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Votar Mine Shaft

by Robin

a goblin contraption, based on Gnomish and dwarven equipment, and a to most unknown mage

Made by several disintegrate, spells in a row.
This is the reason the shaft is near exact in size and in 10' deep sections.
Within the shaft a rail has been build on the southern side of the shaft.
on this rail a large T-shaped steel train is placed with the lower T-part sticking out,
and on this train a horizontal rickety plankier is placed. here a manual crank gear to the rail side is found
The plankier is made of rickety planks, and just fits in the shaft
The plankier moves up or down by cranking the gear at a 2' per round movement and requires manual heavy labor (see fatigue rules) the total trip will take 4212 rounds (=702 minutes=11 hours and 42 minutes)

The Plankier can hold 25.000 cn. overloading causes it to tip a bit and having a 5% /1000' extra chance each 10' to block and resist further movement.(so overloading it by 1 person of 2000cn has a 10% chance to block each 10' a DM can make several rolls at once until this happens, and determine the depth it becomes stuck (stuck plankies or gear can be repaired if the right tools are at hand and 3 succesful skill check in engeneering are made (each requiring an hour, and a turn for each failed check)
Placing anything inbetween the wall and plankier has a 0-20% chance to block further movement, and an 21-100% chance to lift some planks from the plankier falling down

Placing a leg arm or body inbetween the wall and plankier causes 1d6 damage to the person each moving round, and is normally only possible if planks have been broken off, or force is used. Depending on the size of the hole by missing planks(DM) the person will fall down.
Enforcing movement has a 10% of damaging the plankier, causing planks to fall down.
if more than 50% of the plankier is fallen down it breaks away totally, leaving only the gear and T-bar behind, which allows space for no more than 3 persons sitting unpleasantly (no sleep possible) each person PC's must succeed a dex check to prevent falling down at the moment, and a strength check if hanging on the T-bar each round. Normal checks for fatique are required if forced to stay awake. Failure is a higher risk of falling (DM)

Normal falling damages and flight/levitation/featherfall apply
The Shaft goes from a top altitude of 7123' to -1300' for a total distance of 8423' (which will be covered falling in less than 44 rounds from the top at terminal velocity of 192' )

The top of the Shaft is covered by a small hut, to prevent debris/rain falling in.

So the elevator will work, yet do not wreck it ---this has happened regularly though, requiring climbing/levitating to the bar, rebuilding the plankier.
(btw Levitating goes at 20' round and lasts 6 Turns +1 Turn .level caster so will take 421 rounds= 71 minutes, so a caster of high enough level will make it to the end, others will fall down (a caster never knows when the spell will end exactly) so holding to the wall while using the spell is advised. A featherfall or Flyspell might be wiser, if available.The falling distance is high enough to cast while falling, yet a Intelligence check at -4 is required to be able to do so. Take normal casting time(1r/lvl or as noted on the spell) vs falling speed into account

Map part are all in 1 mile hexes

the Plankier is 10' x10', a bit rounded by worn off edges

26-06-2023; I had to rework this post, as for some reason I did see the pictures, yet others did not. so combined the pictures into one image and placed this on Deviantart and linked here. hope it works and all can see the image now.