Clockwork Tower

The Moving Tower is a mobile siege tower of iron, with a clockwork interior meant to provide comforts and a variety of tools for travelers. The exterior is rusty and topped with a round dome somewhat like that of an observatory.



The walls within the Moving Tower are meant to work in three configurations:

  • Passive: as a practical traveler’s rest, with self-cleaning stables below living and cooking areas. may be set to auto pilot in this mode, continuing forward but stopping if it thinks its about to fall and ringing a bell to wake up the captain (when travelling at night, 10% chance of this happening in the middle of the night on plains, 20 in forest or hills, and 30% in mountains, 5% in desert). The arrow slits are normal windows in this mode.
  • Offensive: the windows become arrow slits, the windshield on the command deck gains bars, and auto pilot is not available. the tower may move at a speed up to 5 feet faster than normal for a number of rounds equal to (base speed/5ft) but for each round it does so it must spend one round moving at 5ft slower than normal. 1 round at full stop eliminates 2 rounds worth of debt. The tower’s front door cannot be unlocked with a command word in this form.
  • Defensive:identical to offensive except it is locked in place and can’t be pushed over
  • Lockdown:The tower can also be commanded to enter a self-defense form. In this state, all windows close and nothing within moves or functions until the tower’s owner (or someone else) unlocks it again with a 4 digit chromatic code entered on the command deck (with 2 successful disable device checks, you get to know how many are in the right position, and the second check gives you how many are the correct color, but in the wrong position. a third check doubles the amount of guesses you get (normally its 4 but 8 helps you solve it) you make those checks once (DC20, each taking 2d4 rounds, for a total of 6d4 rounds), and after that it’s essentially mastermind ( the security system scrambles the code after 4 attempts to decode (another disable device check can double that), and there are 6 colors to choose. in this mode, the castle is airtight with enough air for a medium sized creature to last 48 hours. a small sized creature uses up half as much air. Special note:Alex has since modified this so that you can de-activate it with the proper 4 digit cromatic code from the outside (though you can’t do the disable device to get the mastermind hits for it, since it’s essentially the buttons at the end of really long wires.)

Use and Powers

The moving tower is not deeply magical, but it contains elements designed to make its inhabitants comfortable and secure. These features include the tower’s rolling and rotating movement, interior heat, moving walls, a rotating domed roof, exterior walls that double as shaded iron awnings, and a levitating disc lift. The moving tower has AC 15 (touch AC 5), hardness 10, and 1,500 hp.

The tower’s owner can activate or shut off any of these elements by switch based commands, except for lockdown mode (voice command only) and the tower’s movement, which is guided by a wheel at the very top of the building (like a ship’s wheel).

Rolling Movement:

The tower rolls forward on two large rollers and one smaller, steering roller at a rate of 35 feet, but it can only roll in a straight line each round. It can use the double-move action or its owner can use a standard action to rotate the tower to a new line of travel at the beginning or end of its driver’s turn. If it strikes a creature while rolling the creature must make a DC 12 Reflex save (for half) or take 2d8 points of bludgeoning damage. The tower then overruns the creature and continues its movement (see the trample special move in the pathfinder bestiary pg305. treat it’s CMB as + 5 and CMD as 15). The tower can roll up slopes of up to 15 degrees and can span ditches up to 10 wide (15 feet causes it to wobble. everyone inside DC12 (+1 per floor above 1st) balance or fall. Steeper slopes or wider holes topple the tower, causing falling damage to all creatures inside based on how far the tower fell.

Heating Elements:

The tower interior has small heating coils that keep the floors warm through the use of small bound fire elementals. There are no moving parts, but anyone who breaks into the metal flooring releases 1d6 small fire elementals. This heating element prevents the continual damage that you take from cold environments while in the tower.

The levitation disc:

The tower does not contain stairs but instead uses a levitating disc to lift Medium-size or smaller creatures up between floors, or lower them gently when moving down. each level has a small 5 foot wide hole in the floor that can open or close to allow the disc to enter or leave that level. there is also a small control panel on a stick with up down and call buttons. up and down both move you one floor at a time.

FLOORS (bottom to top)

Front door:

5 feet wide with a 5 feet wide 10 foot long drawbridge that lowers in front of it to let people step on without getting in the path of the wheels (the actual tower is about 2 feet off the ground). a switch to the right inside of the door (when looking out) raises and lowers the drawbridge. a switch to the left inside opens and closes the door (panels slide to the left and right ala elevator doors.)
The door is to the left of the machine when travelling forward, and for purposes of describing where things are in the tower, it is to the north. The door can be locked or unlocked with a command word which may be whispered to the door if necessary (the door fails any listen check with a DC higher than 10)

Self-Cleaning Stables:

The bottom floor can be used to stable up to 8 horses (in somewhat crowded conditions) or 4 comfortably. The stable walls pop up to form 3 horse sized partitions and one riding dog/pony sized area, or retract as needed, and the floors can be flushed out using the tower’s water tank and venting through small drains to the outside. The resulting slurry of manure is sometimes used defensively.
There is a coil of hose next to the door that can be used to fill the water tank without hauling water all the way up to the top floor. the levitation disk is in the back next to the 2 switches for flushing this floor, and the raise/lower partition switch. there are feed trays that show up in each stall and a permenant one right next to the smaller wheel and a storage area for feed for the livestock.

Living quarters:

The north wall has a kitchenette (with feed fromt he water tank) and a potbelly stove cupboards along the east wall, west wall has a dining and general purpose table that seats 5. SE corner has a privy that can use water from the tank to ‘flush’ out the same holes as it would when the stables are rinsed.

Sleeping quarters:

4 bunk beds on north wall head to head. small (1ft by 2 ft by 1ft) chests with 2nd worst lock attached to the front. south wall has 4 person card table. and southwest corner has a larger chest with the best possible lock.

Command deck

big windshield on east wall, 10 feet wide, the lift platform is inthe SE corner alone, the NE corner has the mode change switch (PASSIVE, OFFENSIVE, DEFENSIVE and LOCKDOWN).
SW corner has switches for Grease/oil release, and on/off/go-to-this-floor override controls for the transport disc. NW corner has a water level indicator for the water tank, a switch to turn on the pump for the hose downstairs, and a spot where you can just dump the water straight into a 2 gallon barrel and manually pump it to the main tank. West wall has the teleport controls: a command orb that one must touch and concentrate on the location to use. and a swamall indicator of the approximate time remaining in the cooldown. Center of the room has big steering wheel (like a ship) and levers to adjust the tower’s speed. there is also a speed gauge, a compass and a level indicator (how close the tower is to tipping over), and a little capitan’s chair to sit in.

Observatory Dome:

This area includes a water tank, a telescope which can magnify things either x2 or x4 (all visual perception checks are efectively 1/2 distance closer or 3/4 distance closer (for longer distance perception checks (1-2 miles) assume that they are reduced to 100 feet away). the water tank blocks horizontal sight from the telescope in that direction. the water tank holds enough water for one person to go 24 days (.5 gallon a day, that’s 12 gallons) without refilling or drinking water from anywhere else. Rationing can extend that to 1.5 times as long to 36 days, and avoiding bathing, hand washing and using water for cooking adds another 12 days making 48 total. that is for one person however. For multiple people, the time it lasts is divided among the people. For 4 people this comes out to 6 days normally, 9 days with rationing, and 12 days with careful water use. Flushing the stables costs 4 gallons per “flush” (thats 8 days worth of water for one person)

Teleporting Mechanics:

Full round action Spellcraft DC20, the amount you beat the DC by plus one is the effective caster level of the spell (or if teleport is in your spell list, use your CL whichever is higher. even if it’s in your spell list, make the check). If you try to teleport further than the resulting CL would allow, the spell fails and does not use up a charge. This does not affect how much you can carry, but does affect max distance (variation version for this tower: (25 miles per level, each hex is 24 miles across) so effectively one hex per level). After determining the distance to travel roll on the teleport mishap table (PF Core book 359) as normal for a teleport spell. any attempt to teleport the tower into an area it won’t fit in is automatically not On Target. If you beat the Spellcraft DC by 15 or more however, it is automatically a Greater Teleport, unless then tower won’t fit in the target area, or the destination is false.
On a result of On Target, the cooldown is 72 hours (3 days), on a result of Off Target the cooldown is 48 hours (2 days) Similar area is 24 hours, and mishap is 12. You may attempt to teleport when at least half the cooldown has passed, but the DC increases by 2 and you add 2x the number of hours remaining in the cooldown to your d% rolls on the Teleport table.
It should be noted that “100 miles in a particular direction” will count as a “viewed once” level of familiarity. You can bump this up to “seen casually” with a DC15 know:geography check, or an Atlas (Pathfinder Chronicle of Know:Geo. using this takes at 1d4 minutes as you look up and measure the distances), and both together (not using the Chronicler’s +2 to the know check) will bump it to studied carefully.

Repairing the tower:

the tower effectively has 115hp (calculated using the gargantuan animated object rules in the bestiary pg 14)
when the hp total is reduced to 86hp or less, the teleport mechanism stops working.
when the hp total is reduced to 57hp or less, the wheels stop working.
Repair of the tower takes 1 day per 8hp, and costs 90gp per HP.
This can be sped up with a Lyre of Building, which would produce 3 days of work with 30 minutes of playing. Make Whole is half as effective as usual since the tower is not a construct. Mending restores 1HP per casting and must be cast on various different parts of the tower.

Grease and Oil Projectors:

The lower section of the tower has sloped rather than vertical walls to deflect heavy missiles or thrown rocks, but this makes it vulnerable to climbing. Fortunately, the tower has grease and oil projectors, which make its rusty outer walls very slick indeed (Climb DC 50). Cruel defenders may light the oil on fire, and those on the walls take 2d6 fire damage and 1d6 smoke damage each round they remain on the wall. Climbing a burning wall requires a DC 20 Concentration check in addition to the Climb check.

Faint transmutation; CL 10th; Craft Construct, Craft (blacksmithing) DC 20, stoneskin, floating disc; Price 100,000 gp; Cost 50,000 gp


Clockwork Tower

Annihilations LLC. MrHackman