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Alarm Machine
An Alarm Machine is a unique type of device functioning similar to a Trap, encountered in the Counting House and its docks in Act Three of the game.
An Alarm Machine is actually not a means of doing damage, but a signalling mechanism, placed in the plain sight inside the guarded halls of the Counting House, as well as in several points in its docks.
It looks like a vertical stand with three trumplets turned onto different directions, with a lamp on the top of the whole construction. In armed condition, the lamp glows yellow, while in triggered condition it glows bright-red. Disarmed, the Alarm Machine's lamp goes out.
Once triggered, Alarm Machine has no harmful effect on the trespasser. Instead, it emerges a shrilling sound, continuous for three turns. Activated alarm automatically makes all the guards in hearing range hostile to the party, but at the same time makes them all to come close to the source of sound (including the Steel Watchers that patrol the dock berths). It keeps all lured guards around for the said period of time, making them leave their posts or go astray from patrolling routs. If any party member is detected in the vicinity, the battle is commenced.
If planned and conducted thoroughly, the functioning pattern of the Alarm Machines makes the devices an unvoluntary aidees for the party, should they try to ransack the docks.
As Alarming Machines are actually not a hidden traps, they are not spotted and detected as such with an or checks. However, they still can be disarmed with the help of a Trap Disarm Toolkit (
DC 15 Sleight of Hand check). Also, being a constantly active means of defence, the Alarming Machines are considered a restricted objects, and interacting with them openly leads to an unwanted attention from the guards.