Part of: D&D Campaigns

The Suspicious Shipment

Adventure 2 Level 2 2-3 sessions 1-4 Players

Adventure 2: The Suspicious Shipment

Level: 2 Players: 1-4 Duration: 2-3 sessions (6-9 hours) Theme: Investigation and first encounter with Felix Five


Adventure Summary

A shipment of mechanical components destined for HamoTech has gone missing, and strange reports of “screaming metal” are coming from the warehouse district. The party is hired by HamoTech to investigate, leading them to discover a warehouse where someone is conducting twisted experiments on constructs. They’ll find evidence of Felix Five’s operations and must stop the experiments before innocent constructs suffer.

Learning Goals for Junior DMs:

  • Running investigation scenes
  • Balancing stealth and combat
  • Creating atmosphere and tension
  • Introducing villains indirectly through evidence
  • Giving moral choices to players

Adventure Hooks

Primary Hook (if players completed Adventure 1): Zephyr or Petra Cogsworth (HamoTech field agent) contacts the party directly, having heard of their success with the A-7 incident.

Alternative Hooks:

  1. Job Posting: HamoTech publicly posts a job for “discreet investigators” at 100gp
  2. Witness Account: The party hears screaming from the warehouse district during the night
  3. Found Evidence: The party finds a damaged construct limping through town, leading back to the warehouse

DM Note: The primary hook is best - it makes players feel their reputation matters and creates continuity.


Part 1: The Meeting with HamoTech

Location: HamoTech Field Office

A small but well-organized office in town with displays of helpful inventions (mechanical water pumps, automated looms, healing construct assistants).

Read-Aloud: “The HamoTech field office is a clean, bright space filled with the gentle hum of machinery. Glass display cases show various helpful inventions: a mechanical arm for those who’ve lost limbs, a small construct that helps deliver medicine to remote villages, automated farming equipment. Behind a desk cluttered with blueprints stands a warforged in polished armor, the HamoTech emblem engraved on her chest plate.”


Meeting Petra Cogsworth

Petra Cogsworth (warforged paladin, Oath of Redemption)

  • Appearance: 6'2", polished steel and bronze construction, intricate gear-work visible at joints, kind blue glowing eyes, speaks with a gentle mechanical hum
  • Personality: Earnest, believes in second chances, protective of innocents (especially constructs), formal but warm
  • What to say:
    • “Thank you for coming. I am Petra Cogsworth, field security for HamoTech. We have a… sensitive situation.”
    • “Three days ago, a shipment of components - power cores, behavioral matrices, sensory modules - was diverted from its route to our facility. The wagon was found abandoned, the driver unconscious with no memory of the attack.”
    • “Last night, watchmen reported screaming sounds from the old Millward warehouse in the dock district. Screaming that sounded like… metal. Like constructs in pain.”
    • “We fear someone is using our stolen components for unauthorized purposes. We need you to investigate, recover what you can, and stop whatever is happening. Discreetly.”

Questions Players Might Ask:

Q: “Why discreetly? Why not send guards?” A: “If word spreads that HamoTech components are being misused, it could damage trust in our work. We help people - we cannot afford panic. Also, I believe constructs may be suffering. An armed raid might destroy evidence we need to prevent this from happening again.”

Q: “What exactly was stolen?” A: “Cognitive cores - the ‘brains’ of constructs. Sensory apparatus. Power crystals. Locomotion parts. Everything needed to build or modify a construct. Enough components for perhaps a dozen units.”

Q: “Any suspects?” A: “None. The driver was ambushed on a clear road in daylight. He remembers nothing. No demands have been made. It’s… unusual.”

Q: “What’s our payment?” A: “100 gold pieces upon completion. Additionally, HamoTech will provide equipment support - healing potions, one minor magical item from our workshop, and our continued partnership should you want it.”

DM Note: Petra is genuinely concerned about construct suffering - she’s a warforged and considers them kin. Play up her earnest nature and protective instincts.


What Petra Provides

Information:

  • Map of the warehouse district with Millward warehouse marked
  • Description of the stolen components (show or give to players)
  • A small badge identifying them as “HamoTech consultants” (gives advantage on Charisma checks with HamoTech allies)

Equipment:

  • 2 Potions of Healing
  • 1 Immovable Rod (“In case you need to secure a door or create an obstacle”)
  • A small mechanical owl that can deliver one message back to Petra if needed

DM Tip: The immovable rod is great for creative players - securing doors, creating cover, etc. Let them experiment!


Part 2: Investigating the Warehouse District

The Warehouse District

A run-down area of town near the docks, filled with old warehouses in various states of use and disrepair.

Read-Aloud (Arrival): “The warehouse district smells of salt water, old wood, and rust. Rows of weathered buildings loom in the twilight, their windows dark or broken. The Millward warehouse sits at the end of a narrow street, a three-story building with faded paint and a large loading dock. Most warehouses around here show signs of life - workers, lights, activity - but Millward is dark and silent. Too silent.”

DM Note: This is a good time to build tension. Describe creepy details: creaking sounds, scuttling rats, distant fog rolling in from the docks.


Gathering Information (Optional Investigation)

If players want to ask around before going in:

Dockworker (DC 10 Persuasion): “Millward? Old man Millward died six months back. Place has been empty since. Though… I saw a wagon unloading there two nights ago. Odd for an abandoned place.”

Street Urchin (DC 12 Persuasion, or just give them food): “I heard screaming from there! Like metal scraping metal but… worse. Like it was in pain. I ain’t going near that place after dark.”

Warehouse Neighbor (DC 13 Persuasion): “Saw some folks in dark coats going in and out. They paid me 5 gold to ‘mind my own business.’ Seemed smart to take it.” (Can be persuaded to describe them: humans and a halfling, all wearing matching dark coats with a silver emblem - five tally marks.)

Night Watchman (DC 14 Persuasion or if shown HamoTech badge): “Official business, eh? Good. Something’s wrong there. I’ve walked past three times in two nights and heard… things. Mechanical noises. Screaming. Once I saw blue light flashing in the top windows. Haven’t gone inside though - not my jurisdiction unless there’s a complaint.”

DM Tip: Don’t require all these checks. Let players gather some info to feel smart, then let them approach the warehouse.


Part 3: The Millward Warehouse

Exterior

Read-Aloud: “The Millward warehouse is three stories tall, built of weathered brick and timber. The main entrance - a large rolling door on the loading dock - is chained shut, but the chains are new and out of place on this old building. A smaller side door is visible, and there are grimy windows on each floor, most broken or boarded up.”

Entry Options:

  1. Side Door: Locked (DC 13 Sleight of Hand to pick, or DC 15 Strength to force). Forcing it makes noise - anyone inside has a chance to hear (see Random Encounters).

  2. Windows: Second floor windows can be reached with climbing (DC 10 Athletics). Broken ones allow silent entry; intact ones require breaking (noise).

  3. Loading Dock: The chains can be picked (DC 15) or broken (DC 18 Strength), but this makes a LOT of noise - definitely alerts inhabitants.

  4. Roof Access: From adjacent building (DC 12 Athletics), then through a skylight (must break - moderate noise).

DM Tip: Reward stealth! If players enter quietly, they can observe and plan. If they’re loud, enemies prepare.


First Floor: Storage and Workshop

Read-Aloud (if entering quietly): “The ground floor is a large open space filled with crates, barrels, and covered equipment. Dust covers everything except a clear path leading to a work area lit by glowing crystals. You see a makeshift workshop: tables covered with tools, mechanical parts, and… something else. The metallic smell of blood - or whatever constructs have instead of blood - hangs in the air. You hear mechanical whimpering from somewhere above.”

Key Features:

The Workshop Area (Investigation DC 12):

  • Tools scattered about, many stained with oil and something darker
  • Blueprints showing construct modifications - focused on pain receptors and control mechanisms
  • A manifest listing “12 Cores, 12 Sensory Units, Power Crystals x24” - the HamoTech shipment
  • Several cores already modified, sitting in jars of glowing fluid
  • Notes in margins: “Test subjects 1-3 failed. Subjects 4-6 show promise. Boss wants results by week’s end. -V”

Crates (Investigation DC 10):

  • Some contain normal warehouse goods
  • Several marked with five tally marks contain component parts matching HamoTech’s stolen shipment
  • One contains deactivated construct parts - failed experiments

DM Note: The “V” in the notes stands for Victor Steele, but players won’t know this yet. Let them speculate!


Second Floor: Testing Chamber

Stairs or ladder leads up. If players are loud, enemies up here are alerted.

Read-Aloud: “The second floor has been converted into a testing chamber. Strange arcane circles are drawn on the floor in chalk and glowing paint. In the center of the room, three constructs are chained to posts - a small mechanical dog, a cleaning automaton, and what looks like a toy construct meant to entertain children. All three are activated, and all three are clearly in distress, their movements jerky and their optical sensors flickering between colors. The mechanical whimpering you heard is coming from them.”

The Constructs: These are not combatants - they’re victims. They’ve been modified with pain receptors and are being tested for behavioral control through suffering.

What Players Can Do:

  • Free Them (DC 10 Sleight of Hand to unlock chains, or just break them)
  • Deactivate Them (DC 12 Arcana check - ends their suffering but “kills” them)
  • Try to Restore Them (DC 15 Arcana check - removes pain modifications, they can be saved)

DM Note: This is a moral moment. Petra specifically worried about construct suffering. Reward players for compassion. If they save the constructs, those constructs can help in the final fight or provide testimony against Felix Five later.

If Players Save the Constructs: The small mechanical dog (call it “Bolt”) becomes friendly and can warn them of danger (gives advantage on Perception checks for the rest of the adventure).


Second Floor: Enemies

If players were stealthy (didn’t make excessive noise), they can surprise 2-3 technicians here. Otherwise, enemies are alert.

Felix Five Technicians (2) Use Bandit stats (MM p343) with these modifications:

  • AC 12 (leather armor with mechanical reinforcement)
  • They carry Shock Batons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 3 (1d6) lightning damage.
  • Instead of scimitars and light crossbows

Appearance: Humans in dark coats with the Felix Five emblem (five tally marks) on the shoulder. They wear leather aprons and goggles - technicians, not soldiers.

Tactics:

  • They’re not expecting a fight - they’re just following orders
  • If reduced to half HP, they surrender
  • If questioned, they reveal: “We’re just hired workers! We were told we were testing security constructs for Felix Five. We didn’t know they could feel pain - I swear!”

DM Note: These aren’t evil masterminds - they’re low-level employees. They can provide info:

  • They work for Felix Five, a “security and innovation company”
  • Their boss (they call him “Mr. V”) is upstairs with “the good subject”
  • They were told to test pain-based control mechanisms
  • They’re paid well to not ask questions

If Players Are Struggling: Have one technician surrender immediately, or have the freed constructs provide a distraction.


Part 4: Third Floor - The Boss Fight

The Final Experiment

Read-Aloud (approaching the third floor): “The stairs to the third floor creak ominously. You hear a voice from above - calm, cold, and clinical: ‘Subject Seven, respond to command protocol. Authorization: Felix Five Victor Three.’ A mechanical roar of pain and rage answers, followed by the sound of metal straining against chains.”


The Room

Read-Aloud (entering): “The third floor is a large open chamber, dimly lit by glowing crystals arranged in a circle. In the center, chained to the floor with heavy adamantine links, is a construct unlike any you’ve seen - eight feet tall, built like a warrior, with arms ending in wicked blades. Its chest cavity is open, exposing a glowing core that pulses erratically. Standing beside it, holding a control rod that crackles with energy, is a human man with short dark hair and a metal arm. He wears a dark coat with the Felix Five emblem prominently displayed. He looks up at you with cold calculation.”


Victor Steele (Boss)

Victor Steele (human artificer)

  • Appearance: Mid-30s, short dark hair, metal right arm (his own creation), cold gray eyes, dark coat with Felix Five emblem
  • Personality: Pragmatic, sees constructs as tools not beings, believes ends justify means, calm under pressure

What he says:

  • “HamoTech consultants, I presume? Petra does love her outside help.”
  • “You’re trespassing in a private research facility. I suggest you leave before there’s an unfortunate accident.”
  • (If players mention the suffering) “Suffering? They’re machines. Complex ones, yes, but machines. This work will revolutionize construct control. Felix Five will change the world.”
  • (If pressed) “HamoTech wastes potential on charity. We see the bigger picture. Now leave, or Subject Seven will escort you out.”

DM Note: Victor is calm and believes he’s right. He’s not cackling evil - he genuinely sees constructs as tools. This makes him more unsettling. Let players debate with him if they want, but he won’t be swayed.


The Fight

When Combat Starts: Victor activates Subject Seven and uses it to fight while he provides support and tries to escape with his research.

Subject Seven - Tormented Construct

  • AC: 15 (metal plating)
  • HP: 45 (6d10+12)
  • Speed: 30 ft.

Stats: STR 18 (+4), DEX 10 (+0), CON 14 (+2), INT 6 (-2), WIS 8 (-1), CHA 3 (-4)

Damage Immunities: Poison, Psychic Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned

Actions:

  • Multiattack: Subject Seven makes two Blade Arm attacks.
  • Blade Arm: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.
  • Pain-Fueled Rage: When Subject Seven takes damage, it must succeed on a DC 10 Wisdom saving throw or attack the nearest creature (friend or foe) on its next turn.

Traits:

  • Unstable Core: If reduced to 0 HP, Subject Seven’s core explodes. All creatures within 10 feet must make a DC 13 Dexterity saving throw, taking 10 (3d6) force damage on a failed save, or half as much on a success.
  • Can Be Freed: A creature within 5 feet can use an action to attempt a DC 14 Arcana check to disable the control rod’s influence. On success, Subject Seven is freed from Victor’s control and stops attacking (it’s confused and scared, not evil).

Victor Steele (Boss) Use Cult Fanatic stats (MM p345) with these modifications:

  • Replace spells with artificer abilities:
    • Shocking Grasp (cantrip): Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d8) lightning damage, and the target can’t take reactions until start of its next turn.
    • Shield (1st level, 3/day): Reaction when hit by attack - gain +5 AC until start of next turn
    • Thunderwave (1st level, 3/day): As spell
    • Heat Metal (2nd level, 2/day): As spell
  • Metal Arm: His metal arm gives him +2 AC (already included in Cult Fanatic’s AC)
  • Control Rod: As an action, Victor can command Subject Seven to make one attack against a target of Victor’s choice

Tactics:

  • Round 1: Commands Subject Seven to attack the biggest threat, uses Thunderwave if players are grouped
  • Round 2-3: Uses Shocking Grasp on squishier targets, uses Shield if attacked, repositions
  • Round 4+: If Subject Seven falls or he’s below half HP, he tries to escape with his research notes, using Thunderwave to create distance
  • If Cornered: Surrenders, but is coldly defiant

DM Note: Victor is smart. He uses Subject Seven as a tank while he controls the battlefield. If players free Subject Seven, Victor should look genuinely surprised and frustrated.


Alternative Solutions

Non-Combat Options:

  1. Free Subject Seven First (DC 14 Arcana check while avoiding Victor): Subject Seven stops attacking and cowers. Victor loses his main weapon and is much more likely to flee or surrender.

  2. Negotiate (DC 16 Persuasion, with disadvantage because Victor is fanatical): Victor might agree to leave if players let him take his research. This is a morally gray choice.

  3. Destroy the Control Rod (targeted attack on Victor’s rod, AC 15, 10 HP): Frees Subject Seven immediately.

  4. Create Distraction: If players freed constructs from Floor 2, those constructs can arrive and distract Victor, giving advantage on attacks or Arcana checks.


Part 5: Resolution & Aftermath

If Victor is Defeated/Captured

Evidence Found:

  • Research notes detailing pain-based control experiments
  • Communication crystals with messages from “F5 Command” approving the experiments
  • A ledger showing payments from Felix Five headquarters to various operatives
  • Stolen HamoTech components (can be returned)
  • Subject Seven and the other tortured constructs (needing rescue/repair)

Victor’s Fate (player choice):

  • Turned over to authorities: He’ll be imprisoned, but Felix Five might have influence to free him later
  • Turned over to HamoTech: Petra wants information from him about Felix Five
  • Let him escape: If players make a deal (unlikely but possible), he’ll remember this

DM Note: Petra prefers capturing him alive for information. If players kill him, she’s disappointed but understands.


Returning to Petra

Petra’s Reaction: “You’ve done more than I could have hoped. These constructs… Subject Seven and the others… they’re alive. Aware. And they were tortured.” (Her voice has a mechanical tremor of emotion.) “I will personally ensure they are repaired and given new lives free of pain. And this… Felix Five. Now we have a name for our enemy.”

Rewards:

  • 100 gold pieces as promised
  • +50 gold pieces bonus if they rescued the constructs
  • Magic Item Choice (pick one):
    • Goggles of Night: Magical darkvision
    • Ring of Mind Shielding: Protection against telepathy and soul theft
    • Bag of Holding: For carrying loot
    • +1 Weapon of player’s choice
  • Bolt the Mechanical Dog (if they saved and befriended it): Can become a party companion (use Mastiff stats but construct type, immune to poison/psychic)
  • HamoTech Alliance: Petra offers the party ongoing work and support. They’re now official HamoTech allies.

What Players Learn About Felix Five

From notes, Victor’s ranting, and Petra’s analysis:

Facts:

  • Felix Five is an organization focused on magical technology, like HamoTech
  • Unlike HamoTech, they have no ethical qualms about experimentation
  • They see constructs as tools, not beings
  • They have funding, multiple operatives, and a command structure (“F5 Command”)
  • They’re willing to steal and use violence to achieve their goals
  • Their symbol is five tally marks

Petra’s Assessment: “We’ve heard rumors of Felix Five for months. They’re rivals in the artifice industry, but we thought they were just… unscrupulous businessmen. This is something else. This is organized, funded, and dangerous. Dr. Hamilton needs to know immediately.”

DM Note: This sets up Felix Five as the campaign villains. Players should feel like they’ve stumbled onto something big.


Scaling for Party Size

1-2 Players:

  • Remove one technician from Floor 2
  • Reduce Subject Seven’s HP to 30
  • Victor doesn’t use Heat Metal
  • Have Petra arrive during the boss fight if players are struggling

3 Players:

  • Use as written

4 Players:

  • Add one more technician to Floor 2
  • Increase Subject Seven’s HP to 55
  • Add a second controlled construct (use Animated Armor stats) fighting alongside Subject Seven
  • Victor has one more use of Thunderwave and Heat Metal

DM Preparation Checklist

  • Read through the entire adventure
  • Prepare NPC voices/personalities (Petra is earnest, Victor is cold)
  • Sketch a simple 3-floor warehouse map
  • Print/bookmark enemy stat blocks
  • Decide how you’ll roleplay construct suffering (sounds, descriptions)
  • Think about moral implications - let players debate rescuing vs destroying
  • Prepare rewards based on player preferences
  • Plan how to transition to Adventure 3

Possible Complications

  1. Reinforcements Arrive: If combat goes too quickly, more Felix Five agents arrive (1-2 more bandits).

  2. Warehouse Fire: During the fight, equipment catches fire, adding environmental danger (DC 12 Dex saves to avoid 1d6 fire damage).

  3. Victor Escapes: If you want him as a recurring villain, he could escape and swear revenge.

  4. Authorities Arrive: The city guard shows up, and players must explain the situation (social encounter).

  5. Subject Seven Bonds with Party: If saved, Subject Seven might want to join the party as a follower/NPC.


Key Takeaways for Players

By the end of this adventure, players should:

  • Understand Felix Five is a serious threat
  • Feel connected to HamoTech as allies
  • Have made a moral choice about the constructs
  • Gained evidence about the larger conflict
  • Feel invested in stopping Felix Five
  • Be ready for Adventure 3’s direct confrontation

Next Adventure Hook: Petra mentions reports of a village receiving “gifts” from a mysterious benefactor. HamoTech suspects Felix Five is involved. This leads directly to Adventure 3.