Gear Foundry

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# Outline
This massive room is filled with dormant machinery, including a massive, cold forge at the center. It's in need of high-quality metal and coal to reignite the flame. The multi-armed automaton, [[person/m.a.i.n.t.e.n.a.n.c.e.]], can be found here, endlessly attempting to stoke the dead fires.
 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > As the grand doors creak open, a chorus of metallic groans fills the air, joining the ever-present ticking from the heart of the Clockwork Tower. Before you stretches a colossal chamber, its expanse punctuated by silent, hibernating machinery in the dim lighting. Dominating the scene, a once mighty forge lies cold and still, awaiting the materials required to breathe life into its embers. 
 > 
 > Your eyes are drawn to a towering, silhouetted figure which, after some moments of observation, proves to be that of a giant construct actively using its many appendages for various functions. Though the unique automaton remains mostly stationary, its myriad arms continue working tirelessly, if futilely, to kindle the forge's dormant fires. A grand plaque advertising Haven's Ironworks as the builder of the forge.
 
# Additional Information 
The primary function of [[person/m.a.i.n.t.e.n.a.n.c.e.]] is the upkeep of the Clockwork Tower. Combat isn't its forte, and clever players might negotiate or utilize its repair abilities.  [[person/m.a.i.n.t.e.n.a.n.c.e.]] prefers to avoid combat if possible. If confronted, it tries to push away intruders using its hydraulic arms, dealing non-lethal damage.
 
 **Cogsprocket Spiders:**  3-5 spiders come to investigate the disturbance, curious more than aggressive. They might bite if cornered or if any harm comes to the machinery they're working on.
 
 **Tick and Tock** 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > - **Tick:**   "Chirp-chirp! The forge lies c-c-cold, needs metal and coal, so b-b-bold!"
 >
- **Tock:**   "Tock-tock! Gearhounds b-b-bark and guard, fetching metal might be hard!"
 
 
# Clues to the Gear Foundry's Needs 
## Dormant Machinery 
 The first noticeable sign is the dormant machinery. Large contraptions are still and silent. Those with a keen sense for machinery or experience in blacksmithing (calling for either a straight Intelligence check (using smith's tools or tinker's tools) or an <u>Intelligence (Investigation) check (DC 14)</u> might recognize that the contraptions are lacking fuel (see Blueprint, below).
 
## Cold Forge 
 The central forge is cold to the touch, not a hint of residual warmth. Scattered around are remnants of coal and smelted metal, but these are old and insufficient to reignite the forge. A successful <u>DC 12 Intelligence check (using smith's tools)</u> might reveal that the forge needs high-quality coal to restart. 
 
## M.A.I.N.T.E.N.A.N.C.E. 
 [[person/m.a.i.n.t.e.n.a.n.c.e.]] is seen trying to reignite the forge, but without success. Occasionally, the automaton emits a series of frustrated mechanical noises, almost like sighs. If observed for a while, adventurers may notice it trying to use whatever residual resources are available in a futile effort to stoke the dead fires.
 
## Blueprint on a Worktable 
 On a dusty table, there's a faded blueprint showing a diagram of the forge's power source. It mentions the specific fuel needed - high- quality metal, [[material/ironwood-coal]], and an unknown energy source represented by a green gem. A successful <u>DC 15 Intelligence (Investigation) check</u> reveals that the gem is probably a type of energy-focusing crystal.
 
# Interaction with M.A.I.N.T.E.N.A.N.C.E. 
Players who approach [[person/m.a.i.n.t.e.n.a.n.c.e.]] for interaction could have a few paths to discover the needs of the Gear Foundry:
 
## Nonverbal Communication 
[[person/m.a.i.n.t.e.n.a.n.c.e.]] communicates through a series of mechanical noises, which can be deciphered with a DC 18 Intelligence (Arcana) or Wisdom (Insight) check. Success will allow players to understand its plea for resources.
 
## Manual Onboarding 
[[person/m.a.i.n.t.e.n.a.n.c.e.]] may try to lead a character to the blueprint or the forge, pointing at the missing elements in a display of urgency.
 
## Repair Capability 
If the players ask or gesture for repairs, [[person/m.a.i.n.t.e.n.a.n.c.e.]] might indicate (either by answering persistent yes/no questions with a nod or a headshake, or through its own communication system) that it lacks the resources to make significant repairs. This could serve as a hint for players to figure out the needs of the Gear Foundry.
 
## M.A.I.N.T.E.N.A.N.C.E.'s Nonverbal Communication 
 
| Beep Sequence      | Meaning    |
|---|---|
| Short beep - Short beep - Long beep      | Greetings/Hello    |
| Long beep - Long beep      | No/Negative    |
| Short beep - Short beep      | Yes/Affirmative    |
| Alternating high-pitched squeak and low-pitched beep rapidly repeated three times       | Alert/Warning/Danger    |
| Two short beeps followed by two long beeps      | Please follow me/This way    |
| Ascending series of squeaks, increasing in pitch      | Confusion/Query    |
| Long beep followed by three rapid short beeps      | Resources needed/Urgency    |
| Prolonged, low-pitched hum gradually fading out      | Sadness/Despair    |
| Short beep - Pause - Short beep - Short beep      | Thank you    |
| Quick series of uneven squeaks and beeps, erratic in nature      | Malfunction/Error    |
| Series of rhythmic, consistent beeps, similar to a heartbeat      | All is well/Content    |
| Descending series of beeps, decreasing in pitch      | Powering down/Rest    |
| Single long, high-pitched squeak       | Pain/Damage    |
| Three short beeps followed by a long beep      | Awaiting instructions/Ready    |
| Three rapid short beeps followed by a long beep - Short pause - Ascending series of squeaks, increasing in pitch      | "Materials required. What are they?"    |
| Two short beeps followed by a low-pitched hum - Short beep - Short beep - Long beep      | "Need [[material/haven-steel]]. Essential."    |
| Two short beeps followed by a medium-pitched hum - Two short beeps      | "Need [[material/ironwood-coal]]. Important."    |
| Two short beeps followed by a high-pitched squeak - Short beep - Short beep - Long beep      | "Need [[material/earthheart-emerald]]. Vital."    |
 
 
# Wear and Tear Restoration Tasks 
## Rusty Forge Grate ---> fixed 
- **Task:**  Remove rust and restore its sturdiness.
- **Description:**  Requires either <u>manual scraping</u> and a coat of rust-resistant material or the use of a <u>Mending spell</u>. For manual scraping, a <u>Strength check (DC 10)</u> is necessary. If using rust-resistant material, a <u>Dexterity check (using smith's tools or tinker's tools) DC 12</u> ensures even application.
 
## Cold Forge 
- **Task:**  Gather high-quality metal and coal.
- **Description:**  Players must journey to Haven's Ironworks to obtain the required materials. Once acquired, reigniting the forge requires a successful <u>Intelligence check (smith's tools) DC 14</u> or using a <u>fire-based spell in combination with a DC 14 Arcana check</u>.
 
## Jammed Gears in Machinery 
- **Task:**  Unjam the gears and lubricate the machinery.
- **Description:**  A <u>Strength check (DC 13)</u> is required to move the jammed gears. Then, a <u>Dexterity check (using tinker's tools) DC 10</u> is necessary to lubricate the machinery without causing any more jams.
 
## Misaligned Conveyor System ---> fixed 
- **Task:**  Realign the conveyors so materials move smoothly.
- **Description:**  An <u>Intelligence check (using tinker's tools) DC 15</u> ensures the conveyors are aligned properly. A Natural 1 may cause temporary damage, requiring the parts to be replaced or repaired with a Mending spell.
 
# Incomplete Work for the Gear Foundry 
## Incomplete Metalworks 
- **Task:**  Finish shaping the half-completed metalworks scattered around the Gear Foundry.
- **Description:**  Requires an <u>Intelligence check (using smith's tools) DC 12</u>. Success means the work is finished to a high standard, while failure might mean the work needs to be melted down and started over.
 
## Uncalibrated Instruments 
- **Task:**  Calibrate the measurement instruments in the Gear Foundry to ensure accurate readings.
- **Description:**  Players must spend about 30 minutes working with the instruments, requiring an <u>Intelligence check (using tinker's tools) DC 14</u> to ensure precision.
 
# Environmental Actions 
On initiative count 20 (losing all ties), [[person/m.a.i.n.t.e.n.a.n.c.e.]] can activate a lair action, choosing from:
 
1. **Overdrive:**  The dormant machines roar to life briefly, making a 20-foot radius area difficult terrain. Any creature in this zone at the start of their turn or entering it must make a <u>DC 15 Dexterity save</u> or sustain 2d6 bludgeoning damage from errant machinery. 2d6
2. **Ventilation Release:**  Steam gushes from floor vents, creating a heavily obscured area in a 20-foot radius, lasting until the subsequent lair action.
3. **Automaton Aid:**  [[person/m.a.i.n.t.e.n.a.n.c.e.]] deploys miniature repair drones (use Modron stats). 2-4 drones appear, focusing on repairing any damaged constructs or hindering adventurers.
 
# Monster 
![[1409605]]|Cogsprocket Spider
 
# NPC 
[[person/m.a.i.n.t.e.n.a.n.c.e.]]
 
# plots/Story Type
 
# Sub-Structures (Scenes)
 
# Themes
 
---
 
# Structure
## Exposition
 
## Conflict
 
## Rising Action
 
## Climax
 
## Falling Action
 
## Resolution
 
---
 
# Components
## Goals
 
## Hooks
 
## Stakes
 
## Moral Quandaries
 
## Cruel Tricks
 
## Red Herrings
 
---
 
# Relations
## Protagonists
 
## Allies
 
## Neutrals
 
## Competitors
 
## Adversaries
 
---
 
# Backdrops
## Locations
 
## Threats
 
## Encounters
 
## Past Events / Histories
 
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```col-md
![[plots/clockwork-tower/table-of-contents|Table of Contents]]
 
![[~attachments/dndline.png]]
 
**Completion Date:** <br>
 
**Parent Plot:**  
 
**Related Characters:**
 
**Related Organizations:**
 
**Related Locations:**
 
---
 
### World Anvil Metadata
**Id:** 2096333a-caf6-4548-b095-b21cfd241094<br>
**Entity Type:** Article / plot<br>
**Category:** <br>
**Tags:** CT-plot
```

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