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Gnomeregan

Drive Out the Invaders, Punish the Traitors

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!

Created by James Wiken

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.

CLASSIC | DUNGEONS | GNOMEREGAN


3
The immense loss of life at Gnomeregan weighed heavy on
Mekkatorque's shoulders, and in his fury he ordered the death New Tinkertown
of Thermaplugg. A band of heroes took up the mission and Nestled in the snowy mountains of northwest Dun Morough,
returned with a tale of victory, but after analyzing the claim, New Tinkertown is the current seat of the High Tinker.
Mekkatorque realized that the mechanized overlord defeated However, it is little more than a refugee camp combined with
in the depths of the city was likely nothing more than a a military base. Sporadic fighting is still ongoing in the
cleverly engineered facsimile of Thermaplugg. surrounding countryside as Mekkatorque's agents seek to put
After determining that defeating his nemesis would require down the remnants of Thermaplugg's forces still on the
a more robust approach, Mekkatorque labored over countless surface.
strategies to retake his city. His tireless brainstorming The High Tinker, sitting astride his blue mechanostrider,
culmintated in the formulation of Operation: Gnomeregan, a surveys the new city from his encampment near the entrance
brilliant multi-phased assault plan devised to liberate the of Gnomeregan. The adventurers can speak to Mekkatorque
gnomish capital and bring the real Thermaplugg to justice. and offer up their services in retaking the capital beneath
Backed by the full strength of the Alliance, Mekkatorque them. He also insists on showing them a holographic
executed Operation: Gnomeregan to near success. After recording of the final moments of Operation: Gnomeregan.
capturing Thermaplugg's above ground holdings and beating Once the party agrees to delve into Gnomeregan, the High
back his trogg army, the forces of the Alliance pushed into the Tinker gives them a writ of approval allowing entrance into
upper levels of the besieged city. Victory, however, was Gnomeregan and leaves them to his closest advisors.
snatched away when Thermaplugg showed his trump card, Captain Tread Sparknozzle, the High Tinker's top advisor, is
the Irradiator 3000, a bomb over 26 times stronger than the currently leading a hunt for Razlo Crushcog, a lieutenant of
one used against the initial trogg invasion. As the Irradiator Thermaplugg thought to be leading the above ground forces
3000 exploded, the Alliance forces were forced to teleport to of the traitor. He is knowledgeable about the capabilities of
safety. Thermaplugg's army.
In the wake of Operation: Gnomeregan, the gnomish Elgin Clickspring, the High TInker's assistant, is focused on
survivors are more resolute than ever to retake their ancestral the battle raging within Upper Gnomeregan. She is
home. High Tinker Mekkatorque has lead his people to New organizing the efforts of S.A.F.E. in clearing the upper tunnels
Tinkertown, a new techno-town built a top the ruins of of troggs and leper gnomes. She is knowledgeable about the
Gnomeregan. From this forward position, they continue their troggs and effects of radiation.
war against the traitorous Thermaplugg and seek to reclaim
their stolen kingdom. Hinkle Fastblast is planning the invasion of lower
Gnomeregan. He has contracted and already deployed the G-
Team, a band of gnome commandos, into the Hall of Gears
For the Alliance! and beyond. He is knowledgeable of the layout of Gnomeregan
This dungeon is written based on the Alliance version of as well as the location of Murd Doc.
Gnomeregan. The G-Team, an infamous band of gnomish Outside of the High Tinker's camp, the location with the
commandos, has been sent as a forward vanguard for the most activity is the marketplace. A number of vendors have set
imminent invasion. If you would prefer to play the Horde up here and most common items can be found in the market.
version, see "For the Horde!" at the end of this dungeon for a There is also a merchant specializing in the care of
description of changes. mechanical beasts. While he has no constructs in stock, he
will sell a Mecha-Bond Imprint Matrix to the adventurers for
500 gp.
Once the party is ready to proceed, they can ask for an
escort to the entrance of Upper Gnomeregan.

CLASSIC | DUNGEONS | GNOMEREGAN


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1. Upper Gnomeregan 1c. Clockwerk Run
The upper stretches of Gnomeregan were once a bustling hub Clockwerk Run is an L-shaped platform overlooking a
of trade and progress. Centered around a decommissioned decommissioned tram track. The area is currently held by
train depot that once connected it to Ironforge, the place is S.A.F.E. and serves as a forward outpost for the invading
now a warzone. The operatives of S.A.F.E. have started the gnome army. The S.A.F.E. operatives will point the party
reclamation of Gnomeregan by setting up a decontamination westward into a partially collapsed tunnel leading into the
zone, but leper gnomes fight nut and bolt to keep hold of their Hall of Gears. They will warn against heading north into the
stolen kingdom. train depot as it is currently an active warzone.

1a. Entrance 1d. Train Depot


The entrance of Gnomeregan is anything but subtle. A The train depot that used to act as the primary connection
massive gear-shaped gate built into the side of the mountain between Gnomeregan and Ironforge has turned into a blasted
marks the once grand city. Several heavily armed gnome battlefield. The high tinker's army is heavily engaged with
soldiers hold the gate, preventing any without express hundreds of crazed leper gnomes, victims of the Irradiator
permission from the high tinker from entering the city. 3000, backed by Thermaplugg's mechanized military. The
battle has been fought to a bloody stalemate as bodies and
Once inside, the adventurers are guided down a long metal destroyed equipment litter the ground around the central
ramp into a chamber with an enormous piston in the center of pillar of the room, a strategic location that has changed hands
it. With an echoing knock, the piston lifts as an elevator rises several times during the siege.
to the entry level. Riding down the elevator leads the party into At the northern end of the underground station, behind
the Loading Room. Thermaplugg's forces, is a tunnel leading to the Workshop
1b. Loading Rooms Entrance.
The first room off of the elevator is a high-tech 1e. Workshop Entrance
decontamination room. Gnomes in sealed armor sit atop floor A massive steel door bars further progress down this tunnel.
mounted clean cannons spraying down any who appear Opening the door requires first succeeding on a DC 20
irradiated. Sanitron 600 drones hover overhead spraying Investigation check to find the opening mechanism. Once that
disinfectant chemicals into the room below. is found, it requires a DC 30 Strength check to force it open
After making it through this gauntlet of cleanliness, the and cannot be opened by magical means. It can also be
party enters a second room. This one is a field hospital. opened with the Workshop Key. Once past the door, the
Gnome physicians hurry from patient to patient working to tunnel continues into the Engineering Labs - Secret Access
stave off any sign of irradiation as quickly as possible. Most of Tunnel.
the patients are gnomes afflicted by the fallout from the
Irradiator 3000.
The northern exit is blocked by a contingent of heavily
armored guards. The party will once again have to provide the
High Tinker's writ of approval to continue into Clockwerk
Run.

CLASSIC | DUNGEONS | GNOMEREGAN


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CLASSIC | DUNGEONS | GNOMEREGAN
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2. The Hall of Gears 2b. Upper Level
Once the grand entryway to Gnomeregan, the Hall of Gears is The Entry Tunnel leads out onto a wide circular platform that
now a husk of its former self. Rabid troggs infest the upper surrounds the perimeter of the Hall of Gears except along the
levels and tunnels while the lower levels are submerged in a northwestern wall where the platform has collapsed into the
pool of irradiated waste. Lower Level. The hall, once a testament to gnome ingenuity
The fight to retake Gnomeregan must start here with the and craftsmanship, is an absolutely massive chamber.
purging of the trogg invaders from its mechanized halls and The outer edge of the upper level borders sheer metal walls
the cleansing of the radiation unleashed to hold them back. rising far into the air. Built into the ceiling of the chamber are
the massive gear assemblies, some still operating and others
2a. Entry Tunnel long destroyed, that give the hall its name. Many of these
assemblies connect to the central column in the center of the
Leading down from the surface is the Entry Tunnel. Bright room. The invading troggs have caused serious damage to the
spotlights reflect off the metallic plating covering the high, once meticulously maintained mechanical marvel, causing it
semi-circular hall. Automated machinery and cranes continue to lean heavily to one side and shake with every griding gear
their work, unaware of the destruction that befell the city. The turn.
Entry Tunnels continue south to the northern end of the The inner edge of the platform looks out onto this crooked
Upper Level of the Hall of Gears. column. Spotlights mounted beneath the platform and along
Inside this tunnel is Murd Doc, member of the infamous G- this column cast bright, if narrow, beams of light across the
Team. Murd Doc and his fellow teammates have been vast chamber. Green clouds of radiation and mist obscure
contracted by the High Tinker to pave the way for the vision down to the Lower Level which is at least one hundred
reclaiming of Gnomeregan. Murd Doc will enlist the party in feet below the platform.
the pursuit of this goal, offering "The G-Team, Part 1". Several tunnels lead out of the Hall of Gears. To the
The gnomish commando will also give the adventurers northeast is the Entry Tunnel. The hall heading southeast
additional intel about the Hall of Gears. Troggs infest the leads to the Trogg Tunnels, where Blastmaster Emi Shortfuse
Upper Level, likely coming from the tunnels off to the has run off to. The southwestern tunnel branches. The
southeast. An enterprising, and perhaps foolish, blastmaster western path leads down a series of stairs and ramps to the
has ventured into those passages to attempt to block off the Clean Zone, a safe haven in an otherwise hostile place. The
source of the trogg invaders and would likely be in need of any eastern fork winds along a series of raised platforms before
help the party can provide. A forward output known as the opening up into the trogg controlled Dormitory. A makeshift
"The Clean Zone" was established through the southwest metal bridge spans the gap between the western edge of the
tunnels, but has since been surrounded by troggs. platform and the clanking central column.
The Upper Level is currently the dominion of the troggs,
cursed invaders from deep below the ground. There are 3
The G-Team, Part 1 (1d4+1) groups of troggs on this level, one currently looting
Description the column and the others patrolling the platform. Roll from
this section's Random Encounter Table to determine each
"How did you get in here? Oh, it doesn't matter. I'm Murd Doc
group.
of the G-Team. We're the best there is, and we're here to retake
Gnomeregan! Random Encounter Table
When nobody else could help him, the High Tinker found Roll Monsters
and hired us. But we simply can't do this alone! You're an
1 4 Caverndeep Reavers
honorary G-Team Commando now, adventurers.
Take these parachutes, jump down straight ahead into the
2 2 Caverndeep Reavers, 4 Caverndeep Ambushers
Hall of Gears, and kill the Viscous Fallout. After you're done, 3 1 Irradiated PIllager, 3 Caverndeep Reavers
report to Commando B.E Barechus by the west hallway. You 4 2 Irradiated Pillagers, 4 Caverndeep Ambushers
two will get along great, I'm sure."
Mechanics and Rewards
The party must defeat the Viscous Fallout, a corrupted water
elemental, before delving any deeper into Gnomeregan. The
parachutes provided were designed for gnomes and will only
work for small creatures. The Lower Level can also be reached
through the Dormitory and by rappelling down the central
column of the Hall of Gears.
Once the Viscous Fallout has been defeated, the party
should report to B.E. Barechus in the Lower Level of the Hall of
Gears to start "The G-Team, Part 2".

CLASSIC | DUNGEONS | GNOMEREGAN


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2c. Trogg Tunnels Points of Entry
An alarm post, still semi-operational, casts an angry red light
across the metal plated entrance of this tunnel. As the party Description
continues down the tunnel, the well built hall breaks up into a "Thank the light you are here! I'd accept help from a two-
rough carved tunnel. The troggs have looted everything here, headed ogre aat this point. The city has been overrun by
down to the plates lining the walls. Charred, dismembered troggs! The attempts to wipe them out resulted in mass
trogg corpses, still smoking, are scattered amongst the ruins contamination. But there is still hope.
and wreckage. Our scientists who evacuated to Ironforge are working on a
At the end of the dusty tunnel are two narrow passages cure for the fallout sickness. Meanwhile, if you can help me
branching out deeper beneath Dun Morogh. Near these
passages is a haphazard pile of boxes and barrels currently stop the trogg invasion, perhaps the city can be retaken.
being sorted through by a wild-eyed gnome, Blastmaster Emi With your help, I can evaluate these tunnels. Let's see if we
Shortfuse. Use the Holdout Technician statblock for her. can find out where these Troggs are coming from.... and put a
Emi has taken it upon herself to find and seal the tunnels stop to the invasion!."
the troggs are using to funnel in and out of the Hall of Gears. Mechanics and Rewards
She believes the passages nearby are those tunnels. She will The party must protect Emi while she sets up explosives to
offer the quest "Points of Entry" to the adventurers. cave in the two smaller passages, one on each side of the
Grubbis tunnel. The explosives take 30 seconds to rig up and will
"We come from below! You can never stop us!" explode 6 seconds after they have been lit, caving in the
The radioactive gas that flooded the city was meant to anger corresponding passage and dealing 36 (8d8) fire damage to all
the troggs and kill the gnomes, and Thermaplugg's plan was creatures within 15 ft. of the explosion. Emi will destroy the
brutally effective. One trogg, however, reacted oddly to the southern tunnel first and then the northern one. When she
substance: Grubbis grew. And grew. It was a side effect that starts rigging a set of explosives, 6 (1d4+4) Caverndeep
Sicco had not anticipated, but he's never been one to waste
valuable (and dangerous) resources. This giant trogg now Ambushers will run up from that tunnel and attempt to stop
patrols the tunnels of Gnomeregan. His loyal basilisk pet, her. After both passages have been collapsed, Grubbis and
Chomper, helps Grubbis sniff out gas leaks, tasty fungi, and Chomper, attracted by the commotion, attack from the
even tastier intruders. northwest, the direction of the Hall of Gears.
Grubbis (marked by a blue skull on the map) is an unusually For their assistance, Emi will reward the party with a few
large trogg who works with his loyal basilisk, Chomper, to explosives she has left over and stays in the Trogg Tunnels to
defeat any who threaten him and his territory. make sure her work was thorough.
When Grubbis is defeated, the party may loot Grubbis'
Protective Pail.

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.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 12 (+1)
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)
Skills Perception +2
Senses darkvision 120 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 9
Languages Trogg Languages —
Challenge 3 (700 XP) Challenge 2 (450 XP)

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.

CLASSIC | DUNGEONS | GNOMEREGAN


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2d. Lower Level
The bottom of the Hall of Gears is an uninhabitable mess of Viscous Fallout
debris and radiation. Toxic fluids drip from the walls and Large elemental, unaligned
platforms above, gathering into stinking irradiated pools.
Clouds of poisonous mist rise from these pools, drifting up the Armor Class 14 (natural armor)
broken base of the hall's central column. Massive gears and Hit Points 114 (12d10+48)
steel plates litter the floor, half embedded in blighted ground. Speed 30 ft.. swim 90 ft.
When a creature enters this room, they must succeed on a DC
14 Constitution saving throw or are Poisoned. They must
make this saving throw for every minute they are in the Lower STR DEX CON INT WIS CHA
Level. 18 (+4) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1)
The southern exit leads back into the Dormitory and the
relative safety of the Clean Zone. Heading west will lead the Damage Immunities poison
party deeper into Gnomeregan via the Irradiated Tramway. Damage Resistances acid, bludgeoning, piercing, and
Toxic elementals and oozes wander the irradiated room, slashing from nonmagical sources
driven mad by pain. Roll from this section's Random Condition Immunities exhaustion, grappled,
Encounter table to determine the monsters spread through paralyzed, petrified, poisoned, prone, restrained
the room. The Viscous Fallout also shambles around the area. Senses passive Perception 10, darkvision 60 ft.
Once the tortured elemental is put down, a sound of an engine Languages Aquan, Common
revving can be heard echoing from the western exit of the Challenge 5 (1800 XP)
room. As if on cue, B.E. Barechus, the 2nd member of the G-
Team, rides in on his gnomish-made motorcycle. Impressed Irradiated Water Form. Viscous Fallout can enter a
by their handiwork, the gnome commando offers the party hostile creature's space and stop there. It can move
"The G-Team, Part 2". Barechus can also provide information through a space as narrow as 1 inch wide without
on the layout of the Launch Bay as well as a general squeezing. When a creature enters the elemental's
description of the leper gnome forces within. space for the first time on a turn or starts its turn
there, Viscous Fallout deals 7 (2d6) poison damage
Viscous Fallout to it.
The formerly robust and elegantly complex waterways of Actions
Gnomeregan are now an irradiated mess filled with toxic
slime. A lone water elemental who had dwelt in the gnomes' Multiattack. Viscous Fallout makes two attacks.
aquifer became trapped in the contamination, and the Irradiated Slam. Melee Weapon Attack: +7 to hit,
pollution corrupted its pure form. It currently wanders the reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
halls of Gnomeregan in anger and agony, a liquid embodiment damage plus 3 (1d6) poison damage.
of the vile poison of Thermaplugg's betrayal.
Viscous Fallout (marked by a red skull on the map) was Toxic Volley. Ranged Spell Attack: +5 to hit, range
driven mad in the aftermath of Gnomeregan's fall. He 120 ft., all targets in range. Hit: 5 (1d10) poison
overwhelms any who approach him with water and radiation. damage and the targets must succeed on a DC 13
Constitution saving throw or are Poisoned until the
When Viscous Fallout is defeated, the party may loot the end of their next turn.
Hydrocane.
Random Encounter Table
Roll Monsters
1-2 4 Irradiated Slimes
3-4 1 Irradiated Horror, 2 Irradiated Slimes
5-6 2 Irradiated Horrors

The G-Team, Part 2


Description
"That Murd Doc is crazy, adventurers. Never, ever, let you find yourself in an aircraft with that gnome.
Stealth usually isn't my thing, and it's certainly not going to be yours. Go down this hallway to the Launch Bay and dispose of the
Electrocutioner 6000. The Electrocutioner is in charge of the aircraft and I hate aircraft. I'm not getting in any sort of aircraft!
Use these parachutes to drop down afterwards and speak with Commando Face for your next job."
Mechanics and Rewards
The party must defeat Electrocutioner 6000 to cripple the leper gnome forces within the Launch Bay. The parachutes provided were
designed for gnomes and will only work for small creatures.
Once Electrocutioner 6000 has been defeated, the party should report to Commando Face in the Lower Level of the Launch Bay to
start "The G-Team, Part 3".

CLASSIC | DUNGEONS | GNOMEREGAN


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3. The Clean Zone
Heavy barricades constructed from overturned furniture and
scrap metal bar both entrances into the Clean Zone. Behind
them stands 4 (1d4 + 2) Holdout Warriors each who will
challenge any who approach. Once the adventurers prove they
are neither troggs nor leper gnomes, the exhausted guards
will grant them entrance into the meager haven.
Inside are the few remaining gnomes untouched by the
radiation that devastated the city. Three (1d4 + 1) Holdout
Medics with haunted looks in their eyes tend to several
wounded soldiers with what few supplies they have
remaining. Two (1d4) Holdout Technicians haggardly work to
repair weapons and armor, stripping metal from the floor and
walls of the chamber for raw materials. Leading this motley
crew is Tink Sprocketwhistle. Once a wealthy merchant, this
gnome will use what remains of his fortune to buy food, water,
and medical supplies for the beleaguered occupants of the
Clean Zone.
A few whirring machines are built into the northern and
southern walls of the Clean Zone. These spotless
contraptions stand out against the general chaos of the room.
Small plaques on the devices read "The Sparklematic 5200",
followed by some text:
"Grime and residue ruining your sparklies? The
Sparklematic 5200 puts the shine back in shine-tastic! Insert
the item you wish to clean and deposit three silver coins in the
coin slot. Give the Sparklematic 5200 a moment for
operation, and voila! Your valuables will emerge clean and
shiny!"
Adventurers can insert a Grime-Encrusted Object and
three silver coins into the machine to activate it. Roll from the
Sparklematic 5200 Table to determine the object that is
returned. When an adventurer is looting any creature within Sparklematic 5200 Table
Gnomeregan, roll a d20. On an 11 or higher they find a Roll Item
Grime-Encrusted Object.
A wide ramp leads out the western exit back into the Upper 1-2 Lump of Coal
Level of the Hall of Gears. The barricaded arch on the east 3-4 Heavy Stone
side of the room separates this chamber from the trogg
infested Dormitory. While the Clean Zone is likely the safest 5-7 Copper Ore
place in Gnomeregan, it is by no means safe. If they take a 8-10 Iron Ore
long rest here, roll from this section's Random Encounter
Table. The gnome guards will defend but not leave their 11-13 Silver Ore
assigned barricades during any of these encounters in fear of 14-16 Lustrious Pearl
secondary attacks.
17-18 Precious Gemstone
19-20 Yellow Punch Card

Random Encounter Table


Roll Item
1-3 No Encounter
Troggs attack the eastern barricade. Roll from the
4
Dormitory Random Encounter Table
Troggs attack the western barricade. Roll from the Hall
5
of Gears - Upper Level Random Encounter Table
Irradiated monsters leak through the holes in the
6 room's plating. Roll from the Hall of Gears - Lower
Level Random Encounter Table

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.

Random Encounter Table


Roll Monsters
1 2 Caverndeep Reavers
2 1 Caverndeep Reavers, 2 Caverndeep Ambushers
3 1 Irradiated PIllager, 2 Caverndeep Reavers
4 1 Irradiated Pillagers, 2 Caverndeep Ambushers

Dorm Room Table


Location Lock DC Description
West The room is mostly empty except for the body of a goblin covered in burns. Stuffed in his mouth is a
Room report authored by a "Kernobee" detailing a secret alliance between the Dark Iron Dwarves and
DC 13
South Mekgineer Thermaplugg. The document also contains schematics of Thermaplugg's Bomb Assembly
Wall machines. Anyone who has this schematic has advantage on the Big Red Button Intelligence check.
DC 30.
East
Cannot be Outside of the door is a Matrix Punchograph 3005-E built into the wall. Inserting a Prismatic Punch
Room
opened by Card will open the door. Inside is the Sentient Mechanostrider. He is friendly to the party, but will refuse
South
magical to leave the room unless compelled to do so by the Mecha-Bond Imprint Matrix.
Wall
means.
South
This room is filled with dense radiation. All creatures within 15 ft. of the door when it is opened must
Room
DC 15 succeed on a DC 15 Constitution saving throw or take 16 (3d10) poison damage and are poisoned until
East
their next short or long rest.
Wall
North
This room is currently occupied by a group of sleeping troggs. Roll from this section's Random
Room
DC 8 Encounter Table to determine the group. There is also a small collection of 4 (1d8) Grime-Encrusted
East
Objects arranged in an aesthetically pleasing manner.
Wall

CLASSIC | DUNGEONS | GNOMEREGAN


11
5. Launch Bay Random Encounter Table
Roll Monsters
With the loss of their airfield, Thermaplugg's forces have
moved their remaining aircraft into the Launch Bay. Leper 1-2 5 Leprous Technicians
gnome engineers frantically dismantle these vehicles to 3-4 3 Leprous Technicians, 1 Mechanized Sentry
rebuild them into weapons more suited for the underground
war they are now engaged in. 5-6 2 Leprous Technicians, 1 Peacekeeper Security Suit

5a. Irradiated Tramway Positioned on the central platform is a lumbering mechano-


An out of commission tramway bridges the Hall of Gears and tank, crackling with electricity. From this vantage point, its
the Launch Bay. Bright spotlights provide sporadic light pilot oversees the entirety of the Launch Bay and the leper
sources through the long stinking tunnel. Stagnant pools of gnomes stationed there. He will have seen the adventurers on
irradiated water, faulty landmines, and exposed electrical the Flight Decks and will be ready for their arrival should they
cables make the lower track difficult terrain and present some make it to him. Scattered about the circular platform are
unique dangers. When a creature enters the track or starts its various discarded tools and bits of machinery. Also atop the
turn there, roll from this section's Hazard Table. platform is a Matrix Punchograph 3005-C. When activated,
the display will ask for a Blue Punch Card. Inserting this
A raised platform runs along the southern side of the tunnel, item will cause the device to spit out a Red Punch Card. A
overlooking the track below. Despite the lack of environmental crate with several parachutes suitable for small creatures sits
hazards, the platform is not without its own dangers. Three nearby.
(2d2) patrols of two Leprous Defenders and a Mechanized
Sentry each patrol different sections of the tramway. They Electrocutioner 6000
avoid the lower track and attack any creature that is not a "Electric Justice!"
leper gnome. Mekgineer Thermaplugg is not a patient gnome. Rather
Standing vigil at the western terminal of the tramway is a than putting his inventions through a battery of tests to
half-built, deactivated spider-tank and perhaps a warning of determine their safety and effectiveness, he rushes them into
what's to come. Beyond its watch are the Flight Decks of the the field and moves on to the next project. The
Launch Bay. Electrocutioner 6000 was his first attempt at harnessing
Hazard Table
electricity as a weapon via a supercharged mechano-tank.
Lieutenant Tom "Sizzlepants" Crankle, the only soldier to
Roll Item survive piloting the machine, is now something of a hero
1-3 No effect. among the leper gnomes.
Electrocutioner 6000 (marked by a green skull on the map)
Landmine! The next time the creature moves, it must
4 succeed on a DC 16 Dexterity saving throw or take 10
is a sparking device of destruction. Its pilot fearlessly defends
(3d6) piercing damage plus 10 (3d6) fire damage.
Gnomeregan with blade and bolt against those that would
take it from the leper gnomes.
Radiation! The creature must succeed on a DC 15 When Electrocutioner 6000 is defeated, the party may loot
5 Constitution saving throw or take 18 (4d8) poison Electrocutioner's Leg and Workshop Key.
damage and they are Poisoned.
Livewire! The creature takes 16 (3d10) lightning 5c. Maintenance Tunnel
6 damage and must succeed on a DC 16 Constitution
saving throw or they are Paralyzed for one minute.
This narrow corridor connects the two levels of the Launch
Bay to the Engineering Labs. Pressure vats and steaming
pipes line the walls and ceiling of the tunnel making it even
5b. Flight Decks more claustrophobic. Salvaged parts of machines are
The Flight Decks ring the entirety of the circular Launch Bay scattered around the poorly lit chamber. Hidden behind
about 50 ft. above the Lower Level. Metal plated walls stretch recessed panels is a group of leper gnome soldiers, one
another 50 ft. up to a gear covered ceiling. Spotlights mounted Mechanized Guardian and three Leprous Defenders, hoping
to the Flight Decks all point towards the high circular to ambush the party.
platform in the middle of the chamber. More spotlights The northwest exit of the tunnel leads to the Lower Level of
attached to this central pillar point back to the exterior of the the Launch Bay. The northeast branch of the tunnel slopes
room. A single metal bridge spans the distance between the upwards to the Flight Decks. The Observation Decks of the
outer decks and this platform. Engineering Labs can be found by following the southwestern
A dozen or so aircraft in various states of disassembly are fork of the corridor.
distributed around the Flight Decks. Roving groups of leper
gnomes hurriedly ferry parts salvaged from the planes deeper
into Gnomeregan. Roll 2 (1d4) times from this section's
Random Encounter Table to determine the groups of leper
gnome forces patrolling the area. An exit at the southeastern
side of the room leads out to a ramp descending into the
Maintenance Tunnel.

CLASSIC | DUNGEONS | GNOMEREGAN


12
5d. Lower Level
The Lower Level is a comparatively untarnished chamber in Electrocutioner 6000
Gnomeregan. Smooth metal plating lines the floors and walls Large construct, lawful evil
of the room. The central post suspending the Electrocutioner
6000's platform is ringed by cycling hydraulic pistons. A wide Armor Class 16 (natural armor)
tunnel leads out of the chamber directly out on Tinkers' Way. Hit Points 110 (13d10+39)
Leper gnome technicians are frantically working to build Speed 50 ft.
machines to defend themselves with when the party arrives.
Roll from this section's Random Encounter Table to
determine the forces holding the lower level. All constructs STR DEX CON INT WIS CHA
start with half their maximum hit points and can only move 19 (+4) 10 (+0) 16 (+3) 18 (+4) 12 (+1) 10 (+0)
and act if they are under the effect of Supercharge.
Once the leper gnomes and their constructs are defeated, Damage Resistances bludgeoning, piercing, and
Commando Face, the 3rd member of the G-Team, climbs out slashing from nonmagical attacks
of a hidden panel and reveals himself to the adventurers. If the Damage Immunities poison, psychic
Electrocutioner 6000 has been defeated, he will offer The G- Condition Immunities charmed, exhaustion,
Team, Part 3 to the party. frightened, grappled, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Random Encounter Table Languages Gnomish
Roll Monsters Challenge 6 (2300 XP)
4 Leprous Technicians, 4 Mechanostriders, 1 Immutable Form. Electrocutioner 6000 is immune to
1-2
Peacekeeper Security Suit any spell or effect that would alter its form.
3 Leprous Technicians, 1 Mechano-Frostwalker, 1
3-4 Magic Resistance. Electrocutioner 6000 has
Mechano-Flamewalker
advantage on saving throws against spells and other
5-6 2 Leprous Technicians, 2 Peacekeeper Security Suits magical effects.
Magic Weapons. Electrocutioner 6000's weapon
attacks are magical.
The G-Team, Part 3 Lightning Rod. Whenever Electrocutioner 6000 is
Description subjected to lightning damage, it takes no damage
and gains an additional action on its next turn.
"I'd keep my distance from B.E Barechus and Murd Doc,
neither is terribly stable. Actions
You are, though, so let's get you to work! Go down into this
Multiattack. Electrocutioner 6000 makes two
tunnel until you get to Tinkers' Court. Hopefully you'll know Shockblade attacks.
what to do when you meet Mekgineer Thermaplugg.
Our leader, Commando Hann Ibal waits somewhere in there.
Shockblade. Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 13 (2d8 + 4) piercing damage
He'll reward you handsomely for all your work. Probably." plus 4 (1d8) lightning damage.
Mechanics and Rewards Megavolt. All targets in a 30 ft. cone must succeed
Mekgineer Thermaplugg is as vulnerable as he will ever be. The on a DC 15 Dexterity saving throw or take 18 (4d8)
party can journey through Tinkers' Way to head directly to the lightning damage and are paralyzed until the end of
TInkers' Court and the traitor hiding within. their next turn. On a success, take half has much
damage.
Once Mekgineer Thermaplugg is defeated, the party should
report to Commando Hann Ibal who should be near the Chain Bolt. Ranged Spell Attack: +7 to hit, range 60
ft., one target. Hit: 13 (3d8) lightning damage. This
Tinkers' Court.
attack can be repeated up to two more times using
the current target as the spell's origin point. This
can't hit the same target more than once per turn.

CLASSIC | DUNGEONS | GNOMEREGAN


13
6. Engineering Labs Crowd Pummeler 9-60
Deep within Gnomeregan is the source of Thermaplugg's mad Large construct, lawful neutral
machines of war. Some of the mad tinker's most dangerous
creations wait within the Engineering Labs. Armor Class 16 (natural armor)
Hit Points 133 (14d10+56)
6a. Observation Decks Speed 30 ft.
The Observation Decks are a square set of corridors and
chambers ringing the Engineering Labs. On each side of the
square are wide observation rooms where leper gnome STR DEX CON INT WIS CHA
engineers and guards watch the Test Chamber below through 21 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)
huge glass windows spanning the interior wall. Banks of
instruments and monitors line the walls and discarded pieces Damage Resistances bludgeoning, piercing, and
of machinery litter the floors. For the west, north, and east slashing from nonmagical attacks
chambers, roll from this section's Random Encounter Table to Damage Immunities poison, psychic
determine the current occupants. Within the southern Condition Immunities charmed, exhaustion,
observation room is one of Thermaplugg's deadliest frightened, grappled, paralyzed, petrified, poisoned
inventions, the Crowd Pummeler 9-60. Senses darkvision 120 ft., passive Perception 11
The adventurers can move to other locations within the Languages Gnomish
Engineering Labs via the northeastern corner of the Challenge 6 (2300 XP)
Observation Decks. An outward facing door bars the way to
the Secret Access Tunnel and can be opened with the Immutable Form. Crowd Pummeler 9-60 is immune
Workshop Key. An open cargo elevator can take the party to any spell or effect that would alter its form.
down into the Test Chamber below. Magic Resistance. Crowd Pummeler 9-60 has
advantage on saving throws against spells and other
Random Encounter Table magical effects.
Roll Monsters
Magic Weapons. Crowd Pummeler 9-60's weapon
An alarm bot with +5 Perception. Sounds an alarm attacks are magical.
1 drawing the occupants of the adjoining chambers if it
Trample. When Crowd Pummeler 9-60 moves its full
sees intruders.
speed in a straight line, it may move through
2-3 2 Mechanized Guardians, 1 Mechano-Frostwalker medium or smaller creatures. These creatures must
succeed on a DC 15 Dexterity saving throw or take 5
2 Leprous Technicians, 1 Mechano-Frostwalker, 1 (1d10) bludgeoning damage, are knocked prone, and
4-5
Mechano-Flamewalker can't make attacks of opportunity this turn.
1 Leprous Technician, 1 Mechanized Guardian, 1
6
Mechano-Frostwalker, 1 Mechano-Flamewalker Actions
Multiattack. Crowd Pummeler 9-60 makes two
Crowd Pummeler 9-60 attacks.
In Gnomeregan's heyday, inventors would compete for status Arcing Smash. Melee Weapon Attack: +7 to hit, reach
by pitting their creations against one another. The mekgineer 10 ft., three targets. Hit: 16 (2d10 + 5) bludgeoning
Oglethorpe Obnoticus built an unbeatable robot, and this damage.
earned him respect in the high tinker's court. Sicco
Thermaplugg stole Obnoticus's blueprints and then made a Crowd Pummel. All targets in a 30 ft. long, 5 ft. wide
line from Crowd Pummeler 9-60 must succeed on a
giant version of the machine. He set his forgery loose, and the DC 15 Strength saving throw or take 11 (2d10)
horrific results drove the ruling council to banish the innocent bludgeoning damage and are unable to cast spells
Obnoticus. The Crowd Pummeler 9-60 is still one of until the end of their next turn. On a success, take
Thermaplugg's favorite (stolen) inventions. half as much damage.
Crowd Pummeler 9-60 (marked by a yellow skull on the
map) is a lumbering device of wanton destruction. Its sole
directive is to smash anyone Thermaplugg tells it to and it
does so with little regard for friend or foe.
When Electrocutioner 6000 is defeated, the party may loot
Manual Crowd Pummeler.

CLASSIC | DUNGEONS | GNOMEREGAN


14
6b. Secret Access Tunnel Turning all of the lights off for a given sequence will power
down an energy source feeding into Friender's energy shield.
Leading out of the Engineering Labs is the Secret Access When all three sources are disabled, the shield surrounding
Tunnel. Following its twisting metal corridors will lead back Friender dissipates and the robotic dog begins to power up.
into the Workshop Entrance in Upper Gnomeregan. The After a short time, Friender stands up, its eyes glow yellow,
tunnel has been used as a hidden line of supplies and and it begins to run circles around the Test Chamber. It lets
reinforcements for the leper gnomes fighting in the chambers out mechanical barks and ignores the party unless attacked or
above. Sealing the tunnel or clearing the engineering labs will an adventurer uses a Mecha-Bond Imprint Matrix on it.
stem the flow, relieving the operatives of S.A.F.E. and turning A small hatch in the southwestern wall leads to a narrow
the tide of battle in their favor. maintenance corridor. Exposed pipes and machinery make
Within the tunnel are a number of leper gnome technicians the path dangerous terrain and the party can only go through
repairing damaged war machines to send the back into the it single file. The adventurers can follow this tunnel northwest
battle raging overhead. Roll from this section's Random eventually letting out into Tinkers' Way.
Encounter Table to determine the forces currently here. All
constructs start at half health and must be affected by
Supercharge before they can act. Friender
Random Encounter Table Medium construct, unaligned
Roll Monsters
Armor Class 16 (natural armor)
3 Leprous Technicians, 3 Mechanostriders, 1 Hit Points 60 (8d8+24)
1-2
Peacekeeper Security Suit Speed 50 ft.
2 Leprous Technicians, 1 Mechano-Frostwalker, 1
3-4
Mechano-Flamewalker
STR DEX CON INT WIS CHA
5-6 2 Leprous Technicians, 2 Peacekeeper Security Suits
17 (+3) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 4 (-4)

6c. Test Chamber Damage Immunities poison, psychic


In the center of the Engineering Labs is a tall octagonal Test Condition Immunities charmed, exhaustion,
Chamber. One-way mirrors block vision into the observation frightened, paralyzed, petrified, poisoned
decks arranged overhead. A plethora of pipes and coils Senses darkvision 60 ft., passive Perception 11
humming with energy feed into a complex machine built Languages Common, Gnomish
Challenge 2 (450 XP)
around the central column. At the bottom of this device is the
Matrix Punchograph 3005-D. When activated, the display will
ask for a Red Punch Card. Inserting this item will cause the Infrared Vision. The construct has advantage on
Wisdom (Perception) checks that rely on heat and
device to split out a Prismatic Punch Card. sight.
Also at the base of this machine is a blue robotic dog,
currently deactivated, with the word "Friender" engraved into Pack Tactics. The construct has advantage on an
its side. Surrounding it is a sparkling energy shield. A DC 15 attack roll against a creature if at least one of the
Intelligence check will reveal that the shield is being powered construct's allies is within 5 ft. of the creature and
via three sources arranged around the exterior of the room. the ally isn't incapacitated.
Near these three sources are sets of lights arranged Actions
horizontally with buttons underneath each. Five lights sit on
one wall, six on another, and seven on the third (see Multiattack. The construct makes two mechanobeak
sequences below). Each light can either be on (white) or off attacks.
(black). Pressing the button underneath a light will flip that Mechanobite. Melee Weapon Attack: +5 to hit, reach
light as well as any adjacent lights. For the five-light sequence, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
pressing three buttons will cause all the lights to turn on and If the target is a creature, it must succeed on a DC
then reset them to their original state. The same reset occurs 13 Strength saving throw or be knocked prone.
for the six and seven light sequences when four and five
buttons are pressed, respectively. Causing five resets will set
off an alarm and activate two hostile Mechano-Frostwalkers
and two Mechano-Flamewalkers but will not disable the light
sequences.

CLASSIC | DUNGEONS | GNOMEREGAN


15
Mekgineer Thermaplugg
7. Tinkers' Court "Usurpers! Ghomeregan is mine!"
Once the center of the gnomish government, the Tinkers' Murderer, traitor, and self-proclaimed king of the gnomes,
Court is the final holdout of Mekgineer Thermaplugg. Beware the mekgineer Sicco Thermaplugg rules over the radioactive
to those that would enter, this former seat of power has been halls of Gnomeregan with a malfunctioning iron fist. His
converted into a deathtrap for any that would challenge the subjects are numerous, vicious, and insane enough to defend
mad mekgineer's rule. their crazed king against any intrusion from the upper world.
It is Thermaplugg's madness that makes him so dangerous;
7a. Tinkers' Way he possesses the cunning to destroy everything around him,
Tinkers' Way is another tramway similar in design to the with no thought for his own life. There is a reason that even
Irradiated Tramway. However, this tunnel has remained in the monsters of Gnomeregan fear him.
much better condition and is noticeably steeper. A few Mekgineer Thermaplugg (marked by a violet skull on the
spotlights hidden amongst the nest of pipes running overhead map) has been driven made by his lust for power. He will
cast dim cones of light and shadow across the tramway. destroy everyone and everything to keep hold on that power.
A raised platform rings the southern side of the corridor Between his explosive traps and giant robot suit, he is well
overlooking the tracks below. Patrolling the tracks are two suited to do just that.
separate Arcane Nullifier X-21s. Atop the raised platform is a When Mekgineer Thermaplugg is defeated, the party may
Dark Iron Agent and two Mechanized Guardians speaking in loot Thermaplugg's Right Arm.
hushed tones. Listening in on their conversation will reveal a Lair Actions
plot for an alliance between the Dark Iron Dwarves of On initiative count 20 (losing initiative ties), the mad
Blackrock Mountain and the Leper Gnomes of Gnomeregan. mekgineer takes a lair action to cause the following effect.
This must be prevented lest Ironforge itself be put in danger
of falling. Activate Bomb Assemblies. Roll from the table below.
Following the length of the tunnel leads into the Tinkers' The corresponding bomb assembly activates (roll for its
Chambers where Mekgineer Thermaplugg maintains his iron own initiative) or are no longer Incapacitated.
grip over Gnomeregan.
Roll Bomb Assembly
7b. Tinkers' Chambers 1 W
The Tinkers' Chambers is a massive circular room where the 2 E
Tinkers' Council once held court. Remnants of its past glory
still show through in the ornamentation and delicate 3 NE
machinery running through the chamber. Mekgineer 4 NW
Thermaplugg has made a few personal touches to the place
since he claimed power. Six towering structures, once used as 5 SE
the seats of the high tinkers, are arranged around the room, 6 SW
each with a stylized gnomish face carved into their facade.
Unbeknown to the party, they have all been converted into
Bomb Assemblies. A massive contraption with many coils Gnomeregan Reclaimed
pointing in different directions is suspended above the center When the Mekgineer is finally put down, Commander Hann
of the room. Beneath this device on a slightly raised platform Ibal rappels down from the hanging contraption. He
is Mekgineer Thermaplugg, currently piloting a massive robot congratulates the party on their success and suggests they
suit. make their way back up to the surface to give High Tinker
Geblin Mekkatorque the good news and collect their reward.
Upon arriving back in New Tinkertown, they are greeted
with cheers and hailed as the heroes of the Siege of
Gnomeregan. The high tinker personally thanks them and
rewards them handsomely, granting them citizenship in
Gnomeregan.
It will still be awhile before the tunnels are completely
cleared out. Countless troggs and leper gnomes still infest the
lower reaches of the city, but left leaderless it is only a matter
or time before they fall as well. The gnomes will once again
have a homeland after being refugees for so long.

CLASSIC | DUNGEONS | GNOMEREGAN


16
Mekgineer Thermaplugg Immutable Form. Thermaplugg is immune to any spell or
effect that would alter its form.
Large construct, chaotic evil
Magic Resistance. Thermaplugg has advantage on saving
Armor Class 18 (natural armor) throws against spells and other magical effects.
Hit Points 119 (14d10+42) Magic Weapons. Thermaplugg's weapon attacks are
Speed 40 ft. magical.
Actions
STR DEX CON INT WIS CHA
Multiattack. Thermaplugg makes two attacks.
18 (+4) 9 (-1) 16 (+3) 22 (+6) 14 (+2) 14 (+2)
Pound. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage and
Damage Resistances bludgeoning, piercing, and slashing the target must succeed on a DC 15 Strength saving
from nonmagical attacks throw or is Incapacitated until the end of its next turn.
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, Steam Blast. All targets in a 15 ft. cone must succeed on
grappled, paralyzed, petrified, poisoned, stunned a DC 17 Dexterity saving throw or take 14 (4d6) fire
Senses darkvision 120 ft., passive Perception 12 damage and be knocked back 15 ft. On a success, take
Languages Common, Gnomish half as much damage.
Challenge 7 (2900 XP) Welding Beam. Ranged Spell Attack: +9 to hit, range 120
ft., one target. Hit: 10 (3d6) fire damage plus 10 (3d6)
Gnome Cunning. Thermaplugg has advantage on all lightning damage.
Intelligence, Wisdom, and Charisma saving throws
against magic.

Bomb Assembly Walking Bomb


Large construct, unaligned
Small construct, unaligned

Armor Class 15 (natural armor)


Hit Points 47 (5d10+20) Armor Class 8
Speed — Hit Points 13 (3d6+3)
Speed 10 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
10 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 1 (-5)
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks Damage Immunities poison, psychic
Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
grappled, paralyzed, petrified, poisoned, prone, Senses darkvision 120 ft., passive Perception 10
restrained, stunned Languages Gnomish
Languages Gnomish Challenge 0 (0 XP)
Challenge 0 (0 XP)
Explosive. When the bomb takes fire damge, roll a d6.
Immutable Form. The assembly is immune to any spell or On a 6, the bomb explodes and each creature within 10
effect that would alter its form. ft. of it must succeed on a DC 13 Dexterity saving throw
or take 7 (2d6) fire damage plus 7 (2d6) piercing
Big Red Button. A creature in melee range may make a damage.
DC 14 Intelligence check. On a success, the assembly is
Incapacitated for 30 seconds. When Thermaplugg is Actions
defeated, the assembly is permanently Incapacitated. Detonate. When the bomb comes within 5 ft. of a
Actions hostile creature, it explodes and each creature within 10
ft. of it must succeed on a DC 13 Dexterity saving throw
Assemble Walking Bomb. A Walking Bomb appears or take 7 (2d6) fire damage plus 7 (2d6) piercing
within 5 ft. of the assembly, sharing its initiative. damage. On a success take half as much damage.

CLASSIC | DUNGEONS | GNOMEREGAN


17
The construct obeys your commands as best as it can. It
Treasure takes its turn on your initiative, though it doesn’t take an
This section provides descriptions for the treasure found action unless you command it to. On your turn, you can
within Gnomeregan. The source of each of these items is verbally command the construct where to move (no action
given in the above sections. required by you). You can use your action to verbally command
it to take the Attack, Dash, Disengage, Dodge, or Help action.
         Electrocutioner's Leg if you have the Extra Attack feature, you can make one attack
            weapon (rapier), rare (requires attunement) yourself and you can command the cosntruct to take an Attack
action.
This metal blade still crackles with high voltage electricity, Like any creature, the construct can spend Hit Dice during
causing your hair to stand on end. a short rest. If you are incapacitated or absent, the construct
You gain a +1 bonus to attack rolls made with this weapon. acts on its own, focusing on protecting you and itself. It never
Attacks made with this weapon deal 2 bonus lightning requires your command to use its reaction, such as when
damage. making an opportunity attack.
When you roll a 20 on an Attack roll made with this
weapon, the target is stunned and vulnerable to lightning          Thermaplugg's Right Arm
damage until the end of its next turn.            wondrous item, rare (requires attunement)
This complex device contains a few of Thermaplugg's
         Grubbis' Protective Pail personal weapons. Its operation, however, is difficult to learn.
            wondrous item (head), rare (requires attunement) The device has 4 charges and it regains 1d4expended
While a little rough looking, this helm was made using charges daily at dawn.
advanced materials designed to take the wear and tear of the As an action, you may spend one charge to make a DC 20
gnomish mines. Intelligence check. On a success, you may choose an effect
While wearing this helm, you are resistant to nonmagical from the table below and add your proficiency bonus to your
bludgeoning damage. spell attack or spell save DC. On a failure, roll a d6 to
         Hydrocane
determine the effect from the table below. Use your
Intelligence modifier for spell attacks or spell save DCs used
            wondrous item, rare (requires attunement) for this item.
This polished silver staff is capped with a deep blue crystal
swirling with the power of elemental water. Roll Effect
While wielding this staff, you can breathe Underwater and Static Discharge. The device consumes a second
have a swimming speed of 60 feet. 1 charge and deals 4d6 lightning damage to all creatures
When you deal cold damage to a creature with a spell you within 10 ft. (including you)
also deal bonus cold damage equal to your proficiency bonus
to that creature. Steam Blast. Each creature in a 15 ft. cone must
succeed on a Dexterity saving throw or take 14 (4d6)
2
fire damage and be knocked back 15 ft. On a success,
         Manual Crowd Pummeler they take half as much damage.
            weapon (maul), rare (requires attunement)
A heavy steel contraption fashioned from a robotic fist Welding Beam. Make a ranged spell attack against a
welded to a handle. This weapon requires at least 17 Strength 3 target within 120 ft. of you. On a hit, the target takes
to wield. 3d6 fire damage plus 3d6 lightning damage.
You gain a +1 bonus to attack and damage rolls made with Bomb Launcher. Choose a point within 30 ft. of you.
this weapon. You launch two Walking Bombs at that point. These
As an action you may make attacks with this weapon 4 constructs start share your initiative and are controlled
against up to three targets. You lose your proficiency bonus by you. They will self-destruct after one minute,
during these attacks. Until the start of your next turn, any immediately using Detonate.
creature not hit by these attacks has advantage on attacks
against you.
         Mecha-Bond Imprint Matrix
            wondrous item, rare (requires attunement)
A marvel of gnomish technology, this collar shaped device
allows its user to bond with a mechanical being.
As an action, you may attempt to form a bond between
yourself and a construct that is CR 2 or lower by making a DC
12 Intelligence check. After three successful checks, the
construct and you now share a strong bond. On three failures,
the bonding fails and cannot be attempted on the same
construct for 24 hours. Rolling a 20 during this check counts
as two successes and rolling a 1 counts as two failures.

CLASSIC | DUNGEONS | GNOMEREGAN


18
Monsters
This section includes stat blocks for all non-boss monsters
found in Gnomeregan. These monsters can be used either by
using the Random Encounter Tables found in each section or
building your own encounters.

Arcane Nullifier X-21


Medium construct, unaligned

Armor Class 15 (natural armor)


Hit Points 76 (9d8+36)
Speed 30 ft.

STR DEX CON INT WIS CHA


Caverndeep Ambusher
Medium humanoid (trogg), chaotic neutral
18 (+4) 9 (-1) 18 (+4) 3 (-4) 12 (+1) 1 (-5)
Armor Class 11
Damage Resistances bludgeoning, piercing, and Hit Points 19 (3d8 + 6)
slashing from nonmagical attacks Speed 30 ft.
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned STR DEX CON INT WIS CHA
Senses darkvision 120 ft., passive Perception 11
Languages Gnomish 14 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0)
Challenge 3 (700 XP)
Skills Perception +2
Immutable Form. The robot is immune to any spell or Damage Resistances poison
effect that would alter its form. Senses darkvision 120 ft., passive Perception 12
Languages Trogg
Magic Resistance. The robot has advantage on saving Challenge 1/2 (100 XP)
throws against spells and other magical effects.
Actions Actions
Multiattack. The robot makes two slam attacks. Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Mass Nullify (Recharge 4-6). All negative conditions Caverndeep Reaver
and magical effects affecting friendly creatures Medium humanoid (trogg), chaotic neutral
within 10 ft. of the robot are immediately removed.
Reflection Field (Recharge 4-6). Until the start of the Armor Class 13
robot's next turn, when it or a friendly creature Hit Points 32 (5d8 + 10)
within 10 ft. would be hit by a spell targeted at a Speed 30 ft.
creature the spell is reflected and instead hits the
spellcaster.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1)

Damage Resistances poison


Senses darkvision 120 ft., passive Perception 10
Languages Trogg
Challenge 1 (200 XP)

Actions
Cleaving Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., two targets. Hit: 7 (1d8 + 3) bludgeoning
damage.

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19
Dark Iron Agent Holdout Technician
Medium humanoid (dwarf), lawful evil Small humanoid (gnome), lawful neutral

Armor Class 13 Armor Class 13


Hit Points 39 (6d8+12) Hit Points 27 (6d6+6)
Speed 25 ft. Speed 25 ft.

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)

Damage Resistances poison, fire Senses darkvision 60 ft., passive Perception 12


Senses darkvision 120 ft., passive Perception 10 Languages Common, Gnomish
Languages Common, Dwarvish, Gnomish Challenge 1 (200 XP)
Challenge 2 (450 XP)
Gnome Cunning. The gnome has advantage on all
Dark Iron Resilience. The dwarf has advantage on Intelligence, Wisdom, and Charisma saving throws
saving throws against poison, spells, and illusions, as against magic.
well as to resist being Charmed or Paralyzed.
Actions
Actions Handcannon. Ranged Weapon Attack: +4 to hit,
Multiattack. The dwarf makes two dagger attacks. range 30/120 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. Bomb (Recharge 5-6). The gnome throws a bomb at a
point within 30 ft. All creatures within 5 ft. of the
Dark Iron Land Mine (Recharge 5-6). The dwarf
point must succeed on a DC 13 Dexterity saving
deploys a mine within 15 ft. of it. When a creature
throw or take 5 (2d4) fire damage plus 5 (2d4)
enters the same space as the mine or starts its turn
piercing damage.
there, all targets within 5 ft. of it must succeed on a
DC 14 Dexterity saving throw or take 7 (2d6) fire
damage plus 7 (2d6) piercing damage. On a success,
take half as much damage. Holdout Warrior
Small humanoid (gnome), lawful neutral

Holdout Medic Armor Class 17 (chain shirt, shield)


Small humanoid (gnome), lawful neutral Hit Points 33 (6d6+12)
Speed 25 ft.
Armor Class 11
Hit Points 27 (6d6+6) STR DEX CON INT WIS CHA
Speed 25 ft.
15 (+2) 13 (+1) 14 (+2) 16 (+3) 12 (+1) 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.

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20
Irradiated Slime
Medium ooze, chaotic neutral

Armor Class 8
Hit Points 30 (4d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

Damage Immunities poison


Damage Resistances acid, cold, fire
Senses blindsight 60 ft. (blind beyond this radius)
passive Perception 8
Languages —
Challenge 1 (200 XP)

Amorphous. The slime can move through a space as


narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of
metal that hits the slime corrodes. After dealing
Irradiated Horror damage, the weapon takes a permanent and
cumulative -1 penalty to damage rolls. If its penalty
Medium elemental, unaligned drops to -5, the weapon is destroyed. Nonmagical
ammunition made of metal that hits the ooze is
Armor Class 14 (natural armor) destroyed after dealing damage.
Hit Points 51 (6d8+24) Irradiated. At the start of its turn, the slime deals all
Speed 30 ft.. swim 90 ft. creatures within 10 ft. of it 4 (1d8) poison damage.
Actions
STR DEX CON INT WIS CHA
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5
16 (+3) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1) ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
plus 7 (2d6) acid damage, and if the target is
Damage Immunities poison wearing nonmagical metal armor, its armor is partly
Damage Resistances acid, bludgeoning, piercing, and corroded and takes a permanent and cumulative -1
slashing from nonmagical sources penalty to the AC it offers. The armor is destroyed if
Condition Immunities exhaustion, grappled, the penalty reduces its AC to 10.
paralyzed, petrified, poisoned, prone, restrained
Toxic Nova. (Recharge 4-6) All creatures within a 20
Senses passive Perception 10, darkvision 60 ft.
ft. of the slime must succeed on a DC 12 Dexterity
Languages Aquan
saving throw or take 7 (2d6) poison damage and are
Challenge 2 (450 XP)
Irradiated until the end of their next turn. On a
success, it is dealt half as much damage.
Irradiated Water Form. The elemental can enter a
hostile creature's space and stop there. It can move
through a space as narrow as 1 inch wide without
squeezing. When a creature enters the elemental's
space for the first time on a turn or starts its turn
there, the elemental deals 4 (1d8) poison damage to
it.

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.

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21
Irradiated Pillager Leprous Defender
Medium humanoid (trogg), chaotic neutral Small humanoid (gnome), lawful neutral

Armor Class 14 Armor Class 17 (half-plate)


Hit Points 45 (7d8 + 14) Hit Points 44 (8d6+16)
Speed 30 ft. Speed 25 ft.

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)

Damage Immunities poison Damage Resistances poison


Senses darkvision 120 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Languages Trogg Languages Common, Gnomish
Challenge 2 (450 XP) Challenge 2 (450 XP)

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.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 13 (+1) 18 (+4) 14 (+2) 10 (+0)

Damage Resistances poison


Senses darkvision 60 ft., passive Perception 12
Languages Common, Gnomish
Challenge 1 (200 XP)

Gnome Cunning. The gnome has advantage on all


Intelligence, Wisdom, and Charisma saving throws
against magic.

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.

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Mechanized Guardian
Small humanoid (gnome), lawful neutral

Armor Class 15 (chain-shirt)


Hit Points 44 (8d6+16)
Speed 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Damage Resistances poison


Senses darkvision 60 ft., passive Perception 11
Languages Common, Gnomish
Challenge 2 (450 XP)

Gnome Cunning. The gnome has advantage on all


Intelligence, Wisdom, and Charisma saving throws
against magic.
Mount: Mechanostrider. The gnome rides a
Mechanostrider Mechano-Flamewalker
Actions Medium construct, lawful neutral
Electro-Spear. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) slashing damage Armor Class 15 (natural armor)
plus 3 (1d6) lightning damage. Hit Points 60 (8d8+24)
Speed 50 ft.
Electrified Net. Ranged Weapon Attack: +6 to hit,
range 10/30 ft., one target. Hit: 5 (1d10) lightning
damage and if the target is Large or smaller it is STR DEX CON INT WIS CHA
Restrained until it is freed. A creature can use its
14 (+2) 16 (+3) 16 (+3) 16 (+3) 10 (+0) 1 (-5)
action to make a DC 13 Strength check, freeing itself
or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 13) also Damage Resistances bludgeoning, piercing, and
frees the creature without harming it, ending the slashing from nonmagical attacks
effect and destroying the net. Damage Immunities cold, poison, psychic
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified, poisoned
Mechanostrider Senses darkvision 120 ft., passive Perception 11
Languages Gnomish
Medium construct, unaligned Challenge 3 (700 XP)

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.

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Mechano-Frostwalker
Medium construct, lawful neutral

Armor Class 15 (natural armor)


Hit Points 60 (8d8+24)
Speed 50 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 16 (+3) 16 (+3) 10 (+0) 1 (-5)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical attacks Peacekeeper       Security
Damage Immunities fire, poison, psychic
Condition Immunities charmed, exhaustion, Suit
frightened, grappled, paralyzed, petrified, poisoned Medium construct, unaligned
Senses darkvision 120 ft., passive Perception 11
Languages Gnomish
Challenge 3 (700 XP) Armor Class 15 (natural armor)
Hit Points 76 (9d8+36)
Speed 30 ft.
Immutable Form. The robot is immune to any spell or
effect that would alter its form.
STR DEX CON INT WIS CHA
Actions
18 (+4) 14 (+2) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
Machine Gun. Ranged Weapon Attack: +5 to hit,
range 40/120 ft., one target. Hit: 10 (2d6 + 3)
Damage Resistances bludgeoning, piercing, and
piercing damage. The robot may use a bonus action
slashing from nonmagical attacks
to use Machine Gun on the same target.
Damage Immunities poison, psychic
Hail Storm. The robot launches a sphere of ice at a Condition Immunities charmed, exhaustion,
point within 60 ft. All creatures within 5 ft. of the frightened, paralyzed, petrified, poisoned
point must succeed on a DC 13 Dexterity saving Senses darkvision 120 ft., passive Perception 11
throw or take 10 (3d6) cold damage and their speed Languages Gnomish
is halved until the end of their next turn. On a Challenge 3 (700 XP)
success, take half has much damage.
Immutable Form. The robot is immune to any spell or
Ice Blast. All targets within 5 ft. must succeed on a effect that would alter its form.
DC 13 Constitution saving throw or take 14 (4d6)
cold damage, their speed reduced to 0, and are Magic Resistance. The robot has advantage on saving
unable to make Reactions until the end of their next throws against spells and other magical effects.
turn. On a success, take half as much damage.
Actions
Multiattack. The robot makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage.
This damage is non-lethal.
Net Cannon. Ranged Weapon Attack: +4 to hit, range
20/60 ft., one target. Hit: 6 (1d8+2) bludgeoning
damage and if the target is Large or smaller it is
Restrained until it is freed. A creature can use its
action to make a DC 14 Strength check, freeing itself
or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 14) also
frees the creature without harming it, ending the
effect and destroying the net.
Pacify. All hostile creatures within 10 ft. of the robot
must succeed on a DC 14 Constitution saving throw
or they can't use the Attack action until the start of
the robot's next turn. The robot may not use this
action next turn.

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24
For the Horde!
Word of the failure of Operation: Gnomeregan and the
ensuing siege has reached the pointy green ears of the always
opportunistic goblins. With all the chaos, it is a perfect time to
steal technology out from under the noses of the gnomes.
While generally inferior to goblin engineering, the gnomish
inventions can often be used to springboard into grander and
more destructive machines. The adventurers have been hired
as a sort of mercenary strike force to support the G-Team, an
infamous group of goblin commandos, in the pilfering of the
fallen capital. The party should report to Chief Engineer
Scooty at Grom'gol in Northern Stranglethorn. He will send
them to the Entry Tunnel in the Hall of Gears via a goblin-
engineered teleporter, the Transpolyporter 9000. Sprok, a red-
shirted goblin engineer, mans the other end of the
Transpolyporter 9000 within Gnomeregan.
The party still gets all "The G-Team" quests, but the G-Team
is now goblins working for the Bilgewater Cartel instead of
gnomes. The gnomes of the Clean Zone are naturally hostile
to the adventurers. Tink Sprocketwhistle, the leader of the
holdout gnomes within the Clean Zone, is in possession of a
Mecha-Bond Imprint Matrix.
To leave Gnomeregan, the adventures must return to Sprok
and the Transpolyporter 9000 in the Hall of Gears. Upon
successfully returning from their mission, the party will be
handsomely rewarded by the Bilgewater Cartel for their new
"acquisitions".

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25

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