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T. Botts & Children

Purpose / Function

Combined factory and shop to produce and sell amazing and magical gadgets and inventions.

Alterations

Started out as one of the first small Gnomish workshops in the Dun.    Has expanded to include a whole manufacturing complex behind the shop front.

Architecture

Located on one of the main streets of the Dun, not too far from the The Cosmos Theatre.   Inhabits a whole block, including several buildings, in the typical Gnome style. The houses are multi coloured and two appartment buildings are connected by bridges.   In the centre is the old shop with double breasted windows, filled with the newest items and inventions. When one enters the shop, the first impression is quite overwhelming. The magical gadgets are displayed in no apparent order. Most are stationary, but some actually move around the shop floor. The room goes over 2 stories, with shelves, made of dark wood, stacked with loads of different objects, some of them blinking or emitting strange noises or smells. Two sweeping flights of stairs lead up to the second floor gallery with even more gadgets and items. The roof has a dome, made of coloured glass, which basks everything in cheerful hues. In the centre of the room is a round counter with several employees serving multiple customers at the same time.   The houses right next to shop contain the various apartments of the Botts Clan.   The manufacturing area is behind the shop. It is not open to customers.   The factory hall is seperated from the shop by a large courtyard.   On the right hand side of the courtyard is a huge gate, leading to the street. It allows for materials and products to come and go. (The little door next to the gate is unlocked during the night before the Silver Celebrations (Faregrim's accomplice must position and magically charge the "bomb")   (In the middle of the courtyard is the float, that T. Botts & Children, Co. built for this year's Silver Celebrations.   On the left side of the courtyard is a two story warehouse. It has a big main gate and a smaller gate to the side, which is not too difficult to open. Inside the warehouse are a lot of crates and boxes. Investigation check above 18 will give the Party some Ethirium and some Thief tools. On the landing of the stairs leading to the galery is an unlocked door that leads straight into the factory.   Opposite the shop, several huge doors lead into the factory hall. It is about two stories high, but seems bigger, as all the Gnomes inhabiting it are so small. The only natural light comes through the doors and mostly through the huge glas panels, that make up most of the roof. Iron beams are stablizing the construct.   It is full of workers, operating a huge variety of machines. The air is full of sawdust, there is heat from furnaces and the noise is deafening.   At the back of the hall, stairs are leading up to office cubes, that look, as if they have been glued to the upper walls of the hall, like some bird nests on the cliffs by the sea.   The biggest cube is the office of the CEO, Thaddeus Botts. It overlooks the factory hall and is connected to other cubes by some metal scaffolding. There is a desk and a chair on the far side of the cube (the chair is facing the door.) The walls are lined with shelves and filing cabinets. Only the wall behind the desk is free and shows a huge picture of a beautiful Gnome city. The name on the little copper plate underneath identifys it as Brrzwick. On the left side there is an aditional working desk with tools and some new projects, Botts is obviously working on. On the right side is a safe, not hidden, with a complicated lock (There is nothing interesting in the safe Lockpick DC 25)   On the left is his son's office, looking almost identical to his, but the picture behind the desk is just some generic still life). In the safe (Lockpick DC 20) in the son's office is the key for Laurelia Botts office and the Good Bye Letter in Gnomish.   On the right its Laurelia Botts's Office. It looks completely different. The walls are lined with shelves, but they are full of design patterns and scrolls. There is no desk, but only a huge worktable in the middle of the room, full of prototypes and half-finished projects.   There is a diary with lots of appointments and dates. The last appointment is circled in red: F.S at Riverside Road. Hour of the Dog, 31st day of the Seed Moon.   There is a hidden door in the floor in the back of the room (Perception check 18). Inside are Ethirium Chrystals, pieces of the black metal used for the Phantasmal Projector and other half-finished projects and plans for the Phantasmal Projector and other illegal devices. There is also a Threatening Letter from Faregrim Steelfist   The offices clearly have been built with non-Gnome customers in mind. Even though most of the furnishing is Gnome sized, some chairs are meant for bigger people and the ceilings are much higher than neccessary.   There is a small door in the back of the factory hall, leading to the backstreet. The Lock is moderate.

Defenses

Only during the night.   2 Clockwork dogs. (One patrolling the courtyard, the other the factory floor) (roll a 1d6. The higher the number, the further they are away from the Party)   2 The Marvellous Mechanical Guardian Machine (one patrolling the path outside the offices, the other standing opposite the safe in Thaddeus Botts Junior's office. It will turn on, if someone tries to enter the office. The Fail Safe word is Brrzwick)   1 Porter Gnome. (Sleeping in his glass cabin on the factory floor)
Founding Date
100 years ago
Type
Manufactory
Parent Location
Owning Organization

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