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Warbis Sparkcoil's Incredible

Mechagnome

W
arbis Sparkcoil's Incredible Mechagnome is a
Fifth Edition adventure designed for three to Adventure Hooks
five 6th- to 8th-level characters and is
The following plot hooks provide some possible ways for the
optimized for four characters with an
characters to get involved in the adventure.
average party level (APL) of 7. This
adventure takes place in the DMDave Worlds’ Gnomish Intelligence. An intelligence agency hires the
setting of Mystery Island but can easily be characters to infiltrate Warbis’ laboratory to figure out what
placed in any campaign setting that has gnomes, workshops, he’s building in there—and, if necessary, destroy it. The
and big robots. The characters must infiltrate the laboratory reward for performing this job is 1000 gp.
of a dastardly gnome called Warbis Sparkcoil before he can Wanted: Warbis Sparkcoil! Flyers around town are
complete his masterpiece—the mechagnome—or, failing requesting brave adventurers apprehend Warbis Sparkcoil
that, enter the machine itself and take it down from the —dead or alive! Payment upon delivery is 1000 gp.
inside. Won’t Someone Think of the (Monster) Children? A
concerned ex-employee of Warbis approaches the
Background characters and begs them to stop Warbis from completing
his mechagnome, so that the natural monsters on Mystery
Warbis Sparkcoil is your average deep gnome: he enjoys Island aren’t exterminated. They’ll pay the characters 1000
long walks in the dark, tinkering with small magical gp.
constructs, and, of course, building terrifying weapons of
mass destruction in his secret laboratory.
His latest creation, the mechagnome, is nearly complete.
Sparkcoil’s Workshop
Once operational, Warbis plans to rid Mystery Island of its Sparkcoil’s laboratory is located near the town of Crabcage.
giant monsters, thereby establishing himself as its sole ruler. Because it is hidden underground, the only way to enter the
The resulting cataclysm from this titanic struggle would facility is via an abandoned mineshaft. Once inside, the
certainly destroy all life on the island, so it falls to a band of characters will have to contend with Sparkcoil’s creations:
adventurers to infiltrate Warbis’ lab and undo his creations. mechanical, biological, and everything in between.

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General Features 3 - The Observatory
The walls of this area are lined with bookshelves. An orrery
Unless stated otherwise, the laboratory has the following of the solar system sits at the center of the room. Tucked
features. away in an alcove to the south is a microscope on top of a
Size and Dimensions. Treat the ceilings within each round table.
area of the laboratory as being 10 feet high. If you are using Along the wall separating areas 3 and 4 is a window,
the maps provided, treat each square as being 5 feet. allowing characters to see between the two areas.
Illumination. Sparkcoil’s laboratory is magically lit by light Size and Dimensions. The ceiling slopes upward and
that we in the modern world would call fluorescent. flattens out at 15 feet.
Therefore, treat each area as having bright light unless Solar System Orrery. Sparkcoil’s diorama of the solar
specified otherwise. system towers 10 feet high and consists of seven orbs of
Locked Doors. All doors in the laboratory are considered varying size attached to arms of iron. The planet models are
magically locked and can only be opened by succeeding on orbiting a central sphere—the sun—at different speeds.
a DC 20 Dexterity check using thieves’ tools. Alternatively, a Secret: Sparkcoil’s Algorithm. A round table is nestled
character may attempt to force a locked door open by in the southern corner of the room. Atop the table is a
performing a DC 25 Strength (Athletics) check. Doors microscope and thirty pages of mathematical equations.
controlled by the lever system in area 5 can only be opened Each longform equation corresponds to one of the seven
by moving the levers; any other mundane or magical planet models on the orrery, but changing the equation of
attempts to open them fail. one planet also changes the orbits of the other six. Any
character with an Intelligence score of at least 18 or
Areas of the Workshop proficiency in Arcana recognizes Sparkcoil’s goal: the
theoretical alignment of the planets. According to Sparkcoil’s
The following locations are keyed to the map of the notes, the successful equation could open a portal to another
Workshop on page 2. dimension—and the infrastructure for such a portal just so
happens to be in the next room (area 4). Solving Sparkcoil’s
1 - Entrance equation requires the following:
An abandoned mineshaft leads to the center of the first floor
of the facility. The area is empty. Any character with a Intelligence 18 or proficiency in Arcana.
passive Wisdom (Perception) score of 10 or better can hear Extensive study of Sparkcoil’s notes: for every two weeks
faint rustling sounds emanating from the study room (area 2). of study, have the character perform a DC 20 Intelligence
The shaft leads to a weak section of drywall separating (Arcana) check. On a failure, reduce the difficulty by 5
this area from area 2. The drywall can be broken with and have the character repeat the check after two weeks
weapons or tools over the course of 10 minutes. of study (reset the DC to 20 after a success). Once the
character has succeeded on five separate Intelligence
2 - Study Room (Arcana) checks, they successfully solve Sparkcoil’s
This area contains Sparkcoil’s library (many of the books are algorithm.
written by him and his team of scientists). Four tables Once solved, the planets in the orrery align, the door to
comprise the library’s seating. Atop one of the tables is a area 4 unlocks, and a dimensional portal to a dimension
book: its pages are being ruffled back and forth by some of the GM’s choice appears.
unseen force, producing a loud rustling sound.
Treasure: Rare Tomes. Any character with proficiency in
Encounter: Flying Books and Rug. Unbeknownst to
Arcana or History that inspects the area will find five rare
the characters, Sparkcoil’s library is protected by six
books. Each book weighs two pounds and is worth 50 gp to
enchanted books (treat them as flying swords, except
antiquarians, or 50 sp to common merchants.
their longsword attack becomes an unarmed strike and deals
Locked Door: North. The door separating areas 3 and 4
bludgeoning damage) in the library, one of which is flipping
is magically locked and can only be opened by finishing
through its own pages on the table. If any creature touches a
Sparkcoil’s algorithm and aligning the planets on the orrery.
book in the library without speaking the command word to
deactivate the enchanted books’ attack response, the books
attack all creatures in the library. Additionally, a rug of
4 - Portal Room
Two arches of iron form the scaffold for a theoretical portal.
smothering on the floor will attack the characters once they
The structure is 10 feet high. Aside from that, the area is
are distracted by the books.
empty.
Treasure: Rare Tomes. Any character with proficiency in
Size and Dimensions. The ceiling slopes upward and
Arcana or History that inspects the area will find five rare
flattens out at 15 feet.
books on constructs. Each book weighs two pounds and is
Treasure: Well of Many Worlds. Once a character has
worth 50 gp to antiquarians, or 50 sp to common merchants.
solved Sparkcoil’s algorithm (see area 3), a well of many
Locked Door: East. The door separating areas 2 and 3
worlds appears between the iron arches.
is magically locked and can be opened by speaking a
command word. Alternatively, a character may pick the lock
by performing a DC 20 Dexterity check using thieves’ tools or
break the door down with a successful DC 25 Strength
(Athletics) check.

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cower in the corner of the room. If the characters get too
5 - Common Room close (within 5 feet) however, the mage will animate the
West of area 2 (the study room) lies the facility’s common
nearby scalpel (treat as a flying sword) and attack with
room, where Sparkcoil and his henchmen congregate. Two
punches, bites, and spells.
medical rooms (areas 8 and 9) are on the west side of this
A character may attempt to calm the mage down through
area, behind locked doors, while Sparkcoil’s office and
dialogue by succeeding on a DC 15 Charisma (Medicine)
storage room (areas 6 and 7) are to the south. Finally, areas
check. If combat breaks out however, the mage will remain
10, 11, and 12 are to the north.
hostile unless incapacitated through the use of a sleep or
Scratching Sounds. Any character in the area with a
calm emotions spell or a similar effect. If the mage is calmed,
passive Perception score of 12 or higher can clearly hear the
she can tell the characters how to open the locked door in
crazed mage in area 8 scratching at the door.
area 10.
Levers. Three levers are attached to some kind of
mechanism on the floor, each corresponding to a set of
9 - Medical Unit B
rooms. The central lever is currently flipped up, while the
This small area is pristine. Aside from the medical bed, the
right and left levers are flipped down. Depending on which
room is empty.
lever is flipped up, a different set of doors are unlocked (only
Treasure: Medical Supplies. A locked cabinet on the
one lever can be flipped up at a time):
north wall contains rare medical supplies (herbs, tools, etc.).
Right: The door to area 10 is unlocked. The cabinet’s lock can be picked with a successful DC 15
Central: The door to area 6 is unlocked. Dexterity check using thieves’ tools, or simply smashed
Left: The doors to areas 8 and 9 are unlocked. open. Smashing the cabinet damages some of the supplies,
reducing their value by half. Any character with proficiency in
Lurking Assassin. The assassin in area 6, upon hearing Medicine recognizes the supplies as being worth 100 gp.
the characters, will attempt to hide in area 7, locking the door
behind him. 10 - Guard Station
This area was once overseen by a physical guard but has
6 - Sparkcoil’s Office since been abandoned. A reinforced locked door on the
Sparkcoil’s office is meticulously organized: his books are north wall leads downstairs, and a hallway is visible to the
organized alphabetically on their shelves, and several neat east.
piles of paper are stacked on his desk. A small wooden door Encounter: Mechanized Defenses. Upon entering the
is on the area’s south wall. area, its automated defenses come online: a big-rolly (treat
Obstacle: Locked Door. If the gnome assassin in this it as a giant ape, except its type is construct and it has the
area senses the characters trying to enter the room, he will appearance of a ball-like machine) and two rolly-units
attempt to run into area 7 and lock the door behind him. (treat them as steam mephits, except their type is construct
Treasure: Safe. A search of the area will reveal a locked and they have the appearance of ball-like machines) emerge
steel safe below Sparkcoil’s desk. The safe contains 10 pp, a from their wall sockets and attack the first non-mechanical
small windup toy (25 gp, but priceless to Sparkcoil), and creature they encounter.
assorted small gems weighing 10 pounds and worth 100 gp. Obstacle: Locked Door. The door on the north wall is
The safe can be opened with a DC 15 Dexterity check using locked. The door will automatically open if the power is ever
thieves’ tools and a DC 15 Intelligence (Arcana) check, or severed in area 12; the assassin in area 6, the mage in area
simply opened by finding the key on the assassin’s body in 8, or one of the prisoners in area 11 knows this.
area 7.
11 - Holding Cells
7 - Storage Room There is no light in this area.
There is no light in this area. Along this hallway are nine holding cells made of iron. The
Encounter: Gnome Assassin. If the characters force cells are filthy; there is a foul stench lingering in the area.
their way into this area, Dorver (male NE gnome assassin While all of the cells are locked, five of them are empty, and
with darkvision out to 60 feet and advantage on Intelligence, one of them contains a dead human body. The other three
Wisdom, and Charisma saving throws against magic) will cells contain a mute, traumatized human, a nervous gnome,
attempt to ambush the most vulnerable member in the party. and an emaciated orc (noncombatants). All three humanoids
This assassin will not fight to the death. If he takes damage have visible scars from experimentation.
in excess of half his hit points, he will attempt to parlay for his Obstacle: Locked Door. The cell doors are locked.
freedom by offering the characters the key to Sparkcoil’s Information. One of the prisoners in this area knows how
safe, and/or information on how to open the locked door in to access the locked door in area 10 and tries to bargain with
area 10. the characters for their freedom.

8 - Medical Unit A 12 - Stasis Room


This small area is covered in blood and viscera. Pieces of a This area is lit by a sickly green glow, emanating from the
dead gnome scientist lie on the floor. stasis tanks. Aside from the four stasis tanks, this area is
Encounter: Crazed Mage. A female N human mage—a empty. A large machine thrums against the east wall.
victim of Sparkcoil’s biological experimentation methods—is Stasis Tanks. Three of the stasis tanks are empty. The
trapped in this area. She is dressed in rags and covered in remaining stasis tank contains a human mage. Opening the
filth. Additionally, her fingertips are bloodied from scratching tank or severing power to the floor will kill this creature.
at the door. Upon encountering the characters, the mage will

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Encounter: Rolly-Units. If the characters attempt to
damage or disable any of the machinery in this area, six
16 - Mechagnome Staging Area
This area contains Sparkcoil’s fearsome mechagnome. The
rolly-units (treat them as steam mephits, except their
mech is currently in “dry dock,” otherwise known as a 100-
type is construct and they have the appearance of ball-like
foot-deep hole. Metal scaffolding surrounds the mech.
machines) activate from their wall sockets and attack the
Warbis Sparkcoil is currently inside the mechagnome.
characters.
Once fighting breaks out in this area, he will instruct his crew
to march the machine outside—utterly obliterating this area
13 - Lower-Level Entrance
in the process.
This area is empty.
Encounter: Sparkcoil’s Lieutenants. This area is
Any character with a passive Wisdom (Perception) score
guarded by a gnome mage and a gnome priest. They are
of 12 or more can hear the whistle of steam coming from
overseeing the four gnome scientists (NE commoners with
area 16, as well as the chatter of gnome scientists at work.
Arcana +2 and History +2) in the area, who will flee once the
Obstacle: Locked Decontamination Zone. A locked
characters are engaged. These two lieutenants are among
door to the east leads to a small decontamination room, with
Sparkcoil’s most loyal and will fight to the death.
another locked door on its east side. These doors can be
Development: Sparkcoil Escapes. At the beginning of
picked open by performing a DC 20 Dexterity check using
the third round of combat, Sparkcoil will give the order to
thieves’ tools, or bashed open by succeeding on a DC 25
depart the laboratory aboard the mechagnome. As the
Strength (Athletics) check. Alternatively, the characters can
machine leaves, it destroys the facility: each creature in the
use Sparkcoil’s keycard, located in area 15.
area must make a DC 15 Dexterity saving throw, taking 13
(2d12) bludgeoning damage on a failure, or half as much on
14 - Living Quarters
a success. Any gnome scientist still alive in the area is
Along this hallway are five small bunk rooms that comprise
automatically killed. If Sparkcoil’s lieutenants are still alive,
the workshop’s living quarters. The doors to these rooms are
they will keep on fighting to prevent the players from
closed but not locked. Three of the rooms are uninhabited,
pursuing the battlemech.
but two of them contain sleeping gnome scientists (treat
them as NE gnome commoners with Arcana +2 and History If Sparkcoil escapes with the mechagnome, the characters
+2). are free to scour the remnants of the workshop for items or
creatures they may have missed. Their employers will pay
Any character with a passive Perception of 12 or more can
them for a job well done and offer the follow-up quest of
smell smoke and burning food coming from area 15.
infiltrating the mechagnome itself.
Treasure: Bunk Lockers. Each bunk room contains a
shared locker, and each locker can contain one or more of
the following: The Mechagnome
33 sp The titanic construct known as the mechagnome is several
A gnome-sized pair of wool gloves (10 cp) stories tall and virtually invincible against conventional
A super-secret diary written in Undercommon (0 cp) weapons of war. While a frontal assault would assuredly end
A hand mirror inset with small gems (25 gp) in defeat, the construct is vulnerable to a covert strike force:
1 pp human-sized hatches at the front of each foot are the only
A smelly pile of laundry (5 cp) way to enter the vehicle. Once inside, this strike force must
A ping-pong paddle (10 sp) ascend the construct and access its control center, located in
the head.
15 - Kitchen/Sparkcoil’s Bedroom
This area description covers both the common kitchen and
Sparkcoil’s personal bedroom, which is adjacent to the
General Features
kitchen’s east wall. Some kind of dish has been left to burn Unless stated otherwise, the mechagnome has the following
on the stove, filling the area with smoke. features.
Obstacle: Malfunctioning Big-Rolly. As the characters Size and Dimensions. The ceilings within each area of
enter the area, they see a big-rolly (treat it as a giant ape, the mechagnome are 10 feet high. If you are using the maps
except its type is construct and it has the appearance of a provided, each square is 5 feet.
ball-like machine) with a gnome chef (commoner) in one of Illumination. Sparkcoil’s mechagnome is magically lit by
its metal claws. The gnome begs the characters for help, as light that we in the modern world would call fluorescent.
the big-rolly’s friend-or-foe identifier is malfunctioning. If Therefore, treat each area as having bright light unless
saved, the gnome thanks the characters and tells them about specified otherwise.
Sparkcoil’s secret passageway (see below). Alternatively, the Elevators. A series of elevators offers access to the feet
big-rolly can accompany the characters until destroyed, at as well as levels 1 through 4.
the expense of the gnome’s life. Hazard: Tough Footing. Because the mechagnome is in
Discovery: Keycard. A careful search of Sparkcoil’s motion, until the characters reach area 6 (the “hip section”),
bedroom turns up a keycard inside his desk. they must succeed on a DC 13 Dexterity (Athletics) check
Secret: Passageway. A bookshelf on the south wall is whenever they move more than 10 feet at the start of each of
hiding a secret passageway that leads to the east side of their turns or fall prone. Falling on an incline (such as a flight
area 16. of stairs) causes the character to take 4 (1d8) bludgeoning
damage.

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    Obstacle: Steam. Unless specified otherwise, treat each
area of the mechagnome as having a lingering steam cloud.
1 - Right Foot
Characters can enter the mechagnome via either the right
The steam cloud reduces the vision of all non-construct
foot or the left foot (area 2). Aside from the elevator that
characters to 5 feet. The steam cloud persists until the
leads up to area 3, this room is empty.
controls in the pump rooms (areas 4, 5, and 6) are disabled.
Sabotaging the Mechagnome. Most areas contain
2 - Left Foot
mechanisms that power or control the mechagnome.
Characters can enter the mechagnome via either the right
Characters with proficiency in tinker’s tools can use their
foot (area 1) or the left foot. Aside from the elevator that
action to make a DC 15 Intelligence check and disable an
leads up to area 3, this room is empty.
area’s machinery. Alternatively, characters can spend one
minute to destroy the machinery by force.
3 - Lower Steamworks
This area is filled with complex machinery responsible for
Areas of the Mechagnome generating power to the mechagnome’s propulsion system.
Characters in this area can clearly hear the pistons in areas
The following locations are keyed to the map of the
4 and 5, as well as the occasional whistle of excess steam
mechagnome above.
as it’s released from the system.

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    Encounter: Rolly-Units. If a creature attempts to overseeing the civilian scientists in this area. This assassin
damage or disable any of the machinery in this area or areas will not fight to the death. Rather, she will attempt to parlay
4 and 5, six rolly-units (treat them as steam mephits, with the characters if she is reduced to below one quarter of
except their type is construct and they have the appearance her maximum hit points.
of ball-like machines) activate from their wall sockets and
attack the characters. Repeat this encounter up to three 9 - Laser Generator B
times (once per area). This area is the control center for the mechagnome’s left
laser turret. Three gnome scientists (NE commoners with
4 - Pump Room A Arcana +2 and History +2) are currently seated in spherical
The walls of this area are lined with massive iron pistons. booths, from where they direct the mech’s laser fire. If
Hazard: Loud Sounds. Creatures who linger for more fighting breaks out in this area, they will cower in their booths
than a minute take 2 (1d4) thunder and damage and become and plead for mercy once combat is over.
deafened until they spend 1 minute away from the area. Encounter: Assassin Lieutenant. Galp, one of
Constructs are immune to this effect. Sparkcoil’s lieutenants (NE male gnome assassin with
darkvision out to 60 feet and advantage on Intelligence,
5 - Pump Room B Wisdom, and Charisma saving throws against magic) is
The walls of this area are lined with massive iron pistons. overseeing the civilian scientists in this area. This assassin
Hazard: Loud Sounds. Creatures who linger in this area will not fight to the death. Rather, he will attempt to parlay
for more than a minute take 2 (1d4) thunder damage and with the characters if he is reduced to below one quarter of
become deafened until they spend 1 minute or longer away his maximum hit points.
from the area. Constructs are immune to this effect.
10 - The Mouth
6 - Upper Steamworks This area serves as the mechagnome’s relaxation room:
This area is filled with complex machinery responsible for several gnome-sized round tables are bolted to the floor, with
generating power to the mechagnome’s propulsion system. various games left out for the scientists’ enjoyment. This
Characters in this area can clearly hear the pistons in areas area is also soundproofed, though the vibration of the
6A - 6H, as well as the occasional whistle of excess steam machines below still resonates in the flooring.
as it’s released from the system. Development: Card Game. Four gnome scientists (NE
Encounter: Big-Rolly. If the characters attempt to commoners with Arcana +2 and History +2) are currently
damage or disable any of the machinery in this area or areas playing a card game. All four are drunk and smoking cigars.
6A - 6H, one big-rolly (treat it as a giant ape, except its Upon seeing the characters, they will greet them heartily and
type is construct and it has the appearance of a ball-like invite them to the card table, believing them to be fellow
machine) and two rolly-units (treat them as steam employees. If the characters linger too long, however, one of
mephits, except their type is construct and they have the the gnomes will realize their error, panic, and attempt to run
appearance of ball-like machines) activate from their wall 20 feet to the right edge of the room and push a button to
sockets and attack the character. activate the lockdown trap.
Hazard: Loud Sounds. Creatures who linger in this area Trap: Neural Gas. A large, red emergency button is built
for more than a minute take 2 (1d4) thunder damage and into the right wall of the area. When pressed, a thick steel
become deafened until they spend 1 minute or longer away cylinder will descend around the elevator, making it
from the area. Constructs are immune to this effect. inoperable and inaccessible. After the steel cylinder
descends, a deadly gas will begin to fill the room: for every 5
7 - Lower Jaw minutes of continuous exposure, a creature must make a DC
This area is empty. 15 Constitution saving throw, taking 9 (2d8) poison damage
Development: Investigation. If the characters on a failure, or half as much on a success. In addition, the
successfully disabled any of the machinery in the creature suffers a random effect on the Neural Gas table
steamworks, the two gnome assassins in areas 8 and 9 below. The effect lasts until the creature spends an hour
move toward the central elevator to investigate; they will away from the neural gas or is subjected to a spell or effect
attempt to remain hidden and strike the most vulnerable that ends the poisoned condition. The gnomes working within
character first. the mechagnome have been immunized against the gas.

8 - Laser Generator A Neural Gas


This area is the control center for the mechagnome’s right     d4     Effect
laser turret. Three gnome scientists (NE commoners with 1 You forget how to speak.
Arcana +2 and History +2) are currently seated in spherical
booths, from where they direct the mech’s laser fire. If 2 Your arms fall limp at your side.
fighting breaks out in this area, they will cower in their booths 3 You can only walk backward.
and plead for mercy once combat is over. Your legs stop working: you are forced to
Encounter: Assassin Lieutenant. Helix, one of 4
crawl, and your speed becomes 5 feet.
Sparkcoil’s lieutenants (NE female gnome assassin with
darkvision out to 60 feet and advantage on Intelligence, These effects will dissipate after spending an hour away
Wisdom, and Charisma saving throws against magic) is from the neural gas.

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    To escape the room, the steel cylinders must be forcibly
lifted by succeeding on a DC 17 Strength (Athletics) check
15 - Escape Level A
At the center of this area is a manual elevator large enough
by one or more creatures with a combined Strength score of
for one medium-sized humanoid creature. To operate the
25 and prevented from falling once more by placing an object
elevator, the creature must stand on the wooden board and
underneath (such as a chair).
continuously pull a cord by performing a DC 10 Strength
check for every 5 feet of upward movement (two checks per
11 - Viewing Room area).
This area has similar trappings to that of area 10, minus the
If a creature wishes to climb the cord barehanded, have
actual trap. Additionally, a large window provides characters
them perform a DC 15 Strength check for every 5 feet of
on this floor a view outside.
upward movement.
Aside from that, this area is empty.
If a creature wishes to force the elevator back down (as if
to stop someone from ascending to the escape pod), then
12 - Control Room North
have them and the occupant perform opposed Strength
Like the laser generator rooms (areas 8 and 9), the
checks. If the occupant loses this check, they fall 5 feet. If
mechagnome’s control rooms are divided into separate
this would result in the occupant hitting the floor, then they
halves. Also present in this area is a similar spherical booth,
are dislodged from the elevator and are knocked prone.
wherein a gnome scientist directs the mechagnome’s right
leg. Two other gnome scientists are diligently working at their
stations.
16 - Escape Level B
Aside from the elevator mechanism described in area 15,
Encounter: Gnome Mage. Rustreach, one of Sparkcoil’s
this area is empty.
lieutenants (female NE gnome mage with darkvision out to
60 feet and advantage on Intelligence, Wisdom, and
Charisma saving throws against magic), is overseeing the
17 - Escape Level C
Aside from the elevator mechanism described in area 15,
scientists in this area. Once she is reduced to below one
this area is empty.
quarter of her maximum hit points, she will surrender and
beg for her life.
18 - Escape Pod
Development: Mecha-Standstill. If the characters
The elevator mechanism terminates in this area. This area is
successfully sabotaged the steamworks (areas 3 to 6), then
large enough for one medium-sized humanoid creature.
this area will be empty: the mage and scientists in this area
Once the hatch is closed, it cannot be opened from the
will be conferring with their colleague in area 13.
outside.
If Warbis Sparkcoil reaches this area, he will close the
13 - Control Room South hatch and push the big red button located in the ceiling. If
Like the laser generator rooms (areas 8 and 9), the
this happens, this area physically detaches itself from the
mechagnome’s control rooms are divided into separate
mechagnome and is propelled 5,000 feet to the west, then
halves. Also present in this area is a similar spherical booth,
parachutes an additional 5,000 feet as it falls.
wherein a gnome scientist directs the mechagnome’s left leg.
One other gnome scientist is diligently working at a station.
Encounter: Warbis Sparkcoil. Warbis Sparkcoil (male Aftermath: Fate of the
NE gnome mage with darkvision out to 60 feet and
advantage on Intelligence, Wisdom, and Charisma saving Mechagnome
throws against magic) is overseeing the scientists in this
Once the mechagnome is taken, its ultimate fate is left up to
area. Once engaged, Sparkcoil will animate two metal pipes
the characters and their employer. They can certainly scuttle
(treat them as flying swords, except their damage type is
the machine, but they can also sell it to the highest bidder. If
bludgeoning). Warbis Sparkcoil is wearing a belt of giant
they simply disabled the mechanisms, it will be worth more to
strength (hill giant). After the first round of combat, Warbis
a prospective buyer than if they destroyed them.
will begin a fighting retreat toward the escape pod (area 18).
If Sparkcoil was captured alive, he can be of help in
Development: Mecha-Standstill. If the characters
repairing the mechagnome but will try to take it back if an
successfully sabotaged the steamworks (areas 3 to 6), then
opportunity presents itself. If he escaped, he may come back
this area also contains the mage and scientists from area 12.
later with a new invention, or try to claim the mechagnome if
it is still functional. Ω
14 - Armory
This small area is empty. It’s apparent that the walls once
held weapons, but they’re currently in use throughout the
mechagnome.
Treasure: Chime of Opening. Any character that
succeeds on a DC 15 Perception (Wisdom) check discovers
a chime of opening mixed in with a pile of unassuming metal
rods.

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Credits Editor: Laura Jordan
Proofers: The DMDave Irregulars
Story Concept and Words: John K Webb
Illustrations: Matias Lazaro
Game Mechanics: DMDave
Special Thanks: All of our Patrons, the DMDave writing
PDF Design: DMDave and GMBinder
staff, the DMDave team, Wizards of the Coast, and
Producers: DMDave and Benjamin "Sarge" Gilyot
everyone else who makes this possible.
Cartography: DMDave and Tom "Cartos" Gibbons

Mechagnome Control: Helm


Gargantuan vehicle (35 ft. by 50 ft. by 205 ft.)
Armor Class 25
Creature Capacity 20 crew, 60 passengers Hit Points 200 (damage threshold 10)
Cargo Capacity 200 tons
Travel Pace 3 miles per hour (72 miles per day) Move up to the speed of the mechagnome's feet,
with one 90-degree turn. The helm can be attacked
only if the hull has taken 250 or more damage. If the
STR DEX CON INT WIS CHA helm is destroyed, the mechagnome can't move.
29 (+9) 9 (-1) 28 (+9) 0 0 0
Movement: Feet
Damage Immunities fire, poison, psychic; bludgeoning,
Armor Class 20
piercing, and slashing from nonmagical attacks
that aren't adamantine Hit Points 200 (damage threshold 20); -5 ft. speed per
Condition Immunities blinded, charmed, deafened, 50 damage taken
exhaustion, frightened, incapacitated, paralyzed,
Speed (walking) 30 ft.
petrified, poisoned, prone, stunned, unconscious

Fire Absorption. Whenever one of the


mechagnome's components is subjected to fire
Weapon: Eye Laser (2)
damage, it takes no damage and instead regains a Armor Class 16
number of hit points equal to the fire damage dealt. Hit Points 75
Magic Resistance. The mechagnome has Ranged Weapon Attack: +7 to hit, range 400/1,600
advantage on saving throws against spells and ft., one target. Hit: 36 (8d8) force damage.
magical effects.

Actions Weapon: Poison Cloud


On its turn, the mechagnome can take 2 actions, Armor Class 20
choosing from the options below. It can take only 1 Hit Points 100
actions if it has fewer than ten crew. It can't take
these actions if it has fewer than three crew. Magical Attack. The mechagnome creates a 20-
foot-radius sphere of poisonous, yellow-green fog
Fire Eye Lasers. The mechagnome can fire its eye lasers. centered on a point of its choice within 500 feet of it.
Move. The mechagnome can use its helm to move with The fog spreads around corners. It lasts for 1 minute
its feet. or until a strong wind disperses the fog. Its area is
heavily obscured.
Poison Cloud (Costs 2 Actions; 1/Day). The mechagnome     When a creature enters the poison's area for the
exhales its poison cloud. first time on a turn or starts its turn there, that
creature must make a DC 15 Constitution saving
throw. The creature takes 22 (5d8) poison damage
Hull on a failed save, or half as much damage on a
Armor Class 20 successful one. Creatures are affected even if they
hold their breath or don't need to breathe.
Hit Points 500 (damage threshold 25)     The fog moves 10 feet away from the
mechagnome at the start of each of its turns, rolling
along the surface of the ground. The vapors, being
heavier than air, sink to the lowest level of the land,
even pouring down openings.

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