they will discover an 
  ancient and vile slaughterhouse full of killer machines, murderous heat, 
  frightened captives, and monsters from beyond time. 
   
  ●
  A multi-path dungeon that rewards stealth and cunning. 
  ●
  Contains no coin treasure, 3,180gp in special treasures, 4 potions, 
  one magic item, and a few doses of poison and exotic weapons. 
  ●
  Up to 2,425 XP in combat encounter experience in the dungeon. 
  ●
  Tactically complex and timed encounters. 
  ●
  Compatible with any OSR game, and made with Labyrinth Lord. 
   
  
SOURCE: textdata/thevault/Labyrinth Lord/Labyrinth Lord Adventures & Settings/The Bloody Engines of The Dinosaur Men (LL).pdf