```col-mdflexGrow=2.5===# OutlineA large industrial complex where most of the city's metal goods are made. The Ironworks could be a source of replacement parts, and its workers may have the expertise needed to repair some of the more complex machinery in the tower. The party might need to negotiate, do a favor, or pay for their help. Haven's Ironworks, a source of sturdy metals and coal, could replenish the [[plots/gear-foundrys]] supplies. But obtaining them won't be easy. Gearhounds, loyal clockwork dogs, patrol the Ironworks and will fiercely protect their resources. The PCs will also need to find a way to move the large and heavy items.> [!read-aloud] **Read Aloud** > > > > As you approach Haven's Ironworks, the smell of burning coal and molten metal assails your senses. The enormous industrial complex is a hive of activity, with burly workers hauling heavy loads, stoking forges, and beating hot iron into all manner of shapes. Towering furnaces belch out plumes of smoke that blot out the sky, while the relentless clanging of hammers on anvils creates a constant, deafening cacophony. Amongst the chaos of activity, you notice the sleek forms of mechanical dogs patrolling the perimeter, their metallic bodies reflecting the orange glow of the nearby fires. > # Additional Information The following are key objectives for the PCs: **Obtain Replacement Parts and Expertise:** The PCs need to negotiate with the workers of the Ironworks for the necessary parts and their help in repairing the complex machinery in the Clockwork Tower. **Deal with the Gearhounds:** The Gearhounds will fiercely protect their territory, and the PCs must find a way to either evade, disable, or defeat them. **Transport the Resources:** Once the PCs have secured the parts and the help they need, they must find a way to transport the heavy materials to the Clockwork Tower. This might involve securing a cart, enlisting strong laborers, or finding a magical solution.# NPCs There are many people who work at the Haven Ironworks. Below is a list of the types of workers the PCs can encounter:- **Dalia Forgestoker:** Human, blacksmith. Dalia is the chief blacksmith at the Ironworks. She is an incredibly skilled artisan and oversees much of the work here. While she has a tough exterior, she's got a soft spot for adventurers and is willing to lend a hand, especially if the party has someone who can talk shop about smithing.- **Grimm Boulderbeard:** Dwarf, foundryman. Grimm is in charge of the smelting furnaces and casting metals.He's a gruff and somewhat surly individual who doesn't trust outsiders easily. He might be persuaded to help if the PCs can pass a <u>DC 15 Persuasion check</u> or bribe him with a good quality ale or gold.- **Ellie Quickfingers:** Halfling, tinker. Ellie is responsible for repairing machinery around the Ironworks. She's eager to help, but she's currently swamped with work. If the PCs can help fix a few broken machines around the Ironworks (requiring successful Intelligence checks (using tinker's tools) or the use of spells like Mending), she'll be free to assist them.- **Korbin "The Bear" Ironhide:** Goliath, laborer. Korbin is one of the heavy lifters in the Ironworks. He's indifferent to the PCs' plight, but if they can beat him in an arm-wrestling match <u>(Strength (Athletics) check with a DC of 18)</u>, he'll respect them enough to lend his considerable strength.- **Seraphina Steamspark:** Gnome, engineer. Seraphina oversees any complex machinery or clockwork components. She's enthusiastic and loves new projects, but she's also scatterbrained and forgetful. If the PCs remind her of an important tool she lost (perhaps through a minor fetch quest or a high DC Investigation check in the clutter of the Ironworks), she'll be grateful enough to assist.- **Lars Koppercoil:** Half-elf, accountant. Lars is responsible for the financial side of the Ironworks. He is a stickler for the rules and won't offer any assistance unless it's properly logged, recorded, and paid for. A bribe might work, but a well-reasoned argument <u>(DC 17 Persuasion check)</u> or helping him sort out a logistical error in the Ironworks' accounts could also do the trick.- **Marigold Gravelfoot:** Dwarf, security chief. Marigold oversees the safety and security of the Ironworks. She's not easily swayed and is suspicious of the party's intentions. However, if the party can provide proof of Mayor Windermere's endorsement or help Marigold solve a theft problem at the Ironworks, she'll grant them access to the materials they need.# Raw Materials Below is a list of the raw materials made at the Ironworks.- **Haven Steel:** A high-quality, versatile steel alloy that's the backbone of Haven's metalworks industry. Known for its exceptional strength and durability. **Price:** 2 gold pieces per pound.- **Ironwood Coal:** Sourced from the nearby Ironwood forests, this coal burns hotter and longer than regular coal. Essential for the intense heat needed in Haven's Ironworks. **Price:** 5 silver pieces per pound.- **Tempered Copper:** This copper has been carefully treated in the Ironworks' furnaces to increase its resilience and conductivity. It's frequently used in the manufacture of various clockwork devices. **Price:** 1 gold piece per pound.- **Chronosmith Brass:** A special alloy named in honor of [[person/constantine-chronosmith]], this brass is particularly resistant to wear and corrosion. It's favored in the creation of long-lasting gears and clockwork mechanisms. **Price:** 3 gold pieces per pound.- **Elemental Iron:** A rare type of iron infused with elemental energy during the smelting process. This material is highly sought after for the creation of magical items and constructs. **Price:** 50 gold pieces per pound.- **Galvanized Tin:** A protective metal known for its resistance to rusting and corrosion. It's used in the creation of weather-resistant structures and machinery. **Price:** 8 silver pieces per pound.- **Ironworks Bronze:** A durable and hardy alloy of copper and tin. Bronze from Haven's Ironworks is particularly prized for its acoustic properties and is often used in the construction of musical instruments. **Price:** 2 gold pieces per pound.# Transporting Raw Materials Use the following to transport raw materials from the Ironworks:- **Handcart:** This is a simple two-wheeled cart that one person can use to transport heavy materials. Can carry up to 200 pounds. **Payment:** 2 gold pieces to rent for a day, 15 gold pieces to buy. No special skills needed.- **Draft Horse and Wagon:** A strong horse hitched to a sturdy wagon. Can carry up to 2000 pounds. **Payment:** 10 gold pieces to rent for a day (includes feed for the horse), 200 gold pieces to buy. Requires an Animal Handling skill check to drive effectively.- ~~ **Steam Loader:** This clockwork contraption has a set of articulated arms designed for lifting and moving heavy loads. Can carry up to 1000 pounds. **Payment:** 50 gold pieces to rent for a day, 800 gold pieces to buy. Requires proficiency in tinker's tools to operate.~~- ~~ **Gnomish Gyrocopter:** A small, one-person flying machine capable of carrying small but heavy loads. Can carry up to 500 pounds. **Payment:** 75 gold pieces to rent for a day, 1500 gold pieces to buy. Requires proficiency in Vehicles (Air) to fly.~~- **Bag of Holding:** A magical item that can hold much more than it should be able to, based on its size. Can carry up to 500 pounds or 64 cubic feet. **Payment:** Not usually available for rent due to its high value, but typically costs around 500 gold pieces to buy. No special skills needed.- **Floating Disk (Tenser's Floating Disk Spell):** A magical disk that hovers at waist height and can carry loads. Can carry up to 500 pounds. **Payment:** Spellcasters with this spell in their repertoire can cast it, or it could be cast for a fee by a local wizard - around 10-20 gold pieces per casting. No special skills needed beyond the ability to cast the spell.- ~~ **Porter Golems:** Large constructs specifically designed for heavy lifting and transportation. Can carry up to 1500 pounds. **Payment:** 100 gold pieces to rent for a day, not available for purchase as they are typically owned and operated by larger organizations. Requires a command amulet or proficiency in Arcana to operate.~~- ~~ **Haven Pneumatic Tubes:** A network of pressurized tubes used for transporting goods across the city. Can carry up to 50 pounds per capsule. **Payment:** 1 silver piece per capsule sent. No special skills needed, though larger items may require special packaging.~~# Lair Actions At initiative count 20 (losing all ties), the Gearhounds can take a lair action to cause one of the following effects:1. **Industrial Haze:** The Gearhounds activate the nearby furnaces, filling the air with thick smoke. The area within 60 feet of the Gearhounds is heavily obscured until the next initiative count 20.2. **Rapid Repairs:** A swarm of tiny clockwork drones bursts from hidden compartments within the Ironworks, repairing the Gearhounds. Each Gearhound regains 10 hit points.3. **Mechanical Overload:** The Gearhounds overcharge their systems, causing sparks to fly from their bodies. Each creature within 10 feet of a Gearhound must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) lightning damage. 2d6# Monster ![[1409608]]|Gearhound# 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``````col-md**Location:** The Labyrinth Lexington St. (Q05)---![[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:** 52611517-0c07-4846-bc00-dba0edbcbb3e<br>**Entity Type:** Article / plot<br>**Category:** <br>**Tags:** CT-plot```