The door to this room slides opens as you approach. Ahead, you see an open chamber containing something like a large, gear-encrusted shack. Surrounding this are a number of goblin-shaped constructs carrying spears. As soon as the door opens, these lurch toward you, swinging their crude weapons wildly. A cackling laugh sounds from within the shack, which grinds into activity, chugging and groaning as steam vents from cooling towers. Another robotic goblin emerges, advancing in your direction. From inside the makeshift factory, you hear a mad goblin laugh. "Hold them off, my golden warriors!" he yells. "In just a few more minutes, I'll be the richest goblin in the world! Intrepid adventurers, do I expect you to defeat me? No, I expect you to die!"
By this point, Goldknuckle is aware of the heroes' approach through any of a number of means. He hears his alarm-o-bots shriek or the heroes combat the pummeler squad. The destruction of his guards doesn't go unnoticed, and the alarm in his room also alerts him. He's inside his portable goblin factory, keeping it running. However, 1 round after the heroes arrive, he exits with a cackling laugh, sliding out through an escape panel in the floor. This takes him to the world tweaker, where he hooks himself up and gets ready to issue the command that (he thinks) will destroy all gold in the world — except his own.
The speed with which the characters defeat the clockwerk goblins determines how far along Goldknuckle is in getting hooked up to the tweaker. If the players are reasonably quick about it (in the GM's opinion), he is still getting into the helmet when they arrive. If they hesitate for a noticeable amount of time, he's hooked up when they arrive. If they take their sweet time about it, he might be a couple of rounds into the procedure — and if they turn back and leave, he finishes his commands without interruption.
Creatures: Twelve clockwerk goblins are already here when the heroes arrive. One additional goblin exits the factory every round, until the factory is destroyed. Because Goldknuckle has been keeping the factory running by himself, it hasn't started its breakdown counter yet, but does so beginning on round 2 of this encounter. See Chapter 9: Monsters for more information on clockwerk goblins. Advanced Clockwerk Goblins (12): CR 2; Small construct (mechanical); HD 8d10+10, hp 50; Init -1; Spd 20 ft.; AC 14, touch 10, flat-footed 14; Base Atk +6; Grp +3; Atk/Full Atk +8 melee (1d6+1/x3, spear); SA detonate (10 ft., DC 14, 4d6); SQ darkvision 60 ft., hardness 5, malfunction, construct traits; AL N; SV Fort +4, Ref +2, Will +4; Str 13, Agy 9, Sta -, Int -, Spt 10, Cha 1.
Tactics: The clockwerk goblins charge the nearest opponent and engage in mindless melee. The existing goblins explode after 3 rounds. All newly created goblins explode 2 rounds after they appear.
A noticeable grinding sound comes from beyond the door. The noise is persistent and loud. The lock on this door bounces from the vibrations.
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