Wondrous Item, legendary

This item first appears to be a small hamlet with a low ceiling, with a inner space of 15x20x15 feet inside, made of thick wood walls and a unusually dense tatch roof. The cottage's door is locked by a intricate lock, wich can be opened a successful DC 25 (Sleight of Hand) check using Thieves tools. Inside is a network of complex clockwork mechanisms and steam pipes, with a panel of ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When the main 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 armament, that being it's main cannon, bartering ram and catapult. The apparatus of the Turtle is a Huge object with the following statistics:

Armor Class: 16
Hit Points: 180
Speed: 15 ft.
Damage Immunities: poison, psychic
Damage vulnerabilities: fire

Siege machine. The aparatures deals double damage to structures and objects.

Armament
This machine was built by someone who wanted to use it as a powerfull mobile weapons platform, as it is outfitted with a diverse armament for short, medium and long range combat, but these weapons come retracted to conceal this structure's through intent. When set in firing position, the cannon and catapult will each reduce the apparatus speed by 10ft., and it cannot move if the battering drill is extended. It's weapons work as following:
Cannon. A powerfull large projectile cast steel cannon, pertruding from the wall, ressembling the head of the turtle.Designed to shoot mortar stones store inside the apparatus. In order to be fired, the cannon's breech needs to be opened using a lever, loaded using an action, manually closed using an action or bonus action, and be set in position using a lever. The cannon will shoot a single projectile in a line from where it is facing that can be as long as 45ft., dealing 3d20 +60 bludgeoning damage to the first creature or object in the line of fire.
Battering drill. A bartering ram, mounted on the lowerside of same wall as the cannon, made of a sturdy log, iron frame and outfitted with a mechanical drill on it's head to be used as the ram as and a piercing tool. Controlled with it's own lever, upon impact it will deal 4d12+10 damage to anything in a line 10ft  from where the aparatus is facing. After impact, if the drill is activated it will deal [1d12 + 20 - target's AC] piercing damage per round active, until it is retracted, disabled or destroyed. 
Catapult.A long range siege weapon, designed to fire the same mortar stones as the cannon. In order to be fired, it needs to be retracted, loaded with up to 5 mortar stones (1 per action), extended and fired using it's designated lever. It has a minimum range of 50ft. and a maximum range of 250 ft. from the backside of the aparatus, dealing [1d20 x stones loaded] bludgeoning damage to anything hit.
Windows. Small, sealable opening in the walls, wich while not exactly a weapon, can be used by the crew to with long reaching melee weapons or ranged attacks.

Note: Both the catapult and the cannon can be used to fire other projectiles aside from the mortar stones, from flaming antracite to creatures. It is up to the DM to determine the result of such improvised attacks.

To be used as a vehicle, it requires one pilot, and can house up to 4 people that can load ammunition, 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.

Apparatus of the Turtle 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 walks 10ft forward. The apparatus walks 10ft backward.
7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right.
8

Opens the cannon hatch and moves the barrel into position. If already in position, fires the cannon.

Reels the barrel back inside and closes the cannon hatch.
If already retreated, opens the breach to allow loading.

9

Unveils and primes the catapult, seting it to fire position. If already in position, fires the catapult.

 Retracts the catapult back inside to allow it to be reloaded.

10

Rams the bartering drill forward.
If used while the ram is forward,activates the drill. 

 Disables the drill and pulls the bartering drill back in.

 

 

Notes: Utility, Combat

Item Tags: Utility Combat

WaldoSchaefer

Comments

Posts Quoted:
Reply
Clear All Quotes