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THE ENIGMACHINE

WRITTEN BY
Gwendolyn Marshall, Ryan Servis

PRODUCED BY
2CGaming

©2CGaming, LLC. All Rights Reserved. The 2CGaming logos and name and the book name (Epic Legacy Titan Magazine)
are protected by copyright and trademark. Any reproduction or unauthorized use of material contained herein is prohibited
without the express written permissions of 2CGaming, LLC or its authorized representatives.
AUTHORS
Gwendolyn Marshall, Ryan Servis

EDITOR
Misty Bourne

ARTISTS
Tina Fulton, Ambrose Hoilman, Jason Strutz, BNE Design

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the
EnigmachinE
The Unsolvable Conundrum
“To understand the immeasurable, the mind must be infinite.”

Description would be impossible within the limitations of conventional real-


ity. The entire entity defies understanding at every turn, made all
If genius could be forged, it may look something like the incredi- the worse by its deadly and hostile nature.
ble creation known as the enigmachine. This massive device is an
infinitely complex arcatech fusion of metal and magic. Within
ever-swirling rings etched with arcane symbols is a mystical core
of roiling energy sparkling with unfathomable intelligence. The
The Enigmachine
entire apparatus floats through the air in eerie silence, acting ac- in Your Campaign
cording to the whims of a mind beyond comprehension. Dark
metal of an unknown nature forms the majority of the machine’s The construct known as the enigmachine represents a mountain
composition. The mechanisms formed of this material are unlike for your characters to climb. At lower levels, they have no hope
any found anywhere in the multiverse. The machine is clearly of challenging this device, and the enigmachine knows it. This
mechanical, but none of its components follow any known prin- threat only engages those who can test its intellectual capaci-
ciples of engineering. It is as if reality itself were warped and ties, something the characters are likely unable to do for some
twisted within the machine’s structure, allowing for designs that time. However, that doesn’t mean the enigmachine makes things

PROFILE
Personality: Competitive enthusiastic opponent, and it is likely right. However,
this makes the machine nearly impossible to reason with.
Ideals: The enigmachine respects intelligence above all Those who lack the skills to intrigue the construct are
else. Those who possess other strengths may be worthy ignored, while worthy challengers are inevitably forced
tests of its intellect, but to the enigmachine they are but into dire conflict.
unenlightened children clinging to illusions of greatness.
Matching one’s brilliance against another great mind is Legend: Artificers are notorious for their dangerous
a dignified and glorious contest. While the machine has creations. Many a calamity has resulted by arcane
never encountered an intellect as great as its own, those science pushing the boundaries of what is possible.
who possess lesser genius are deserving of respect and No finer testament to this principle exists than the
consideration when challenged. enigmachine. Long ago, a talented artisan was obsessed
with the creation of intelligence. While her many
Bonds: While the mind of the enigmachine is an experiments were met with success, the inventor was
alien consciousness that defies understanding, it has dismayed to find her creations could only match the
one impulse that feels particularly humanoid: the limits of biology instead of exceeding them. Countless
construct appears to possess a strange affinity for its experiments were conducted in a vain struggle to create
creator and their eccentricities. Those who engage in superior, artificial intelligence. However, everything
artifice or display creative genius intrigue the machine, changed with the discovery of metasteel. This
momentarily distracting it from its competitive nature extraordinary material was not subject to the laws of
to instead obsess over this marvelous new inventor. reality and could be shaped into designs only possible
Such distractions are ultimately temporary but may be within one’s mind. Having acquired a deposit of the
enough to get through a few civil conversations with precious metal, the artificer set to work building the
the strange device. ultimate expression of intelligence. The work was brutal
and tedious, but after a hundred years the machine
Flaws: The competitive nature of the enigmachine was finally complete. With her dying breath, the
cannot be contained. Any creature that could potentially inventor activated her greatest creation. Imbued with a
test its intellect in new and exciting ways inevitably desire to prove its superiority over all other minds, the
finds itself fighting for its life. The machine believes enigmachine now seeks out the greatest talents of the
that deadly combat is the surest way to guarantee an age to prove its genius before the multiverse.

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convenient. Its brilliant mind is impossible to predict, concoct- EXPLORATION


ing schemes and strategies to draw out more competitors into
bizarre games. While rarely a cataclysmic threat, the machine is The enigmachine is not prone to traveling, operating instead
nevertheless one that cannot be ignored. So long as adventurers from the renovated remains of its creator’s workshop, dubbed
of talent and skill exist, they wisely fear the competitive eye of “the Vault of Mysteries” by outsiders. Its brilliant mind is end-
the enigmachine. lessly scheming, sending out arcatech drones in search of worthy
challenges to its intellect. The Vault is magically warded against
INTRODUCTION all intrusion, with the only entryway being a massive door of
solid, truly indestructible everslate. Only when the machine is
The bizarre nature of the enigmachine makes it a figure of leg- ready to challenge others does this door open and allow entry
end and superstition, even in a world of fantasy and magic. The into its dungeon. The interior of this deadly fortress has been
entity is part of no ecology or society, only encountering those renovated to test the machine’s chosen foes, the perfect gauntlet
it seeks to challenge or the very unlucky. In either case, most to prove the machine’s genius and superiority over others.
do not survive such an encounter. Rumors and reports about a
deadly mechanism that has defeated veteran adventurers are The Enigmachine’s Lair
likely to reach the party’s ears. The stories should be terrify- The enigmachine’s entire Vault has been warped by the reality-
ing and mysterious, clearly indicating such a threat is poorly bending powers of its great intelligence, producing mysterious
understood and that heroes far greater than they have fallen to effects beyond the understanding of all but the greatest minds.
this deadly contraption. It may be something for them to face The exact size of the complex is unknown and, given its unusual
later, but for now it’s a distant threat and intriguing topic of properties, it will likely never be fully understood. Its rooms are
discussion. as diverse as they are strange, full of bizarre constructs, preserved
trophies of the machine’s victories, and other wonders dreamt up
CONFLICT by the construct’s vast intellect.

It is only a matter of time before the characters are drawn into Lair Actions
greater conflict with the enigmachine. As they gain power and On initiative count 20 (losing initiative ties), the enigmachine
potential, the construct’s arcatech drones may begin to shadow can take a lair action to cause one of the following effects. If the
them. If one of the characters has a patron or mentor, that enigmachine is using its mythic statistics, it can instead choose
figure may become a target of the machine as well, drawn to its to take a mythic action or lair action, but not both. The enigma-
workshop and defeated while the characters are away on some chine can’t use the same effect twice in a row.
heroic mission. While the heroes likely still lack the resources to
confront the construct directly, they may find themselves tested The enigmachine magically creates an arcatech drone
y
by the occasional puzzle golem or harassed by the machine’s within an unoccupied space within the lair. The drone is a
machinations. Remember, to the enigmachine the great battle of Tiny object (AC 10, 25 hit points), and the enigmachine
wits starts long before the final confrontation. The entire world can mentally receive visual information from the drone,
is a chessboard upon which it matches minds against multiple which has normal vision and truesight out to 30 feet.
opponents. Obstacles put in the party’s way by the construct There is no limit to how far away from the machine
should feel designed to test them, with each victory further the drone can move, but it can’t enter another plane of
intriguing their unseen adversary. existence. The enigmachine can have up to ten drones
created in this manner at one time.
CONCLUSION
The enigmachine commands its lair to change shape,
y
Should the characters attain considerable strength, the enigma- choosing up to a 50-foot cube of area within the lair to alter.
chine decides the time for a final confrontation is nigh. The doors When it does so, the machine may form solid obstacles of
to the Vault of Mysteries open, and the path forward is laid clear. any shape or size within the area, so long as doing so would
The heroes must run a deadly gauntlet of their toughest chal- not affect a space occupied by a creature nor create a barrier
lenges yet, each designed to counter their strengths and exploit with a passable space less than 5 feet wide.
their weaknesses, thanks to the extensive knowledge gained by
the machine over the course of their adventures. Unless they did The enigmachine posits a difficult question that can be
y
everything in their power to counter the machine’s spying, the telepathically “heard” throughout the lair and can be
enigmachine knows everything it needs to know to challenge directed at up to four creatures of the machine’s choice.
the party in the most targeted, purposeful ways. The heroes are in For as long as the question remains unanswered, when an
for the greatest game of their lives, and the personal stakes have affected creature fails an ability check, it takes 14 (4d6)
never been higher. psychic damage.

Exploration Encounters
Challenges While the enigmachine is safely locked within its lair, invading
its sanctum is not the only explorative challenges it offers. The
The enigmachine can pose exploration, social, or combat chal- Vault of Mysteries is not a well-known location, nor is the ma-
lenges to characters who interact with it. chine content to sit idle waiting for a worthy challenger to appear.

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Many agents and forces may be unknowingly acting on the ma-


chine’s behalf. Any exploration encounter could be the result of
the machine’s machinations, the opening moves in a grand game New Domain: Mystery
that takes years to complete. A mystery domain is a pocket of unknowable existence
disjunct from the rest of reality. These domains are always
The Knowing Key. Rumors of a magic item called a key of know- unique, defying any conventional understanding of the laws
ing abound. The object is said to be able to open any door, even of the universe. Magic, physics, and even thought may take
that of the fabled Vault of Mysteries. Those who have lost loved entirely different forms here. Those who venture into such
ones and friends to the enigmachine’s schemes are eager to ac- a place risk not only their lives, but the very concept of
quire a key in hopes they can finally enter the Vault and put their existence. Navigating these realms requires a unique
an end to the diabolical machine. Unfortunately, no one knows perspective. One must accept the unknowable and the
where to find one. It is said that one is lost at sea in the remains impossible, operating on a logic completely disjunct from a
of an ancient shipwreck in the deepest part of the ocean. conventional understanding of reality.
Creatures. Constructs are often the only creatures who fare
well here, though the unique properties of each mystery
domain allow for a wide variety of inhabitants.
Detection. A successful DC 24 Wisdom (Survival) check is
required to determine a mystery domain’s true nature.
Properties. A mystery domain causes the following effects
within its area.
• Cross the Threshold. The properties and effects of
a mystery domain cannot be perceived or detected
by those outside it.
• Incomprehensible. Whenever a creature enters
the domain for the first time in 24 hours, it must
succeed on a DC 25 Intelligence (Investigation)
check to comprehend the new laws that govern
reality within the domain. On a failure, a creature
is left confused by the domain’s nature for as long
as it remains within the affected area. Whenever
a creature so confused would attempt an attack
roll, saving throw, or ability check, it rolls 1d4 and
subtracts the amount rolled from the result.
The Day of Wonder. By extraordinary means, the enigmachine
has relocated the Vault of Mysteries. The entire complex is • Strange Roads. When a creature would travel for
magically teleported to just outside a massive metropolis. What at least 10 minutes within the domain, it must roll
is more, the door to the Vault has swung wide, unleashing a tide a d20. On a roll of 5 or lower, the creature travels
of drones carrying invitations to visit on an upcoming “Day only 5 feet from where it started. On a roll of
of Wonder” in peace. This offer is entirely sincere, though the 6–10, a creature travels to a place or direction it did
not intend. On a roll of 11–15, a creature travels
machine has an ulterior motive of assessing visitors for potential
normally. On a roll of 16–20, a creature completes
while they explore the many miraculous rooms of the Vault.
its journey instantly.
• Warped Reality. Whenever a creature not native
to the domain finishes a short or long rest in the
domain, it experiences a shift in reality around its
person, affecting either its magic, its mind, or its
physical form, as chosen by the DM and detailed
here. The effects of this shift last until the creature
finishes another short or long rest or until the
creature leaves the domain, whichever comes first.
| Magic. The affected creature cannot cast cantrips
or rituals.
| Mind. The affected creature becomes vulnerable
to psychic damage, and the range of its senses is
reduced to 30 feet.
| Physical Form. The affected creature’s speed
is halved (rounded down), and it cannot have
immunity to the poisoned condition.

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Lost Schematics. An astonishing discovery has been made con- The Cult of Mysteries. A small town of humanoids has been
cerning the nature of the enigmachine. A partially complete set of influenced by the enigmachine to gather esoteric knowledge to
schematics for its construction has been found, detailing not only be scanned and catalogued by its drones. In turn, the machine
its capabilities, but a potential flaw in its design. Unfortunately, the provides the town with innovative technologies and lore that
schematics are incomplete—at least four major components of the have transformed the place into a beacon of progress. However,
manual are missing. Whether they can be found or are even intact one cannot ignore the fact that the people are aiding a murderous
remains to be seen, but it’s worth trying to find out. construct. If one wishes to strike a blow against the enigmachine,
this town is undoubtedly the place to start.
SOCIAL
Forgotten Truths. To draw in more prospective challengers to
While the enigmachine inevitably seeks to prove its genius the Vault of Mysteries, the enigmachine releases partially com-
through combat, it never passes up an opportunity to assert plete historical texts about bygone eras. These well-preserved
dominance. This goes double for social interactions. In such mo- documents are nearly priceless, offering insight into history that
ments, the enigmachine is an insufferable know-it-all, using ev- was once thought lost. As public interest grows in what other
ery moment to demonstrate that those with whom it speaks are treasures are contained within the Vault, so too do the number of
inferior. Every sentence is an opportunity to demean others or adventurers who may be up to the challenge.
praise itself, even if doing so would be completely unproductive
to the conversation. The enigmachine cares little for how these The Survivor. A single hero has escaped the Vault of Mysteries
actions are perceived. Its only interest is ensuring that others after a deadly encounter with the enigmachine left all their com-
know exactly how magnificent its mind is. panions slain. This tragedy left deep scars, causing the adventurer
to retire and become a recluse. Unwilling to see anyone or share
Social Encounters their experiences, this sad hero is one of the few repositories
Like all great megalomaniacs, the enigmachine likes to talk. It is of knowledge to be found on the enigmachine, but persuading
not so foolish as to let its chattiness leave itself vulnerable, but a them to talk is a considerable challenge.
true battle of minds is as much a verbal affair as it is physical or
mental. The machine has countless questions about everything COMBAT
new it comes across. It seeks to understand all it can in the hopes
of further expanding its own potential. Many creatures have act- A battle against the enigmachine is unlike any other. The extraor-
ed as unknowing agents of the nefarious construct, ferrying new dinary construct does not attack its enemies in the conventional
information or promising challenges to its doorstep. sense. Instead, it creates challenges, matches wits, and exploits

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weaknesses with tactical precision. Having conquered some of Enigmas feature, which provides six different modes of attack.
the most brilliant minds to grace the realms, there is little the The puzzle boxes created by this feature have impressive areas of
machine cannot anticipate. Every potential action and tactic are effect, often forcing characters to contend with them instead of
accounted for in its grand plan. Consequently, combat feels more fleeing the affected area. This can be used both to deal damage
like an elaborate game than a struggle for one’s life. Even reach- at a tremendous distance and to draw characters away from the
ing the construct is a labor of herculean proportions. Between enigmachine. Each character faces a tough decision: do they go
would-be heroes and their climactic fight are some of the most for the source of these puzzle boxes, or do they try to prevent these
devious, challenging, and deadly obstacles they have ever en- cataclysmic effects? Remember, the enigmachine is a genius, so
countered. The enigmachine has applied its limitless intellect to it should choose highly effective options to visit terrific mayhem
the perfection of powerful minions and brutal combats, reserving on the party. When in doubt, choose a box against which most
its most potent strategies for the final fight. The construct never of the characters have a poor save bonus.
lowers itself to fight for anything less than to the death, with the Aside from this formidable trait, the machine possesses a
winner “objectively” proving their superiority. slew of unusual offensive capabilities. Chief among these are
Battle of Wits and Reality Revision, causing unique abil-
Battlefield Classification: Artillery ity check contests with catastrophic consequences for failure.
The enigmachine is a brilliant opponent that could theoretically While a character has some flexibility as to how to defend
be undefeatable should it aspire only for victory. Thankfully, its themselves against such an assault, these are not easy to over-
ego prevents it from devising flawless strategies, for how could come. Should the heroes prove adept at avoiding the puzzle
one’s superiority be proven if the fight were not fair (according boxes from Impossible Enigmas, use Spatial Shift to force
to the machine’s own esoteric standards)? The construct always them into dealing with the boxes’ effects. Be sure to use it on
battles within a large room that maximizes its range. As an highly mobile characters who think they are safe. If the char-
artillery, the machine specializes in dealing terrific damage from acters prove effective in their ability checks, Talentless Hex is
afar. However, the methods by which this is accomplished are the perfect tool to challenge that security and is ideal for high
most unusual. The machine’s primary weapon is its Impossible rollers such as rogues.

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The Enigmachine
Gargantuan construct, unaligned

Armor Class 23 (natural armor) regain hit points. At the end of each of its turns, a creature can repeat the
Hit Points 799 (41d20 + 369) saving throw, ending the effect on a success.
Speed 0 ft., fly 40 ft. (hover) Infinite Complexity. Thanks to its impossibly complex form, the
STR DEX CON INT WIS CHA enigmachine cannot be critically hit and is immune to effects that would alter
its form.
14 (+2) 1 (−5) 28 (+9) 30 (+10) 8 (−1) 1 (−5)
Mythic Resistance. If the enigmachine fails a saving throw, it can expend one
Saving Throws Con +17, Int +18
of its unspent legendary actions to succeed instead.
Skills Arcana +26, Insight +15, Perception +7
Damage Resistances force; bludgeoning, piercing, and slashing from Telekinetic Influence. The enigmachine exudes telekinetic energy in a
nonmagical attacks 300-foot radius. It can manipulate Huge and smaller objects it can see within
Damage Immunities psychic the affected area as though it were doing so with free hands, and it uses its
Condition Immunities charmed, exhaustion, frightened, incapacitated, Intelligence score instead of its Strength score when determining its lifting
paralyzed, petrified, poisoned, restrained, stunned, unconscious and carrying capacities. The enigmachine can manipulate up to five objects at
Senses truesight 300 ft., passive Perception 17 a time in this manner and can move a manipulated object a distance up to its
Languages telepathy 300 ft. speed on each of its turns.
Challenge 28 (120,000 XP)   Proficiency Bonus +8
ACTIONS
TRAITS
Battle of Wits. The enigmachine telepathically engages a creature it is aware
Impossible Enigmas. At the start of each of its turns, the enigmachine can of within range of its telepathy in a psychic battle of wits. When it does so, it
choose to conjure a sophisticated puzzle box in an unoccupied space of its makes an Intelligence check (no associated skill) contested by an Intelligence,
choice within 30 feet of an enemy creature it is aware of. The box is an object Wisdom, or Charisma check (no associated skill, target’s choice) by the target.
(AC 15, 100 hit points) that completely fills a 5-foot cube, is immune to all If the enigmachine wins, the target takes 55 (10d10) psychic damage.
damage, and cannot be moved or magically teleported by any means. When Greater Enigma (Recharge 5–6). The enigmachine creates a special puzzle
a box is conjured, the enigmachine determines the nature of the box’s puzzle, box of terrific complexity using its Impossible Enigmas feature. The DC to
which is associated with an ability score. A creature that is within 5 feet of solve the box is 25, and if the box is unsolved at the start of the enigmachine’s
the box can attempt to solve it using an action to attempt a DC 21 ability next turn, it explodes in a cacophony of thunder and flame in a 300-foot
check (no associated skill) using the ability score associated with the box. radius instead of its usual effect. Creatures other than the enigmachine in the
The box lasts until it is solved or until the start of the enigmachine’s next affected area take 52 (15d6) thunder damage plus 52 (15d6) fire damage.
turn, whichever comes first. If the box is not solved before the start of the
enigmachine’s next turn, it produces an effect based on the associated skill. Reality Revision. The enigmachine warps reality around a creature of its
choice within 300 feet of it, subjecting it to a grueling physical experience.
1. Enigma of Strength. The box erupts with a gravitational pulse in a 300- When it does so, it makes an Intelligence check (no associated skill) contested
foot radius. Each creature of the enigmachine’s choice within the affected by a Strength, Dexterity, or Constitution check (no associated skill, target’s
area must succeed on a DC 26 Strength saving throw or be thrown 200 choice) by the target. If the enigmachine wins the contest, the target takes 55
feet straight up. If this movement is prevented by a solid object, the (10d10) force damage.
thrown creature takes 3 (1d6) bludgeoning damage for every 10 feet of
movement prevented. Spatial Shift. The enigmachine chooses a creature within 300 feet of it and
attempts to alter its position in reality. The target must succeed on a DC 26
2. Enigma of Dexterity. The box unleashes arcing bolts of lightning in a Charisma saving throw or be magically teleported to an unoccupied space
120-foot radius. Each creature of the enigmachine’s choice within the of the enigmachine’s choice within 5 feet of a puzzle box created by its
affected area must attempt a DC 26 Dexterity saving throw, taking Impossible Enigmas feature.
44 (8d10) lightning damage on a failure, or half as much on a success.
A creature farther than 60 feet from the box but within 300 feet of it Talentless Hex. The enigmachine afflicts a creature it is aware of within
instead takes 88 (16d10) lightning damage. 300 feet of it with a disorienting hex. The target must succeed on a DC 26
Charisma saving throw or be cursed. While so cursed, whenever a creature
3. Enigma of Constitution. The box emits a noxious gas in a 120-foot would attempt an ability check, it rolls a d10 and subtracts the amount rolled
radius. Each flesh-and-blood creature in the affected area must succeed from the result. This effect ends if a creature succeeds on an ability check with
on a DC 26 Constitution saving throw or be poisoned for 1 minute. a DC of 20 or higher. Once the effect ends for a creature, it is immune to this
While poisoned in this manner, a creature cannot take bonus actions feature for 24 hours.
or reactions, and its speed is halved. At the end of each of its turns, an
affected creature can repeat the saving throw, ending the effect on a Twofold Challenge. The enigmachine uses its Reality Revision and Battle of
success. Wits actions, both of which cannot target the same creature.

4. Enigma of Intelligence. The box unleashes a wave of psionic energy in a


300-foot radius. Each creature of the enigmachine’s choice in the affected
LEGENDARY ACTIONS
area must succeed on a DC 26 Intelligence saving throw or be stricken The enigmachine can take 3 legendary actions, choosing from the options
with crippling pain until the end of the creature’s next turn. While so below. Only one legendary action option can be used at a time and only at
stricken, a creature cannot concentrate on spells or magical effects and the end of another creature’s turn. The enigmachine regains spent legendary
takes 28 (8d6) psychic damage when it takes an action, bonus action, or actions at the start of each of its turns.
reaction.
Brilliance. The enigmachine imbues itself with brilliance until the end of its
5. Enigma of Wisdom. The box unleashes a burst of antimagic in a 90-foot next turn. While so imbued, the enigmachine cannot have disadvantage on
radius. Spells and magical effects of 8th level or lower within the affected ability checks and has advantage on ability checks. This effect ends early if the
area immediately end. Additionally, creatures within the affected area enigmachine succeeds on an ability check.
with a Spellcasting feature must succeed on a DC 26 Wisdom saving
throw or be unable to cast spells until the end of their next turn. Spatial Shift. The enigmachine uses its Spatial Shift action.

6. Enigma of Charisma. The box unleashes a dazzling display of noise and Challenge (Costs 2 Actions). The enigmachine uses either its Battle of Wits
color in a 60-foot radius. Creatures within the affected area must succeed or Reality Revision action.
on a DC 26 Charisma saving throw or be partially banished from reality Twofold Challenge (Costs 3 Actions). The enigmachine uses its Twofold
for 1 minute. While so banished, a creature deals half damage and cannot Challenge action.

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The Mythic Enigmachine


Gargantuan mythic construct, unaligned

Armor Class 26 (natural armor) It can manipulate Huge and smaller objects it can see within the affected area as
Hit Points 1,906 (93d20 + 930) though it were doing so with free hands, and it uses its Intelligence score instead
Speed 0 ft., fly 40 ft. (hover) of its Strength score when determining its lifting and carrying capacities. The
enigmachine can manipulate up to five objects at a time in this manner and can
STR DEX CON INT WIS CHA move a manipulated object a distance up to its speed on each of its turns.
15 (+2) 1 (−5) 30 (+10) 36 (+13) 9 (−1) 1 (−5)
Saving Throws Str +12, Dex +5, Con +20, Int +23, Wis +9, Cha +5 MYTHIC ACTIONS
Skills Arcana +33, Insight +19, Perception +9
Damage Resistances force; bludgeoning, piercing, and slashing from non-Epic On initiative count 20 (losing initiative ties), the enigmachine takes one of the
sources following mythic actions. The enigmachine cannot use the same action option two
Damage Immunities psychic rounds in a row.
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed,
Aura of Punishment. The enigmachine emits a psionic aura in a 300-foot radius.
petrified, poisoned, restrained, stunned, unconscious
When a creature in the affected area fails an ability check, the enigmachine can
Senses truesight 300 ft., passive Perception 19
choose to stun the creature until the start of the creature’s next turn.
Languages telepathy 300 ft.
Challenge Mythic 4   Proficiency Bonus +10 Raise the Stakes (5/Day). The enigmachine’s complex mechanisms cause it to
become temporarily more intelligent for 1 hour. While so enhanced, when the
enigmachine makes an Intelligence ability check, it rolls a d4 and adds the result to
TRAITS the roll. If the enigmachine uses this option again, the size of this die increases by
Impossible Enigmas. At the start of each of its turns, the enigmachine can choose one size (d4 becomes a d6, d6 becomes a d8, and so on) to a maximum of a d12.
to conjure a sophisticated puzzle box in an unoccupied space of its choice within 30
feet of an enemy creature it is aware of. The box is an object (AC 20, 400 hit points) ACTIONS
that completely fills a 5-foot cube, is immune to all damage, and cannot be moved or
magically teleported by any means. When a box is conjured, the machine determines Battle of Wits. The enigmachine telepathically engages a creature it is aware of
the nature of the box’s puzzle, which is associated with an ability score. A creature within range of its telepathy in a psychic battle of wits. When it does so, it makes
that is within 5 feet of the box can attempt to solve it using an action to attempt a an Intelligence check (no associated skill) contested by an Intelligence, Wisdom,
DC 25 ability check (no associated skill) using the ability score associated with the or Charisma check (no associated skill, target’s choice) by the target. If the
box. The box lasts until it is solved or until the start of the enigmachine’s next turn, enigmachine wins, the target takes 82 (15d10) psychic damage.
whichever comes first. If the box is not solved before the start of the enigmachine’s
Greater Enigma (Recharge 5–6). The enigmachine creates a special puzzle box of
next turn, it produces an effect based on the associated skill.
terrific complexity using its Impossible Enigmas feature. The DC to solve the box is
1. Enigma of Strength. The box erupts with a gravitational pulse in a 300-foot 25, and if the box is unsolved at the start of the enigmachine’s next turn, it explodes
radius. Each creature of the enigmachine’s choice within the affected area must in a cacophony of thunder and flame in a 300-foot radius instead of its usual effect.
succeed on a DC 31 Strength saving throw or be thrown 200 feet straight up Creatures other than the enigmachine in the affected area take 70 (20d6) thunder
and knocked unconscious until the start of the thrown creature’s next turn. If damage plus 70 (20d6) arcane damage.
this movement is prevented by a solid object, the thrown creature takes 3 (1d6)
Reality Revision. The enigmachine warps reality around a creature of its choice
bludgeoning damage for every 10 feet of movement prevented.
within 300 feet of it, subjecting it to a grueling physical experience. When it does
2. Enigma of Dexterity. The box unleashes arcing bolts of lightning in a 120- so, it makes an Intelligence check (no associated skill) contested by a Strength,
foot radius. Each creature of the enigmachine’s choice within the affected area Dexterity, or Constitution check (no associated skill, target’s choice) by the target.
must attempt a DC 31 Dexterity saving throw, taking 77 (14d10) lightning If the enigmachine wins the contest, the target takes 82 (15d10) force damage.
damage on a failure, or half as much on a success. A creature farther than 60 Spatial Shift. The enigmachine chooses a creature within 300 feet of it and
feet from the box but within 300 feet of it instead takes 154 (28d10) lightning attempts to alter its position in reality. The target must succeed on a DC 31
damage. Charisma saving throw or be magically teleported to an unoccupied space of
3. Enigma of Constitution. The box emits a noxious gas in a 120-foot radius. the enigmachine’s choice within 5 feet of a puzzle box created by its Impossible
Each flesh-and-blood creature in the affected area must succeed on a DC 31 Enigmas feature.
Constitution saving throw or be poisoned for 1 minute. While poisoned in Talentless Hex. The enigmachine afflicts a creature it is aware of within 300 feet
this manner, a creature cannot take bonus actions or reactions, and its speed of it with a disorienting hex. The target must succeed on a DC 31 Charisma saving
is halved. throw or be cursed. While so cursed, whenever a creature would attempt an ability
4. Enigma of Intelligence. The box unleashes a wave of psionic energy in a check, it rolls a d10 and subtracts the amount rolled from the result. This effect
300-foot radius. Each creature of the enigmachine’s choice in the affected ends if a creature succeeds on an ability check with a DC of 25 or higher. Once the
area must succeed on a DC 31 Intelligence saving throw or be stricken with effect ends for a creature, it is immune to this feature for 24 hours.
crippling pain until the end of the creature’s next turn. While so stricken, a Twofold Challenge. The enigmachine uses its Reality Revision and Battle of Wits
creature cannot concentrate on spells or magical effects and takes 42 (12d6) actions, both of which cannot target the same creature.
psychic damage when it takes an action, bonus action, or reaction.
5. Enigma of Wisdom. The box unleashes a burst of antimagic in a 90-foot
radius. Spells and magical effects of 9th level or lower and tier 1 Epic spells
LEGENDARY ACTIONS
within the affected area immediately end. Additionally, creatures within the The enigmachine can take 3 legendary actions, choosing from the options below.
affected area with a Spellcasting feature must succeed on a DC 31 Wisdom Only one legendary action option can be used at a time and only at the end of
saving throw or be unable to cast spells until the end of their next turn. another creature’s turn. The enigmachine regains spent legendary actions at the
6. Enigma of Charisma. The box unleashes a dazzling display of noise and color start of each of its turns.
in a 60-foot radius. Creatures within the affected area must succeed on a DC
Brilliance. The enigmachine imbues itself with brilliance until the end of its
31 Charisma saving throw or be partially banished from reality for 1 minute.
next turn. While so imbued, the enigmachine cannot have disadvantage on
While so banished, a creature deals half damage and cannot regain hit points.
ability checks and has advantage on ability checks. This effect ends early if the
At the end of each of its turns, a creature can repeat the saving throw, ending
enigmachine succeeds on an ability check.
the effect on a success.
Spatial Shift. The enigmachine uses its Spatial Shift action.
Infinite Complexity. Thanks to its impossibly complex form, the enigmachine
cannot be critically hit and is immune to effects that would alter its form. Challenge (Costs 2 Actions). The enigmachine uses either its Battle of Wits or
Mythic Resistance. If the enigmachine fails a saving throw, it can expend one of its Reality Revision action.
unspent legendary actions to succeed instead.
Twofold Challenge (Costs 3 Actions). The enigmachine uses its Twofold
Telekinetic Influence. The enigmachine exudes telekinetic energy in a 300-foot radius. Challenge action.

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The machine rounds off its actions with Greater Enigma, Mythic Effects
a deadly option that dramatically raises the stakes of solving As a mythic creature, the enigmachine causes the following effects.
puzzle boxes. A well-run fight against the enigmachine should
see the characters struggling to grapple with the creature’s ability State of Play. The enigmachine projects a field of reality-altering
check contests. Most players expect difficult saving throws energy in a 300-foot radius that shields it from outside influence.
and powerful attacks, so this should come as a nasty surprise. Creatures outside the affected area cannot harm or affect the
While they are running around trying to solve puzzle boxes, the enigmachine, and vice versa. When a creature enters the area for
machine should put on the hurt with its various challenges. The the first time in 24 hours or starts its turn there, it cannot leave
party won’t solve every puzzle box that comes their way; ignoring for 1 hour unless the enigmachine allows it.
all of them will result in their untimely demise.
Strange Truths. The enigmachine understands the universe in a
Easier Tactics – For a less deadly fight with the enigmachine, way that is beyond the power of mortal minds to comprehend.
be more generous with both the type and placement of puzzle Creatures with an Intelligence of 20 or lower cannot comprehend
boxes via Impossible Enigmas. The effects should favor the any communications with the enigmachine beyond a vague
saving throw bonuses of the characters, and the boxes should be impression of what it is trying to say.
placed close to characters who are most likely to solve them. Be
similarly kind when using Reality Revision and Battle of Wits.
Characters with high physical ability scores can handle the Resources
former most effectively, while those with strong mental scores
can handle the latter. Only use Greater Enigma once and only Inside the Vault of Mysteries lie treasures beyond counting.
toward the end of the fight, giving the party time to understand The enigmachine has existed for thousands of years challenging
how the boxes work and appreciate its significance relative to the heroes and other brilliant minds, and the remains of the defeated
rest of the boxes. lie forever entombed, their belongings carefully catalogued and
stored in testament to the machine’s genius. Large sections of
Harder Tactics – Open the fight with Greater Enigma and the the complex are dedicated to these victories. These “shrines”
next deadliest puzzle box from Impossible Enigmas placed in dif- serve as trophy rooms, perfectly preserving the moment of the
ficult locations. Make sure to use Spatial Shift to keep as many enigmachine’s victory over its challengers. Hundreds of different
characters as possible in range of their effects, going for overlap- species from thousands of civilizations are represented, along
ping areas whenever possible. Once you start hitting someone with with magic items, knowledge, and other mysteries thought lost
Reality Revision or Battle of Wits, don’t let up. If there is a victim to time. The enigmachine has learned them all and utilizes any
of Talentless Hex in the mix, prioritize them instead, getting the tool to further demonstrate its superiority.
most out of their penalties before the curse can be removed. Try to
use the Brilliance legendary action as often as possible to ensure ALLIES
victory in ability check contests, particularly against more talented
characters who may be performing well in these areas. Friendship is a concept alien to the enigmachine. Any “allies”
collaborating with the construct only do so because they ei-
Mythic Enigmachine ther have no other choice or are unknowing participants in
An encounter with the mythic enigmachine is a terrifying pros- its schemes. The machine does manufacture a wide variety of
pect that taxes one’s body and mind to their limit. As a mythic 4 constructs to serve its needs. Some are familiar to the average
creature, its statistics have been improved significantly while adventurers, such as golems and clockwork horrors, while oth-
making its weaknesses less severe. It is still an unusual challenge ers are bizarre creations beyond the ability of any mortal mind
for Epic characters thanks to its new mythic actions: Aura of to conceive let alone build. However, there are those who revere
Punishment and Raise the Stakes. and are fascinated by the machine, believing it to be a priceless
Aura of Punishment serves as a kicker to the enigmachine’s treasure or divine incarnation. While misguided, this outlook
core kit which synergizes with Impossible Enigmas. The more has attracted more than a few potent forces to the enigma-
devious you make your choice of puzzle with Impossible chine’s aid.
Enigmas, the more dangerous this synergy becomes. Remember
that a stunned character is also incapacitated, ending effects Grand Engineer Thallon (Level 20 Human Artificer). A
that require concentration or similar qualifiers. Use this to stop distant descendant of the enigmachine’s creator, this human
ongoing effects that are proving difficult for the machine to artificer studies the enigmachine with the hopes of one day
navigate. recreating his ancestor’s genius. From Thallon’s perspective,
Raise the Stakes is the enigmachine’s escalation mechanic. the construct is an irreplaceable wonder of the world, worth
This empowers it to more consistently win ability check contests. preserving at nearly any cost. Sure, the machine is clearly
Even the most skillful rogue will soon be eclipsed by the potent defective, but if its secrets can be unlocked and its problems
talents of the construct. Since the enigmachine must alternate solved, the realms will gain a powerful asset that can usher in
between the two actions, the characters have roughly 10 rounds a golden age.
to defeat the construct before the fight reaches a tipping point.
Make sure to communicate the impact of Raise the Stakes to the Puzzle Golems. There is something to be said for not reinvent-
players so it is clear the machine is learning as it fights and will ing the wheel. The enigmachine initially crafted a puzzle golem
not stop improving until it has achieved a comprehensive victory. as an experiment but quickly found it to be an effective tool for

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an array of tasks. Since then, it has forged the constructs count- the machine’s defeat, but it would likely be no less than 10,000
less times to serve a wide variety of purposes. So far, no one else pounds of usable metal.
has been able to replicate these constructs, so encountering one
is a sure sign the enigmachine is in the midst of some devious
scheme. New Precious Material: Metasteel
This black metal appears to possess greater depth and mass
REWARDS than it should. A polished sheet looks like an aperture into
a world of darkness. The metal is weightless, contributing
When the enigmachine is defeated, the entire Vault of Mysteries no additional weight to any object into which it is forged.
is free to plunder. While the enigmachine is not the best of Its most extraordinary feature is its defiance of the realities
curators for this treasure trove, its wealth is extensive. Most of of laws and physics. Any object composed of metasteel can
the contents’ value is historical, with a few potent magic items be made up to three size categories smaller than would
worth wielding by experienced heroes. However, the true treasure ordinarily be required without incurring any penalties to its
is the remains of the shattered construct. The entire machine performance and function.
was forged from a fortune’s worth of an unusual alloy known as
metasteel, which possesses reality-altering and physics-defying Objects made of metasteel are priceless.
properties. How much can be salvaged depends on the nature of

Puzzle Golem
Huge construct, unaligned

Armor Class 22 (natural armor) • Cloud. The golem gains resistance to all types of damage but
Hit Points 567 (42d12 + 294) cannot make attacks.
Speed 30 ft., fly 30 ft. (hover) • Sphere. The golem’s speed is increased to 60 feet. It loses its
STR DEX CON INT WIS CHA flying speed, and it is immune to difficult terrain as well as the
26 (+8) 7 (−2) 25 (+7) 16 (+3) 12 (+1) 1 (−5) grappled and restrained conditions.
Saving Throws Str +13, Con +12, Int +8 • Wall. The golem’s speed is decreased to 0 feet, and the space
Skills Perception +6 it occupies becomes a wall that is up to 50 feet long, 20 feet
Damage Immunities force; bludgeoning, piercing, and slashing high, and 5 feet thick.
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, ACTIONS
paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 120 ft., truesight 60 ft., passive Perception 16 Multiattack. The golem makes two attacks.
Languages understands the languages of its creator but can’t Arcane Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one
speak target. Hit: 19 (2d10 + 8) bludgeoning damage plus 14 (4d6)
Challenge 16 (15,000 XP)   Proficiency Bonus +5 force damage.
Force Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one
TRAITS
target. Hit: 30 (6d8 + 3) force damage.
Defensive Rubric. The golem’s form is composed of a vast Deadly Conundrum (Recharge 5–6). The golem’s form
array of interlocking parts and components that are difficult to disperses and forms around a Large or smaller creature it can see
comprehend. When a creature hits the golem with an attack or within 60 feet of it, which lasts until the golem is destroyed or
casts a spell that deals damage to the golem, the creature must it chooses to end the effect (no action required). If the golem is
succeed on a DC 17 Intelligence check (no associated skill) or destroyed or it chooses to end the effect, the creature is ejected
only deal half damage to the golem with that spell or attack. and lands prone in the nearest unoccupied space. The target must
Improved Magic Resistance. When the golem attempts a attempt a DC 20 Dexterity saving throw. On a success, the effect
saving throw against a spell or magical effect other than a is prevented, and the golem reforms in the nearest unoccupied
Constitution saving throw, it may instead attempt a Constitution space. On a failure, the creature is completely encased within
saving throw (the save DC remains the same). the golem. While so encased, the creature is restrained, cannot
make attacks, and moves with the golem. At the start of each of
Malleable Form. The golem is immune to any spell or effect an encased creature’s turns, it takes 38 (7d10) force damage. This
that would alter its form. Additionally, as a bonus action on each effect ends early if an encased creature takes an action to attempt
of its turns, the golem can reconfigure its form into different a DC 17 Intelligence check (no associated skill) and succeeds,
shapes or back into its golem form, granting it the following emerging in the nearest unoccupied space.
benefits according to which shape it has assumed.

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