The Ashen Rune Engine - AI-generated fantasy Hazard

The Ashen Rune Engine

The Ashen Rune Engine is a clockwork alchemical hazard built to read the final commands of dead operatives. It reacts to movement, spoken commands, and the placement of runes, causing its pylons to inject volatile compounds into the air. The corpses around it are a warning and a control interface. Each body clutches one rune, and taking the wrong rune can make the engine treat the intruder as a fresh test subject.

Hazard EntryAlchemicalLevel4Complex

The Ashen Rune Engine

4LevelRareRarityRuinsEnvironment
AlchemicalComplex HazardClockworkRune-BoundMechanical
Level4
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HPEach pylon has 18 hit points. The central regulator has 30 hit points.
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AC15
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TypeAlchemical
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ComplexityComplex
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RarityRare

Defenses

AC15
HardDamage Threshold 5 for each pylon and the central regulator. Damage from attacks that deals 5 or less damage does not damage these objects.
HPEach pylon has 18 hit points. The central regulator has 30 hit points.
BT 10
Fort+Constitution saving throw DC 14 against alchemical vapor and gearshock effects
Ref+Dexterity saving throw DC 14 against clockwork flare and other area discharges
Will+Wisdom saving throw DC 14 against rune compulsion and auditory commands
Immune
Poison damage, Psychic damage, Damage from nonmagical attacks that deal bludgeoning, piercing, or slashing damage, Charmed, Frightened, Poisoned, Prone
Resist
Acid, Fire, Lightning
Weak
Cold damage temporarily stiffens the clockwork. If the regulator takes at least 5 cold damage from a single source, the next routine is skipped., A pylon filled with clean water becomes inert for 1 round after taking cold damage., Removing all four corpse runes prevents Rune Compulsion, though the other effects continue.
AlchemicalComplex HazardClockworkRune-BoundMechanical

Detection

PerPassive Perception 14 notices the brass pylons, blackened corpses, and faint copper wires. A character actively searching who succeeds on a DC 13 Wisdom (Perception) check notices the rotating clockwork irises and the soot patterns around the pylon vents.
StlThe hazard is dormant and blends into the ruins. It has no Stealth bonus while active, but its ticking and venting are difficult to hear beyond the chamber.
InitThe hazard acts on initiative count 20. If surprised, it activates immediately after the first creature enters the chamber or interacts with a rune.

A ring of waist-high brass pylons surrounds a cracked stone dais. Each pylon contains a glass vial of amber alchemical fluid, a rotating clockwork iris, and a socket shaped like a rune. Around the dais lie several blackened corpses, their fingers still clenched around single stone or metal runes. Fine copper wires run from the corpses to the pylons, disappearing beneath the rubble.

Standard Engagement

Trigger

The hazard activates when a creature steps onto the dais, removes a rune without first severing its copper wire, inserts an unrecognized object into a pylon socket, or causes a loud impact within the chamber. Once activated, it remains active until disabled or destroyed.

Routine

On initiative count 20, roll or choose one active pylon. The pylon uses one effect from the following sequence: first Amber Vapor, second Clockwork Flare, third Rune Compulsion, then repeat. The DM may select a different effect if a character has inserted or removed a rune. If no creature is within 60 feet, the engine remains dormant. If three or more pylons are active, the regulator also uses Gearshock each round.

Reset

The hazard resets at dawn if at least one pylon and the central regulator remain intact. It reconstitutes its alchemical fluids and reconnects severed corpse wires. If all four pylons are disabled but the regulator survives, it restarts after 10 minutes.

Amber Vapor

The targeted pylon vents alchemical vapor in a 15-foot cone. Creatures in the cone must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage and becoming poisoned until the end of their next turn on a failed save, or taking half damage without the poisoned condition on a success.

Clockwork Flare

The pylon releases a flash of rune-lit flame in a 10-foot-radius sphere centered on itself. Creatures in the area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a success. Unattended flammable objects ignite.

Rune Compulsion

The engine locks onto the nearest creature holding a rune. That creature must succeed on a DC 14 Wisdom saving throw or be compelled to move up to 10 feet toward the nearest active pylon, using its reaction if available. This movement does not provoke opportunity attacks. On a success, the creature is immune to this effect until the start of its next turn.

Gearshock

The regulator emits a grinding pulse. Until the start of the hazard's next turn, the area within 20 feet of the dais is difficult terrain, and creatures concentrating on spells must succeed on a DC 12 Constitution saving throw to maintain concentration.

Marked by the Dead

A creature carrying a rune is considered marked by the engine. The engine always selects the nearest marked creature for Rune Compulsion, if possible.

Break the Vials

If a pylon's glass vial is shattered, the pylon immediately vents its current alchemical mixture. Creatures within 5 feet must make a DC 14 Dexterity saving throw, taking 7 (2d6) acid or fire damage, determined by the fluid's color. The pylon is then disabled until repaired.

Catastrophic Discharge

When the central regulator is reduced to 0 hit points, all active pylons discharge at once. Every creature within 20 feet of the dais must make a DC 15 Dexterity saving throw, taking 21 (6d6) mixed acid, fire, and lightning damage on a failure, or half as much on a success. The engine is destroyed afterward.

Counterfeit Command

Speaking a clear command while holding a rune can alter the engine's target if the speaker succeeds on a DC 15 Charisma (Intimidation or Deception) check. On a success, the next pylon activates against a target chosen by the speaker. On a failure, the engine immediately uses Rune Compulsion against the speaker.

Description

The Ashen Rune Engine is a clockwork alchemical hazard built to read the final commands of dead operatives. It reacts to movement, spoken commands, and the placement of runes, causing its pylons to inject volatile compounds into the air. The corpses around it are a warning and a control interface. Each body clutches one rune, and taking the wrong rune can make the engine treat the intruder as a fresh test subject.

Discovery

A character who examines the corpses and succeeds on a DC 13 Wisdom (Perception) or Intelligence (Investigation) check notices that each rune is connected to a different pylon by a nearly invisible copper wire. A DC 15 check reveals that the runes are not trophies. They are removable command keys. Detect magic reveals transmutation and evocation magic in the pylons, corpses, and regulator.

Archival Lore

The runes were issued to a squad of ruin-delvers who entered the chamber decades ago. The engine recorded their final commands, burned their bodies, and preserved the runes as a crude alchemical memory system. The corpses clutching identical-looking symbols are not all holding the same command. Their subtle differences determine which pylon activates first.

Environment
Ruins
Theme
Clockwork
Creator
Magister Orren Vhal, an artificer-alchemist who attempted to encode commands into living nervous systems using rune-marked corpses.
Purpose
The engine was designed to test whether alchemical compounds could translate commands from marked nervous systems into mechanical actions. In practice, it became a security system that punishes unauthorized handling of its command runes.
Game System
D&D 5E
Art Style
Dark fantasy ruin rendered with soot-stained brass, amber glass, corroded gears, and stark rune-light. The corpses should look like failed test subjects rather than ordinary victims.
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