This item first appears to be a peculiar dwarven village made of ten tiny huts arranged in a line, all paralel to eachother, each with a inner space of 10x15x5 feet, made of wrought iron plating. All the huts are identicals, except for the one at the end of the line has a diferent shape with the others, with a large thick window as a wall and additional plating, . Inside is a network of complex clockwork mechanisms and steam pipes, with a panel of ten levers set in a row at the far end, each in a neutral position, able to move either up or down and one larger lever on the side. When that lever is used, the boiler will activate along with the clockwork inside the Aparattus, it's door will seal shut along, and it will unveil it's true form, a convoy of wheeled steel wagons with four enormous grindstone like wheels each, forming a train with each segment being one of the huts, The apparatus of the Centipede is a Huge object with the following statistics:
Armor Class: 22
Hit Points: 250
Speed: 100 ft.
Damage Immunities: poison, psychic
Crushing Wheels: The apparatus can move through the space of any Huge or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity Saving Throw or take 3D20 Bludgeoning Damage and be knocked Prone. If the creature was already Prone, it takes an extra 3D10 Bludgeoning damage. This trait can't be used against a particular creature more than once each turn.
Cargo beast: This machine was built by someone who wanted to use it as the ultimate cargo hauler, as it is outfitted with a magical suspension and heavy armor plating to protect fragile cargo, and meticously engineered wheels. This vehicle ignores dificult terrain, and each segment of it can carry 1000kg of weight withouth problem, assuming the cargo fits inside the 10x15x5 (750 cubic feet) space.
To be used as a vehicle, it requires one pilot, and can house up to 4 people in each segment people that can attack from the windows, or perform repairs using a set of artisans tools.
A creature in the pilot position can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Turtle Levers table.
Note: There seems to be a note written in vedalken besides the level panel, reading ("9&10 emergency use only")
Apparatus of the Centipede Levers
| Lever | Up | Down |
| 1 | Legs extend, allowing the apparatus to walk. | Legs retract, reducing the apparatus's speed to 0 and allowing it fo embed itself to the ground. |
| 2 | If not embedded to the ground and legs are extended, the aparatus will perform a 60 feet longjump foward, at the cost of 2d12 hitpoints | If the aparatus legs are retracted, it will embed itself to ground, allowing the use of the catapult and gaining +2 AC |
| 3 | Windows shutters open | Window shutters close |
| 4 | Opens the exaust valves, allowing the chimney to emmit exaust smoke. While open, the aparatus has a -8 to stealth rolls. | Closes the exaust valves to the chimney, acumulating boiler exaust in the buffer. The buffer can store 3 turns worth of exhaust, otherwise it will rupture and deal 2d10 damage to the aparatus and disable this lever. |
| 5 | Ejects the exaust buffer and chimney manifold, increasing the aparatus speed by 5 feet, -8 to stealth rolls and disabling this lever, until reatached using blacksmith or thinker tools, along with dealing 10 damage to the aparatus. | Releases built up exhaust in the buffer, making the air in a [5x(turns worth of exhaust store)] unbreathable for 1d4 turns and giving creatures in that area -2 to perception. |
| 6 | The apparatus speed increases by 20ft. | The apparatus decreased by 20ft. |
| 7 | Someone figure out a way of making this thing turn left | Someone figure out a way of making this thing turn right |
| 8 |
Engages the mechanical lock in every cargo segment door, locking them and making them airtight |
Disengages the mechanical lock in every cargo segment door, unlocking them |
| 9 |
Opens two hatches on the outside of the cockpit, housing 20 rockets each. |
Closes the rocket hatches. If used while the hatches are closed, ignites and drops 2 grenades in the position of every segment. In the next round, these will explode and deal 1d20 fire damage to all creatures within 15 feet of them. Additionaly, they will create an opaque unbreathable smokescreen in the area within 15 feet of the grenande. |
|
10 |
Stabs a set of metal stakes into the ground, one ejecting behind each wheel of the vehicle, immediatly reducing it's maximum speed to 0ft. The appartus takes it's speed value when stopped as damage. This lever will not work and break if the apparatus is going at 100ft or more. To reset this lever, each stake needs to be interacted with individualy by a creature. | Releases the last segment of the convoy. This reduces the maximum hitpoints of the aparatus by 20 per segment detached. This lever will stop working if only the cockpit remains. |
Notes: Movement, Utility
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