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<blockquote data-quote="DanMcS" data-source="post: 1561088" data-attributes="member: 6530"><p>In and around a water mill. It has two buildings, one on each side of the river. One side houses a pair of giant waterwheels which power a foundry. There are a number of half-finished tools, weapons, and assorted ironmongery, as well as a huge furnace- one water-wheel powers bellows for it. The other wheel is connected to a big axle which has studs sticking out from it. These hit the ends of 30 pound sledges which are mounted on pivots like seesaws. So there's a constant clanging din inside (-20 to listen checks, 50% chance a verbal spell fails), a hot area near the furnace (if you touch it, 2d6 heat damage), plenty of stuff to use as weapons, a huge rotating log that daring characters might fence upon (balance DC 15 every round, plus each attack and every time you get hit or fall to the ground below for a d6), and hammers that bang up and down on their own and could hit a careless combatant, or someone that falls of the axle (reflex save DC 13 or take 2d6 blunt damage if you end up under a hammer somehow).</p><p></p><p>A dam is upstream from the mill a bit, and is shaped like a V pointed upriver to force water onto the wheels faster. A toll bridge spans from mill to mill, along the top of the dam mostly. The spillway is about 15 feet below the reservoir level. To catch one of the water wheels as you float by in the river requires first a swim check DC 10 to get into position, then a reflex save DC 15 to grab the wheel, and finally a climb check DC 20 to hold on and get pulled out of the water. If you fail one of these, you probably (swim check DC 15) get dragged under the wheel and spat out the other side, taking a d6 damage in the process. If you make the swim check, you are simply swept past, perhaps towards another wheel, or if you've past the last one, down the channel into the lower pool.</p><p></p><p>The mill on the other side is practically serene compared to the forge, because it's just a grain mill. There is a big multiton circular stone grinder over top of a similar-sized stone one. This is powered by a single large wheel on this side of the river. There can be some big gears here if you want. The stone grinder spins, not fast, and can be stood upon. Balance DC 10 or fall if you try anything fancy on it, like attacking or getting hit.</p><p></p><p>No work is done on this side of the river after dusk. This is because the entire mill is filled with grain dust, and a candle would make it go up like a rocket. The PCs should probably know this, but might forget in the heat of battle, or might not care. A spark, electrical or flame, will detonate the mill as a 10d6 fireball + 5d6 shrapnel damage. Outside the mill and within 50 feet you get a reflex save DC 15 for half. Inside the mill, you probably shouldn't get a save, but I'd probably allow one at DC 25.</p><p></p><p>Some good mill pictures here: <a href="http://www.angelfire.com/journal/pondlilymill/graphics.html" target="_blank">http://www.angelfire.com/journal/pondlilymill/graphics.html</a></p><p></p><p>Yes, I stole this whole idea blatently from Crighton's <em>Timeline</em>.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1561088, member: 6530"] In and around a water mill. It has two buildings, one on each side of the river. One side houses a pair of giant waterwheels which power a foundry. There are a number of half-finished tools, weapons, and assorted ironmongery, as well as a huge furnace- one water-wheel powers bellows for it. The other wheel is connected to a big axle which has studs sticking out from it. These hit the ends of 30 pound sledges which are mounted on pivots like seesaws. So there's a constant clanging din inside (-20 to listen checks, 50% chance a verbal spell fails), a hot area near the furnace (if you touch it, 2d6 heat damage), plenty of stuff to use as weapons, a huge rotating log that daring characters might fence upon (balance DC 15 every round, plus each attack and every time you get hit or fall to the ground below for a d6), and hammers that bang up and down on their own and could hit a careless combatant, or someone that falls of the axle (reflex save DC 13 or take 2d6 blunt damage if you end up under a hammer somehow). A dam is upstream from the mill a bit, and is shaped like a V pointed upriver to force water onto the wheels faster. A toll bridge spans from mill to mill, along the top of the dam mostly. The spillway is about 15 feet below the reservoir level. To catch one of the water wheels as you float by in the river requires first a swim check DC 10 to get into position, then a reflex save DC 15 to grab the wheel, and finally a climb check DC 20 to hold on and get pulled out of the water. If you fail one of these, you probably (swim check DC 15) get dragged under the wheel and spat out the other side, taking a d6 damage in the process. If you make the swim check, you are simply swept past, perhaps towards another wheel, or if you've past the last one, down the channel into the lower pool. The mill on the other side is practically serene compared to the forge, because it's just a grain mill. There is a big multiton circular stone grinder over top of a similar-sized stone one. This is powered by a single large wheel on this side of the river. There can be some big gears here if you want. The stone grinder spins, not fast, and can be stood upon. Balance DC 10 or fall if you try anything fancy on it, like attacking or getting hit. No work is done on this side of the river after dusk. This is because the entire mill is filled with grain dust, and a candle would make it go up like a rocket. The PCs should probably know this, but might forget in the heat of battle, or might not care. A spark, electrical or flame, will detonate the mill as a 10d6 fireball + 5d6 shrapnel damage. Outside the mill and within 50 feet you get a reflex save DC 15 for half. Inside the mill, you probably shouldn't get a save, but I'd probably allow one at DC 25. Some good mill pictures here: [url]http://www.angelfire.com/journal/pondlilymill/graphics.html[/url] Yes, I stole this whole idea blatently from Crighton's [i]Timeline[/i]. [/QUOTE]
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