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Trobriands Machinations

By Philippe-Antoine Mnard
Illustrations by Christopher Burdett and Jorge Lacera
My patience grows thin. The death of my old master seems to have been one of many harbingers that foretold this decade-long unraveling of the Weave. All this grows painfully tedious since it interferes with my precious work. Every day Im reminded of how easy it was to lose precious time dealing with these failures of f lesh and bone. I have since abandoned my original plans and left this nowuseless academy to fend for itself. . . . . . . As I sense the Weave stabilize, I have found a way to isolate the f low of arcane energy that fuels and controls my creations in such a way that they will function without external loci . . . Research notes attributed to Trobriand, allegedly dated between DR 1390 and 1395 Trobriand was among Halasters original apprenticesone of the Seven, as legends called them. At times working with or against their master and often against each other, the Seven contributed to carving out Undermountain as well as the expansive dungeon underneath Mount Waterdeep. Trobriand, known as the Metal Mage, was feared for his arcane construct designs. His creations have marked centuries of Torils history, yet the Metal Mage was never satisfied in his pursuit of crafted perfection, so he kept creating more. In the decades leading to the Spellplague, the Metal Mage was hard at work on a series of designs based on arachnid and crustacean forms. Out of those arose the scaladars, scorpion-shaped machines made of iron and steel that have viciously deadly weapons on their stingers. Many scaladars were released throughout the Realms and beyond, thanks to the various portals linking Undermountain to other planes of existences. To this day, scaladars are associated with Trobriands infamous craft. Before the Spellplague, Trobriand and Muiral the Misshapen, another of Halasters apprentices, left the madness-inducing depths of Undermountain to establish an arcane academy in the upper levels of the dungeon. Calling themselves Halasters Heirs, they took on several spellcasters who sought to study the darkest of arts. Shortly after the death of Halaster, the Metal Mage worked out a plan to take control of the totality of the upper levels of Undermountain. Then the Spellplague occurred.

The Spellplague
The original academy set up by Halasters Heirs didnt survive the Spellplague, and neither did Trobriands plans after he disappeared from sight. Most now believe, nearly a century later, that Trobriand died during a desperate ritual performed by his master to save his underground domain. Only recently discovered shreds of documents recovered from abandoned laboratories in the deeper levels of Undermountain hint otherwise. In terms of Trobriands creations, the Spellplague caused several of Torils arcane constructs to either shut down or react violently, sending many of them, including those crafted by Trobriand, careening out of their creators control. Some wizards who specialized in creating mechanical automatons reactivated

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a few salvaged models after magic again stabilized. They found it to be very difficult, if not downright impossible, to control most of the Metal Mages creations, however. In the following years, some chose to adapt or copy Trobriands lesser designs instead of dealing with the chaos that came out of reactivating existing constructs. Among the many new mechanical creatures that have appeared in the last few years, some horrifying automatons have emerged. New models of mechanical arachnids include scaladars and spiderlike machines that threaten any who come near them, and rumors describe the existence of a flying metal beholder. This new generation of steel and iron constructs goes beyond whatever the Metal Mage or his apprentices ever createdso much so that among arcane circles, some have started to whisper that Trobriand might still be active, unleashing newer and deadlier designs into the world. enhancements. Alternatively, he might have survived with or without the help of mechanical prostheses. In any case, the Metal Mage would have cleared out a lair somewhere in or near Undermountain. It would feature numerous laboratories, libraries, storage vaults, and testing grounds for his new creations. Whatever form he takes as a foe, he would likely be an upper paragon tier threat. Although he would initially rely on his creations rather than direct confrontation with adventurers, they could eventually track him down into his deeper laboratories and face him. Alternatively, the Metal Mage could take a more secondary role in a campaign, such as working on a doomsday mechanical weapon commissioned by your campaigns main villain (see the tyrannosphere below). As a backdrop to the main campaign arc, the adventurers might meet various neutral and hostile people who are seeking the rare materials and elements necessary to build such a weapon platform. Some of Trobriands former laboratories might still be in use on the upper levels of Undermountain (whats left of the academy) or deeper inside the dungeon. Still-functioning mechanical creatures that show signs of recent maintenance might guard these areas. Thus, former apprentices could occupy these laboratories, or other fledgling but technically adept wizards might be trying to take on the mantle of the master crafter. Finally, various wizards might seek out lower-level adventurers to hunt down and recover any construct that bears some of Trobriands genius so that it can be rebuilt or copied. As the heroes explore lost vaults and ruins, they might learn more about the legends of the Metal Mage, including his possible fate in the wake of the Spellplague. You can also adapt Trobriand and his creations to other D&D settings. For example, a mad wizard obsessed with metallic automatons could have built extensive workshops, laboratories, and factories right into the walls of a smoldering volcano. Not only could he be churning out mechanical menaces that he unleashes on the surrounding lands, he could also be deploying self-aware constructs, such as evil warforged, in a deranged plan to take over whole worlds.

new ConsTruCTs
The following are some recent arcane constructs that have appeared after the Spellplague. Each bears the mark of the Metal Mages influence but might have been constructed by apprentices or copycats.

Arachnars
Striking at some of the most primal fears of the denizens of the surface world with their nightmarish forms and sizes, these relentless mechanical spiders are constructed of dull and rusting metals, cheap pieces of leather, and wormy wood. The combinations of dark and neutral colors make them harder to spot before they pounce onto their hapless prey. Many believe these mechanical spiders to be simplified adaptations of Trobriands scaladars. Possibly constructed by lesser crafters, they are usually made of more common components such as low-grade iron and wood, and strips of heavy cured leather. Hushed stories describe how more complex models made with components of higher quality roam various levels of Undermountain. Arachnars are sometimes deployed among military units and have appeared under the control of belligerent nobles, bandit lords, and various Underdark conqueror races. Their high mobility and climbing capabilities make them versatile engines of war, and they can serve as scouts and artillery. Like most other constructs, some are also found as guardians of treasure vaults, and other sealed underground areas.

T robriand in Your Campaign


Trobriand is a classic figure closely linked to the history of Undermountain. He has been featured in several published products throughout the years as a plotting dark wizard of great power with a tenuous grip on sanity. He has often been portrayed as someone who cares far more for his own creations than for anything alive. Although his whereabouts are currently unknown, you could integrate any aspect of the Metal Mages history into your campaign, including his possible survival. Thus he could make a great villain or a grudging, if temporary, ally to a party of adventurers If Trobriand is still active, he might not be alive. The Spellplague has likely hampered whatever enchantments kept him living throughout the centuries. He might have had to turn himself into a form of lich to survive, likely one with several mechanical

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Skittervenom Arachnar
These highly mobile constructs can deliver a blinding poison to sow disarray and confusion among foes. In combat, they seek out concentrations of foes so that they can use venom spray to blind as many as possible. They then adopt hit-and-run tactics to inflict heavy damage on any target suffering the effects of their poison.
Skittervenom Arachnar Level 3 Skirmisher
XP 150 Initiative +8 Perception +2 Darkvision

Shockweb Arachnar
Quite likely designed as a very effective defensive system to stop the advance of enemies, shockweb arachnars can deploy sheets of electrified web to slow and wear down enemies. In combat, the shockweb arachnar creates patches of web. As soon as a group of foes comes near one of these patches, the arachnar discharges a powerful electrical pulse that knocks most of its enemies into the web and leaves them dazed.
Shockweb Arachnar Level 6 Controller

Medium natural animate (construct) HP 48; Bloodied 24 AC 17, Fortitude 15, Reflex 16, Will 13 Speed 8, climb 8 (spider climb) Immune disease, fear, poison

Traits

Combat Advantage The arachnars attacks deal 1d6 extra damage against creatures granting combat advantage to it.

Medium natural animate (construct) XP 250 HP 74; Bloodied 37 Initiative +6 AC 20, Fortitude 19, Reflex 18, Will 17 Perception +10 Speed 8, climb 8 (spider climb) Darkvision Immune disease, fear, poison; Resist 5 lightning

Standard Actions m Bite (poison) F At-Will

Standard Actions m Bite (lightning) F At-Will

Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 3 damage, and ongoing 5 poison damage (save ends). C Venom Spray (poison) F Encounter Attack: Close blast 3 (creatures in the blast); +6 vs. Fortitude Hit: 1d6 + 4 poison damage, and the target is blinded (save ends).

Move Actions

Evasive Skittering F At-Will The arachnar shifts up to half its speed.

Triggered Actions Bloodied Burst F Encounter

Trigger: The arachnar is first bloodied. Effect (Free Action): Venom spray recharges, and the arachnar uses it. Skills Stealth +11 Str 13 (+2) Dex 20 (+6) Wis 13 (+2) Con 16 (+4) Int 1 (4) Cha 3 (3) Alignment unaligned Languages

Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 5 lightning damage. A Lightning Web (lightning, zone) F Recharge 5 6 Attack: Area burst 1 within 10 (creatures in the burst); +9 vs. Reflex Hit: 2d6 + 4 lightning damage, and the target is immobilized (save ends). Effect: The burst creates a zone of difficult terrain that lasts until the start of the arachnars next turn. Any creature that enters the zone or starts its turn there takes 5 lightning damage (a creature can take this damage only once per turn). C Shock Pulse (lightning) F Encounter Attack: Close burst 2 (creatures in the burst); +9 vs. Fortitude Hit: 1d10 + 5 lightning damage, the arachnar can push the target 1 square, and the target is dazed (save ends).

Move Actions

Lightning Escape (teleportation) F Encounter Effect: The arachnar teleports up to 8 squares and cannot use lightning web for the rest of the encounter. Skills Stealth +11 Str 15 (+5) Dex 16 (+6) Wis 15 (+5) Con 18 (+7) Int 1 (2) Cha 3 (1) Alignment unaligned Languages

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Scaladars
Skittering over the broken grounds of battlefield ruins or the damp floor of dark dungeons, these mechanical scorpions walk with the distinctive, bone-chilling sound of thousands of metal plates sliding against each other while bone-crunching pincers snap repeatedly. Scaladars strike terror in those unlucky enough to cross their paths of wanton destruction. Scaladars have long been Trobriands favorite and most infamous type of automatons. Throughout the ages, the Metal Mage, as well as his apprentice and those who have worked out his secrets, have built several models ranging in size from that of war dogs to that of adult dragons. Trobriands best designs featured arcane-reinforced iron frames with several hundred overlapping steel plates covered with protective runes, giving the machines a nearly organic range of movement. Each model features a set of claws strong enough to crush armored foes and a special stinger-mounted arcane weapon specifically designed for the machines primary function. Scaladar models are usually deployed for specific missions. Most are used as underground guardians for vaults, sealed tombs, and areas where food sources are scarce. Others are sent out on seek-anddestroy missions, homing in on specific targets for rapid elimination. Some legends mention that scaladars could eat their prey, but that activity has yet to be observed by credible sources.

Shadowclaw Scaladar
With a body composed of black, shadow-infused iron and dark claws that seem to flicker in and out of existence, this horrid creature is a thing of nightmare. Its stinger delivers a potent venom that robs victims of their vital strength.
Shadowclaw Scaladar Level 8 Brute

Winged Scaladar
The addition of giant insect wings composed of lightweight, thin sheets of metal set with shards of colored glass makes this scorpion-like construct all the more fearsome. Enhanced flexibility allows this variants tail to curl downward and strike at enemies beneath it.
Winged Scaladar Level 6 Skirmisher

Large natural animate (construct) XP 350 HP 108; Bloodied 54 Initiative +7 AC 20, Fortitude 22, Reflex 20, Will 20 Perception +4 Speed 6 Darkvision Immune disease, necrotic, poison; Resist 2 all

Traits

Large natural animate (construct) XP 250 HP 73; Bloodied 36 Initiative +9 AC 20, Fortitude 19, Reflex 19, Will 17 Perception +10 Speed 6, fly 6 Darkvision Immune disease, lightning, poison; Resist 2 all

Traits

Empowering Necrosis When the scaladar is subjected to necrotic damage, its melee attacks deal 2d8 extra necrotic damage until the end of its next turn.

Standard Actions

m Shadow Claw (necrotic) F At-Will Attack: Melee 2 (one creature); +11 vs. Reflex Hit: 1d8 + 8 necrotic damage, or 2d8 + 8 if the target is weakened. M Claws and Sting F At-Will Effect: The scaladar uses shadow claw twice. If both attacks hit the same creature, the scaladar makes the following secondary attack. Attack: Melee 2 (one creature); +13 vs. AC Hit: The target is weakened until the end of the scaladars next turn. Str 20 (+9) Dex 17 (+7) Wis 10 (+4) Con 18 (+8) Int 1 (1) Cha 8 (+3) Alignment unaligned Languages

Elusive Flyer The scaladars flight does not provoke opportunity attacks. Grounded The scaladar cannot fly while bloodied. Lightning Rejuvenation (healing) Each time the scaladar is subjected to lightning damage, it regains 5 hit points.

Standard Actions m Claw F At-Will

Attack: Melee 2 (one creature); +11 vs. AC Hit: 2d8 + 2 damage, or 2d8 + 8 if the target is granting combat advantage to the scaladar. M Sting (lightning) F At-Will Requirement: The scaladar must be flying. Attack: Melee 2 (one creature); +11 vs. AC Hit: 2d12 + 8 lightning damage, and the scaladar flies up to half its fly speed. Str 18 (+7) Dex 18 (+7) Wis 15 (+5) Con 17 (+6) Int 1 (2) Cha 10 (+3) Alignment unaligned Languages

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Tyrannosphere
Drifting slowly above smoking ruins, these spheroid engines of pure destruction bristle with barely contained elemental fury and incandescent malevolence shining through many glowing lenses. They are fashioned from plates of the strongest arcane alloys that vary in size, reinforced armor shielding, and paperthin weaves of steel. Built to emulate beholders, tyrannospheres are complex constructs whose manufacturing shares some of the secrets of helmed horrors. The amalgams of flexible armor plates and enchanted lenses are instilled with essences of some of the most powerful elemental spirits, thus empowering its devastating ranged arsenal. Rumors about them abound, and most agree that they were likely designed by Trobriand before his disappearance or were fashioned based on plans of his by his most promising apprentice. The tyrannosphere is a formidable siege engine capable of cutting down enemy legions and leveling towns without getting dented. Only dedicated adventurers stand a chance to take it down, and they can do so only if they work in perfect unison. Each tyrannosphere has several powers that gather and disperse foes and can deal damage in many different ways.

Tyrannosphere

Level 19 Elite Controller

Large natural animate (construct) XP 4,800 HP 360; Bloodied 180 Initiative +11 AC 33, Fortitude 32, Reflex 30, Will 31 Perception +17 Speed 0, fly 6 (hover) All-around vision, darkvision Immune disease, fear, poison Saving Throws +2; Action Points 1

Traits

All-Around Vision Enemies cant gain combat advantage by flanking the tyrannosphere. Safety Override The tyrannosphere automatically succeeds on saving throws against effects that stun or dominate. m Shocking Touch (lightning) F At-Will Attack: Melee 1 (one creature); +24 vs. AC Hit: 4d8 + 9 lightning damage. C Lens Blast F At-Will Effect: The tyrannosphere makes one of the following attacks. The attack deals half damage on a miss if the tyrannosphere is bloodied. 1. Scorching Blast (fire): Close blast 5 (creatures in the blast); +22 vs. Reflex; 2d6 + 4 fire damage, and ongoing 10 fire damage (save ends). 2. Freezing Blast (cold): Close blast 5 (creatures in the blast); +22 vs. Fortitude; 2d12 + 8 cold damage, and the target is slowed (save ends). 3. Radiant Blast (radiant): Close blast 5 (creatures in the blast); +22 vs. Fortitude; 2d8 + 8 radiant damage, and the target is blinded (save ends). 4. Baleful Teleport (force, teleportation): Close blast 5 (creatures in the blast); +22 vs. Fortitude; 2d10 + 10 force damage, and the tyrannosphere teleports the target up to 5 squares.

Standard Actions

Triggered Actions Focused Fire F At-Will

Trigger: An enemy starts its turn within 5 squares of the tyrannosphere. Effect (Immediate Reaction): The tyrannosphere slides the triggering enemy up to 5 squares to another square within 5 squares of itself, and it uses a random lens blast, including the enemy in the blast. Str 18 (+13) Dex 14 (+11) Wis 16 (+12) Con 20 (+14) Int 16 (+12) Cha 18 (+13) Alignment unaligned Languages

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About the Author

Philippe-Antoine Mnard is the RPG blogger known as the Chatty DM. His recent work includes authoring Dungeon and Dragon articles such as Temple of the Weeping Goddess (Dungeon 194). He lives in a frozen fortress in the polar wastes of Qubec and stays warm by typing his latest mad ideas on his computer.

Developer Tanis OConnor Editor Miranda Horner Managing Editor Kim Mohan Development and Editing Lead Jeremy Crawford Senior Producer Christopher Perkins Producers Greg Bilsland, Stan! Senior Creative Director Jon Schindehette Art Director Kate Irwin Illustrators Christopher Burdett, Jorge Lacera Digital Studio Consultant Daniel Helmick Publishing Production Manager Angie Lokotz

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