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When dwarves of the Ironcrag Cantons go to war, they like to take their walls and steel with them. Steam-powered and armed with black powder, alchemical, and arcane weapons, dwarven war vehicles are unique to the Ironcrags, and deadly to their foes in the air, on the land, or even underneath the ground. Here are three examples:

War Carriage

War carriages look like large iron-armored passenger carriages, with no draft animals. Instead they are steam powered and clockwork driven, and emit prodigious amounts of noise, smoke and steam. They normally have a range of 100 miles before they literally run out of steam. They have covered gun ports which protect four “3 pounder” alchemical cannons. Each cannon typically has 36 rounds of ammunition carried onboard.

WAR CARRIAGE

Huge Land Vehicle (20 ft. by 15 ft.)

Armor Class 16 (damage threshold 10)
Hit Points 350
Speed 35 ft. (maneuverable), 3 mph (72 miles per day)
Immune Vehicle Resilience
Initiative 6
Crew 3                   Passengers 2
Cargo Capacity 650 lbs.

STR DEX CON INT WIS CHA
+6 +2 +4

Armored Vehicle. Creatures inside the war carriage have three-quarters cover from attacks outside the carriage.

Maneuverable. The war carriage can move up to its speed and make one 90 degree turn.

ACTIONS

On its turn, the war carriage can take two actions, choosing from the actions below (actions can be repeated). It can take no actions if it has fewer than 2 crew.

Alchemical Cannons. Ranged Weapon Attack: +6 hit, range 200/800 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage and 18 (4d6 + 4) fire damage.

Steam-Powered Surge. The war carriage can take the Dash action. It can also do a “steam surge” Dash action and move triple its normal speed for 1 round, but it loses the maneuverable trait for that round. If the carriage takes the Dash action more than once per minute, or the steam surge dash in two or more consecutive rounds, the war carriage must make a DC 15 CON check. On a failure, the overworked steam boiler explodes, dealing 28 (8d6) fire damage and 26 (4d12) bludgeoning damage. Crew and passengers onboard the war carriage have disadvantage on the save. If the boiler explodes, but the vehicle survives, it stops immediately and can no longer move under its own power.

Crag Crawler

Crag Crawlers are stolen and adapted kobold crawlers (see Game Master’s Guide), taken from Morgau-aligned kobolds. The dwarves prefer heavier armor and are willing to sacrifice speed and internal space for it. They also make other minor modifications. In any event, these vehicles retain their characteristic appearance as giant clockwork centipedes, with barbed grasping claws on metallic arms that look like articulated legs. The front and sides of the vehicle have covered gunports for driving and firing hand-held ranged weapons.

Gargantuan Land Vehicle (25 ft. by 5 ft.)

Armor Class 16 (damage threshold 12)
Hit Points 280
Speed 20 ft. (maneuverable), 3 mph (72 miles per day); burrow 5 ft. (maneuverable), 1 mph (24 miles per day); climb 15 ft. 2 mph (48 miles per day)
Immune Vehicle Resilience
Initiative 5
Crew 6                   Passengers 12
Cargo Capacity 550 lbs.

STR DEX CON INT WIS CHA
+6 +2 +4

Armored Vehicle. Creatures inside the crawler have three-quarters cover from attacks outside the crawler.

Wall Crawler. The crag crawler can climb difficult surfaces, including upside down on ceilings, without making an ability check.

ACTIONS

On its turn, the crag crawler can take two actions, choosing from the actions below (actions can be repeated). It can take only one action if it has fewer than 6 crew. It can take no actions if it has fewer than 2 crew.

Claw. Melee Weapon Attack: +6 hit, reach 10 ft., up to three targets (Medium or smaller). Hit: 20 (4d6 + 6) piercing damage plus 14 (4d6) bludgeoning damage.

Drop. While clinging to a wall or ceiling, the crawler can release its grip on the surface and falls, taking falling damage normally. Each creature in the space where it lands must make a DC 14 DEX save. On a failure, a creature takes 14 (4d6) bludgeoning damage, is knocked prone, and is restrained beneath the crawler. On a success, a creature takes half the damage, isn’t knocked prone or restrained, and is pushed out of the crawler’s space. A creature can take its action to free a restrained creature by succeeding on a DC 14 STR check. A restrained creature is no longer restrained if the crawler moves out of the space.

Underminer

Underminers are armored ground vehicles that feature a large, front-mounted drill and clockwork mechanical arms that allow it to burrow underground.

Gargantuan Land Vehicle (25 ft. by 25 ft.)

Armor Class 18 (damage threshold 24)
Hit Points 450
Speed 15 ft. (maneuverable), 2 mph (48 miles per day); burrow 10 ft. (maneuverable), 1 mph (24 miles per day)
Immune Vehicle Resilience
Initiative 3
Crew 6                   Passengers 4
Cargo Capacity 1,000 pounds

STR DEX CON INT WIS CHA
+8 +1 +8

Burrowing. Creatures inside the digger have full cover while the vehicle is burrowing.

Armored Vehicle. Creatures inside the underminer have three-quarters cover from attacks outside the underminer.

Maneuverable. The underminer can move up to its speed and make one 90 degree turn.

Tunnelling Engine. The digger can tunnel through solid rock at half its burrowing speed. Its Drill deals double damage to structures and Constructs.

ACTIONS

On its turn, the digger can take one action for each crew member aboard. It can take no actions if it has fewer than 2 crew.

Claw. Melee Weapon Attack: +6 hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) bludgeoning damage.

Drill. Melee Weapon Attack: +8 hit, reach 10 ft., one target, Hit: 44 (8d8 + 8) piercing damage.


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