You are on page 1of 5

~Items~

Tabi's Automata
H ail adventurers !
How many times have you
wished for a reliable hireling, utterly
Well met!

loyal and competent, who can take


care of mundane or routine tasks —
carrying scrolls, potions, or supplies,
scouting ahead for hidden enemies,
securing ropes and doorways, trig-
gering traps, and the like —leaving
you free to do the interesting, impor-
tant jobs such as exploration, treasure
looting, and fighting? Look no further
for Tabi’s Automata is here to help!
A skilled artificer with decades of
experience, she has crafted devices
to aid in your delves, wilderness
expeditions, and general exploits, all
for reasonable rates, custom-tailored
for even the most budget-conscious WRITING Anthony Pryor
COLOR ART Xanditz
adventuring bands! Come and see
EDITING Mike Myler
what Tabi can do for you! LAYOUT Frank Michienzi

Discounts and group rates available.

Items: Tabi's Automata | EN World EN5idEr


Tabi Taphammer is a gnomish artificer with a bright Self-Destruct. Attempts to tamper with the
and friendly personality, and a shrewd, well-honed machines to cause them to work longer than
business sense. As she worked her way through their specified period trigger self-destruct mech-
apprenticeship and her early career as an indepen- anisms. Overriding the rental limit requires a
dent businesswoman, she developed friendships DC 20 Intelligence (thieves’ tools) check and
with several adventurers, concentrating on the DC 20 Dexterity (thieves’ tools) check. If either
creation of tools and automata specifically to help check fails, the device is destroyed in a 20-foot
with the tasks of exploration, dungeon delving, radius explosion of flames. Each creature in the
and treasure finding. Tabi’s reputation grew, and area must make a DC 18 Dexterity saving throw,
today she oversees an extensive workshop and taking 22 (4d10) fire damage on a failed save, or
rental service with a dozen employees who help half as much damage on a successful one. Hand-
to build and maintain her cunningly-designed held devices only deal 5 (1d10) fire damage
devices. Some are handheld and aid in such tasks to the creature tinkering with them, but allow
as detecting potential enemies and fine manipula- no saving throw. Success on both checks
tion, while others are full-scale automata that can overrides the limit and allows the devices to
provide light and transportation, or literally knock keep functioning, but the checks must be
down walls. repeated every 1d4 days or the item self-
destructs.
Standard Design. Unless otherwise noted, these
Common Features devices have a speed of 30 feet and cannot take
Each of Tabi’s devices is a handcrafted labor of love the Dash action. Also, most of these devices are
with several features to deter theft or misuse. mechanical in nature and do not employ magic.
Terms of Service. Renters must sign an agree- With the exception of the relatively
ment that lists all conditions of the automata’s fragile Mr. Handy, all automata have immunity
intended use, and each requires a deposit in to fire, poison, and psychic damage, and to the
advance. Should the device be damaged, costs of charmed, exhaustion, frightened, paralyzed,
repair are deducted from the deposit before it is petrified, and poisoned conditions. Non-
returned. The entire deposit is forfeit should the handheld devices also have resistance to
device be destroyed of course, and users may be nonmagical bludgeoning, piercing, and slashing
liable for additional costs. damage.
Length of Service. Each of Tabi’s mechanisms The following table lists the AC, HP, deposits,
is rented for a specified period that ranges from and rental rates for Tabi’s devices. Rentals are pro-
one day to one month, after which the device rated for longer periods. The deposit is due when
will stop functioning, becoming a nonworking the device is first rented, although Tabi sometimes
assembly of gears, pistons, and pulleys. offers favored customers lower deposit rates, or
waives them entirely for especially trusted users.
Open Game Content | The game rule information in this The cost of each device if destroyed is also listed,
article is designated Open Game Content. All other material but this is only if the device is destroyed in the
in this article, including maps and illustrations (including course of normal use and deposits are deducted
illustrations in the public domain), in-character and out-of- from the cost. If a device was tampered with and
character narrative and descriptive text, character and place its self-destruct function was triggered, the deposit
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” is forfeit, and the cost is doubled. Despite her good
EN Publishing product and article titles, and nature, Tabi is not above hiring outside muscle to
EN World and EN Publishing logos, are designated enforce any financial penalties or even pursuing
Product Identity. theft charges with legal authorities.

Items: Tabi's Automata | EN World EN5idEr


Table: Tabi’s Automata
Daily Rates
Device AC HP 1–7 Day 8–14 Days 15–30 Days Deposit If Destroyed

Clockwork Mule 17 30 25 gp 20 gp 15 gp 375 gp 750 gp

Life Detector 10 5 20 gp 15 gp 10 gp 300 gp 600 gp

Lock Master 10 5 20 gp 15 gp 10 gp 300 gp 600 gp

Map Minder 13 15 50 gp 40 gp 30 gp 400 gp 800 gp

Mr. Handy 16 22 75 gp 60 gp 40 gp 1,000 gp 2,000 gp

Reconnaissance 13 15 100 gp 80 gp 60 gp 500 gp 1,000 gp


Flyer

Rope Minder 18 20 30 gp 25 gp 20 gp 400 gp 800 gp

Thor’s Hammer 20 40 40 gp 35 gp 30 gp 500 gp 1,000 gp

Torchbearer 17 18 25 gp 20 gp 15 gp 375 gp 750 gp

Trapmaster 24 50 200 gp 150 gp 100 gp 2,000 gp —

Clockwork Mule Lock Master


Tabi’s most basic and popular device, the mule is This metal gloved gauntlet is fixed with small
nothing more than a small cart, about 6 feet long by probes and picks along its fingertips, allowing
4 feet wide, with a tracked tread mechanism. It has anyone wearing it to make checks as if they were
a carrying capacity of up to 1,000 pounds, and is thieves’ tools. A wearer proficient with thieves’
most often used to haul equipment, freeing adven- tools gains advantage on Dexterity checks made
turers to carry only their most important gear. to open locks and disarm traps when using the
lock master.

Life Detector
This hand-held device helps to answer one of the Map Minder
most important questions that adventuring parties Mapping the labyrinthine tunnels and passages
ask: “what’s behind that door?” Equipped with an of lost ruins and catacombs is one of the most
internal mechanism imbued with arcane ener- tedious yet vital jobs for an adventuring party.
gies that allow it to detect any living creatures The Map Minder is a clever device that measures
(including their numbers and sizes, within 60 feet). distances and directions, producing a graphic
Once detected, the device can follow where targets sketch of a party’s travels utilizing a graphing pen
move while within its radius, displaying them in and parchment. Highly accurate, the Map Minder
a crystalline matrix. This device is an exception to all but eliminates the chance of a party losing its
Tabi’s other items, as it is powered by divination way, and also uses specialized colors and symbols
magic (and so can be disrupted by dispel magic or to indicate the location of doors, slopes, traps, and
thwarted by nondetection). In addition, it does not other features.
detect undead entities.

Items: Tabi's Automata | EN World EN5IDER


MR. HANDY Mr. Handy is a popular automaton and often fully
SMALL CONSTRUCT, UNALIGNED personified by users who value the companionship
Armor Class 16 (natural armor) it offers despite the fact that it is simply one more
Hit Points 22 (5d6 + 5) of Tabi’s automata. Normally, Mr. Handy is utilized
Speed 30 ft. to do such jobs as set up camp, gather firewood
STR DEX CON INT WIS CHA and start fires, prepare basic meals, bear supplies
12 (+1) 12 (+1) 12 (+1) 5 (–3) 12 (+1) 3 (–4) on the trail, provide light, and even engage in basic
Skills Animal Handling +3, Athletics +3, Medicine +3, conversation (although its responses are limited to
Perception +3, Sleight of Hand +3, Stealth +3, Survival +3 simple yes or no answers, or very minimal observa-
Damage Immunities poison, psychic tions regarding the weather or recent experiences).
Condition Immunities charmed, exhaustion, frightened, The automaton’s behavior is designed to emphasize
paralyzed, petrified, poisoned its own self-preservation and survival, but it can be
Senses darkvision 60 ft., passive Perception 13 ordered to defend its users — to its own destruction
Languages Common if necessary. As Mr. Handy is much more fragile
Challenge 1/4 (50 XP) than Tabi’s other devices, users take pains to see
Anti-Tamper Device. Mr. Handy is all but impossible that it is not lost or damaged.
to repurpose or force to work beyond its agreed
rental period, and checks made to force it to do so
have disadvantage. On a failed check, Mr. Handy is Reconnaissance Flyer
destroyed in a 20-foot radius explosion. Each creature Small, intricate, and fragile, the reconnaissance
in the area must make a DC 18 Dexterity saving throw, flyer is an expensive but often invaluable device,
taking 22 (4d10) fire damage on a failed save, or half as especially for those who are exploring wilderness
much on a successful one. regions or potentially dangerous underground
Carryall. Mr. Handy can carry up to 250 lbs. without areas. It has a fly speed of 40 feet and a +8 bonus on
affecting its speed. Dexterity (Stealth) checks.
Illumination. Mr. Handy can emit bright light over a The flyer’s user can provide basic instructions
10-foot radius and dim light for an additional 10 feet. such as “fly down this corridor,” or “fly straight for
When verbally commanded by its user, Mr. Handy turns 100 yards, then turn right,” but cannot control it
the light on or off. once it has departed. It can fly unassisted for 10
Mechanical Drive. Mr. Handy ignores difficult terrain but minutes before returning to its user, at which point
cannot take the Dash action. it provides a visual record of what it observed,
Meteorologist. Mr. Handy can use an action to make a displayed on a crystalline surface. It is equipped
DC 15 Wisdom (Survival) check, correctly predicting with internal illumination that displays anything
the weather over the next 24 hours on a success. it recorded in dim light as if it was brightly lit,
ACTIONS and total darkness as if it was dimly lit. The flyer
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one cannot see in magical darkness.
target. Hit: 3 (1d4+1) bludgeoning damage. When attacked the flyer’s defense mechanisms
cause it to take evasive action, flying up to its
maximum possible altitude (100 feet), then flying in
a random pattern to return to its user. Following the
flyer when it is using evasive movement requires
a DC 20 Wisdom (Survival) or (Perception) check,
made with disadvantage in darkness unless the
tracker has low-light or better vision.

Items: Tabi's Automata | EN World EN5idEr


Rope Minder Trapmaster
Rope is one of the most indispensable but also The trapmaster is one of Tabi’s more unusual
cumbersome items in an adventurer’s arsenal, devices in that it is designed to take damage and
and this device allows parties to venture into the remain functional. It is nothing more than a heavily
unknown with a near-unlimited amount and a armored, tracked automaton, measuring 4 feet long
solid base upon which to secure it for climbing. by 3 feet wide and 2 feet high. The trapmaster
A quadrupedal metal cube, the rope master can be sent into trapped areas to trigger devices,
measures about 3 feet to a side, and carries inside take initial damage, and allow parties to proceed
it a powerful winch with up to 2,000 feet of sturdy normally. While it is of little use against trapped
silken rope. Its sharp legs allow the rope minder chests, locks, or other smaller hazards, the trap-
to scuttle up nearly sheer surfaces, and to use its master can be a true boon when facing powerful
arcano-mechanical hydraulic system to anchor area effects as its heavy armor is treated with various
itself in all but the hardest of surfaces. The rope alchemical substances, granting immunity to acid,
minder can then either dispense rope from above cold, lightning, necrotic, and thunder damage, and
to allow adventurers to climb up, or dispense rope resistance to force and radiant damage. This is in
as its user descends. addition to the normal immunities that all of Tabi’s
devices possess. Its sheer mass makes the trap-
master clumsy, giving it a speed of 20 feet.
Thor’s Hammer Tabi expects this device to take significant
Sturdy and thickly armored, this heavy device is damage and charges a large deposit for its use. On
essentially a mobile jackhammer mounted on four the other hand, the trapmaster’s complete destruc-
wheels. While far too clumsy to use as a weapon, tion is a distinct possibility, and no extra penalty
Thor’s Hammer is nonetheless invaluable for is imposed for its loss—only the full forfeiture of
opening stubborn doors, clearing rockfalls, or even the user’s deposit. Sometimes the wealth gained in
dangerous places makes the investment of gold
excavating for mining or archaeological purposes.
surely more than worth the risk. e
Its heavy iron blade pounds noisily on stationary
obstacles, inflicting 2d10 nonmagical bludgeoning
damage each turn.

Torchbearer
A small wheeled automaton measuring about 18
inches on a side, the torchbearer functions as a
permanent moving light source that emits bright
light to a 20-foot radius, and dim light an additional
20 feet. This light is nonmagical. A user can use a
bonus action to activate the light, dim it, or shut it
off. The light shines until it is shut off.

Items: Tabi's Automata | EN World EN5IDER

You might also like