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
Gnomeregan
Built deep within the mountains of Dun Morogh, the wondrous city of Gnomeregan was a testament to the gnomes' intelligence and industry. But when the capital was invaded by troggs, the gnomish high tinker was betrayed by his advisor Sicco Thermaplugg. As a result, Gnomeregan was irradiated, and most of its inhabitants slain. The surviving gnomes fled, vowing to return someday and retake their home.
The adventurers have been sent to retake the once glorious capital of the city of the gnomes from invaders and traitors.
Overview
Gnomeregan is a dungeon designed for characters from levels 5 to 7. It is meant to be played standalone and can be inserted into any campaign.
In this dungeon, the adventurers have been tasked with delving into the depths of Gnomeregan. The High Tinker wishes to see leaders of Thermaplugg's army eliminated and the way paved for the upcoming invasion. Of course, if Thermaplugg could be brought to justice as well, all the better.
To execute this preliminary assault, High Tinker Mekkatorque has deployed the G-Team, an infamous band of gnomish commandos. Additionally, the High Tinker has sent letters across the Alliance seeking brave adventurers to act as the tip of the spear for Operation: Gnomeregan II. The adventurers should report to New Tinkertown if they wish to help reclaim the once great city of Gnomeregan.
The long exile of the gnomes will end and the traitor responsible will finally pay for his crimes.
Prologue
Gelbin Mekkatorque is known as much for his technical brilliance as he is for his just leadership of the gnomes. In addition to being elected high tinker, the most prominent rank in gnomish society, Gelbin proved himself to be an inventor without equal by leading the construction of the Deeprun Tram, which links Stormwind and Ironforge. Yet all of the high tinker's achievements have been overshadowed by one catastrophic event that occurred under his rule: the fall of Gnomeregan.
Around the time of the Third War, an ancient menace known as the troggs surfaced in Gnomeregan from the depths of Azeroth. This barbaric race, thought to have been unintentionally released during the Uldaman excavation, crushed the gnomes' defenses and became entrenched in the lower sections of the city. Gelbin, for all his genius, was at a loss for a way to eradicate the savage invaders until his chief advisor, Mekgineer Sicco Thermaplugg, proposed that they inundate Gnomeregan with toxic radiation.
Confident in Thermaplugg's radical plan, Mekkatorque gave the order to irradiate the city. This bold move worked at first: toxic radiation spread throughout Gnomeregan and momentarily stopped the troggs' incursion. Soon, however, it was evident that the radiation was killing gnomes as well as troggs. In the end, nearly 80 percent of the gnomish race died, and many of those who survived were mutated into deranged leper gnomes. To add to the tragedy, the troggs then resumed their assault on the city.
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.
The immense loss of life at Gnomeregan weighed heavy on Mekkatorque's shoulders, and in his fury he ordered the death of Thermaplugg. A band of heroes took up the mission and returned with a tale of victory, but after analyzing the claim, Mekkatorque realized that the mechanized overlord defeated in the depths of the city was likely nothing more than a cleverly engineered facsimile of Thermaplugg.
After determining that defeating his nemesis would require a more robust approach, Mekkatorque labored over countless strategies to retake his city. His tireless brainstorming culmintated in the formulation of Operation: Gnomeregan, a brilliant multi-phased assault plan devised to liberate the gnomish capital and bring the real Thermaplugg to justice.
Backed by the full strength of the Alliance, Mekkatorque executed Operation: Gnomeregan to near success. After capturing Thermaplugg's above ground holdings and beating back his trogg army, the forces of the Alliance pushed into the upper levels of the besieged city. Victory, however, was snatched away when Thermaplugg showed his trump card, the Irradiator 3000, a bomb over 26 times stronger than the one used against the initial trogg invasion. As the Irradiator 3000 exploded, the Alliance forces were forced to teleport to safety.
In the wake of Operation: Gnomeregan, the gnomish survivors are more resolute than ever to retake their ancestral home. High Tinker Mekkatorque has lead his people to New Tinkertown, a new techno-town built a top the ruins of Gnomeregan. From this forward position, they continue their war against the traitorous Thermaplugg and seek to reclaim their stolen kingdom.
For the Alliance!
This dungeon is written based on the Alliance version of Gnomeregan. The G-Team, an infamous band of gnomish commandos, has been sent as a forward vanguard for the imminent invasion. If you would prefer to play the Horde version, see "For the Horde!" at the end of this dungeon for a description of changes.
New Tinkertown
Nestled in the snowy mountains of northwest Dun Morough, New Tinkertown is the current seat of the High Tinker. However, it is little more than a refugee camp combined with a military base. Sporadic fighting is still ongoing in the surrounding countryside as Mekkatorque's agents seek to put down the remnants of Thermaplugg's forces still on the surface.
The High Tinker, sitting astride his blue mechanostrider, surveys the new city from his encampment near the entrance of Gnomeregan. The adventurers can speak to Mekkatorque and offer up their services in retaking the capital beneath them. He also insists on showing them a holographic recording of the final moments of Operation: Gnomeregan. Once the party agrees to delve into Gnomeregan, the High Tinker gives them a writ of approval allowing entrance into Gnomeregan and leaves them to his closest advisors.
Captain Tread Sparknozzle, the High Tinker's top advisor, is currently leading a hunt for Razlo Crushcog, a lieutenant of Thermaplugg thought to be leading the above ground forces of the traitor. He is knowledgeable about the capabilities of Thermaplugg's army.
Elgin Clickspring, the High TInker's assistant, is focused on the battle raging within Upper Gnomeregan. She is organizing the efforts of S.A.F.E. in clearing the upper tunnels of troggs and leper gnomes. She is knowledgeable about the troggs and effects of radiation.
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 and beyond. He is knowledgeable of the layout of Gnomeregan as well as the location of Murd Doc.
Outside of the High Tinker's camp, the location with the most activity is the marketplace. A number of vendors have set up here and most common items can be found in the market. There is also a merchant specializing in the care of 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.
1. Upper Gnomeregan
The upper stretches of Gnomeregan were once a bustling hub of trade and progress. Centered around a decommissioned train depot that once connected it to Ironforge, the place is now a warzone. The operatives of S.A.F.E. have started the reclamation of Gnomeregan by setting up a decontamination zone, but leper gnomes fight nut and bolt to keep hold of their stolen kingdom.
1a. Entrance
The entrance of Gnomeregan is anything but subtle. A massive gear-shaped gate built into the side of the mountain marks the once grand city. Several heavily armed gnome soldiers hold the gate, preventing any without express permission from the high tinker from entering the city.
Once inside, the adventurers are guided down a long metal ramp into a chamber with an enormous piston in the center of it. With an echoing knock, the piston lifts as an elevator rises to the entry level. Riding down the elevator leads the party into the Loading Room.
1b. Loading Rooms
The first room off of the elevator is a high-tech decontamination room. Gnomes in sealed armor sit atop floor mounted clean cannons spraying down any who appear irradiated. Sanitron 600 drones hover overhead spraying disinfectant chemicals into the room below.
After making it through this gauntlet of cleanliness, the party enters a second room. This one is a field hospital. Gnome physicians hurry from patient to patient working to stave off any sign of irradiation as quickly as possible. Most of 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.
1c. Clockwerk Run
Clockwerk Run is an L-shaped platform overlooking a decommissioned tram track. The area is currently held by S.A.F.E. and serves as a forward outpost for the invading gnome army. The S.A.F.E. operatives will point the party westward into a partially collapsed tunnel leading into the Hall of Gears. They will warn against heading north into the train depot as it is currently an active warzone.
1d. Train Depot
The train depot that used to act as the primary connection between Gnomeregan and Ironforge has turned into a blasted battlefield. The high tinker's army is heavily engaged with hundreds of crazed leper gnomes, victims of the Irradiator 3000, backed by Thermaplugg's mechanized military. The battle has been fought to a bloody stalemate as bodies and destroyed equipment litter the ground around the central pillar of the room, a strategic location that has changed hands several times during the siege.
At the northern end of the underground station, behind Thermaplugg's forces, is a tunnel leading to the Workshop Entrance.
1e. Workshop Entrance
A massive steel door bars further progress down this tunnel. Opening the door requires first succeeding on a DC 20 Investigation check to find the opening mechanism. Once that is found, it requires a DC 30 Strength check to force it open and cannot be opened by magical means. It can also be opened with the Workshop Key. Once past the door, the tunnel continues into the Engineering Labs - Secret Access Tunnel.
2. The Hall of Gears
Once the grand entryway to Gnomeregan, the Hall of Gears is now a husk of its former self. Rabid troggs infest the upper levels and tunnels while the lower levels are submerged in a pool of irradiated waste.
The fight to retake Gnomeregan must start here with the purging of the trogg invaders from its mechanized halls and the cleansing of the radiation unleashed to hold them back.
2a. Entry Tunnel
Leading down from the surface is the Entry Tunnel. Bright spotlights reflect off the metallic plating covering the high, semi-circular hall. Automated machinery and cranes continue their work, unaware of the destruction that befell the city. The Entry Tunnels continue south to the northern end of the Upper Level of the Hall of Gears.
Inside this tunnel is Murd Doc, member of the infamous G-Team. Murd Doc and his fellow teammates have been contracted by the High Tinker to pave the way for the reclaiming of Gnomeregan. Murd Doc will enlist the party in the pursuit of this goal, offering "The G-Team, Part 1".
The gnomish commando will also give the adventurers additional intel about the Hall of Gears. Troggs infest the Upper Level, likely coming from the tunnels off to the southeast. An enterprising, and perhaps foolish, blastmaster has ventured into those passages to attempt to block off the source of the trogg invaders and would likely be in need of any help the party can provide. A forward output known as the "The Clean Zone" was established through the southwest tunnels, but has since been surrounded by troggs.
The G-Team, Part 1
Description
"How did you get in here? Oh, it doesn't matter. I'm Murd Doc of the G-Team. We're the best there is, and we're here to retake Gnomeregan!
When nobody else could help him, the High Tinker found and hired us. But we simply can't do this alone! You're an honorary G-Team Commando now, adventurers.
Take these parachutes, jump down straight ahead into the Hall of Gears, and kill the Viscous Fallout. After you're done, report to Commando B.E Barechus by the west hallway. You 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".
2b. Upper Level
The Entry Tunnel leads out onto a wide circular platform that surrounds the perimeter of the Hall of Gears except along the northwestern wall where the platform has collapsed into the Lower Level. The hall, once a testament to gnome ingenuity and craftsmanship, is an absolutely massive chamber.
The outer edge of the upper level borders sheer metal walls rising far into the air. Built into the ceiling of the chamber are the massive gear assemblies, some still operating and others long destroyed, that give the hall its name. Many of these assemblies connect to the central column in the center of the room. The invading troggs have caused serious damage to the once meticulously maintained mechanical marvel, causing it to lean heavily to one side and shake with every griding gear turn.
The inner edge of the platform looks out onto this crooked column. Spotlights mounted beneath the platform and along this column cast bright, if narrow, beams of light across the vast chamber. Green clouds of radiation and mist obscure vision down to the Lower Level which is at least one hundred feet below the platform.
Several tunnels lead out of the Hall of Gears. To the northeast is the Entry Tunnel. The hall heading southeast leads to the Trogg Tunnels, where Blastmaster Emi Shortfuse has run off to. The southwestern tunnel branches. The western path leads down a series of stairs and ramps to the Clean Zone, a safe haven in an otherwise hostile place. The eastern fork winds along a series of raised platforms before opening up into the trogg controlled Dormitory. A makeshift metal bridge spans the gap between the western edge of the 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 (1d4+1) groups of troggs on this level, one currently looting the column and the others patrolling the platform. Roll from this section's Random Encounter Table to determine each group.
Random Encounter Table
Roll | Monsters |
---|---|
1 | 4 Caverndeep Reavers |
2 | 2 Caverndeep Reavers, 4 Caverndeep Ambushers |
3 | 1 Irradiated PIllager, 3 Caverndeep Reavers |
4 | 2 Irradiated Pillagers, 4 Caverndeep Ambushers |
2c. Trogg Tunnels
An alarm post, still semi-operational, casts an angry red light across the metal plated entrance of this tunnel. As the party continues down the tunnel, the well built hall breaks up into a rough carved tunnel. The troggs have looted everything here, down to the plates lining the walls. Charred, dismembered trogg corpses, still smoking, are scattered amongst the ruins and wreckage.
At the end of the dusty tunnel are two narrow passages branching out deeper beneath Dun Morogh. Near these passages is a haphazard pile of boxes and barrels currently being sorted through by a wild-eyed gnome, Blastmaster Emi Shortfuse. Use the Holdout Technician statblock for her.
Emi has taken it upon herself to find and seal the tunnels the troggs are using to funnel in and out of the Hall of Gears. She believes the passages nearby are those tunnels. She will offer the quest "Points of Entry" to the adventurers.
Grubbis
"We come from below! You can never stop us!"
The radioactive gas that flooded the city was meant to anger the troggs and kill the gnomes, and Thermaplugg's plan was brutally effective. One trogg, however, reacted oddly to the substance: Grubbis grew. And grew. It was a side effect that Sicco had not anticipated, but he's never been one to waste valuable (and dangerous) resources. This giant trogg now patrols the tunnels of Gnomeregan. His loyal basilisk pet, Chomper, helps Grubbis sniff out gas leaks, tasty fungi, and even tastier intruders.
Grubbis (marked by a blue skull on the map) is an unusually large trogg who works with his loyal basilisk, Chomper, to defeat any who threaten him and his territory.
When Grubbis is defeated, the party may loot Grubbis' Protective Pail.
Points of Entry
Description
"Thank the light you are here! I'd accept help from a two-headed ogre aat this point. The city has been overrun by troggs! The attempts to wipe them out resulted in mass contamination. But there is still hope.
Our scientists who evacuated to Ironforge are working on a cure for the fallout sickness. Meanwhile, if you can help me stop the trogg invasion, perhaps the city can be retaken.
With your help, I can evaluate these tunnels. Let's see if we can find out where these Troggs are coming from.... and put a stop to the invasion!."
Mechanics and Rewards
The party must protect Emi while she sets up explosives to cave in the two smaller passages, one on each side of the tunnel. The explosives take 30 seconds to rig up and will explode 6 seconds after they have been lit, caving in the corresponding passage and dealing 36 (8d8) fire damage to all creatures within 15 ft. of the explosion. Emi will destroy the southern tunnel first and then the northern one. When she starts rigging a set of explosives, 6 (1d4+4) Caverndeep Ambushers will run up from that tunnel and attempt to stop her. After both passages have been collapsed, Grubbis and Chomper, attracted by the commotion, attack from the northwest, the direction of the Hall of Gears.
For their assistance, Emi will reward the party with a few explosives she has left over and stays in the Trogg Tunnels to make sure her work was thorough.
Grubbis
Medium humanoid (trogg), chaotic neutral
- Armor Class 13
- Hit Points 67 (9d8 + 27)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 12 (+1)
- Skills Perception +2
- Senses darkvision 120 ft., passive Perception 12
- Languages Trogg
- Challenge 3 (700 XP)
Chomper's Champion. While Grubbis is within 10 ft. of Chomper, the basilisk has advantage on attack rolls.
Actions
Multiattack. Grubbis makes two strike attacks.
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Chomper
Medium monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 52 (8d8 + 16)
- Speed 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)
- Senses darkvision 60 ft., passive Perception 9
- Languages —
- Challenge 2 (450 XP)
Grubbis' Guardian. While Chomper is within 10 ft. of Grubbis, the trogg gains a +3 bonus to his AC.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 3) piercing damage plus 3 (1d6) poison damage.
2d. Lower Level
The bottom of the Hall of Gears is an uninhabitable mess of debris and radiation. Toxic fluids drip from the walls and platforms above, gathering into stinking irradiated pools. Clouds of poisonous mist rise from these pools, drifting up the broken base of the hall's central column. Massive gears and steel plates litter the floor, half embedded in blighted ground. 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 Level.
The southern exit leads back into the Dormitory and the relative safety of the Clean Zone. Heading west will lead the party deeper into Gnomeregan via the Irradiated Tramway.
Toxic elementals and oozes wander the irradiated room, driven mad by pain. Roll from this section's Random Encounter table to determine the monsters spread through the room. The Viscous Fallout also shambles around the area. Once the tortured elemental is put down, a sound of an engine revving can be heard echoing from the western exit of the room. As if on cue, B.E. Barechus, the 2nd member of the G-Team, rides in on his gnomish-made motorcycle. Impressed by their handiwork, the gnome commando offers the party "The G-Team, Part 2". Barechus can also provide information on the layout of the Launch Bay as well as a general description of the leper gnome forces within.
Viscous Fallout
The formerly robust and elegantly complex waterways of Gnomeregan are now an irradiated mess filled with toxic slime. A lone water elemental who had dwelt in the gnomes' aquifer became trapped in the contamination, and the pollution corrupted its pure form. It currently wanders the halls of Gnomeregan in anger and agony, a liquid embodiment of the vile poison of Thermaplugg's betrayal.
Viscous Fallout (marked by a red skull on the map) was driven mad in the aftermath of Gnomeregan's fall. He overwhelms any who approach him with water and radiation.
When Viscous Fallout is defeated, the party may loot the Hydrocane.
Random Encounter Table
Roll | Monsters |
---|---|
1-2 | 4 Irradiated Slimes |
3-4 | 1 Irradiated Horror, 2 Irradiated Slimes |
5-6 | 2 Irradiated Horrors |
Viscous Fallout
Large elemental, unaligned
- Armor Class 14 (natural armor)
- Hit Points 114 (12d10+48)
- Speed 30 ft.. swim 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1)
- Damage Immunities poison
- Damage Resistances acid, bludgeoning, piercing, and slashing from nonmagical sources
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses passive Perception 10, darkvision 60 ft.
- Languages Aquan, Common
- Challenge 5 (1800 XP)
Irradiated Water Form. Viscous Fallout 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, Viscous Fallout deals 7 (2d6) poison damage to it.
Actions
Multiattack. Viscous Fallout makes two attacks.
Irradiated Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) poison damage.
Toxic Volley. Ranged Spell Attack: +5 to hit, range 120 ft., all targets in range. Hit: 5 (1d10) poison damage and the targets must succeed on a DC 13 Constitution saving throw or are Poisoned until the end of their next turn.
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".
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 Gnomeregan, roll a d20. On an 11 or higher they find a Grime-Encrusted Object.
A wide ramp leads out the western exit back into the Upper Level of the Hall of Gears. The barricaded arch on the east side of the room separates this chamber from the trogg infested Dormitory. While the Clean Zone is likely the safest place in Gnomeregan, it is by no means safe. If they take a long rest here, roll from this section's Random Encounter Table. The gnome guards will defend but not leave their assigned barricades during any of these encounters in fear of secondary attacks.
Sparklematic 5200 Table
Roll | Item |
---|---|
1-2 | Lump of Coal |
3-4 | Heavy Stone |
5-7 | Copper Ore |
8-10 | Iron Ore |
11-13 | Silver Ore |
14-16 | Lustrious Pearl |
17-18 | Precious Gemstone |
19-20 | Yellow Punch Card |
Random Encounter Table
Roll | Item |
---|---|
1-3 | No Encounter |
4 | Troggs attack the eastern barricade. Roll from the Dormitory Random Encounter Table |
5 | Troggs attack the western barricade. Roll from the Hall of Gears - Upper Level Random Encounter Table |
6 | Irradiated monsters leak through the holes in the room's plating. Roll from the Hall of Gears - Lower Level Random Encounter Table |
4. The Dormitory
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 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 Encounter Table twice to determine the two groups.
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 living quarters. See the Dorm Room Table for descriptions of what is in each room.
The west exit of the Dormitory leads to the eastern barricade of the Clean Zone. The north exit heads into the Lower Level of the Hall of Gears. However, there is an iron wall offset from the north wall blocking the view into the next area. Built into this offset wall is a Matrix Punchograph 3005-B. When activated, the display will ask for a Yellow Punch Card. Inserting this item will cause the device to spit out a Blue Punch Card.
Sentient Mechanostrider
"Welcome flesh-bag! My name is... Error: Cannot Locate Data... Hmm, Seems I need a name. Oh, you've come here in search of a companion. Very well, I will join you. However, this process may trigger my defensive protocols. So I may poke you in the eye. Just giving you a little warning."
The Sentient Mechanostrider is an extremely advanced construct that was lost in the evacuation of Gnomeregan. The adventurers can use the Mecha-Bond Imprint Matrix to make them a member of the party.
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 |
Sentient Mechanostrider
Medium construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 60 (8d8+24)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 4 (-4)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Gnomish
- Challenge 2 (450 XP)
Resilient Circuits. The construct is resistant to all damage except lightning and is immune to the effects of Mecha-Bond Imprint Matrix. When the construct is dealt at least 4 lightning damage, this effect is permanently removed.
Actions
Multiattack. The construct makes two mechanobeak attacks.
Mechanobeak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Dorm Room Table
Location | Lock DC | Description |
---|---|---|
West Room South Wall | DC 13 | The room is mostly empty except for the body of a goblin covered in burns. Stuffed in his mouth is a report authored by a "Kernobee" detailing a secret alliance between the Dark Iron Dwarves and Mekgineer Thermaplugg. The document also contains schematics of Thermaplugg's Bomb Assembly machines. Anyone who has this schematic has advantage on the Big Red Button Intelligence check. |
East Room South Wall | DC 30. Cannot be opened by magical means. | Outside of the door is a Matrix Punchograph 3005-E built into the wall. Inserting a Prismatic Punch Card will open the door. Inside is the Sentient Mechanostrider. He is friendly to the party, but will refuse to leave the room unless compelled to do so by the Mecha-Bond Imprint Matrix. |
South Room East Wall | DC 15 | This room is filled with dense radiation. All creatures within 15 ft. of the door when it is opened must succeed on a DC 15 Constitution saving throw or take 16 (3d10) poison damage and are poisoned until their next short or long rest. |
North Room East Wall | DC 8 | This room is currently occupied by a group of sleeping troggs. Roll from this section's Random Encounter Table to determine the group. There is also a small collection of 4 (1d8) Grime-Encrusted Objects arranged in an aesthetically pleasing manner. |
5. Launch Bay
With the loss of their airfield, Thermaplugg's forces have moved their remaining aircraft into the Launch Bay. Leper gnome engineers frantically dismantle these vehicles to rebuild them into weapons more suited for the underground war they are now engaged in.
5a. Irradiated Tramway
An out of commission tramway bridges the Hall of Gears and the Launch Bay. Bright spotlights provide sporadic light sources through the long stinking tunnel. Stagnant pools of irradiated water, faulty landmines, and exposed electrical cables make the lower track difficult terrain and present some unique dangers. When a creature enters the track or starts its turn there, roll from this section's Hazard Table.
A raised platform runs along the southern side of the tunnel, overlooking the track below. Despite the lack of environmental hazards, the platform is not without its own dangers. Three (2d2) patrols of two Leprous Defenders and a Mechanized Sentry each patrol different sections of the tramway. They avoid the lower track and attack any creature that is not a leper gnome.
Standing vigil at the western terminal of the tramway is a half-built, deactivated spider-tank and perhaps a warning of what's to come. Beyond its watch are the Flight Decks of the Launch Bay.
Hazard Table
Roll | Item |
---|---|
1-3 | No effect. |
4 | Landmine! The next time the creature moves, it must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) piercing damage plus 10 (3d6) fire damage. |
5 | Radiation! The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) poison damage and they are Poisoned. |
6 | Livewire! The creature takes 16 (3d10) lightning damage and must succeed on a DC 16 Constitution saving throw or they are Paralyzed for one minute. |
5b. Flight Decks
The Flight Decks ring the entirety of the circular Launch Bay about 50 ft. above the Lower Level. Metal plated walls stretch another 50 ft. up to a gear covered ceiling. Spotlights mounted to the Flight Decks all point towards the high circular platform in the middle of the chamber. More spotlights attached to this central pillar point back to the exterior of the room. A single metal bridge spans the distance between the outer decks and this platform.
A dozen or so aircraft in various states of disassembly are 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.
Random Encounter Table
Roll | Monsters |
---|---|
1-2 | 5 Leprous Technicians |
3-4 | 3 Leprous Technicians, 1 Mechanized Sentry |
5-6 | 2 Leprous Technicians, 1 Peacekeeper Security Suit |
Positioned on the central platform is a lumbering mechano-tank, crackling with electricity. From this vantage point, its pilot oversees the entirety of the Launch Bay and the leper gnomes stationed there. He will have seen the adventurers on the Flight Decks and will be ready for their arrival should they make it to him. Scattered about the circular platform are various discarded tools and bits of machinery. Also atop the platform is a Matrix Punchograph 3005-C. When activated, the display will ask for a Blue Punch Card. Inserting this item will cause the device to spit out a Red Punch Card. A crate with several parachutes suitable for small creatures sits nearby.
Electrocutioner 6000
"Electric Justice!"
Mekgineer Thermaplugg is not a patient gnome. Rather than putting his inventions through a battery of tests to determine their safety and effectiveness, he rushes them into the field and moves on to the next project. The Electrocutioner 6000 was his first attempt at harnessing electricity as a weapon via a supercharged mechano-tank. Lieutenant Tom "Sizzlepants" Crankle, the only soldier to survive piloting the machine, is now something of a hero among the leper gnomes.
Electrocutioner 6000 (marked by a green skull on the map) is a sparking device of destruction. Its pilot fearlessly defends Gnomeregan with blade and bolt against those that would take it from the leper gnomes.
When Electrocutioner 6000 is defeated, the party may loot Electrocutioner's Leg and Workshop Key.
5c. Maintenance Tunnel
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 more claustrophobic. Salvaged parts of machines are scattered around the poorly lit chamber. Hidden behind recessed panels is a group of leper gnome soldiers, one Mechanized Guardian and three Leprous Defenders, hoping to ambush the party.
The northwest exit of the tunnel leads to the Lower Level of the Launch Bay. The northeast branch of the tunnel slopes upwards to the Flight Decks. The Observation Decks of the Engineering Labs can be found by following the southwestern fork of the corridor.
5d. Lower Level
The Lower Level is a comparatively untarnished chamber in Gnomeregan. Smooth metal plating lines the floors and walls of the room. The central post suspending the Electrocutioner 6000's platform is ringed by cycling hydraulic pistons. A wide tunnel leads out of the chamber directly out on Tinkers' Way.
Leper gnome technicians are frantically working to build 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 start with half their maximum hit points and can only move and act if they are under the effect of Supercharge.
Once the leper gnomes and their constructs are defeated, Commando Face, the 3rd member of the G-Team, climbs out of a hidden panel and reveals himself to the adventurers. If the Electrocutioner 6000 has been defeated, he will offer The G-Team, Part 3 to the party.
Random Encounter Table
Roll | Monsters |
---|---|
1-2 | 4 Leprous Technicians, 4 Mechanostriders, 1 Peacekeeper Security Suit |
3-4 | 3 Leprous Technicians, 1 Mechano-Frostwalker, 1 Mechano-Flamewalker |
5-6 | 2 Leprous Technicians, 2 Peacekeeper Security Suits |
The G-Team, Part 3
Description
"I'd keep my distance from B.E Barechus and Murd Doc, neither is terribly stable.
You are, though, so let's get you to work! Go down into this tunnel until you get to Tinkers' Court. Hopefully you'll know what to do when you meet Mekgineer Thermaplugg.
Our leader, Commando Hann Ibal waits somewhere in there. He'll reward you handsomely for all your work. Probably."
Mechanics and Rewards
Mekgineer Thermaplugg is as vulnerable as he will ever be. The party can journey through Tinkers' Way to head directly to the TInkers' Court and the traitor hiding within.
Once Mekgineer Thermaplugg is defeated, the party should report to Commando Hann Ibal who should be near the Tinkers' Court.
Electrocutioner 6000
Large construct, lawful evil
- Armor Class 16 (natural armor)
- Hit Points 110 (13d10+39)
- Speed 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 18 (+4) 12 (+1) 10 (+0)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Gnomish
- Challenge 6 (2300 XP)
Immutable Form. Electrocutioner 6000 is immune to any spell or effect that would alter its form.
Magic Resistance. Electrocutioner 6000 has advantage on saving throws against spells and other magical effects.
Magic Weapons. Electrocutioner 6000's weapon attacks are magical.
Lightning Rod. Whenever Electrocutioner 6000 is subjected to lightning damage, it takes no damage and gains an additional action on its next turn.
Actions
Multiattack. Electrocutioner 6000 makes two Shockblade attacks.
Shockblade. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) lightning damage.
Megavolt. All targets in a 30 ft. cone must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) lightning damage and are paralyzed until the end of their next turn. On a success, take half has much damage.
Chain Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) lightning damage. This 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.
6. Engineering Labs
Deep within Gnomeregan is the source of Thermaplugg's mad machines of war. Some of the mad tinker's most dangerous creations wait within the Engineering Labs.
6a. Observation Decks
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 engineers and guards watch the Test Chamber below through huge glass windows spanning the interior wall. Banks of instruments and monitors line the walls and discarded pieces of machinery litter the floors. For the west, north, and east chambers, roll from this section's Random Encounter Table to determine the current occupants. Within the southern observation room is one of Thermaplugg's deadliest inventions, the Crowd Pummeler 9-60.
The adventurers can move to other locations within the Engineering Labs via the northeastern corner of the Observation Decks. An outward facing door bars the way to the Secret Access Tunnel and can be opened with the Workshop Key. An open cargo elevator can take the party down into the Test Chamber below.
Random Encounter Table
Roll | Monsters |
---|---|
1 | An alarm bot with +5 Perception. Sounds an alarm drawing the occupants of the adjoining chambers if it sees intruders. |
2-3 | 2 Mechanized Guardians, 1 Mechano-Frostwalker |
4-5 | 2 Leprous Technicians, 1 Mechano-Frostwalker, 1 Mechano-Flamewalker |
6 | 1 Leprous Technician, 1 Mechanized Guardian, 1 Mechano-Frostwalker, 1 Mechano-Flamewalker |
Crowd Pummeler 9-60
In Gnomeregan's heyday, inventors would compete for status by pitting their creations against one another. The mekgineer Oglethorpe Obnoticus built an unbeatable robot, and this earned him respect in the high tinker's court. Sicco Thermaplugg stole Obnoticus's blueprints and then made a giant version of the machine. He set his forgery loose, and the horrific results drove the ruling council to banish the innocent Obnoticus. The Crowd Pummeler 9-60 is still one of Thermaplugg's favorite (stolen) inventions.
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.
Crowd Pummeler 9-60
Large construct, lawful neutral
- Armor Class 16 (natural armor)
- Hit Points 133 (14d10+56)
- Speed 30 ft.
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Gnomish
- Challenge 6 (2300 XP)
Immutable Form. Crowd Pummeler 9-60 is immune to any spell or effect that would alter its form.
Magic Resistance. Crowd Pummeler 9-60 has advantage on saving throws against spells and other magical effects.
Magic Weapons. Crowd Pummeler 9-60's weapon attacks are magical.
Trample. When Crowd Pummeler 9-60 moves its full speed in a straight line, it may move through medium or smaller creatures. These creatures must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage, are knocked prone, and can't make attacks of opportunity this turn.
Actions
Multiattack. Crowd Pummeler 9-60 makes two attacks.
Arcing Smash. Melee Weapon Attack: +7 to hit, reach 10 ft., three targets. Hit: 16 (2d10 + 5) bludgeoning damage.
Crowd Pummel. All targets in a 30 ft. long, 5 ft. wide line from Crowd Pummeler 9-60 must succeed on a DC 15 Strength saving throw or take 11 (2d10) bludgeoning damage and are unable to cast spells until the end of their next turn. On a success, take half as much damage.
6b. Secret Access Tunnel
Leading out of the Engineering Labs is the Secret Access Tunnel. Following its twisting metal corridors will lead back into the Workshop Entrance in Upper Gnomeregan. The tunnel has been used as a hidden line of supplies and reinforcements for the leper gnomes fighting in the chambers above. Sealing the tunnel or clearing the engineering labs will stem the flow, relieving the operatives of S.A.F.E. and turning the tide of battle in their favor.
Within the tunnel are a number of leper gnome technicians repairing damaged war machines to send the back into the battle raging overhead. Roll from this section's Random Encounter Table to determine the forces currently here. All constructs start at half health and must be affected by Supercharge before they can act.
Random Encounter Table
Roll | Monsters |
---|---|
1-2 | 3 Leprous Technicians, 3 Mechanostriders, 1 Peacekeeper Security Suit |
3-4 | 2 Leprous Technicians, 1 Mechano-Frostwalker, 1 Mechano-Flamewalker |
5-6 | 2 Leprous Technicians, 2 Peacekeeper Security Suits |
6c. Test Chamber
In the center of the Engineering Labs is a tall octagonal Test Chamber. One-way mirrors block vision into the observation decks arranged overhead. A plethora of pipes and coils humming with energy feed into a complex machine built 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 device to split out a Prismatic Punch Card.
Also at the base of this machine is a blue robotic dog, currently deactivated, with the word "Friender" engraved into its side. Surrounding it is a sparkling energy shield. A DC 15 Intelligence check will reveal that the shield is being powered via three sources arranged around the exterior of the room.
Near these three sources are sets of lights arranged horizontally with buttons underneath each. Five lights sit on one wall, six on another, and seven on the third (see sequences below). Each light can either be on (white) or off (black). Pressing the button underneath a light will flip that light as well as any adjacent lights. For the five-light sequence, pressing three buttons will cause all the lights to turn on and then reset them to their original state. The same reset occurs 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.
Turning all of the lights off for a given sequence will power down an energy source feeding into Friender's energy shield. When all three sources are disabled, the shield surrounding Friender dissipates and the robotic dog begins to power up. After a short time, Friender stands up, its eyes glow yellow, and it begins to run circles around the Test Chamber. It lets out mechanical barks and ignores the party unless attacked or an adventurer uses a Mecha-Bond Imprint Matrix on it.
A small hatch in the southwestern wall leads to a narrow maintenance corridor. Exposed pipes and machinery make the path dangerous terrain and the party can only go through it single file. The adventurers can follow this tunnel northwest eventually letting out into Tinkers' Way.
Friender
Medium construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 60 (8d8+24)
- Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 4 (-4)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Gnomish
- Challenge 2 (450 XP)
Infrared Vision. The construct has advantage on Wisdom (Perception) checks that rely on heat and sight.
Pack Tactics. The construct has advantage on an attack roll against a creature if at least one of the construct's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The construct makes two mechanobeak attacks.
Mechanobite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
7. Tinkers' Court
Once the center of the gnomish government, the Tinkers' Court is the final holdout of Mekgineer Thermaplugg. Beware to those that would enter, this former seat of power has been converted into a deathtrap for any that would challenge the mad mekgineer's rule.
7a. Tinkers' Way
Tinkers' Way is another tramway similar in design to the Irradiated Tramway. However, this tunnel has remained in much better condition and is noticeably steeper. A few spotlights hidden amongst the nest of pipes running overhead cast dim cones of light and shadow across the tramway.
A raised platform rings the southern side of the corridor overlooking the tracks below. Patrolling the tracks are two separate Arcane Nullifier X-21s. Atop the raised platform is a Dark Iron Agent and two Mechanized Guardians speaking in hushed tones. Listening in on their conversation will reveal a plot for an alliance between the Dark Iron Dwarves of Blackrock Mountain and the Leper Gnomes of Gnomeregan. This must be prevented lest Ironforge itself be put in danger of falling.
Following the length of the tunnel leads into the Tinkers' Chambers where Mekgineer Thermaplugg maintains his iron grip over Gnomeregan.
7b. Tinkers' Chambers
The Tinkers' Chambers is a massive circular room where the Tinkers' Council once held court. Remnants of its past glory still show through in the ornamentation and delicate machinery running through the chamber. Mekgineer Thermaplugg has made a few personal touches to the place since he claimed power. Six towering structures, once used as the seats of the high tinkers, are arranged around the room, 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 pointing in different directions is suspended above the center of the room. Beneath this device on a slightly raised platform is Mekgineer Thermaplugg, currently piloting a massive robot suit.
Mekgineer Thermaplugg
"Usurpers! Ghomeregan is mine!"
Murderer, traitor, and self-proclaimed king of the gnomes, the mekgineer Sicco Thermaplugg rules over the radioactive halls of Gnomeregan with a malfunctioning iron fist. His subjects are numerous, vicious, and insane enough to defend their crazed king against any intrusion from the upper world. It is Thermaplugg's madness that makes him so dangerous; he possesses the cunning to destroy everything around him, with no thought for his own life. There is a reason that even the monsters of Gnomeregan fear him.
Mekgineer Thermaplugg (marked by a violet skull on the map) has been driven made by his lust for power. He will destroy everyone and everything to keep hold on that power. Between his explosive traps and giant robot suit, he is well suited to do just that.
When Mekgineer Thermaplugg is defeated, the party may loot Thermaplugg's Right Arm.
Lair Actions
On initiative count 20 (losing initiative ties), the mad mekgineer takes a lair action to cause the following effect.
- Activate Bomb Assemblies. Roll from the table below. The corresponding bomb assembly activates (roll for its own initiative) or are no longer Incapacitated.
Roll | Bomb Assembly |
---|---|
1 | W |
2 | E |
3 | NE |
4 | NW |
5 | SE |
6 | SW |
Gnomeregan Reclaimed
When the Mekgineer is finally put down, Commander Hann Ibal rappels down from the hanging contraption. He congratulates the party on their success and suggests they 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.
Mekgineer Thermaplugg
Large construct, chaotic evil
- Armor Class 18 (natural armor)
- Hit Points 119 (14d10+42)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 16 (+3) 22 (+6) 14 (+2) 14 (+2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, stunned
- Senses darkvision 120 ft., passive Perception 12
- Languages Common, Gnomish
- Challenge 7 (2900 XP)
Gnome Cunning. Thermaplugg has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Immutable Form. Thermaplugg is immune to any spell or effect that would alter its form.
Magic Resistance. Thermaplugg has advantage on saving throws against spells and other magical effects.
Magic Weapons. Thermaplugg's weapon attacks are magical.
Actions
Multiattack. Thermaplugg makes two attacks.
Pound. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or is Incapacitated until the end of its next turn.
Steam Blast. All targets in a 15 ft. cone must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) fire damage and be knocked back 15 ft. On a success, take half as much damage.
Welding Beam. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 10 (3d6) lightning damage.
Bomb Assembly
Large construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 47 (5d10+20)
- Speed —
STR DEX CON INT WIS CHA 10 (+0) 5 (-3) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Languages Gnomish
- Challenge 0 (0 XP)
Immutable Form. The assembly is immune to any spell or effect that would alter its form.
Big Red Button. A creature in melee range may make a DC 14 Intelligence check. On a success, the assembly is Incapacitated for 30 seconds. When Thermaplugg is defeated, the assembly is permanently Incapacitated.
Actions
Assemble Walking Bomb. A Walking Bomb appears within 5 ft. of the assembly, sharing its initiative.
Walking Bomb
Small construct, unaligned
- Armor Class 8
- Hit Points 13 (3d6+3)
- Speed 10 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 1 (-5)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages Gnomish
- Challenge 0 (0 XP)
Explosive. When the bomb takes fire damge, roll a d6. On a 6, the bomb explodes and each creature within 10 ft. of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage plus 7 (2d6) piercing damage.
Actions
Detonate. When the bomb comes within 5 ft. of a hostile creature, it explodes and each creature within 10 ft. of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage plus 7 (2d6) piercing damage. On a success take half as much damage.
Treasure
This section provides descriptions for the treasure found within Gnomeregan. The source of each of these items is given in the above sections.
Electrocutioner's Leg
weapon (rapier), rare (requires attunement)
This metal blade still crackles with high voltage electricity, causing your hair to stand on end.
You gain a +1 bonus to attack rolls made with this weapon. Attacks made with this weapon deal 2 bonus lightning damage.
When you roll a 20 on an Attack roll made with this weapon, the target is stunned and vulnerable to lightning damage until the end of its next turn.
Grubbis' Protective Pail
wondrous item (head), rare (requires attunement)
While a little rough looking, this helm was made using advanced materials designed to take the wear and tear of the gnomish mines.
While wearing this helm, you are resistant to nonmagical bludgeoning damage.
Hydrocane
wondrous item, rare (requires attunement)
This polished silver staff is capped with a deep blue crystal swirling with the power of elemental water.
While wielding this staff, you can breathe Underwater and have a swimming speed of 60 feet.
When you deal cold damage to a creature with a spell you also deal bonus cold damage equal to your proficiency bonus to that creature.
Manual Crowd Pummeler
weapon (maul), rare (requires attunement)
A heavy steel contraption fashioned from a robotic fist welded to a handle. This weapon requires at least 17 Strength to wield.
You gain a +1 bonus to attack and damage rolls made with this weapon.
As an action you may make attacks with this weapon against up to three targets. You lose your proficiency bonus during these attacks. Until the start of your next turn, any 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.
The construct obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the construct where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. if you have the Extra Attack feature, you can make one attack yourself and you can command the cosntruct to take an Attack action.
Like any creature, the construct can spend Hit Dice during a short rest. If you are incapacitated or absent, the construct acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
Thermaplugg's Right Arm
wondrous item, rare (requires attunement)
This complex device contains a few of Thermaplugg's personal weapons. Its operation, however, is difficult to learn.
The device has 4 charges and it regains 1d4expended charges daily at dawn.
As an action, you may spend one charge to make a DC 20 Intelligence check. On a success, you may choose an effect from the table below and add your proficiency bonus to your spell attack or spell save DC. On a failure, roll a d6 to determine the effect from the table below. Use your Intelligence modifier for spell attacks or spell save DCs used for this item.
Roll | Effect |
---|---|
1 | Static Discharge. The device consumes a second charge and deals 4d6 lightning damage to all creatures within 10 ft. (including you) |
2 | Steam Blast. Each creature in a 15 ft. cone must succeed on a Dexterity saving throw or take 14 (4d6) fire damage and be knocked back 15 ft. On a success, they take half as much damage. |
3 | Welding Beam. Make a ranged spell attack against a target within 120 ft. of you. On a hit, the target takes 3d6 fire damage plus 3d6 lightning damage. |
4 | Bomb Launcher. Choose a point within 30 ft. of you. You launch two Walking Bombs at that point. These constructs start share your initiative and are controlled by you. They will self-destruct after one minute, immediately using Detonate. |
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 18 (+4) 9 (-1) 18 (+4) 3 (-4) 12 (+1) 1 (-5)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Gnomish
- Challenge 3 (700 XP)
Immutable Form. The robot is immune to any spell or effect that would alter its form.
Magic Resistance. The robot has advantage on saving throws against spells and other magical effects.
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.
Mass Nullify (Recharge 4-6). All negative conditions and magical effects affecting friendly creatures within 10 ft. of the robot are immediately removed.
Reflection Field (Recharge 4-6). Until the start of the robot's next turn, when it or a friendly creature within 10 ft. would be hit by a spell targeted at a creature the spell is reflected and instead hits the spellcaster.
Caverndeep Ambusher
Medium humanoid (trogg), chaotic neutral
- Armor Class 11
- Hit Points 19 (3d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0)
- Skills Perception +2
- Damage Resistances poison
- Senses darkvision 120 ft., passive Perception 12
- Languages Trogg
- Challenge 1/2 (100 XP)
Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Caverndeep Reaver
Medium humanoid (trogg), chaotic neutral
- Armor Class 13
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
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.
Dark Iron Agent
Medium humanoid (dwarf), lawful evil
- Armor Class 13
- Hit Points 39 (6d8+12)
- Speed 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0)
- Damage Resistances poison, fire
- Senses darkvision 120 ft., passive Perception 10
- Languages Common, Dwarvish, Gnomish
- Challenge 2 (450 XP)
Dark Iron Resilience. The dwarf has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.
Actions
Multiattack. The dwarf makes two dagger attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dark Iron Land Mine (Recharge 5-6). The dwarf deploys a mine within 15 ft. of it. When a creature enters the same space as the mine or starts its turn 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 Medic
Small humanoid (gnome), lawful neutral
- Armor Class 11
- Hit Points 27 (6d6+6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 13 (+1) 16 (+3) 16 (+3) 10 (+0)
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Gnomish
- Challenge 1 (200 XP)
Gnome Cunning. The gnome has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Actions
Heal. A friendly creature within 50 ft. regains 5 (1d10) hit points.
Power Word: Fortitude (Recharges on a Short or Long Rest). All friendly targets within 10 ft. gain 5 (2d4) temporary hit points.
Holdout Technician
Small humanoid (gnome), lawful neutral
- Armor Class 13
- Hit Points 27 (6d6+6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 13 (+1) 18 (+4) 14 (+2) 10 (+0)
- 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
Handcannon. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d8 + 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 point must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) fire damage plus 5 (2d4) piercing damage.
Holdout Warrior
Small humanoid (gnome), lawful neutral
- Armor Class 17 (chain shirt, shield)
- Hit Points 33 (6d6+12)
- Speed 25 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Gnomish
- Challenge 1 (200 XP)
Gnome Cunning. The gnome has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) slashing damage.
Reactions.
Pummel (Used when a creature is casting a spell). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the creature's spell fails and has no effect.
Irradiated Horror
Medium elemental, unaligned
- Armor Class 14 (natural armor)
- Hit Points 51 (6d8+24)
- Speed 30 ft.. swim 90 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1)
- Damage Immunities poison
- Damage Resistances acid, bludgeoning, piercing, and slashing from nonmagical sources
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses passive Perception 10, darkvision 60 ft.
- Languages Aquan
- Challenge 2 (450 XP)
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.
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 damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
Irradiated. At the start of its turn, the slime deals all creatures within 10 ft. of it 4 (1d8) poison damage.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Toxic Nova. (Recharge 4-6) All creatures within a 20 ft. of the slime must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) poison damage and are Irradiated until the end of their next turn. On a success, it is dealt half as much damage.
Irradiated Pillager
Medium humanoid (trogg), chaotic neutral
- Armor Class 14
- Hit Points 45 (7d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 8 (-1)
- Damage Immunities poison
- Senses darkvision 120 ft., passive Perception 10
- Languages Trogg
- Challenge 2 (450 XP)
Irradiated. At the start of its turn, the trogg deals all creatures within 10 ft. of it 4 (1d8) poison damage.
Fallout. When the trogg is defeated, all creatures within 10 ft. of it must succeed on a DC 13 Constitution saving throw or are Irradiated until the end of their next turn.
Actions
Radiation Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) poison damage and the target must succeed on a DC 13 Constitution saving throw or are Irradiated until the end of their next turn.
Leprous Defender
Small humanoid (gnome), lawful neutral
- Armor Class 17 (half-plate)
- 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.
Actions
Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Handcannon. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Multi-Shot. (Recharge 5-6) All targets in a 30 ft. cone 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.
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
Actions
Electro-Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) lightning damage.
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 Restrained until it is freed. A creature can use its 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 frees the creature without harming it, ending the effect and destroying the net.
Mechanostrider
Medium construct, unaligned
- Armor Class 13 (natural armor)
- Hit Points 19 (3d8+6)
- Speed 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages understands Gnomish but can't speak it
- Challenge 1/2 (100 XP)
Actions
Mechanobeak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Mechano-Flamewalker
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
- Damage Immunities cold, poison, psychic
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Gnomish
- Challenge 3 (700 XP)
Immutable Form. The robot is immune to any spell or effect that would alter its form.
Actions
Machine Gun. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The robot may use a bonus action to use Machine Gun on the same target.
Flame Spray. All targets in a 30 ft. cone must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage. On a success, take half has much damage.
Fire Nova. All targets within 5 ft. must succeed on a DC 13 Constitution saving throw or take 14 (4d6) fire damage and are knocked back 10 ft. On a success, take half as much damage.
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
- Damage Immunities fire, poison, psychic
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Gnomish
- Challenge 3 (700 XP)
Immutable Form. The robot is immune to any spell or effect that would alter its form.
Actions
Machine Gun. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The robot may use a bonus action to use Machine Gun on the same target.
Hail Storm. The robot launches a sphere of ice at a point within 60 ft. All creatures within 5 ft. of the point must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) cold damage and their speed is halved until the end of their next turn. On a success, take half has much damage.
Ice Blast. All targets within 5 ft. must succeed on a DC 13 Constitution saving throw or take 14 (4d6) cold damage, their speed reduced to 0, and are unable to make Reactions until the end of their next turn. On a success, take half as much damage.
Peacekeeper Security Suit
Medium construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 76 (9d8+36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Gnomish
- Challenge 3 (700 XP)
Immutable Form. The robot is immune to any spell or effect that would alter its form.
Magic Resistance. The robot has advantage on saving throws against spells and other magical effects.
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.
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".