Gnomeregan
Drive Out the Invaders, Punish the Traitors
                                                          Overview
                                                           Prologue
                                                      For the Alliance!
                                                      New Tinkertown
                                                    Upper Gnomeregan
                                                           Entrance
                                                       Loading Rooms
                                                        Clockwerk Run
                                                         Train Depot
                                                     Workshop Entrance
                                                     The Hall of Gears
                                                         Entry Tunnel
                                                         Upper Level
                                                        Trogg Tunnels
                                                         Lower Level
                                                       The Clean Zone
                                                       The Dormitory
                                                         Launch Bay
                                                     Irradiated Tramway
                                                         Flight Decks
                                                     Maintenance Tunnel
                                                         Lower Level
                                                      Engineering Labs
                                                     Observation Decks
                                                    Secret Access Tunnel
                                                        Test Chamber
                                                        Tinkers' Court
                                                         Tinkers' Way
                                                     Tinkers' Chambers
                                                   Gnomeregan Reclaimed
                                                           Treasure
                                                          Monsters
                                                       For the Horde!
                                                Created by James Wiken
                                                    Special Thanks to
                                               Blizzard Entertainment
                Original dungeon design and characters, quest and adventure journal text, art assets, maps
                                                      wowhead.com
                                      Dungeon, NPC, and item information, screenshots
                                                         GM Binder
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
                                    are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gnomeregan
B
               uilt deep within the mountains of Dun Morogh,
               the wondrous city of Gnomeregan was a               Prologue
               testament to the gnomes' intelligence and           Gelbin Mekkatorque is known as much for his technical
               industry. But when the capital was invaded by       brilliance as he is for his just leadership of the gnomes. In
               troggs, the gnomish high tinker was betrayed by     addition to being elected high tinker, the most prominent rank
               his advisor Sicco Thermaplugg. As a result,         in gnomish society, Gelbin proved himself to be an inventor
               Gnomeregan was irradiated, and most of its          without equal by leading the construction of the Deeprun
inhabitants slain. The surviving gnomes fled, vowing to return     Tram, which links Stormwind and Ironforge. Yet all of the high
someday and retake their home.                                     tinker's achievements have been overshadowed by one
  The adventurers have been sent to retake the once glorious       catastrophic event that occurred under his rule: the fall of
capital of the city of the gnomes from invaders and traitors.      Gnomeregan.
                                                                      Around the time of the Third War, an ancient menace
Overview                                                           known as the troggs surfaced in Gnomeregan from the depths
Gnomeregan is a dungeon designed for characters from levels        of Azeroth. This barbaric race, thought to have been
5 to 7. It is meant to be played standalone and can be inserted    unintentionally released during the Uldaman excavation,
into any campaign.                                                 crushed the gnomes' defenses and became entrenched in the
   In this dungeon, the adventurers have been tasked with          lower sections of the city. Gelbin, for all his genius, was at a
delving into the depths of Gnomeregan. The High Tinker             loss for a way to eradicate the savage invaders until his chief
wishes to see leaders of Thermaplugg's army eliminated and         advisor, Mekgineer Sicco Thermaplugg, proposed that they
the way paved for the upcoming invasion. Of course, if             inundate Gnomeregan with toxic radiation.
Thermaplugg could be brought to justice as well, all the better.      Confident in Thermaplugg's radical plan, Mekkatorque gave
   To execute this preliminary assault, High Tinker                the order to irradiate the city. This bold move worked at first:
Mekkatorque has deployed the G-Team, an infamous band of           toxic radiation spread throughout Gnomeregan and
gnomish commandos. Additionally, the High Tinker has sent          momentarily stopped the troggs' incursion. Soon, however, it
letters across the Alliance seeking brave adventurers to act as    was evident that the radiation was killing gnomes as well as
the tip of the spear for Operation: Gnomeregan II. The             troggs. In the end, nearly 80 percent of the gnomish race died,
adventurers should report to New Tinkertown if they wish to        and many of those who survived were mutated into deranged
help reclaim the once great city of Gnomeregan.                    leper gnomes. To add to the tragedy, the troggs then resumed
   The long exile of the gnomes will end and the traitor           their assault on the city.
responsible will finally pay for his crimes.                          Mekkatorque and the remaining healthy survivors
                                                                   evacuated Gnomeregan and were taken in by the dwarves of
                                                                   Ironforge, but Thermaplugg disappeared. The high tinker later
                                                                   heard troubling news that his former advisor had seized
                                                                   control of the toxic gnomish city and instated himself as its
                                                                   twisted overlord. Much to Mekkatorque's shock, he also
                                                                   discovered that Thermaplugg had secretly desired the office
                                                                   of high tinker and might have been previously aware of or
                                                                   even complicit in the trogg invasion.
                                                                                           CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                                      3
    The immense loss of life at Gnomeregan weighed heavy on
    Mekkatorque's shoulders, and in his fury he ordered the death     New Tinkertown
    of Thermaplugg. A band of heroes took up the mission and          Nestled in the snowy mountains of northwest Dun Morough,
    returned with a tale of victory, but after analyzing the claim,   New Tinkertown is the current seat of the High Tinker.
    Mekkatorque realized that the mechanized overlord defeated        However, it is little more than a refugee camp combined with
    in the depths of the city was likely nothing more than a          a military base. Sporadic fighting is still ongoing in the
    cleverly engineered facsimile of Thermaplugg.                     surrounding countryside as Mekkatorque's agents seek to put
       After determining that defeating his nemesis would require     down the remnants of Thermaplugg's forces still on the
    a more robust approach, Mekkatorque labored over countless        surface.
    strategies to retake his city. His tireless brainstorming            The High Tinker, sitting astride his blue mechanostrider,
    culmintated in the formulation of Operation: Gnomeregan, a        surveys the new city from his encampment near the entrance
    brilliant multi-phased assault plan devised to liberate the       of Gnomeregan. The adventurers can speak to Mekkatorque
    gnomish capital and bring the real Thermaplugg to justice.        and offer up their services in retaking the capital beneath
       Backed by the full strength of the Alliance, Mekkatorque       them. He also insists on showing them a holographic
    executed Operation: Gnomeregan to near success. After             recording of the final moments of Operation: Gnomeregan.
    capturing Thermaplugg's above ground holdings and beating         Once the party agrees to delve into Gnomeregan, the High
    back his trogg army, the forces of the Alliance pushed into the   Tinker gives them a writ of approval allowing entrance into
    upper levels of the besieged city. Victory, however, was          Gnomeregan and leaves them to his closest advisors.
    snatched away when Thermaplugg showed his trump card,                Captain Tread Sparknozzle, the High Tinker's top advisor, is
    the Irradiator 3000, a bomb over 26 times stronger than the       currently leading a hunt for Razlo Crushcog, a lieutenant of
    one used against the initial trogg invasion. As the Irradiator    Thermaplugg thought to be leading the above ground forces
    3000 exploded, the Alliance forces were forced to teleport to     of the traitor. He is knowledgeable about the capabilities of
    safety.                                                           Thermaplugg's army.
       In the wake of Operation: Gnomeregan, the gnomish                 Elgin Clickspring, the High TInker's assistant, is focused on
    survivors are more resolute than ever to retake their ancestral   the battle raging within Upper Gnomeregan. She is
    home. High Tinker Mekkatorque has lead his people to New          organizing the efforts of S.A.F.E. in clearing the upper tunnels
    Tinkertown, a new techno-town built a top the ruins of            of troggs and leper gnomes. She is knowledgeable about the
    Gnomeregan. From this forward position, they continue their       troggs and effects of radiation.
    war against the traitorous Thermaplugg and seek to reclaim
    their stolen kingdom.                                                Hinkle Fastblast is planning the invasion of lower
                                                                      Gnomeregan. He has contracted and already deployed the G-
                                                                      Team, a band of gnome commandos, into the Hall of Gears
    For the Alliance!                                                 and beyond. He is knowledgeable of the layout of Gnomeregan
    This dungeon is written based on the Alliance version of          as well as the location of Murd Doc.
    Gnomeregan. The G-Team, an infamous band of gnomish                  Outside of the High Tinker's camp, the location with the
    commandos, has been sent as a forward vanguard for the            most activity is the marketplace. A number of vendors have set
    imminent invasion. If you would prefer to play the Horde          up here and most common items can be found in the market.
    version, see "For the Horde!" at the end of this dungeon for a    There is also a merchant specializing in the care of
    description of changes.                                           mechanical beasts. While he has no constructs in stock, he
                                                                      will sell a Mecha-Bond Imprint Matrix to the adventurers for
                                                                      500 gp.
                                                                         Once the party is ready to proceed, they can ask for an
                                                                      escort to the entrance of Upper Gnomeregan.
       CLASSIC | DUNGEONS | GNOMEREGAN
4
1. Upper Gnomeregan                                                 1c. Clockwerk Run
The upper stretches of Gnomeregan were once a bustling hub          Clockwerk Run is an L-shaped platform overlooking a
of trade and progress. Centered around a decommissioned             decommissioned tram track. The area is currently held by
train depot that once connected it to Ironforge, the place is       S.A.F.E. and serves as a forward outpost for the invading
now a warzone. The operatives of S.A.F.E. have started the          gnome army. The S.A.F.E. operatives will point the party
reclamation of Gnomeregan by setting up a decontamination           westward into a partially collapsed tunnel leading into the
zone, but leper gnomes fight nut and bolt to keep hold of their     Hall of Gears. They will warn against heading north into the
stolen kingdom.                                                     train depot as it is currently an active warzone.
1a. Entrance                                                        1d. Train Depot
The entrance of Gnomeregan is anything but subtle. A                The train depot that used to act as the primary connection
massive gear-shaped gate built into the side of the mountain        between Gnomeregan and Ironforge has turned into a blasted
marks the once grand city. Several heavily armed gnome              battlefield. The high tinker's army is heavily engaged with
soldiers hold the gate, preventing any without express              hundreds of crazed leper gnomes, victims of the Irradiator
permission from the high tinker from entering the city.             3000, backed by Thermaplugg's mechanized military. The
                                                                    battle has been fought to a bloody stalemate as bodies and
    Once inside, the adventurers are guided down a long metal       destroyed equipment litter the ground around the central
ramp into a chamber with an enormous piston in the center of        pillar of the room, a strategic location that has changed hands
it. With an echoing knock, the piston lifts as an elevator rises    several times during the siege.
to the entry level. Riding down the elevator leads the party into      At the northern end of the underground station, behind
the Loading Room.                                                   Thermaplugg's forces, is a tunnel leading to the Workshop
1b. Loading Rooms                                                   Entrance.
The first room off of the elevator is a high-tech                   1e. Workshop Entrance
decontamination room. Gnomes in sealed armor sit atop floor         A massive steel door bars further progress down this tunnel.
mounted clean cannons spraying down any who appear                  Opening the door requires first succeeding on a DC 20
irradiated. Sanitron 600 drones hover overhead spraying             Investigation check to find the opening mechanism. Once that
disinfectant chemicals into the room below.                         is found, it requires a DC 30 Strength check to force it open
   After making it through this gauntlet of cleanliness, the        and cannot be opened by magical means. It can also be
party enters a second room. This one is a field hospital.           opened with the Workshop Key. Once past the door, the
Gnome physicians hurry from patient to patient working to           tunnel continues into the Engineering Labs - Secret Access
stave off any sign of irradiation as quickly as possible. Most of   Tunnel.
the patients are gnomes afflicted by the fallout from the
Irradiator 3000.
   The northern exit is blocked by a contingent of heavily
armored guards. The party will once again have to provide the
High Tinker's writ of approval to continue into Clockwerk
Run.
                                                                                            CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                                      5
    CLASSIC | DUNGEONS | GNOMEREGAN
6
2. The Hall of Gears                                                2b. Upper Level
Once the grand entryway to Gnomeregan, the Hall of Gears is         The Entry Tunnel leads out onto a wide circular platform that
now a husk of its former self. Rabid troggs infest the upper        surrounds the perimeter of the Hall of Gears except along the
levels and tunnels while the lower levels are submerged in a        northwestern wall where the platform has collapsed into the
pool of irradiated waste.                                           Lower Level. The hall, once a testament to gnome ingenuity
   The fight to retake Gnomeregan must start here with the          and craftsmanship, is an absolutely massive chamber.
purging of the trogg invaders from its mechanized halls and            The outer edge of the upper level borders sheer metal walls
the cleansing of the radiation unleashed to hold them back.         rising far into the air. Built into the ceiling of the chamber are
                                                                    the massive gear assemblies, some still operating and others
2a. Entry Tunnel                                                    long destroyed, that give the hall its name. Many of these
                                                                    assemblies connect to the central column in the center of the
Leading down from the surface is the Entry Tunnel. Bright           room. The invading troggs have caused serious damage to the
spotlights reflect off the metallic plating covering the high,      once meticulously maintained mechanical marvel, causing it
semi-circular hall. Automated machinery and cranes continue         to lean heavily to one side and shake with every griding gear
their work, unaware of the destruction that befell the city. The    turn.
Entry Tunnels continue south to the northern end of the                The inner edge of the platform looks out onto this crooked
Upper Level of the Hall of Gears.                                   column. Spotlights mounted beneath the platform and along
  Inside this tunnel is Murd Doc, member of the infamous G-         this column cast bright, if narrow, beams of light across the
Team. Murd Doc and his fellow teammates have been                   vast chamber. Green clouds of radiation and mist obscure
contracted by the High Tinker to pave the way for the               vision down to the Lower Level which is at least one hundred
reclaiming of Gnomeregan. Murd Doc will enlist the party in         feet below the platform.
the pursuit of this goal, offering "The G-Team, Part 1".               Several tunnels lead out of the Hall of Gears. To the
  The gnomish commando will also give the adventurers               northeast is the Entry Tunnel. The hall heading southeast
additional intel about the Hall of Gears. Troggs infest the         leads to the Trogg Tunnels, where Blastmaster Emi Shortfuse
Upper Level, likely coming from the tunnels off to the              has run off to. The southwestern tunnel branches. The
southeast. An enterprising, and perhaps foolish, blastmaster        western path leads down a series of stairs and ramps to the
has ventured into those passages to attempt to block off the        Clean Zone, a safe haven in an otherwise hostile place. The
source of the trogg invaders and would likely be in need of any     eastern fork winds along a series of raised platforms before
help the party can provide. A forward output known as the           opening up into the trogg controlled Dormitory. A makeshift
"The Clean Zone" was established through the southwest              metal bridge spans the gap between the western edge of the
tunnels, but has since been surrounded by troggs.                   platform and the clanking central column.
                                                                       The Upper Level is currently the dominion of the troggs,
                                                                    cursed invaders from deep below the ground. There are 3
 The G-Team, Part 1                                                 (1d4+1) groups of troggs on this level, one currently looting
 Description                                                        the column and the others patrolling the platform. Roll from
                                                                    this section's Random Encounter Table to determine each
 "How did you get in here? Oh, it doesn't matter. I'm Murd Doc
                                                                    group.
 of the G-Team. We're the best there is, and we're here to retake
 Gnomeregan!                                                        Random Encounter Table
    When nobody else could help him, the High Tinker found          Roll                          Monsters
 and hired us. But we simply can't do this alone! You're an
                                                                     1                     4 Caverndeep Reavers
 honorary G-Team Commando now, adventurers.
    Take these parachutes, jump down straight ahead into the
                                                                     2      2 Caverndeep Reavers, 4 Caverndeep Ambushers
 Hall of Gears, and kill the Viscous Fallout. After you're done,     3          1 Irradiated PIllager, 3 Caverndeep Reavers
 report to Commando B.E Barechus by the west hallway. You            4       2 Irradiated Pillagers, 4 Caverndeep Ambushers
 two will get along great, I'm sure."
 Mechanics and Rewards
 The party must defeat the Viscous Fallout, a corrupted water
 elemental, before delving any deeper into Gnomeregan. The
 parachutes provided were designed for gnomes and will only
 work for small creatures. The Lower Level can also be reached
 through the Dormitory and by rappelling down the central
 column of the Hall of Gears.
    Once the Viscous Fallout has been defeated, the party
 should report to B.E. Barechus in the Lower Level of the Hall of
 Gears to start "The G-Team, Part 2".
                                                                                             CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                                         7
    2c. Trogg Tunnels                                                  Points of Entry
    An alarm post, still semi-operational, casts an angry red light
    across the metal plated entrance of this tunnel. As the party      Description
    continues down the tunnel, the well built hall breaks up into a    "Thank the light you are here! I'd accept help from a two-
    rough carved tunnel. The troggs have looted everything here,       headed ogre aat this point. The city has been overrun by
    down to the plates lining the walls. Charred, dismembered          troggs! The attempts to wipe them out resulted in mass
    trogg corpses, still smoking, are scattered amongst the ruins      contamination. But there is still hope.
    and wreckage.                                                      Our scientists who evacuated to Ironforge are working on a
       At the end of the dusty tunnel are two narrow passages          cure for the fallout sickness. Meanwhile, if you can help me
    branching out deeper beneath Dun Morogh. Near these
    passages is a haphazard pile of boxes and barrels currently        stop the trogg invasion, perhaps the city can be retaken.
    being sorted through by a wild-eyed gnome, Blastmaster Emi            With your help, I can evaluate these tunnels. Let's see if we
    Shortfuse. Use the Holdout Technician statblock for her.           can find out where these Troggs are coming from.... and put a
       Emi has taken it upon herself to find and seal the tunnels      stop to the invasion!."
    the troggs are using to funnel in and out of the Hall of Gears.    Mechanics and Rewards
    She believes the passages nearby are those tunnels. She will       The party must protect Emi while she sets up explosives to
    offer the quest "Points of Entry" to the adventurers.              cave in the two smaller passages, one on each side of the
    Grubbis                                                            tunnel. The explosives take 30 seconds to rig up and will
    "We come from below! You can never stop us!"                       explode 6 seconds after they have been lit, caving in the
       The radioactive gas that flooded the city was meant to anger    corresponding passage and dealing 36 (8d8) fire damage to all
    the troggs and kill the gnomes, and Thermaplugg's plan was         creatures within 15 ft. of the explosion. Emi will destroy the
    brutally effective. One trogg, however, reacted oddly to the       southern tunnel first and then the northern one. When she
    substance: Grubbis grew. And grew. It was a side effect that       starts rigging a set of explosives, 6 (1d4+4) Caverndeep
    Sicco had not anticipated, but he's never been one to waste
    valuable (and dangerous) resources. This giant trogg now           Ambushers will run up from that tunnel and attempt to stop
    patrols the tunnels of Gnomeregan. His loyal basilisk pet,         her. After both passages have been collapsed, Grubbis and
    Chomper, helps Grubbis sniff out gas leaks, tasty fungi, and       Chomper, attracted by the commotion, attack from the
    even tastier intruders.                                            northwest, the direction of the Hall of Gears.
       Grubbis (marked by a blue skull on the map) is an unusually        For their assistance, Emi will reward the party with a few
    large trogg who works with his loyal basilisk, Chomper, to         explosives she has left over and stays in the Trogg Tunnels to
    defeat any who threaten him and his territory.                     make sure her work was thorough.
       When Grubbis is defeated, the party may loot Grubbis'
    Protective Pail.
       Grubbis                                                        Chomper
       Medium humanoid (trogg), chaotic neutral
                                                                      Medium monstrosity, unaligned
       Armor Class 13
       Hit Points 67 (9d8 + 27)                                       Armor Class 15 (natural armor)
       Speed 30 ft.                                                   Hit Points 52 (8d8 + 16)
                                                                      Speed 20 ft.
          STR       DEX       CON       INT      WIS        CHA
                                                                         STR        DEX        CON         INT       WIS       CHA
        18 (+4) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 12 (+1)
                                                                       16 (+3)     8 (-1)     15 (+2)     2 (-4)    8 (-1)    7 (-2)
       Skills Perception +2
       Senses darkvision 120 ft., passive Perception 12               Senses darkvision 60 ft., passive Perception 9
       Languages Trogg                                                Languages —
       Challenge 3 (700 XP)                                           Challenge 2 (450 XP)
       Chomper's Champion. While Grubbis is within 10 ft. of          Grubbis' Guardian. While Chomper is within 10 ft. of
       Chomper, the basilisk has advantage on attack rolls.           Grubbis, the trogg gains a +3 bonus to his AC.
       Actions                                                        Actions
       Multiattack. Grubbis makes two strike attacks.                 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                                      target. Hit: 6 (2d6 + 3) piercing damage plus 3 (1d6)
       Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one       poison damage.
       target. Hit: 10 (1d12 + 4) bludgeoning damage.
       CLASSIC | DUNGEONS | GNOMEREGAN
8
2d. Lower Level
The bottom of the Hall of Gears is an uninhabitable mess of                    Viscous Fallout
debris and radiation. Toxic fluids drip from the walls and                     Large elemental, unaligned
platforms above, gathering into stinking irradiated pools.
Clouds of poisonous mist rise from these pools, drifting up the                Armor Class 14 (natural armor)
broken base of the hall's central column. Massive gears and                    Hit Points 114 (12d10+48)
steel plates litter the floor, half embedded in blighted ground.               Speed 30 ft.. swim 90 ft.
When a creature enters this room, they must succeed on a DC
14 Constitution saving throw or are Poisoned. They must
make this saving throw for every minute they are in the Lower                     STR        DEX       CON        INT      WIS      CHA
Level.                                                                          18 (+4) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1)
  The southern exit leads back into the Dormitory and the
relative safety of the Clean Zone. Heading west will lead the                  Damage Immunities poison
party deeper into Gnomeregan via the Irradiated Tramway.                       Damage Resistances acid, bludgeoning, piercing, and
  Toxic elementals and oozes wander the irradiated room,                         slashing from nonmagical sources
driven mad by pain. Roll from this section's Random                            Condition Immunities exhaustion, grappled,
Encounter table to determine the monsters spread through                         paralyzed, petrified, poisoned, prone, restrained
the room. The Viscous Fallout also shambles around the area.                   Senses passive Perception 10, darkvision 60 ft.
Once the tortured elemental is put down, a sound of an engine                  Languages Aquan, Common
revving can be heard echoing from the western exit of the                      Challenge 5 (1800 XP)
room. As if on cue, B.E. Barechus, the 2nd member of the G-
Team, rides in on his gnomish-made motorcycle. Impressed                       Irradiated Water Form. Viscous Fallout can enter a
by their handiwork, the gnome commando offers the party                        hostile creature's space and stop there. It can move
"The G-Team, Part 2". Barechus can also provide information                    through a space as narrow as 1 inch wide without
on the layout of the Launch Bay as well as a general                           squeezing. When a creature enters the elemental's
description of the leper gnome forces within.                                  space for the first time on a turn or starts its turn
                                                                               there, Viscous Fallout deals 7 (2d6) poison damage
Viscous Fallout                                                                to it.
The formerly robust and elegantly complex waterways of                         Actions
Gnomeregan are now an irradiated mess filled with toxic
slime. A lone water elemental who had dwelt in the gnomes'                     Multiattack. Viscous Fallout makes two attacks.
aquifer became trapped in the contamination, and the                           Irradiated Slam. Melee Weapon Attack: +7 to hit,
pollution corrupted its pure form. It currently wanders the                    reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
halls of Gnomeregan in anger and agony, a liquid embodiment                    damage plus 3 (1d6) poison damage.
of the vile poison of Thermaplugg's betrayal.
   Viscous Fallout (marked by a red skull on the map) was                      Toxic Volley. Ranged Spell Attack: +5 to hit, range
driven mad in the aftermath of Gnomeregan's fall. He                           120 ft., all targets in range. Hit: 5 (1d10) poison
overwhelms any who approach him with water and radiation.                      damage and the targets must succeed on a DC 13
                                                                               Constitution saving throw or are Poisoned until the
   When Viscous Fallout is defeated, the party may loot the                    end of their next turn.
Hydrocane.
Random Encounter Table
 Roll                          Monsters
 1-2                      4 Irradiated Slimes
 3-4          1 Irradiated Horror, 2 Irradiated Slimes
 5-6                     2 Irradiated Horrors
 The G-Team, Part 2
 Description
 "That Murd Doc is crazy, adventurers. Never, ever, let you find yourself in an aircraft with that gnome.
    Stealth usually isn't my thing, and it's certainly not going to be yours. Go down this hallway to the Launch Bay and dispose of the
 Electrocutioner 6000. The Electrocutioner is in charge of the aircraft and I hate aircraft. I'm not getting in any sort of aircraft!
    Use these parachutes to drop down afterwards and speak with Commando Face for your next job."
 Mechanics and Rewards
 The party must defeat Electrocutioner 6000 to cripple the leper gnome forces within the Launch Bay. The parachutes provided were
 designed for gnomes and will only work for small creatures.
    Once Electrocutioner 6000 has been defeated, the party should report to Commando Face in the Lower Level of the Launch Bay to
 start "The G-Team, Part 3".
                                                                                                     CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                                          9
     3. The Clean Zone
     Heavy barricades constructed from overturned furniture and
     scrap metal bar both entrances into the Clean Zone. Behind
     them stands 4 (1d4 + 2) Holdout Warriors each who will
     challenge any who approach. Once the adventurers prove they
     are neither troggs nor leper gnomes, the exhausted guards
     will grant them entrance into the meager haven.
        Inside are the few remaining gnomes untouched by the
     radiation that devastated the city. Three (1d4 + 1) Holdout
     Medics with haunted looks in their eyes tend to several
     wounded soldiers with what few supplies they have
     remaining. Two (1d4) Holdout Technicians haggardly work to
     repair weapons and armor, stripping metal from the floor and
     walls of the chamber for raw materials. Leading this motley
     crew is Tink Sprocketwhistle. Once a wealthy merchant, this
     gnome will use what remains of his fortune to buy food, water,
     and medical supplies for the beleaguered occupants of the
     Clean Zone.
        A few whirring machines are built into the northern and
     southern walls of the Clean Zone. These spotless
     contraptions stand out against the general chaos of the room.
     Small plaques on the devices read "The Sparklematic 5200",
     followed by some text:
        "Grime and residue ruining your sparklies? The
     Sparklematic 5200 puts the shine back in shine-tastic! Insert
     the item you wish to clean and deposit three silver coins in the
     coin slot. Give the Sparklematic 5200 a moment for
     operation, and voila! Your valuables will emerge clean and
     shiny!"
        Adventurers can insert a Grime-Encrusted Object and
     three silver coins into the machine to activate it. Roll from the
     Sparklematic 5200 Table to determine the object that is
     returned. When an adventurer is looting any creature within         Sparklematic 5200 Table
     Gnomeregan, roll a d20. On an 11 or higher they find a                      Roll                           Item
     Grime-Encrusted Object.
        A wide ramp leads out the western exit back into the Upper               1-2                      Lump of Coal
     Level of the Hall of Gears. The barricaded arch on the east                 3-4                      Heavy Stone
     side of the room separates this chamber from the trogg
     infested Dormitory. While the Clean Zone is likely the safest               5-7                      Copper Ore
     place in Gnomeregan, it is by no means safe. If they take a                8-10                        Iron Ore
     long rest here, roll from this section's Random Encounter
     Table. The gnome guards will defend but not leave their                    11-13                      Silver Ore
     assigned barricades during any of these encounters in fear of              14-16                    Lustrious Pearl
     secondary attacks.
                                                                                17-18                 Precious Gemstone
                                                                                19-20                  Yellow Punch Card
                                                                         Random Encounter Table
                                                                         Roll                            Item
                                                                         1-3                        No Encounter
                                                                                  Troggs attack the eastern barricade. Roll from the
                                                                          4
                                                                                        Dormitory Random Encounter Table
                                                                                Troggs attack the western barricade. Roll from the Hall
                                                                          5
                                                                                   of Gears - Upper Level Random Encounter Table
                                                                                   Irradiated monsters leak through the holes in the
                                                                          6       room's plating. Roll from the Hall of Gears - Lower
                                                                                             Level Random Encounter Table
10
4. The Dormitory                                                       Sentient
A series of raised platforms leads from the Upper Level of the
Hall of Gears into the southern side of the Dormitory. From
this entrance, the party can see down into a recessed room
                                                                       Mechanostrider
                                                                       Medium construct, unaligned
filled with debris and refuse. Two gangs of filthy troggs are
currently in a standoff over some useless piece of machinery
pillaged from the room. Roll from this section's Random                Armor Class 16 (natural armor)
                                                                       Hit Points 60 (8d8+24)
Encounter Table twice to determine the two groups.                     Speed 50 ft.
    Both the southern and eastern walls are sloped outwards at
a 60 degree angle off of vertical. Embedded in each of the
walls are two alcoves with sealed doors all leading to group              STR      DEX      CON        INT      WIS      CHA
living quarters. See the Dorm Room Table for descriptions of
what is in each room.                                                   18 (+4) 12 (+1) 16 (+3) 18 (+4) 12 (+1) 4 (-4)
    The west exit of the Dormitory leads to the eastern
barricade of the Clean Zone. The north exit heads into the             Damage Immunities poison, psychic
Lower Level of the Hall of Gears. However, there is an iron            Condition Immunities charmed, exhaustion,
                                                                         frightened, paralyzed, petrified, poisoned
wall offset from the north wall blocking the view into the next        Senses darkvision 60 ft., passive Perception 11
area. Built into this offset wall is a Matrix Punchograph 3005-        Languages Common, Gnomish
B. When activated, the display will ask for a Yellow Punch             Challenge 2 (450 XP)
Card. Inserting this item will cause the device to spit out a
Blue Punch Card.                                                       Resilient Circuits. The construct is resistant to all
                                                                       damage except lightning and is immune to the
Sentient Mechanostrider                                                effects of Mecha-Bond Imprint Matrix. When the
"Welcome flesh-bag! My name is... Error: Cannot Locate                 construct is dealt at least 4 lightning damage, this
Data... Hmm, Seems I need a name. Oh, you've come here in              effect is permanently removed.
search of a companion. Very well, I will join you. However, this
process may trigger my defensive protocols. So I may poke              Actions
you in the eye. Just giving you a little warning."                     Multiattack. The construct makes two mechanobeak
  The Sentient Mechanostrider is an extremely advanced                 attacks.
construct that was lost in the evacuation of Gnomeregan. The
adventurers can use the Mecha-Bond Imprint Matrix to                   Mechanobeak. Melee Weapon Attack: +6 to hit, reach
make them a member of the party.                                       5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Random Encounter Table
Roll                         Monsters
 1                    2 Caverndeep Reavers
 2      1 Caverndeep Reavers, 2 Caverndeep Ambushers
 3         1 Irradiated PIllager, 2 Caverndeep Reavers
 4       1 Irradiated Pillagers, 2 Caverndeep Ambushers
Dorm Room Table
Location Lock DC                                                     Description
 West                    The room is mostly empty except for the body of a goblin covered in burns. Stuffed in his mouth is a
 Room                      report authored by a "Kernobee" detailing a secret alliance between the Dark Iron Dwarves and
            DC 13
 South                   Mekgineer Thermaplugg. The document also contains schematics of Thermaplugg's Bomb Assembly
  Wall                    machines. Anyone who has this schematic has advantage on the Big Red Button Intelligence check.
        DC 30.
  East
       Cannot be Outside of the door is a Matrix Punchograph 3005-E built into the wall. Inserting a Prismatic Punch
 Room
       opened by Card will open the door. Inside is the Sentient Mechanostrider. He is friendly to the party, but will refuse
 South
        magical              to leave the room unless compelled to do so by the Mecha-Bond Imprint Matrix.
  Wall
        means.
 South
                        This room is filled with dense radiation. All creatures within 15 ft. of the door when it is opened must
 Room
            DC 15      succeed on a DC 15 Constitution saving throw or take 16 (3d10) poison damage and are poisoned until
  East
                                                              their next short or long rest.
  Wall
 North
                           This room is currently occupied by a group of sleeping troggs. Roll from this section's Random
 Room
             DC 8        Encounter Table to determine the group. There is also a small collection of 4 (1d8) Grime-Encrusted
  East
                                                Objects arranged in an aesthetically pleasing manner.
  Wall
                                                                                            CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                                   11
     5. Launch Bay                                                       Random Encounter Table
                                                                         Roll                          Monsters
     With the loss of their airfield, Thermaplugg's forces have
     moved their remaining aircraft into the Launch Bay. Leper           1-2                   5 Leprous Technicians
     gnome engineers frantically dismantle these vehicles to             3-4       3 Leprous Technicians, 1 Mechanized Sentry
     rebuild them into weapons more suited for the underground
     war they are now engaged in.                                        5-6 2 Leprous Technicians, 1 Peacekeeper Security Suit
     5a. Irradiated Tramway                                                 Positioned on the central platform is a lumbering mechano-
     An out of commission tramway bridges the Hall of Gears and          tank, crackling with electricity. From this vantage point, its
     the Launch Bay. Bright spotlights provide sporadic light            pilot oversees the entirety of the Launch Bay and the leper
     sources through the long stinking tunnel. Stagnant pools of         gnomes stationed there. He will have seen the adventurers on
     irradiated water, faulty landmines, and exposed electrical          the Flight Decks and will be ready for their arrival should they
     cables make the lower track difficult terrain and present some      make it to him. Scattered about the circular platform are
     unique dangers. When a creature enters the track or starts its      various discarded tools and bits of machinery. Also atop the
     turn there, roll from this section's Hazard Table.                  platform is a Matrix Punchograph 3005-C. When activated,
                                                                         the display will ask for a Blue Punch Card. Inserting this
        A raised platform runs along the southern side of the tunnel,    item will cause the device to spit out a Red Punch Card. A
     overlooking the track below. Despite the lack of environmental      crate with several parachutes suitable for small creatures sits
     hazards, the platform is not without its own dangers. Three         nearby.
     (2d2) patrols of two Leprous Defenders and a Mechanized
     Sentry each patrol different sections of the tramway. They          Electrocutioner 6000
     avoid the lower track and attack any creature that is not a         "Electric Justice!"
     leper gnome.                                                           Mekgineer Thermaplugg is not a patient gnome. Rather
        Standing vigil at the western terminal of the tramway is a       than putting his inventions through a battery of tests to
     half-built, deactivated spider-tank and perhaps a warning of        determine their safety and effectiveness, he rushes them into
     what's to come. Beyond its watch are the Flight Decks of the        the field and moves on to the next project. The
     Launch Bay.                                                         Electrocutioner 6000 was his first attempt at harnessing
     Hazard Table
                                                                         electricity as a weapon via a supercharged mechano-tank.
                                                                         Lieutenant Tom "Sizzlepants" Crankle, the only soldier to
     Roll                            Item                                survive piloting the machine, is now something of a hero
     1-3                          No effect.                             among the leper gnomes.
                                                                            Electrocutioner 6000 (marked by a green skull on the map)
         Landmine! The next time the creature moves, it must
      4 succeed on a DC 16 Dexterity saving throw or take 10
                                                                         is a sparking device of destruction. Its pilot fearlessly defends
          (3d6) piercing damage plus 10 (3d6) fire damage.
                                                                         Gnomeregan with blade and bolt against those that would
                                                                         take it from the leper gnomes.
            Radiation! The creature must succeed on a DC 15                 When Electrocutioner 6000 is defeated, the party may loot
      5     Constitution saving throw or take 18 (4d8) poison            Electrocutioner's Leg and Workshop Key.
                      damage and they are Poisoned.
              Livewire! The creature takes 16 (3d10) lightning           5c. Maintenance Tunnel
      6     damage and must succeed on a DC 16 Constitution
             saving throw or they are Paralyzed for one minute.
                                                                         This narrow corridor connects the two levels of the Launch
                                                                         Bay to the Engineering Labs. Pressure vats and steaming
                                                                         pipes line the walls and ceiling of the tunnel making it even
     5b. Flight Decks                                                    more claustrophobic. Salvaged parts of machines are
     The Flight Decks ring the entirety of the circular Launch Bay       scattered around the poorly lit chamber. Hidden behind
     about 50 ft. above the Lower Level. Metal plated walls stretch      recessed panels is a group of leper gnome soldiers, one
     another 50 ft. up to a gear covered ceiling. Spotlights mounted     Mechanized Guardian and three Leprous Defenders, hoping
     to the Flight Decks all point towards the high circular             to ambush the party.
     platform in the middle of the chamber. More spotlights                 The northwest exit of the tunnel leads to the Lower Level of
     attached to this central pillar point back to the exterior of the   the Launch Bay. The northeast branch of the tunnel slopes
     room. A single metal bridge spans the distance between the          upwards to the Flight Decks. The Observation Decks of the
     outer decks and this platform.                                      Engineering Labs can be found by following the southwestern
        A dozen or so aircraft in various states of disassembly are      fork of the corridor.
     distributed around the Flight Decks. Roving groups of leper
     gnomes hurriedly ferry parts salvaged from the planes deeper
     into Gnomeregan. Roll 2 (1d4) times from this section's
     Random Encounter Table to determine the groups of leper
     gnome forces patrolling the area. An exit at the southeastern
     side of the room leads out to a ramp descending into the
     Maintenance Tunnel.
        CLASSIC | DUNGEONS | GNOMEREGAN
12
5d. Lower Level
The Lower Level is a comparatively untarnished chamber in          Electrocutioner 6000
Gnomeregan. Smooth metal plating lines the floors and walls        Large construct, lawful evil
of the room. The central post suspending the Electrocutioner
6000's platform is ringed by cycling hydraulic pistons. A wide     Armor Class 16 (natural armor)
tunnel leads out of the chamber directly out on Tinkers' Way.      Hit Points 110 (13d10+39)
   Leper gnome technicians are frantically working to build        Speed 50 ft.
machines to defend themselves with when the party arrives.
Roll from this section's Random Encounter Table to
determine the forces holding the lower level. All constructs         STR      DEX      CON        INT     WIS      CHA
start with half their maximum hit points and can only move         19 (+4) 10 (+0) 16 (+3) 18 (+4) 12 (+1) 10 (+0)
and act if they are under the effect of Supercharge.
   Once the leper gnomes and their constructs are defeated,        Damage Resistances bludgeoning, piercing, and
Commando Face, the 3rd member of the G-Team, climbs out              slashing from nonmagical attacks
of a hidden panel and reveals himself to the adventurers. If the   Damage Immunities poison, psychic
Electrocutioner 6000 has been defeated, he will offer The G-       Condition Immunities charmed, exhaustion,
Team, Part 3 to the party.                                           frightened, grappled, paralyzed, petrified, poisoned
                                                                   Senses darkvision 120 ft., passive Perception 11
Random Encounter Table                                             Languages Gnomish
Roll                          Monsters                             Challenge 6 (2300 XP)
          4 Leprous Technicians, 4 Mechanostriders, 1              Immutable Form. Electrocutioner 6000 is immune to
1-2
                   Peacekeeper Security Suit                       any spell or effect that would alter its form.
       3 Leprous Technicians, 1 Mechano-Frostwalker, 1
3-4                                                                Magic Resistance. Electrocutioner 6000 has
                    Mechano-Flamewalker
                                                                   advantage on saving throws against spells and other
5-6 2 Leprous Technicians, 2 Peacekeeper Security Suits            magical effects.
                                                                   Magic Weapons. Electrocutioner 6000's weapon
                                                                   attacks are magical.
 The G-Team, Part 3                                                Lightning Rod. Whenever Electrocutioner 6000 is
 Description                                                       subjected to lightning damage, it takes no damage
                                                                   and gains an additional action on its next turn.
 "I'd keep my distance from B.E Barechus and Murd Doc,
 neither is terribly stable.                                       Actions
    You are, though, so let's get you to work! Go down into this
                                                                   Multiattack. Electrocutioner 6000 makes two
 tunnel until you get to Tinkers' Court. Hopefully you'll know     Shockblade attacks.
 what to do when you meet Mekgineer Thermaplugg.
    Our leader, Commando Hann Ibal waits somewhere in there.
                                                                   Shockblade. Melee Weapon Attack: +7 to hit, reach
                                                                   10 ft., one target. Hit: 13 (2d8 + 4) piercing damage
 He'll reward you handsomely for all your work. Probably."         plus 4 (1d8) lightning damage.
 Mechanics and Rewards                                             Megavolt. All targets in a 30 ft. cone must succeed
 Mekgineer Thermaplugg is as vulnerable as he will ever be. The    on a DC 15 Dexterity saving throw or take 18 (4d8)
 party can journey through Tinkers' Way to head directly to the    lightning damage and are paralyzed until the end of
 TInkers' Court and the traitor hiding within.                     their next turn. On a success, take half has much
                                                                   damage.
   Once Mekgineer Thermaplugg is defeated, the party should
 report to Commando Hann Ibal who should be near the               Chain Bolt. Ranged Spell Attack: +7 to hit, range 60
                                                                   ft., one target. Hit: 13 (3d8) lightning damage. This
 Tinkers' Court.
                                                                   attack can be repeated up to two more times using
                                                                   the current target as the spell's origin point. This
                                                                   can't hit the same target more than once per turn.
                                                                                       CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                            13
     6. Engineering Labs                                                Crowd Pummeler 9-60
     Deep within Gnomeregan is the source of Thermaplugg's mad          Large construct, lawful neutral
     machines of war. Some of the mad tinker's most dangerous
     creations wait within the Engineering Labs.                        Armor Class 16 (natural armor)
                                                                        Hit Points 133 (14d10+56)
     6a. Observation Decks                                              Speed 30 ft.
     The Observation Decks are a square set of corridors and
     chambers ringing the Engineering Labs. On each side of the
     square are wide observation rooms where leper gnome                  STR     DEX     CON        INT      WIS      CHA
     engineers and guards watch the Test Chamber below through          21 (+5) 9 (-1) 18 (+4) 14 (+2) 16 (+3) 10 (+0)
     huge glass windows spanning the interior wall. Banks of
     instruments and monitors line the walls and discarded pieces       Damage Resistances bludgeoning, piercing, and
     of machinery litter the floors. For the west, north, and east        slashing from nonmagical attacks
     chambers, roll from this section's Random Encounter Table to       Damage Immunities poison, psychic
     determine the current occupants. Within the southern               Condition Immunities charmed, exhaustion,
     observation room is one of Thermaplugg's deadliest                   frightened, grappled, paralyzed, petrified, poisoned
     inventions, the Crowd Pummeler 9-60.                               Senses darkvision 120 ft., passive Perception 11
        The adventurers can move to other locations within the          Languages Gnomish
     Engineering Labs via the northeastern corner of the                Challenge 6 (2300 XP)
     Observation Decks. An outward facing door bars the way to
     the Secret Access Tunnel and can be opened with the                Immutable Form. Crowd Pummeler 9-60 is immune
     Workshop Key. An open cargo elevator can take the party            to any spell or effect that would alter its form.
     down into the Test Chamber below.                                  Magic Resistance. Crowd Pummeler 9-60 has
                                                                        advantage on saving throws against spells and other
     Random Encounter Table                                             magical effects.
     Roll                         Monsters
                                                                        Magic Weapons. Crowd Pummeler 9-60's weapon
          An alarm bot with +5 Perception. Sounds an alarm              attacks are magical.
      1 drawing the occupants of the adjoining chambers if it
                                                                        Trample. When Crowd Pummeler 9-60 moves its full
                           sees intruders.
                                                                        speed in a straight line, it may move through
     2-3    2 Mechanized Guardians, 1 Mechano-Frostwalker               medium or smaller creatures. These creatures must
                                                                        succeed on a DC 15 Dexterity saving throw or take 5
            2 Leprous Technicians, 1 Mechano-Frostwalker, 1             (1d10) bludgeoning damage, are knocked prone, and
     4-5
                         Mechano-Flamewalker                            can't make attacks of opportunity this turn.
             1 Leprous Technician, 1 Mechanized Guardian, 1
      6
              Mechano-Frostwalker, 1 Mechano-Flamewalker                Actions
                                                                        Multiattack. Crowd Pummeler 9-60 makes two
     Crowd Pummeler 9-60                                                attacks.
     In Gnomeregan's heyday, inventors would compete for status         Arcing Smash. Melee Weapon Attack: +7 to hit, reach
     by pitting their creations against one another. The mekgineer      10 ft., three targets. Hit: 16 (2d10 + 5) bludgeoning
     Oglethorpe Obnoticus built an unbeatable robot, and this           damage.
     earned him respect in the high tinker's court. Sicco
     Thermaplugg stole Obnoticus's blueprints and then made a           Crowd Pummel. All targets in a 30 ft. long, 5 ft. wide
                                                                        line from Crowd Pummeler 9-60 must succeed on a
     giant version of the machine. He set his forgery loose, and the    DC 15 Strength saving throw or take 11 (2d10)
     horrific results drove the ruling council to banish the innocent   bludgeoning damage and are unable to cast spells
     Obnoticus. The Crowd Pummeler 9-60 is still one of                 until the end of their next turn. On a success, take
     Thermaplugg's favorite (stolen) inventions.                        half as much damage.
       Crowd Pummeler 9-60 (marked by a yellow skull on the
     map) is a lumbering device of wanton destruction. Its sole
     directive is to smash anyone Thermaplugg tells it to and it
     does so with little regard for friend or foe.
       When Electrocutioner 6000 is defeated, the party may loot
     Manual Crowd Pummeler.
        CLASSIC | DUNGEONS | GNOMEREGAN
14
6b. Secret Access Tunnel                                             Turning all of the lights off for a given sequence will power
                                                                     down an energy source feeding into Friender's energy shield.
Leading out of the Engineering Labs is the Secret Access             When all three sources are disabled, the shield surrounding
Tunnel. Following its twisting metal corridors will lead back        Friender dissipates and the robotic dog begins to power up.
into the Workshop Entrance in Upper Gnomeregan. The                  After a short time, Friender stands up, its eyes glow yellow,
tunnel has been used as a hidden line of supplies and                and it begins to run circles around the Test Chamber. It lets
reinforcements for the leper gnomes fighting in the chambers         out mechanical barks and ignores the party unless attacked or
above. Sealing the tunnel or clearing the engineering labs will      an adventurer uses a Mecha-Bond Imprint Matrix on it.
stem the flow, relieving the operatives of S.A.F.E. and turning         A small hatch in the southwestern wall leads to a narrow
the tide of battle in their favor.                                   maintenance corridor. Exposed pipes and machinery make
  Within the tunnel are a number of leper gnome technicians          the path dangerous terrain and the party can only go through
repairing damaged war machines to send the back into the             it single file. The adventurers can follow this tunnel northwest
battle raging overhead. Roll from this section's Random              eventually letting out into Tinkers' Way.
Encounter Table to determine the forces currently here. All
constructs start at half health and must be affected by
Supercharge before they can act.                                        Friender
Random Encounter Table                                                  Medium construct, unaligned
Roll                          Monsters
                                                                        Armor Class 16 (natural armor)
          3 Leprous Technicians, 3 Mechanostriders, 1                   Hit Points 60 (8d8+24)
1-2
                   Peacekeeper Security Suit                            Speed 50 ft.
       2 Leprous Technicians, 1 Mechano-Frostwalker, 1
3-4
                    Mechano-Flamewalker
                                                                           STR       DEX       CON       INT      WIS      CHA
5-6 2 Leprous Technicians, 2 Peacekeeper Security Suits
                                                                         17 (+3) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 4 (-4)
6c. Test Chamber                                                        Damage Immunities poison, psychic
In the center of the Engineering Labs is a tall octagonal Test          Condition Immunities charmed, exhaustion,
Chamber. One-way mirrors block vision into the observation                frightened, paralyzed, petrified, poisoned
decks arranged overhead. A plethora of pipes and coils                  Senses darkvision 60 ft., passive Perception 11
humming with energy feed into a complex machine built                   Languages Common, Gnomish
                                                                        Challenge 2 (450 XP)
around the central column. At the bottom of this device is the
Matrix Punchograph 3005-D. When activated, the display will
ask for a Red Punch Card. Inserting this item will cause the            Infrared Vision. The construct has advantage on
                                                                        Wisdom (Perception) checks that rely on heat and
device to split out a Prismatic Punch Card.                             sight.
   Also at the base of this machine is a blue robotic dog,
currently deactivated, with the word "Friender" engraved into           Pack Tactics. The construct has advantage on an
its side. Surrounding it is a sparkling energy shield. A DC 15          attack roll against a creature if at least one of the
Intelligence check will reveal that the shield is being powered         construct's allies is within 5 ft. of the creature and
via three sources arranged around the exterior of the room.             the ally isn't incapacitated.
   Near these three sources are sets of lights arranged                 Actions
horizontally with buttons underneath each. Five lights sit on
one wall, six on another, and seven on the third (see                   Multiattack. The construct makes two mechanobeak
sequences below). Each light can either be on (white) or off            attacks.
(black). Pressing the button underneath a light will flip that          Mechanobite. Melee Weapon Attack: +5 to hit, reach
light as well as any adjacent lights. For the five-light sequence,      5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
pressing three buttons will cause all the lights to turn on and         If the target is a creature, it must succeed on a DC
then reset them to their original state. The same reset occurs          13 Strength saving throw or be knocked prone.
for the six and seven light sequences when four and five
buttons are pressed, respectively. Causing five resets will set
off an alarm and activate two hostile Mechano-Frostwalkers
and two Mechano-Flamewalkers but will not disable the light
sequences.
                                                                                             CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                                        15
                                                                      Mekgineer Thermaplugg
     7. Tinkers' Court                                                "Usurpers! Ghomeregan is mine!"
     Once the center of the gnomish government, the Tinkers'             Murderer, traitor, and self-proclaimed king of the gnomes,
     Court is the final holdout of Mekgineer Thermaplugg. Beware      the mekgineer Sicco Thermaplugg rules over the radioactive
     to those that would enter, this former seat of power has been    halls of Gnomeregan with a malfunctioning iron fist. His
     converted into a deathtrap for any that would challenge the      subjects are numerous, vicious, and insane enough to defend
     mad mekgineer's rule.                                            their crazed king against any intrusion from the upper world.
                                                                      It is Thermaplugg's madness that makes him so dangerous;
     7a. Tinkers' Way                                                 he possesses the cunning to destroy everything around him,
     Tinkers' Way is another tramway similar in design to the         with no thought for his own life. There is a reason that even
     Irradiated Tramway. However, this tunnel has remained in         the monsters of Gnomeregan fear him.
     much better condition and is noticeably steeper. A few              Mekgineer Thermaplugg (marked by a violet skull on the
     spotlights hidden amongst the nest of pipes running overhead     map) has been driven made by his lust for power. He will
     cast dim cones of light and shadow across the tramway.           destroy everyone and everything to keep hold on that power.
        A raised platform rings the southern side of the corridor     Between his explosive traps and giant robot suit, he is well
     overlooking the tracks below. Patrolling the tracks are two      suited to do just that.
     separate Arcane Nullifier X-21s. Atop the raised platform is a      When Mekgineer Thermaplugg is defeated, the party may
     Dark Iron Agent and two Mechanized Guardians speaking in         loot Thermaplugg's Right Arm.
     hushed tones. Listening in on their conversation will reveal a   Lair Actions
     plot for an alliance between the Dark Iron Dwarves of            On initiative count 20 (losing initiative ties), the mad
     Blackrock Mountain and the Leper Gnomes of Gnomeregan.           mekgineer takes a lair action to cause the following effect.
     This must be prevented lest Ironforge itself be put in danger
     of falling.                                                        Activate Bomb Assemblies. Roll from the table below.
        Following the length of the tunnel leads into the Tinkers'      The corresponding bomb assembly activates (roll for its
     Chambers where Mekgineer Thermaplugg maintains his iron            own initiative) or are no longer Incapacitated.
     grip over Gnomeregan.
                                                                          Roll                      Bomb Assembly
     7b. Tinkers' Chambers                                                  1                               W
     The Tinkers' Chambers is a massive circular room where the             2                                E
     Tinkers' Council once held court. Remnants of its past glory
     still show through in the ornamentation and delicate                   3                               NE
     machinery running through the chamber. Mekgineer                       4                              NW
     Thermaplugg has made a few personal touches to the place
     since he claimed power. Six towering structures, once used as          5                               SE
     the seats of the high tinkers, are arranged around the room,           6                               SW
     each with a stylized gnomish face carved into their facade.
     Unbeknown to the party, they have all been converted into
     Bomb Assemblies. A massive contraption with many coils           Gnomeregan Reclaimed
     pointing in different directions is suspended above the center   When the Mekgineer is finally put down, Commander Hann
     of the room. Beneath this device on a slightly raised platform   Ibal rappels down from the hanging contraption. He
     is Mekgineer Thermaplugg, currently piloting a massive robot     congratulates the party on their success and suggests they
     suit.                                                            make their way back up to the surface to give High Tinker
                                                                      Geblin Mekkatorque the good news and collect their reward.
                                                                        Upon arriving back in New Tinkertown, they are greeted
                                                                      with cheers and hailed as the heroes of the Siege of
                                                                      Gnomeregan. The high tinker personally thanks them and
                                                                      rewards them handsomely, granting them citizenship in
                                                                      Gnomeregan.
                                                                        It will still be awhile before the tunnels are completely
                                                                      cleared out. Countless troggs and leper gnomes still infest the
                                                                      lower reaches of the city, but left leaderless it is only a matter
                                                                      or time before they fall as well. The gnomes will once again
                                                                      have a homeland after being refugees for so long.
        CLASSIC | DUNGEONS | GNOMEREGAN
16
Mekgineer Thermaplugg                                        Immutable Form. Thermaplugg is immune to any spell or
                                                             effect that would alter its form.
Large construct, chaotic evil
                                                             Magic Resistance. Thermaplugg has advantage on saving
Armor Class 18 (natural armor)                               throws against spells and other magical effects.
Hit Points 119 (14d10+42)                                    Magic Weapons. Thermaplugg's weapon attacks are
Speed 40 ft.                                                 magical.
                                                             Actions
   STR     DEX       CON        INT      WIS       CHA
                                                             Multiattack. Thermaplugg makes two attacks.
18 (+4) 9 (-1) 16 (+3) 22 (+6) 14 (+2) 14 (+2)
                                                             Pound. Melee Weapon Attack: +7 to hit, reach 10 ft.,
                                                             one target. Hit: 15 (2d10 + 4) bludgeoning damage and
Damage Resistances bludgeoning, piercing, and slashing       the target must succeed on a DC 15 Strength saving
  from nonmagical attacks                                    throw or is Incapacitated until the end of its next turn.
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened,        Steam Blast. All targets in a 15 ft. cone must succeed on
  grappled, paralyzed, petrified, poisoned, stunned          a DC 17 Dexterity saving throw or take 14 (4d6) fire
Senses darkvision 120 ft., passive Perception 12             damage and be knocked back 15 ft. On a success, take
Languages Common, Gnomish                                    half as much damage.
Challenge 7 (2900 XP)                                        Welding Beam. Ranged Spell Attack: +9 to hit, range 120
                                                             ft., one target. Hit: 10 (3d6) fire damage plus 10 (3d6)
Gnome Cunning. Thermaplugg has advantage on all              lightning damage.
Intelligence, Wisdom, and Charisma saving throws
against magic.
Bomb Assembly                                                Walking Bomb
Large construct, unaligned
                                                             Small construct, unaligned
Armor Class 15 (natural armor)
Hit Points 47 (5d10+20)                                      Armor Class 8
Speed —                                                      Hit Points 13 (3d6+3)
                                                             Speed 10 ft.
   STR       DEX      CON        INT       WIS      CHA
                                                                STR       DEX        CON      INT      WIS      CHA
 10 (+0)    5 (-3)   18 (+4)    1 (-5)   10 (+0)    1 (-5)
                                                              10 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 1 (-5)
Damage Resistances bludgeoning, piercing, and slashing
  from nonmagical attacks                                    Damage Immunities poison, psychic
Damage Immunities poison, psychic                            Condition Immunities charmed, exhaustion, frightened,
Condition Immunities charmed, exhaustion, frightened,          paralyzed, petrified, poisoned
  grappled, paralyzed, petrified, poisoned, prone,           Senses darkvision 120 ft., passive Perception 10
  restrained, stunned                                        Languages Gnomish
Languages Gnomish                                            Challenge 0 (0 XP)
Challenge 0 (0 XP)
                                                             Explosive. When the bomb takes fire damge, roll a d6.
Immutable Form. The assembly is immune to any spell or       On a 6, the bomb explodes and each creature within 10
effect that would alter its form.                            ft. of it must succeed on a DC 13 Dexterity saving throw
                                                             or take 7 (2d6) fire damage plus 7 (2d6) piercing
Big Red Button. A creature in melee range may make a         damage.
DC 14 Intelligence check. On a success, the assembly is
Incapacitated for 30 seconds. When Thermaplugg is            Actions
defeated, the assembly is permanently Incapacitated.         Detonate. When the bomb comes within 5 ft. of a
Actions                                                      hostile creature, it explodes and each creature within 10
                                                             ft. of it must succeed on a DC 13 Dexterity saving throw
Assemble Walking Bomb. A Walking Bomb appears                or take 7 (2d6) fire damage plus 7 (2d6) piercing
within 5 ft. of the assembly, sharing its initiative.        damage. On a success take half as much damage.
                                                                                     CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                         17
                                                                             The construct obeys your commands as best as it can. It
     Treasure                                                             takes its turn on your initiative, though it doesn’t take an
     This section provides descriptions for the treasure found            action unless you command it to. On your turn, you can
     within Gnomeregan. The source of each of these items is              verbally command the construct where to move (no action
     given in the above sections.                                         required by you). You can use your action to verbally command
                                                                          it to take the Attack, Dash, Disengage, Dodge, or Help action.
              Electrocutioner's Leg                                       if you have the Extra Attack feature, you can make one attack
                 weapon (rapier), rare (requires attunement)              yourself and you can command the cosntruct to take an Attack
                                                                          action.
         This metal blade still crackles with high voltage electricity,      Like any creature, the construct can spend Hit Dice during
     causing your hair to stand on end.                                   a short rest. If you are incapacitated or absent, the construct
         You gain a +1 bonus to attack rolls made with this weapon.       acts on its own, focusing on protecting you and itself. It never
     Attacks made with this weapon deal 2 bonus lightning                 requires your command to use its reaction, such as when
     damage.                                                              making an opportunity attack.
         When you roll a 20 on an Attack roll made with this
     weapon, the target is stunned and vulnerable to lightning                     Thermaplugg's Right Arm
     damage until the end of its next turn.                                           wondrous item, rare (requires attunement)
                                                                          This complex device contains a few of Thermaplugg's
              Grubbis' Protective Pail                                    personal weapons. Its operation, however, is difficult to learn.
                 wondrous item (head), rare (requires attunement)             The device has 4 charges and it regains 1d4expended
         While a little rough looking, this helm was made using           charges daily at dawn.
     advanced materials designed to take the wear and tear of the             As an action, you may spend one charge to make a DC 20
     gnomish mines.                                                       Intelligence check. On a success, you may choose an effect
         While wearing this helm, you are resistant to nonmagical         from the table below and add your proficiency bonus to your
     bludgeoning damage.                                                  spell attack or spell save DC. On a failure, roll a d6 to
              Hydrocane
                                                                          determine the effect from the table below. Use your
                                                                          Intelligence modifier for spell attacks or spell save DCs used
                 wondrous item, rare (requires attunement)                for this item.
         This polished silver staff is capped with a deep blue crystal
     swirling with the power of elemental water.                          Roll                           Effect
         While wielding this staff, you can breathe Underwater and              Static Discharge. The device consumes a second
     have a swimming speed of 60 feet.                                     1 charge and deals 4d6 lightning damage to all creatures
         When you deal cold damage to a creature with a spell you                          within 10 ft. (including you)
     also deal bonus cold damage equal to your proficiency bonus
     to that creature.                                                           Steam Blast. Each creature in a 15 ft. cone must
                                                                             succeed on a Dexterity saving throw or take 14 (4d6)
                                                                           2
                                                                             fire damage and be knocked back 15 ft. On a success,
              Manual Crowd Pummeler                                                     they take half as much damage.
                 weapon (maul), rare (requires attunement)
         A heavy steel contraption fashioned from a robotic fist                  Welding Beam. Make a ranged spell attack against a
     welded to a handle. This weapon requires at least 17 Strength         3     target within 120 ft. of you. On a hit, the target takes
     to wield.                                                                       3d6 fire damage plus 3d6 lightning damage.
         You gain a +1 bonus to attack and damage rolls made with             Bomb Launcher. Choose a point within 30 ft. of you.
     this weapon.                                                             You launch two Walking Bombs at that point. These
         As an action you may make attacks with this weapon                4 constructs start share your initiative and are controlled
     against up to three targets. You lose your proficiency bonus               by you. They will self-destruct after one minute,
     during these attacks. Until the start of your next turn, any                         immediately using Detonate.
     creature not hit by these attacks has advantage on attacks
     against you.
              Mecha-Bond Imprint Matrix
                 wondrous item, rare (requires attunement)
     A marvel of gnomish technology, this collar shaped device
     allows its user to bond with a mechanical being.
         As an action, you may attempt to form a bond between
     yourself and a construct that is CR 2 or lower by making a DC
     12 Intelligence check. After three successful checks, the
     construct and you now share a strong bond. On three failures,
     the bonding fails and cannot be attempted on the same
     construct for 24 hours. Rolling a 20 during this check counts
     as two successes and rolling a 1 counts as two failures.
        CLASSIC | DUNGEONS | GNOMEREGAN
18
Monsters
This section includes stat blocks for all non-boss monsters
found in Gnomeregan. These monsters can be used either by
using the Random Encounter Tables found in each section or
building your own encounters.
   Arcane Nullifier X-21
   Medium construct, unaligned
   Armor Class 15 (natural armor)
   Hit Points 76 (9d8+36)
   Speed 30 ft.
      STR      DEX      CON       INT       WIS      CHA
                                                              Caverndeep Ambusher
                                                              Medium humanoid (trogg), chaotic neutral
    18 (+4) 9 (-1) 18 (+4) 3 (-4) 12 (+1) 1 (-5)
                                                              Armor Class 11
   Damage Resistances bludgeoning, piercing, and              Hit Points 19 (3d8 + 6)
     slashing from nonmagical attacks                         Speed 30 ft.
   Damage Immunities poison, psychic
   Condition Immunities charmed, exhaustion,
     frightened, paralyzed, petrified, poisoned                 STR      DEX      CON       INT      WIS     CHA
   Senses darkvision 120 ft., passive Perception 11
   Languages Gnomish                                          14 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 11 (+0)
   Challenge 3 (700 XP)
                                                              Skills Perception +2
   Immutable Form. The robot is immune to any spell or        Damage Resistances poison
   effect that would alter its form.                          Senses darkvision 120 ft., passive Perception 12
                                                              Languages Trogg
   Magic Resistance. The robot has advantage on saving        Challenge 1/2 (100 XP)
   throws against spells and other magical effects.
   Actions                                                    Actions
   Multiattack. The robot makes two slam attacks.             Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,
                                                              one target. Hit: 6 (1d8 + 2) bludgeoning damage.
   Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
   one target. Hit: 8 (1d8 + 4) bludgeoning damage.
   Mass Nullify (Recharge 4-6). All negative conditions       Caverndeep Reaver
   and magical effects affecting friendly creatures           Medium humanoid (trogg), chaotic neutral
   within 10 ft. of the robot are immediately removed.
   Reflection Field (Recharge 4-6). Until the start of the    Armor Class 13
   robot's next turn, when it or a friendly creature          Hit Points 32 (5d8 + 10)
   within 10 ft. would be hit by a spell targeted at a        Speed 30 ft.
   creature the spell is reflected and instead hits the
   spellcaster.
                                                                STR      DEX      CON       INT      WIS     CHA
                                                              16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1)
                                                              Damage Resistances poison
                                                              Senses darkvision 120 ft., passive Perception 10
                                                              Languages Trogg
                                                              Challenge 1 (200 XP)
                                                              Actions
                                                              Cleaving Strike. Melee Weapon Attack: +5 to hit,
                                                              reach 5 ft., two targets. Hit: 7 (1d8 + 3) bludgeoning
                                                              damage.
                                                                                  CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                       19
     Dark Iron Agent                                           Holdout Technician
     Medium humanoid (dwarf), lawful evil                      Small humanoid (gnome), lawful neutral
     Armor Class 13                                            Armor Class 13
     Hit Points 39 (6d8+12)                                    Hit Points 27 (6d6+6)
     Speed 25 ft.                                              Speed 25 ft.
       STR      DEX      CON       INT      WIS      CHA         STR      DEX      CON       INT      WIS    CHA
     12 (+1) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (+0)           13 (+1) 15 (+2) 13 (+1) 18 (+4) 14 (+2) 10 (+0)
     Damage Resistances poison, fire                           Senses darkvision 60 ft., passive Perception 12
     Senses darkvision 120 ft., passive Perception 10          Languages Common, Gnomish
     Languages Common, Dwarvish, Gnomish                       Challenge 1 (200 XP)
     Challenge 2 (450 XP)
                                                               Gnome Cunning. The gnome has advantage on all
     Dark Iron Resilience. The dwarf has advantage on          Intelligence, Wisdom, and Charisma saving throws
     saving throws against poison, spells, and illusions, as   against magic.
     well as to resist being Charmed or Paralyzed.
                                                               Actions
     Actions                                                   Handcannon. Ranged Weapon Attack: +4 to hit,
     Multiattack. The dwarf makes two dagger attacks.          range 30/120 ft., one target. Hit: 6 (1d8 + 2)
                                                               piercing damage.
     Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
     one target. Hit: 4 (1d4 + 2) piercing damage.             Bomb (Recharge 5-6). The gnome throws a bomb at a
                                                               point within 30 ft. All creatures within 5 ft. of the
     Dark Iron Land Mine (Recharge 5-6). The dwarf
                                                               point must succeed on a DC 13 Dexterity saving
     deploys a mine within 15 ft. of it. When a creature
                                                               throw or take 5 (2d4) fire damage plus 5 (2d4)
     enters the same space as the mine or starts its turn
                                                               piercing damage.
     there, all targets within 5 ft. of it must succeed on a
     DC 14 Dexterity saving throw or take 7 (2d6) fire
     damage plus 7 (2d6) piercing damage. On a success,
     take half as much damage.                                 Holdout Warrior
                                                               Small humanoid (gnome), lawful neutral
     Holdout Medic                                             Armor Class 17 (chain shirt, shield)
     Small humanoid (gnome), lawful neutral                    Hit Points 33 (6d6+12)
                                                               Speed 25 ft.
     Armor Class 11
     Hit Points 27 (6d6+6)                                       STR      DEX      CON       INT      WIS    CHA
     Speed 25 ft.
                                                               15 (+2) 13 (+1) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
       STR      DEX      CON       INT      WIS      CHA       Senses darkvision 60 ft., passive Perception 11
     11 (+0) 13 (+1) 13 (+1) 16 (+3) 16 (+3) 10 (+0)           Languages Common, Gnomish
                                                               Challenge 1 (200 XP)
     Senses darkvision 60 ft., passive Perception 13
     Languages Common, Gnomish                                 Gnome Cunning. The gnome has advantage on all
     Challenge 1 (200 XP)                                      Intelligence, Wisdom, and Charisma saving throws
                                                               against magic.
     Gnome Cunning. The gnome has advantage on all
     Intelligence, Wisdom, and Charisma saving throws          Actions
     against magic.                                            Shortsword. Melee Weapon Attack: +4 to hit, reach 5
                                                               ft., one target. Hit: 7 (1d6 + 2) slashing damage.
     Actions                                                   Reactions.
     Heal. A friendly creature within 50 ft. regains 5
     (1d10) hit points.                                        Pummel (Used when a creature is casting a spell).
                                                               Melee Weapon Attack: +4 to hit, reach 5 ft., one
     Power Word: Fortitude (Recharges on a Short or Long       target. Hit: 4 (1d4 + 2) bludgeoning damage and the
     Rest). All friendly targets within 10 ft. gain 5 (2d4)    creature's spell fails and has no effect.
     temporary hit points.
     CLASSIC | DUNGEONS | GNOMEREGAN
20
                                                        Irradiated Slime
                                                        Medium ooze, chaotic neutral
                                                        Armor Class 8
                                                        Hit Points 30 (4d8 + 12)
                                                        Speed 30 ft.
                                                           STR       DEX       CON        INT      WIS     CHA
                                                         14 (+2)    6 (-2)   16 (+3)     1 (-5) 6 (-2) 2 (-4)
                                                        Damage Immunities poison
                                                        Damage Resistances acid, cold, fire
                                                        Senses blindsight 60 ft. (blind beyond this radius)
                                                          passive Perception 8
                                                        Languages —
                                                        Challenge 1 (200 XP)
                                                        Amorphous. The slime can move through a space as
                                                        narrow as 1 inch wide without squeezing.
                                                        Corrode Metal. Any nonmagical weapon made of
                                                        metal that hits the slime corrodes. After dealing
Irradiated Horror                                       damage, the weapon takes a permanent and
                                                        cumulative -1 penalty to damage rolls. If its penalty
Medium elemental, unaligned                             drops to -5, the weapon is destroyed. Nonmagical
                                                        ammunition made of metal that hits the ooze is
Armor Class 14 (natural armor)                          destroyed after dealing damage.
Hit Points 51 (6d8+24)                                  Irradiated. At the start of its turn, the slime deals all
Speed 30 ft.. swim 90 ft.                               creatures within 10 ft. of it 4 (1d8) poison damage.
                                                        Actions
  STR       DEX      CON         INT   WIS      CHA
                                                        Pseudopod. Melee Weapon Attack: +3 to hit, reach 5
16 (+3) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 8 (-1)           ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
                                                        plus 7 (2d6) acid damage, and if the target is
Damage Immunities poison                                wearing nonmagical metal armor, its armor is partly
Damage Resistances acid, bludgeoning, piercing, and     corroded and takes a permanent and cumulative -1
  slashing from nonmagical sources                      penalty to the AC it offers. The armor is destroyed if
Condition Immunities exhaustion, grappled,              the penalty reduces its AC to 10.
  paralyzed, petrified, poisoned, prone, restrained
                                                        Toxic Nova. (Recharge 4-6) All creatures within a 20
Senses passive Perception 10, darkvision 60 ft.
                                                        ft. of the slime must succeed on a DC 12 Dexterity
Languages Aquan
                                                        saving throw or take 7 (2d6) poison damage and are
Challenge 2 (450 XP)
                                                        Irradiated until the end of their next turn. On a
                                                        success, it is dealt half as much damage.
Irradiated Water Form. The elemental can enter a
hostile creature's space and stop there. It can move
through a space as narrow as 1 inch wide without
squeezing. When a creature enters the elemental's
space for the first time on a turn or starts its turn
there, the elemental deals 4 (1d8) poison damage to
it.
Actions
Multiattack. The elemental makes two attacks.
Irradiated Slam. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage plus 3 (1d6) poison damage.
                                                                             CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                    21
     Irradiated Pillager                                         Leprous Defender
     Medium humanoid (trogg), chaotic neutral                    Small humanoid (gnome), lawful neutral
     Armor Class 14                                              Armor Class 17 (half-plate)
     Hit Points 45 (7d8 + 14)                                    Hit Points 44 (8d6+16)
     Speed 30 ft.                                                Speed 25 ft.
       STR       DEX       CON        INT       WIS      CHA       STR      DEX      CON       INT      WIS       CHA
     13 (+1) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 8 (-1)              12 (+1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
     Damage Immunities poison                                    Damage Resistances poison
     Senses darkvision 120 ft., passive Perception 10            Senses darkvision 60 ft., passive Perception 11
     Languages Trogg                                             Languages Common, Gnomish
     Challenge 2 (450 XP)                                        Challenge 2 (450 XP)
     Irradiated. At the start of its turn, the trogg deals all   Gnome Cunning. The gnome has advantage on all
     creatures within 10 ft. of it 4 (1d8) poison damage.        Intelligence, Wisdom, and Charisma saving throws
                                                                 against magic.
     Fallout. When the trogg is defeated, all creatures
     within 10 ft. of it must succeed on a DC 13                 Actions
     Constitution saving throw or are Irradiated until the
     end of their next turn.                                     Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
                                                                 one target. Hit: 7 (1d6 + 4) slashing damage.
     Actions
                                                                 Handcannon. Ranged Weapon Attack: +6 to hit,
     Radiation Bolt. Ranged Spell Attack: +5 to hit, range       range 30/120 ft., one target. Hit: 8 (1d8 + 4)
     120 ft., one target. Hit: 11 (2d10) poison damage           piercing damage.
     and the target must succeed on a DC 13
     Constitution saving throw or are Irradiated until the       Multi-Shot. (Recharge 5-6) All targets in a 30 ft. cone
     end of their next turn.                                     must succeed on a DC 14 Dexterity saving throw or
                                                                 take 9 (2d8) piercing damage. On a success, take
                                                                 half has much damage.
                                                                 Leprous Technician
                                                                 Small humanoid (gnome), lawful neutral
                                                                 Armor Class 13
                                                                 Hit Points 27 (6d6+6)
                                                                 Speed 25 ft.
                                                                   STR      DEX      CON       INT      WIS       CHA
                                                                 14 (+2) 13 (+1) 13 (+1) 18 (+4) 14 (+2) 10 (+0)
                                                                 Damage Resistances poison
                                                                 Senses darkvision 60 ft., passive Perception 12
                                                                 Languages Common, Gnomish
                                                                 Challenge 1 (200 XP)
                                                                 Gnome Cunning. The gnome has advantage on all
                                                                 Intelligence, Wisdom, and Charisma saving throws
                                                                 against magic.
                                                                 Actions
                                                                 Wrench. Melee Weapon Attack: +4 to hit, reach 5 ft.,
                                                                 one target. Hit: 5 (1d6 + 2) bludgeoning damage.
                                                                 Supercharge. All constructs within 30 ft. may perform
                                                                 two actions on their next turn. The gnome can't use
                                                                 Supercharge on its next turn.
     CLASSIC | DUNGEONS | GNOMEREGAN
22
Mechanized Guardian
Small humanoid (gnome), lawful neutral
Armor Class 15 (chain-shirt)
Hit Points 44 (8d6+16)
Speed 25 ft.
  STR     DEX      CON         INT     WIS    CHA
12 (+1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Gnomish
Challenge 2 (450 XP)
Gnome Cunning. The gnome has advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Mount: Mechanostrider. The gnome rides a
Mechanostrider                                          Mechano-Flamewalker
Actions                                                 Medium construct, lawful neutral
Electro-Spear. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) slashing damage     Armor Class 15 (natural armor)
plus 3 (1d6) lightning damage.                          Hit Points 60 (8d8+24)
                                                        Speed 50 ft.
Electrified Net. Ranged Weapon Attack: +6 to hit,
range 10/30 ft., one target. Hit: 5 (1d10) lightning
damage and if the target is Large or smaller it is        STR      DEX       CON       INT      WIS     CHA
Restrained until it is freed. A creature can use its
                                                        14 (+2) 16 (+3) 16 (+3) 16 (+3) 10 (+0) 1 (-5)
action to make a DC 13 Strength check, freeing itself
or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 13) also       Damage Resistances bludgeoning, piercing, and
frees the creature without harming it, ending the         slashing from nonmagical attacks
effect and destroying the net.                          Damage Immunities cold, poison, psychic
                                                        Condition Immunities charmed, exhaustion,
                                                          frightened, grappled, paralyzed, petrified, poisoned
Mechanostrider                                          Senses darkvision 120 ft., passive Perception 11
                                                        Languages Gnomish
Medium construct, unaligned                             Challenge 3 (700 XP)
Armor Class 13 (natural armor)                          Immutable Form. The robot is immune to any spell or
Hit Points 19 (3d8+6)                                   effect that would alter its form.
Speed 50 ft.
                                                        Actions
  STR       DEX      CON         INT   WIS        CHA   Machine Gun. Ranged Weapon Attack: +5 to hit,
                                                        range 40/120 ft., one target. Hit: 10 (2d6 + 3)
16 (+3) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)           piercing damage. The robot may use a bonus action
                                                        to use Machine Gun on the same target.
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,               Flame Spray. All targets in a 30 ft. cone must succeed
  frightened, paralyzed, petrified, poisoned            on a DC 13 Dexterity saving throw or take 10 (3d6)
Senses darkvision 60 ft., passive Perception 11         fire damage. On a success, take half has much
Languages understands Gnomish but can't speak it        damage.
Challenge 1/2 (100 XP)                                  Fire Nova. All targets within 5 ft. must succeed on a
                                                        DC 13 Constitution saving throw or take 14 (4d6)
Actions                                                 fire damage and are knocked back 10 ft. On a
                                                        success, take half as much damage.
Mechanobeak. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
                                                                            CLASSIC | DUNGEONS | GNOMEREGAN
                                                                                                                 23
     Mechano-Frostwalker
     Medium construct, lawful neutral
     Armor Class 15 (natural armor)
     Hit Points 60 (8d8+24)
     Speed 50 ft.
       STR      DEX      CON       INT       WIS     CHA
     14 (+2) 16 (+3) 16 (+3) 16 (+3) 10 (+0) 1 (-5)
     Damage Resistances bludgeoning, piercing, and
       slashing from nonmagical attacks                       Peacekeeper       Security
     Damage Immunities fire, poison, psychic
     Condition Immunities charmed, exhaustion,                Suit
       frightened, grappled, paralyzed, petrified, poisoned   Medium construct, unaligned
     Senses darkvision 120 ft., passive Perception 11
     Languages Gnomish
     Challenge 3 (700 XP)                                     Armor Class 15 (natural armor)
                                                              Hit Points 76 (9d8+36)
                                                              Speed 30 ft.
     Immutable Form. The robot is immune to any spell or
     effect that would alter its form.
                                                                STR       DEX       CON        INT     WIS      CHA
     Actions
                                                              18 (+4) 14 (+2) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
     Machine Gun. Ranged Weapon Attack: +5 to hit,
     range 40/120 ft., one target. Hit: 10 (2d6 + 3)
                                                              Damage Resistances bludgeoning, piercing, and
     piercing damage. The robot may use a bonus action
                                                                slashing from nonmagical attacks
     to use Machine Gun on the same target.
                                                              Damage Immunities poison, psychic
     Hail Storm. The robot launches a sphere of ice at a      Condition Immunities charmed, exhaustion,
     point within 60 ft. All creatures within 5 ft. of the      frightened, paralyzed, petrified, poisoned
     point must succeed on a DC 13 Dexterity saving           Senses darkvision 120 ft., passive Perception 11
     throw or take 10 (3d6) cold damage and their speed       Languages Gnomish
     is halved until the end of their next turn. On a         Challenge 3 (700 XP)
     success, take half has much damage.
                                                              Immutable Form. The robot is immune to any spell or
     Ice Blast. All targets within 5 ft. must succeed on a    effect that would alter its form.
     DC 13 Constitution saving throw or take 14 (4d6)
     cold damage, their speed reduced to 0, and are           Magic Resistance. The robot has advantage on saving
     unable to make Reactions until the end of their next     throws against spells and other magical effects.
     turn. On a success, take half as much damage.
                                                              Actions
                                                              Multiattack. The robot makes two slam attacks.
                                                              Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
                                                              one target. Hit: 8 (1d8 + 4) bludgeoning damage.
                                                              This damage is non-lethal.
                                                              Net Cannon. Ranged Weapon Attack: +4 to hit, range
                                                              20/60 ft., one target. Hit: 6 (1d8+2) bludgeoning
                                                              damage and if the target is Large or smaller it is
                                                              Restrained until it is freed. A creature can use its
                                                              action to make a DC 14 Strength check, freeing itself
                                                              or another creature within its reach on a success.
                                                              Dealing 5 slashing damage to the net (AC 14) also
                                                              frees the creature without harming it, ending the
                                                              effect and destroying the net.
                                                              Pacify. All hostile creatures within 10 ft. of the robot
                                                              must succeed on a DC 14 Constitution saving throw
                                                              or they can't use the Attack action until the start of
                                                              the robot's next turn. The robot may not use this
                                                              action next turn.
     CLASSIC | DUNGEONS | GNOMEREGAN
24
For the Horde!
Word of the failure of Operation: Gnomeregan and the
ensuing siege has reached the pointy green ears of the always
opportunistic goblins. With all the chaos, it is a perfect time to
steal technology out from under the noses of the gnomes.
While generally inferior to goblin engineering, the gnomish
inventions can often be used to springboard into grander and
more destructive machines. The adventurers have been hired
as a sort of mercenary strike force to support the G-Team, an
infamous group of goblin commandos, in the pilfering of the
fallen capital. The party should report to Chief Engineer
Scooty at Grom'gol in Northern Stranglethorn. He will send
them to the Entry Tunnel in the Hall of Gears via a goblin-
engineered teleporter, the Transpolyporter 9000. Sprok, a red-
shirted goblin engineer, mans the other end of the
Transpolyporter 9000 within Gnomeregan.
   The party still gets all "The G-Team" quests, but the G-Team
is now goblins working for the Bilgewater Cartel instead of
gnomes. The gnomes of the Clean Zone are naturally hostile
to the adventurers. Tink Sprocketwhistle, the leader of the
holdout gnomes within the Clean Zone, is in possession of a
Mecha-Bond Imprint Matrix.
   To leave Gnomeregan, the adventures must return to Sprok
and the Transpolyporter 9000 in the Hall of Gears. Upon
successfully returning from their mission, the party will be
handsomely rewarded by the Bilgewater Cartel for their new
"acquisitions".
                                                                     CLASSIC | DUNGEONS | GNOMEREGAN
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