Professional Documents
Culture Documents
Overview
Prologue
For the Alliance!
New Tinkertown
Upper Gnomeregan
Entrance
Loading Rooms
Clockwerk Run
Train Depot
Workshop Entrance
The Hall of Gears
Entry Tunnel
Upper Level
Trogg Tunnels
Lower Level
The Clean Zone
The Dormitory
Launch Bay
Irradiated Tramway
Flight Decks
Maintenance Tunnel
Lower Level
Engineering Labs
Observation Decks
Secret Access Tunnel
Test Chamber
Tinkers' Court
Tinkers' Way
Tinkers' Chambers
Gnomeregan Reclaimed
Treasure
Monsters
For the Horde!
Special Thanks to
Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps
wowhead.com
Dungeon, NPC, and item information, screenshots
GM Binder
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gnomeregan
B
uilt deep within the mountains of Dun Morogh,
the wondrous city of Gnomeregan was a Prologue
testament to the gnomes' intelligence and Gelbin Mekkatorque is known as much for his technical
industry. But when the capital was invaded by brilliance as he is for his just leadership of the gnomes. In
troggs, the gnomish high tinker was betrayed by addition to being elected high tinker, the most prominent rank
his advisor Sicco Thermaplugg. As a result, in gnomish society, Gelbin proved himself to be an inventor
Gnomeregan was irradiated, and most of its without equal by leading the construction of the Deeprun
inhabitants slain. The surviving gnomes fled, vowing to return Tram, which links Stormwind and Ironforge. Yet all of the high
someday and retake their home. tinker's achievements have been overshadowed by one
The adventurers have been sent to retake the once glorious catastrophic event that occurred under his rule: the fall of
capital of the city of the gnomes from invaders and traitors. Gnomeregan.
Around the time of the Third War, an ancient menace
Overview known as the troggs surfaced in Gnomeregan from the depths
Gnomeregan is a dungeon designed for characters from levels of Azeroth. This barbaric race, thought to have been
5 to 7. It is meant to be played standalone and can be inserted unintentionally released during the Uldaman excavation,
into any campaign. crushed the gnomes' defenses and became entrenched in the
In this dungeon, the adventurers have been tasked with lower sections of the city. Gelbin, for all his genius, was at a
delving into the depths of Gnomeregan. The High Tinker loss for a way to eradicate the savage invaders until his chief
wishes to see leaders of Thermaplugg's army eliminated and advisor, Mekgineer Sicco Thermaplugg, proposed that they
the way paved for the upcoming invasion. Of course, if inundate Gnomeregan with toxic radiation.
Thermaplugg could be brought to justice as well, all the better. Confident in Thermaplugg's radical plan, Mekkatorque gave
To execute this preliminary assault, High Tinker the order to irradiate the city. This bold move worked at first:
Mekkatorque has deployed the G-Team, an infamous band of toxic radiation spread throughout Gnomeregan and
gnomish commandos. Additionally, the High Tinker has sent momentarily stopped the troggs' incursion. Soon, however, it
letters across the Alliance seeking brave adventurers to act as was evident that the radiation was killing gnomes as well as
the tip of the spear for Operation: Gnomeregan II. The troggs. In the end, nearly 80 percent of the gnomish race died,
adventurers should report to New Tinkertown if they wish to and many of those who survived were mutated into deranged
help reclaim the once great city of Gnomeregan. leper gnomes. To add to the tragedy, the troggs then resumed
The long exile of the gnomes will end and the traitor their assault on the city.
responsible will finally pay for his crimes. Mekkatorque and the remaining healthy survivors
evacuated Gnomeregan and were taken in by the dwarves of
Ironforge, but Thermaplugg disappeared. The high tinker later
heard troubling news that his former advisor had seized
control of the toxic gnomish city and instated himself as its
twisted overlord. Much to Mekkatorque's shock, he also
discovered that Thermaplugg had secretly desired the office
of high tinker and might have been previously aware of or
even complicit in the trogg invasion.
Grubbis Chomper
Medium humanoid (trogg), chaotic neutral
Medium monstrosity, unaligned
Armor Class 13
Hit Points 67 (9d8 + 27) Armor Class 15 (natural armor)
Speed 30 ft. Hit Points 52 (8d8 + 16)
Speed 20 ft.
Chomper's Champion. While Grubbis is within 10 ft. of Grubbis' Guardian. While Chomper is within 10 ft. of
Chomper, the basilisk has advantage on attack rolls. Grubbis, the trogg gains a +3 bonus to his AC.
Actions Actions
Multiattack. Grubbis makes two strike attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (2d6 + 3) piercing damage plus 3 (1d6)
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one poison damage.
target. Hit: 10 (1d12 + 4) bludgeoning damage.
10
4. The Dormitory Sentient
A series of raised platforms leads from the Upper Level of the
Hall of Gears into the southern side of the Dormitory. From
this entrance, the party can see down into a recessed room
Mechanostrider
Medium construct, unaligned
filled with debris and refuse. Two gangs of filthy troggs are
currently in a standoff over some useless piece of machinery
pillaged from the room. Roll from this section's Random Armor Class 16 (natural armor)
Hit Points 60 (8d8+24)
Encounter Table twice to determine the two groups. Speed 50 ft.
Both the southern and eastern walls are sloped outwards at
a 60 degree angle off of vertical. Embedded in each of the
walls are two alcoves with sealed doors all leading to group STR DEX CON INT WIS CHA
living quarters. See the Dorm Room Table for descriptions of
what is in each room. 18 (+4) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 4 (-4)
The west exit of the Dormitory leads to the eastern
barricade of the Clean Zone. The north exit heads into the Damage Immunities poison, psychic
Lower Level of the Hall of Gears. However, there is an iron Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
wall offset from the north wall blocking the view into the next Senses darkvision 60 ft., passive Perception 11
area. Built into this offset wall is a Matrix Punchograph 3005- Languages Common, Gnomish
B. When activated, the display will ask for a Yellow Punch Challenge 2 (450 XP)
Card. Inserting this item will cause the device to spit out a
Blue Punch Card. Resilient Circuits. The construct is resistant to all
damage except lightning and is immune to the
Sentient Mechanostrider effects of Mecha-Bond Imprint Matrix. When the
"Welcome flesh-bag! My name is... Error: Cannot Locate construct is dealt at least 4 lightning damage, this
Data... Hmm, Seems I need a name. Oh, you've come here in effect is permanently removed.
search of a companion. Very well, I will join you. However, this
process may trigger my defensive protocols. So I may poke Actions
you in the eye. Just giving you a little warning." Multiattack. The construct makes two mechanobeak
The Sentient Mechanostrider is an extremely advanced attacks.
construct that was lost in the evacuation of Gnomeregan. The
adventurers can use the Mecha-Bond Imprint Matrix to Mechanobeak. Melee Weapon Attack: +6 to hit, reach
make them a member of the party. 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Actions
Cleaving Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., two targets. Hit: 7 (1d8 + 3) bludgeoning
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0) 13 (+1) 15 (+2) 13 (+1) 18 (+4) 14 (+2) 10 (+0)
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 11
11 (+0) 13 (+1) 13 (+1) 16 (+3) 16 (+3) 10 (+0) Languages Common, Gnomish
Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 13
Languages Common, Gnomish Gnome Cunning. The gnome has advantage on all
Challenge 1 (200 XP) Intelligence, Wisdom, and Charisma saving throws
against magic.
Gnome Cunning. The gnome has advantage on all
Intelligence, Wisdom, and Charisma saving throws Actions
against magic. Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 2) slashing damage.
Actions Reactions.
Heal. A friendly creature within 50 ft. regains 5
(1d10) hit points. Pummel (Used when a creature is casting a spell).
Melee Weapon Attack: +4 to hit, reach 5 ft., one
Power Word: Fortitude (Recharges on a Short or Long target. Hit: 4 (1d4 + 2) bludgeoning damage and the
Rest). All friendly targets within 10 ft. gain 5 (2d4) creature's spell fails and has no effect.
temporary hit points.
Armor Class 8
Hit Points 30 (4d8 + 12)
Speed 30 ft.
Actions
Multiattack. The elemental makes two attacks.
Irradiated Slam. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage plus 3 (1d6) poison damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
Irradiated. At the start of its turn, the trogg deals all Gnome Cunning. The gnome has advantage on all
creatures within 10 ft. of it 4 (1d8) poison damage. Intelligence, Wisdom, and Charisma saving throws
against magic.
Fallout. When the trogg is defeated, all creatures
within 10 ft. of it must succeed on a DC 13 Actions
Constitution saving throw or are Irradiated until the
end of their next turn. Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.
Actions
Handcannon. Ranged Weapon Attack: +6 to hit,
Radiation Bolt. Ranged Spell Attack: +5 to hit, range range 30/120 ft., one target. Hit: 8 (1d8 + 4)
120 ft., one target. Hit: 11 (2d10) poison damage piercing damage.
and the target must succeed on a DC 13
Constitution saving throw or are Irradiated until the Multi-Shot. (Recharge 5-6) All targets in a 30 ft. cone
end of their next turn. must succeed on a DC 14 Dexterity saving throw or
take 9 (2d8) piercing damage. On a success, take
half has much damage.
Leprous Technician
Small humanoid (gnome), lawful neutral
Armor Class 13
Hit Points 27 (6d6+6)
Speed 25 ft.
Actions
Wrench. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Supercharge. All constructs within 30 ft. may perform
two actions on their next turn. The gnome can't use
Supercharge on its next turn.
Armor Class 13 (natural armor) Immutable Form. The robot is immune to any spell or
Hit Points 19 (3d8+6) effect that would alter its form.
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA Machine Gun. Ranged Weapon Attack: +5 to hit,
range 40/120 ft., one target. Hit: 10 (2d6 + 3)
16 (+3) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3) piercing damage. The robot may use a bonus action
to use Machine Gun on the same target.
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, Flame Spray. All targets in a 30 ft. cone must succeed
frightened, paralyzed, petrified, poisoned on a DC 13 Dexterity saving throw or take 10 (3d6)
Senses darkvision 60 ft., passive Perception 11 fire damage. On a success, take half has much
Languages understands Gnomish but can't speak it damage.
Challenge 1/2 (100 XP) Fire Nova. All targets within 5 ft. must succeed on a
DC 13 Constitution saving throw or take 14 (4d6)
Actions fire damage and are knocked back 10 ft. On a
success, take half as much damage.
Mechanobeak. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.