Gnomish Inventions
by James O’Rance
[email protected]
Summary of Conversion: This document contains rules for creating the advanced fantasy inventions of the tinker gnomes of krynn, for the Dragonlance® Saga. It updates the 1st-edition rules found in Dragonlance Adventures, by Tracy Hickman and Margaret Weis.
Posted: 11 September 2000
Last Updated: 31 January 2001
Gnomish inventions are a form of fantasy technology, as opposed to the advanced technology found in Chapter 6 of the Dungeons & Dragons Dungeon Master’s Guide. The inventions of tinker gnomes are a mixture of basic scientific principles, fantastic Renaissance devices reminiscent of Leonardo DaVinci, and mad creative genius. Gnomish inventions are almost exclusively driven by basic mechanical devices: gears, windmills, waterwheels, pulleys, and screws. Gnomes have done elementary work in chemical combustion (usually with explosive results) and can generate electrical charges of great power, but find little purpose in it. Clockwork mechanisms are a relatively modern development of gnomish technology. Only in Taladas is steam power used to any great degree.
When a gnome sets out to design some mechanism, it’s a good bet that the invention will be at least 30 times larger than necessary, will make ten times as much noise as acceptable, and will have many totally redundant features (if it works at all). Only those gnomes considered “mad” by their kin are able to create devices with any degree of elegance and efficiency.
New Feats
Create Technological Device [Special]
This feat is required for a gnome character to create any device of gnomish mechanical genius, rather than the equipment found in the Player’s Handbook. Gnomes without this feat typically belong to one of the purely practical or theoretical guilds, such as the Astronomical, Medical, and Philosophical Guilds.
Prerequisites: Gnome, Int 13+
Benefit: The character can design and build various technological devices. The powers of such devices, as well as their cost and the DC of their construction, are arrived at by following the Gnomish Invention guidelines. Once the device has been designed and the parts purchased, the success or failure of the invention attempt is determined by a Craft skill check. The following Craft skills are appropriate for gnomes with this feat:
| Aerodynamics |
Hydraulics |
| Appliances |
Hydrodynamics |
| Architecture |
Kinetics |
| Chemistry |
Thermodynamics |
| Communications |
Transportation |
| Engineering |
Weapons |
Normal: Characters with the Craft skill are able to create normal or masterwork items, but not those that require technology greater than the medieval norm.
Mad Gnome [Special]
Mad gnomes never do their work properly as far as other gnomes are concerned they lack proper “gnomish creative genius,” and their inventions usually work too well! Other gnomes do their best to help them, and the Medical Guild has treated several with a variety of devices of varying effect but little success.
Prerequisites: Create Technological Device, Wis 15+
Benefit: Mad gnomes benefit from a +2 bonus to the Craft skill checks when devising gnomish inventions. If the character attempts to build a device that she has previously built successfully, she gains an additional +3 bonus to the Craft skill check when building that device.
Determine DC & Device Complexity
To create a gnomish device, you must first determine its abilities, size, and the Difficulty Class of its construction (based on the level of complexity of the device). A gnome character's player should follow these steps:
Table 1: Gnome Device Complexity shows the complexity modifiers for the various effects that gnomes commonly like to see on their devices. To determine the Difficulty Class of building the device, find the highest complexity modifier and add one point for each effect beyond the first.
The DM is the final arbiter of just which effects are needed to make a device function.
Ask all of the following questions when designing a gnomish device:
Will it inflict damage, protect a character from damage, or restrain a creature?
Refer to Table 1: Gnome Device Complexity to determine the complexity modifier from the amount of damage or the level of protection required.
If the device is designed to restrain a creature, then determine the complexity modifier by the maximum Size of creatures that it can restrain.
Does it move something or itself?
Determine if the device moves another object (e.g. throws a victim) or moves itself (e.g. a flying machine). If the device throws things, then consult the column labeled “Move Object” on Table 1. If the device moves objects within itself (e.g. a steam-ship), then check the column labeled “Speed.” The numbers given in these movement columns can be either a total distance or a distance per round, whichever is most appropriate).
Does it alter the environment or have an area of effect?
The amount of material altered and whether the affected region is inside the device are an important consideration. If altering material inside the device, remember that the final size of the device will dictate how much material can be altered at once. If altering an external environment, then the size rating of the environment altered should be added to the complexity modifier (see Table 2: Size of Gnomish Devices).
Note that gnomish devices are often larger than the environments that they alter.
Does it alter an existing object?
Gnomes commonly build devices to help them build devices. If the device takes an unfinished or partially finished object and changes it into a more finished object, then the device has this effect.
Do the effects last for more than one round?
Check the Duration column for the complexity modifier, if appropriate.
Determine the complexity difference between the original object and its final state. This is done by subtracting the complexity modifier of the finished object from the complexity of the original object.
For example, a machine designed to craft raw quartz into finished lenses takes an object of complexity modifier 20 and makes it into an object of complexity modifier 1, a difference of 19. A machine that takes glass (complexity modifier 8) and makes it into finished lenses (complexity modifier 1) has a complexity modifier of 7.
Final Difficulty Class
Each effect has a complexity modifier. Often a gnome will build a device with multiple effects; for example, a machine that moves along the ground and fires flaming metallic rocks has modifiers for both speed and damage. To determine the final Difficulty Class to build a device, first find the highest complexity modifier among the effects listed. Increase this modifier by 1 for each effect beyond the one listed. In the case of the vehicle mentioned above, that is one additional effect so 1 is added to its highest complexity modifier to determine the final Difficulty Class.
Difficulty Class = highest modifier + 1 per additional modifier
Table 1: Gnome Device Complexity
| DC Modifier |
Damage |
Protection |
Restrain |
Move Object 1 |
Speed 1 |
Light /Sound |
Temp. 2 |
Atmos-phere 3 |
Information |
Alter Object 5 |
Duration |
| 1 |
1 hp |
|
Fine |
5' |
10 feet |
Darkness /Silence |
±1° |
Normal Air |
Ruler |
Perfect Optics |
1-3 rounds |
| 2 |
1d3 hp |
+1 AC |
|
10' |
10 feet (Water) |
Starlight /Whisper |
±5° |
Slight Odour |
Protractor |
Pipes & Wires |
4-6 rounds |
| 3 |
1d4 hp |
|
Diminutive |
15' |
15 feet |
Moonlight /Low Voices |
±10° |
Tainted |
Compass |
Springs & Gears |
7-9 rounds |
| 4 |
1d6 hp |
+2 AC |
|
20' |
15 feet (water) |
Candlelight /Talking |
±20° |
Stink |
Abacus |
Tools |
1-3 minutes |
| 5 |
1d8 hp |
|
Tiny |
25' |
20 feet |
Lamp/Shout |
±30° |
Stench |
Theodolite |
Steel |
4-5 minutes |
| 6 |
1d10 hp |
+3 AC |
|
40' |
20 feet (water) |
Daylight /Yelling |
±50° |
5,000' alt. |
Pressure Gauge |
Processed Food |
10-20 minutes |
| 7 |
1d12 hp |
|
Small |
80' |
30 feet |
Desert Sun/ Noisy |
±100° |
10,000' alt. |
Clockwork Sequencer |
Iron |
30-60 minutes |
| 8 |
2d6 hp |
+4 AC |
|
120' |
30 feet (water) |
Lightning /Loud |
±200° |
|
Inertial measure |
Glass |
|
| 9 |
2d8 hp |
|
Medium |
160' |
40 feet |
Blinding /Roar |
±300° |
Stinking cloud |
Sound recording |
Polished Wood |
|
| 10 |
1d20 hp |
+5 AC |
|
200' |
40 feet (water) |
Deafening |
Burn Wood |
|
Programmed Sequencer |
Cooked Food |
|
| 11 |
2d10 hp |
|
Large |
240' |
20 feet (air) |
|
Liquid to Gas |
Sickening |
Picture recording |
Refined ore |
1-3 hours |
| 12 |
2d12 hp |
+6 A |
|
300' |
80 feet |
|
Solid to Gas |
Vacuum |
Automated Calculator |
Tooled Wood |
4-6 hours |
| 13 |
3d8 hp |
|
Huge |
600' |
80 feet (water) |
|
Solid to Liquid |
Poisonous |
Light Measure |
Cut Wood |
7-12 hours |
| 14 |
3d10 hp |
+7 AC |
|
1,000' |
30 feet (air) |
|
Liquid to Solid |
|
Direct Wire Control |
Plowed Field |
1 day |
| 15 |
3d12 hp |
|
Gargantuan |
2,000' |
150 feet |
|
Solid to Gas |
|
Transmit Directly |
Raw Ore/ Raw Food |
2-3 days |
| 16 |
3d20 hp |
+8 AC |
|
5,000' |
150 feet (water) |
|
Gas to Solid |
|
Remote control |
Broken Ground |
1 week |
| 17 |
1d100 hp |
|
Colossal |
5 miles |
60 feet (air) |
|
|
|
Transmit Sound |
Broken or Cut Trees |
|
| 18 |
|
+9 AC |
|
10 miles |
300 feet (land/water) |
|
|
|
|
Cleared Ground |
1 month |
| 19 |
|
|
|
20 miles |
Forward in Time |
|
|
|
|
Wooded Ground |
|
| 20 |
|
+10 AC |
|
50 miles |
Backward in Time |
|
Transmut-ation 4 |
|
|
Raw Stone |
Permanent |
- This represents the distance that an object is moved in one round.
- The change of elements from one state to another is not permanent, lasting only while the device is in operation. Note that this column does not take into account the secondary effects as a result of the heat or cold involved. For example, the heating of sand to melt it into glass is figured on the Alter Object column rather than this one.
- Transmutation is the permanent alteration of an items basic properties (e.g. lead to gold).
- Not only does this column deal with the state of the atmosphere, but with differences in air pressure as well. Hypoxia (a drunken condition due to lack of sufficient atmosphere) occurs at altitudes over 10,000 feet.
- This column is used differently than the other columns; refer to the text for details.
Size of the Device
The size of a gnomish device greatly affects the ease of its creation and determines whether sufficient materials are available to build it. Generally speaking, the larger the device, the less complicated it is (i.e. the gnome has a better chance of building it successfully), while the smaller the device, the more complicated it is (i.e. the gnome is likely to fail). This reflects the gnomish philosophy of engineering. However, larger devices require more materials to build, are more expensive, and are harder to move.
After determining the Difficulty Class of the device, the player then chooses the size (based on the descriptions on Table 2: Size of Gnomish Device). This grants the character a modifier (either a bonus or a penalty) to his Craft skill check.
Table 2: Size of Gnomish Devices
| Size |
Example |
Check Mod. |
| 1 |
Small Sack |
9 |
| 2 |
Knife |
8 |
| 3 |
Sword/Pouch |
7 |
| 4 |
Crossbow |
6 |
| 5 |
Backpack |
5 |
| 6 |
Chest |
4 |
| 7 |
Couch |
3 |
| 8 |
Small Cabinet/Human |
2 |
| 9 |
Large Cabinet |
1 |
| 10 |
Large Wagon |
0 |
| 11 |
Small Cottage |
+1 |
| 12 |
Large Cottage |
+2 |
| 13 |
Mansion |
+3 |
| 14 |
Tower (3 stories) |
+4 |
| 15 |
Tower (6 stories) |
+5 |
| 16 |
Tower (10 stories) |
+6 |
| 17 |
Small Keep |
+7 |
| 18 |
Castle |
+8 |
| 19 |
Township |
+9 |
| 20 |
Mountain |
+10 |
Cost of the Device
Each device must have a number of components equal to its Difficulty Class. If the device has a DC 15, then it must have 15 separate parts. The components used are determined by the desires of the gnome designer, with at least one part from each of the first four groups. Parts from group #5 are required for any device that has a delayed action, an automatic sequence, or has anything to do with information storage or communication.
Multiply the total costs of all components by the size of the device to determine the cost of building the device. Gnomes often think up items that are far too expensive to build!
It must be noted that a gnome can construct any of these items from elementary materials (cut wood from trees for frames, cut gears from sheets of metal, etc.), but this doubles the construction time of the device.
Table 3: Device Components and Their Costs
Part Group #1: Mechanical Transmissions
| Pulleys |
5 stl |
| Shafts |
10 stl |
| Gears |
20 stl |
| Belts |
100 stl |
| Screws |
500 stl |
| Blades |
1,000 stl |
Part Group #2: Other Transmissions
| Fins (Vanes) |
10 stl |
| Rods (Steel) |
20 stl |
| Glass Rods and Panes |
40 stl |
| Bellows |
200 stl |
| Pumps |
1,000 stl |
| Tuning Forks |
2,000 stl |
Part Group #3: Drive Sources
| Counterweights |
30 stl |
| Coiled/ Wound Springs |
60 stl |
| Waterwheel |
100 stl |
| Windmill/Coal Fire |
200 stl |
| Steam Pipes and Boiler |
1,000 stl |
| Sun Mirror |
2,000 stl |
Part Group #4: Basic Frames
| Stonework |
5 stl |
| Wood Frames |
10 stl |
| Iron Frames |
20 stl |
Part Group #5: Mechanical Components
Building the Device
The time required to build the device depends upon its size and complexity. According to the following table. Multiply the size of the device by its Difficulty Class and then refer to Table 4: Construction Time. Having additional gnomes assisting does not decrease the construction time (if you have worked with gnomes, you know why).
Table 4: Construction Time
| |
Size x DC |
Time to Construct |
| |
1-3 |
1d10 x 10 minutes |
| |
4-10 |
2d20 x 10 minutes |
| |
11-25 |
2d20 hours |
| |
26-50 |
2d6 days |
| |
51-100 |
1d4 weeks |
| |
101-400 |
2d20 monks |
| |
401+ |
4d12 months |
At the end of the construction period, the gnome character must make a Craft skill check to determine whether he has created the device as designed:
1d20 + Size modifier + Craft skill modifier
(Craft skill modifier = skill rank + Int modifier + miscellaneous modifiers)
If this check fails, the gnome character should make an Intelligence check (same DC as the device). A success indicates that the device simply fails; however, a failure indicates that the device suffers a mishap.
Success: This means that the device works as intended. It will move, inflict damage, send messages, heat food, make light, or whatever it was created to do.
Failure: The device totally fails to function. Any gnome whose level is equal to or greater than the Difficulty Class of the device can attempt to repair it (the modifier for Size applies). The repair time is two hours times the DC of the device. However, each time that a device fails, a 1 modifier is subtracted from the Craft skill check.
Mishap: The device does not act as the designer originally intended. The precise effects vary, but in general the referee should consult Table 5: Gnome Mishaps. A misfiring device may be repaired as above.
Roll 1d20; if the roll is equal to or less than the gnome's level, then the player may choose any result from the Table 5. Otherwise, apply the result rolled.
Table 5: Gnome Mishaps
| 1d20 |
Mishap Description |
| 1-8 |
Needs Another Part |
| 9 |
Communication Glitch |
| 10-11 |
Improper Alteration |
| 12 |
Unexpected Glow |
| 13 |
Olfactory Malfunction |
| 14 |
Unbearable temperature Change |
| 15 |
Horrendous Sound |
| 16 |
Uncontrollable Movement |
| 18 |
Hazardous Malfunction |
| 19 |
Pursuit |
| 20 |
Explosion |
Note: The degree of any effect or damage caused by a misfiring device is often equated with its complexity (and thus, it's Difficulty Level). To find the magnitude of the specific effect involved, look on Table 1: Gnome Device Complexity. For example, if damage equal to a DC 6 device were inflicted, then 1d10 hit points of damage would be lost.
|
Needs Another Part
The device requires another device to be built before it can function properly. The new part must be a useful device in its own right and have a demonstrated use other than merely fixing the original invention. This second device must be built using the same rules as any other device.
For example, a gnome who gets this result while attempting to construct a catapult now declares that he must first build an automated can opener before he can finish the catapult. Of course, if a mishap occurs while building the can opener, the gnome may need to build yet another device
Communication Glitch
If the device was designed to communicate, it will function in unexpected ways at the discretion of the DM. If the device was not meant to communicate, it will do so in an unexpected way. Options include sending messages directly to foes and enemies with perfect clarity; randomly changing messages in such a way that their true intent is never trustworthy; or only sending every second or third word.
Improper Alteration
If designed to alter an object, the machine will do so improperly. If it is not designed to alter an object, it will do so badly (at a level equal to DC minus 1d4) in an unexpected way. Options include reducing finished goods to their base elements; creating something of limited use in the current situation; or doing the reverse of its intention.
Unexpected Glow
The machine suddenly begins to glow so brightly that the operator and anyone within 10 ft. times the size of the object is blinded for 10 rounds. No other functions occur.
Olfactory Malfunction
If the device was designed to change the state of the surrounding atmosphere, it will have the reverse effect: machines designed to clear the air will pollute it, and machines designed to create fog may clear it). If not so designed, it will create a stinking cloud effect within a radius of ten times its Size rating in feet. The gas is produced as long as the machine continues to function, and remains for an additional 1d6 minutes thereafter.
Unbearable Temperature Change
If designed to create a certain temperature, the device will have the opposite effect (for example, an oven will refrigerate). If not, then the device will produce heat (50%) or cold (50%) to a degree equal to its Difficulty Class. This may result in the destruction of the machine itself should the temperature rise to the point of burning or melting its components.
Horrendous Sound
The device makes a horrible deafening noise within a radius of ten times its Size rating in feet. All creatures within this area must make a Fortitude saving throw (DC 15) or flee the area at one. Any who remain suffer a 5 penalty to attack and Armour Class until the sound ceases. The noise continues as long as the machine continues to function.
Uncontrollable Movement
Regardless of the intention of the device, it suddenly takes off on its own at a speed equal to its Difficulty Class. If the device was designed to fly, it actually digs or submerges; otherwise, it runs or flies in a random direction at a speed equal to its complexity. No directional control is possible. The device continues to move as long as it is turned on.
Hazardous Malfunction
The device inflicts damage equal to its Difficulty Class upon the nearest character, and then fails. The machine must be repaired before it can be used again.
Pursuit
The device attacks its operator for damage equal to its Difficulty Class and unerringly chases the operator for a number of rounds equal to 1d6+5 or until it is shut off, whichever comes first. The operator of the device must make a Dexterity check (DC 15) to turn off the device. The machine attacks with an attack bonus equal to its Difficulty Class.
Explosion
The machine explodes, inflicting damage equal to its Difficulty Class to all creatures and objects within a radius of ten times its Size rating in feet. The machine is then broken and must be repaired before it can be used again.
|
Example Gnomish Devices
Blamblower
This was designed as a portable device that does damage to foes at a distance. This complex weapon is worn as a backpack and can throw a keg of volatile oil up to 300 feet away, causing 1d20 points of damage. It has six such charges before it must be rebuilt.
| Type |
Effect |
Modifier |
| Damage |
1d20 |
10 |
| Move object |
300 |
12 |
| DC Modifiers |
Number |
DC |
| Highest modifier |
12 |
12 |
| Additional effects |
1 |
1 |
| Total: |
|
13 |
| Size |
Example |
Check mod. |
| 5 |
Backpack |
-5 |
|
Gnomeflinger
This is the gnomish answer to stairs: an automated way to get to one place to another quickly and with relative safety. The device uses a combination of catapults of various sizes and principles as well as nets, and launches a man-sized or smaller individual 600 feet into the air. The double-emergency backup sponge landing system is an extra option not included in the base price of the system, of course.
| Type |
Effect |
Modifier |
| Move object |
600 feet |
13 |
| DC Modifiers |
Number |
DC |
| Highest Modifier |
13 |
13 |
| Additional Effects |
0 |
0 |
| Total: |
|
13 |
| Size |
Example |
Check Mod. |
| 11 |
Cottage |
+1 |
|
Netflinger
This gnomish invention is supposed to render an opponent temporarily immobilised from a distance and thus allow the attacker to possibly capture the opponent unharmed. Unfortunately the ultimate effect was all to often felt by the user of the device rather than the foe.
The netflinger, when it operates successfully, entangles any creature of Medium-size or smaller within 25 feet, just as a net does.
| Type |
Effect |
Modifier |
| Restrain |
Medium |
9 |
| Move Object |
25 feet |
5 |
| Duration |
1-3 rounds |
1 |
| DC Modifiers |
Number |
DC |
| Highest modifier |
9 |
9 |
| Additional Effects |
2 |
+2 |
| Total: |
|
11 |
| Size |
Example |
Check Mod. |
| 4 |
Crossbow |
-6 |
|
Stewmatic
Original concept: a device to prepare meals. This labour-saving invention turns perfectly good raw vegetables and meat into an amorphous mass of steaming glop.
| Type |
Effect |
Modifier |
| Temperature |
+300° |
9 |
| Alter objects |
Raw cooked |
5 |
| Information |
Clockwork |
7 |
| DC Modifiers |
Number |
DC |
| Highest modifier |
9 |
9 |
| Additional effects |
2 |
2 |
| Total: |
|
11 |
| Size |
Example |
Check mod. |
| 6 |
Chest |
-4 |
|
Whooshwagon
The original concept was a device to transport a family of gnomes over a distance. This large wagon device is self-propelled but only goes 20 miles in the course of a three-hour period.
| Type |
Effect |
Modifier |
| Speed |
40 feet |
6 |
| Duration |
Three hours |
12 |
| DC Modifiers |
Number |
DC |
| Highest modifier |
12 |
12 |
| Additional effects |
1 |
1 |
| Total: |
|
13 |
| Size |
Example |
Check mod. |
| 10 |
wagon |
0 |
|
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