The Village of Cogs
Adventure 3: The Village of Cogs
Level: 2-3 Players: 1-4 Duration: 3-4 sessions (9-12 hours) Theme: Direct confrontation with Felix Five, moral complexity, liberation
Adventure Summary
The small village of Cogsworth has been receiving “gifts” of helpful automatons from a mysterious benefactor. At first, the villagers were grateful - the automatons helped with farming, construction, childcare, and more. But slowly, the villagers have become dependent and listless, while the automatons have taken over nearly all work and decision-making. The party must investigate and discover Felix Five is using the village as a test site for mass population control through technological dependence. With HamoTech’s support, they must liberate the village and stop the Felix Five operation.
Learning Goals for Junior DMs:
- Running social encounters with multiple NPCs
- Balancing mystery, investigation, and action
- Creating morally complex situations
- Building to a satisfying boss fight
- Giving players meaningful choices with consequences
Adventure Hooks
Primary Hook (if players completed Adventure 2): Petra contacts the party with urgent news about reports from the village of Cogsworth. HamoTech suspects Felix Five involvement and needs investigators they can trust.
Alternative Hooks:
- Concerned Relative: Someone from town asks the party to check on family in Cogsworth who’ve stopped responding to messages
- Merchant Report: A traveling merchant mentions the “strange village where machines do everything” and it sounds suspicious
- Direct Request: Dr. Hamilton himself sends a message requesting the party’s help
DM Note: The primary hook works best and shows the party’s growing reputation with HamoTech.
Part 1: The Briefing
Location: HamoTech Field Office
The same office as Adventure 2, but now there are more maps and reports scattered about.
Read-Aloud: “Petra greets you at the HamoTech office, but this time she’s not alone. Standing beside her is an elderly human man with wild white hair, oil-stained hands, and kind eyes behind thick spectacles. He’s examining a damaged construct core with deep concern. Petra gestures to him: ‘This is Dr. Hamish Hamilton, founder of HamoTech. Doctor, these are the investigators I told you about.’”
Meeting Dr. Hamilton
Dr. Hamish Hamilton (male human, age 68)
- Appearance: Wild white hair, thick spectacles, perpetually oil-stained hands, warm grandfatherly presence
- Personality: Brilliant but kind, believes technology should serve people not control them, deeply ethical, gets excited about innovations
- What to say:
- “Petra has told me of your excellent work. Thank you for stopping that warehouse operation. Those poor constructs…” (shakes head sadly)
- “We have a new problem. The village of Cogsworth - population about 200 - has been receiving automatons as ‘gifts’ for the past three months. At first, we thought perhaps a philanthropist purchased our products to help them. But now…”
- “The reports are disturbing. Villagers barely leave their homes. The automatons do all the work - farming, cooking, building, even caring for children. The village has become… automated. Efficient, but empty.”
- “And we didn’t sell those automatons. Someone else made them. I suspect you know who.”
Questions Players Might Ask:
Q: “Is this definitely Felix Five?” A: “The few reports we have describe automatons with a five-mark symbol. That, and the methodology - using ‘help’ as a means of control - matches their pattern. After what you discovered at the warehouse, I believe they’re testing something. Population-scale dependency, perhaps.”
Q: “What do you want us to do?” A: “Investigate. Confirm our suspicions. If Felix Five is behind this, find proof. And… help those people. They don’t deserve to be experiments.”
Q: “Why send us instead of authorities?” A: “If we’re wrong, we’ll look like fearmongers attacking charitable work. If we’re right and move too aggressively, Felix Five might destroy evidence or harm the villagers. We need skilled, discrete agents. We need you.”
Q: “What’s our payment?” A: “150 gold pieces. Full access to HamoTech resources. And…” (he looks sad) “…my personal gratitude. I built HamoTech to help people. Seeing it twisted like this - seeing technology used for control instead of liberation - it breaks my heart. Stop them. Please.”
DM Note: Hamilton is genuinely heartbroken. Play up his idealism and pain at seeing technology misused.
What HamoTech Provides
Information:
- Map to Cogsworth (half-day journey)
- Last reports from the village (3 weeks old): “Everything is wonderful. The automatons help so much. We barely need to work anymore.”
- Technical specs on how HamoTech automatons work (for comparison with Felix Five versions)
Equipment:
- 3 Potions of Healing
- 1 Potion of Greater Healing
- Arcane Signal Flare: Can be used to call for HamoTech reinforcements (Petra will arrive in 1 hour with support)
- Portable Construct Analyzer: Magical device that identifies construct programming (gives advantage on Arcana checks to analyze automatons)
Support:
- Petra will accompany the party to Cogsworth (as an NPC ally)
- Zephyr is on standby with emergency supplies
DM Note: Petra’s presence can be adjusted based on party size. For smaller parties, she fights alongside them. For larger parties, she focuses on helping villagers and provides information.
Part 2: Journey to Cogsworth
The Road
The journey is half a day through pleasant countryside.
Random Encounter (optional): About halfway, the party encounters a villager from Cogsworth returning from town with supplies.
Emil Larson (male human, age 45)
- Appearance: Thin, tired-looking, moves slowly
- Personality: Defensive, insists everything is fine, seems nervous
Conversation:
- “You’re heading to Cogsworth? Why? We don’t get many visitors anymore.”
- (If questioned) “Everything’s fine! Great, actually. The automatons do all the work. We can finally rest.”
- (If pressed) “Look, I don’t know what you’ve heard, but we’re happy. The benefactor has been so generous. Just… maybe don’t disturb the automatons, okay? They don’t like strangers.”
- (If asked about the benefactor) “I don’t know who they are. The first automatons just showed up with a note: ‘A gift to help your village thrive.’ And they have! We’re thriving!” (He doesn’t sound convinced.)
DM Tip: Emil is under subtle mental influence from prolonged exposure to the automatons’ control signals. He believes what he’s saying but shows signs of distress. Insight DC 13 reveals he’s scared but can’t/won’t articulate why.
Part 3: Arrival at Cogsworth
First Impressions
Read-Aloud: “Cogsworth appears before you - a small village of perhaps fifty buildings arranged around a central square. At first glance, it looks prosperous: fields are perfectly maintained, buildings freshly painted, streets clean. But something is deeply wrong. Despite being mid-afternoon, you see almost no people. Instead, automatons move through the streets - sweeping, building, harvesting. Each one bears a small emblem: five tally marks. In the village square, a large construct stands motionless like a sentinel, its optical sensors slowly scanning the area.”
Key Observations (Perception DC 12):
- Very few people visible, and those you see move slowly, almost dreamlike
- Automatons outnumber visible humans at least 3 to 1
- The automatons all have the same design language - sleek, efficient, marked with five tallies
- The central automaton in the square is larger and seems to be watching/coordinating
- You hear no laughter, no conversation - just mechanical whirring
Petra’s Comment: “This is… wrong. A village should be alive with people, noise, activity. This is a graveyard with moving corpses.” (She sounds disturbed, rare for her.)
Exploring the Village
Key Locations:
- Village Square - The central automaton
- Mayor’s House - Mayor Eliza Brennan
- The Inn - The only place villagers gather
- Fields - Automatons harvesting
- The Chapel - Priest Aldric, one of the few resisting
- Central Control Building - Felix Five’s hidden command center
DM Tip: Let players explore in any order, but guide them toward suspicious locations. The chapel and inn are good starting points for information.
Location 1: The Inn - “The Rusty Nail”
Read-Aloud: “The Rusty Nail inn is one of the few buildings with signs of life. Through the windows, you see about a dozen villagers sitting in silence, served by an automaton bartender. No one is talking. They just sit, staring into their drinks, while the automaton refills glasses with mechanical precision.”
Inside the Inn:
- Automaton Bartender: Efficient, doesn’t speak, serves drinks perfectly
- Villagers (about 12): All listless, barely responsive
- Margaret Thorne (elder woman, age 72): One of the few still partially aware
Talking to Villagers (Persuasion DC 14): Most villagers give minimal responses:
- “Everything is fine.”
- “The automatons help us.”
- “We don’t need to work anymore.”
- “The benefactor is generous.”
Talking to Margaret (Persuasion DC 10): Margaret is more alert than others:
- “You’re not from here. Good. Maybe you can help.”
- “It started three months ago. The first automatons arrived with a note - gifts to help us. We were grateful! They harvested crops, repaired buildings, cooked meals.”
- “But more kept coming. And people started… changing. Relaxing too much. Stopping doing anything. Now most folks barely leave their homes. The automatons do everything.”
- “Some of us can still think clearly - me, Priest Aldric, a few others. But every day it’s harder. When you’re near the automatons too long, you start to feel… content. Too content. Like nothing matters.”
- “The mayor insists everything is wonderful. She spends most of her time in that new building they built - says she’s ‘coordinating’ with the benefactor.”
DM Note: Margaret provides the key information: proximity to automatons causes mental influence. This is gradual brainwashing/pacification.
Location 2: The Chapel - Priest Aldric
Read-Aloud: “The small chapel is one of the few buildings with no automatons nearby. Inside, you find a middle-aged man in simple robes, kneeling in prayer. When he hears you enter, he looks up with desperate hope in his eyes.”
Priest Aldric (male human, age 42)
- Appearance: Simple robes, worn face, determined eyes
- Personality: Faithful, protective of his flock, resisting the influence through prayer and willpower
- What to say:
- “Thank the gods. You’re here to help, aren’t you? I’ve been praying for deliverance.”
- “This village is dying. Not in body - the automatons keep us fed and healthy. But in spirit. People don’t dream anymore. Don’t hope. Don’t love. They just… exist, while the machines do everything.”
- “I think there’s something in the automatons - a signal, a magic, I don’t know. The longer you’re near them, the more you stop caring about anything. I only stay clear-headed by avoiding them and praying here.”
- “The mayor has been completely taken. She meets with a stranger in dark clothes - I’ve seen him at night, going to that new building. The Control Center, they call it. That’s where the answers are.”
Questions:
Q: “Can you leave? Warn others?” A: “I’ve tried. Sent letters. But I think they’re intercepted. And I can’t leave my people. Someone must bear witness.”
Q: “How many are still aware?” A: “A handful. Margaret at the inn. A few farmers who work far from the village. Children seem more resistant - they know something is wrong, but they’re scared.”
Q: “What about destroying the automatons?” A: “I thought of that. But they’re so helpful - without them, we’d struggle to survive. The harvest, the repairs… we’ve become dependent. That’s the trap.”
DM Note: Aldric represents the moral complexity - the automatons DO help, which makes them insidious.
Location 3: Mayor’s House
Mayor Eliza Brennan (female human, age 55)
- Appearance: Well-dressed, perfect hair, empty smile
- Personality: Completely under influence, genuinely believes everything is wonderful
- What to say:
- “Welcome to Cogsworth! Aren’t our automatons marvelous? Our benefactor has been so generous.”
- “Life has never been better. No one needs to struggle anymore. The automatons handle everything.”
- (If questioned about the benefactor) “A wonderful person who wishes to remain anonymous. All they ask is that we accept their gifts and be happy.”
- (If confronted) “You’re being paranoid. Everything is fine. Perfect, even. You should stay a while - you’ll see.”
DM Note: The mayor is too far gone to reason with. She’s not hostile, just utterly convinced everything is perfect. If players are aggressive, she’ll call automatons to “protect” her.
Part 4: Uncovering the Truth
The Central Automaton
The large automaton in the village square is the coordinator - it broadcasts the pacification signal.
Analyzing It (Arcana check with Portable Analyzer):
- DC 13: It’s broadcasting some kind of signal
- DC 15: The signal affects emotions and motivation, inducing artificial contentment
- DC 18: You could potentially disrupt or disable the signal, but it might alert Felix Five
DM Tip: Let players decide whether to disable it now or wait. If they disable it immediately, villagers start waking up (which causes panic and alerts Felix Five).
The Control Center
A building constructed over the past month, supposedly for “village coordination.”
Exterior: “A new building stands at the edge of the village square - too modern, too clean compared to the rustic village around it. It’s two stories, built of metal and stone, with few windows. Automatons stand guard at the entrance. A small plaque reads: ‘Cogsworth Coordination Center - Authorized Personnel Only.’”
Getting Inside:
Option 1 - Stealth (DC 14 Stealth to sneak past guard automatons): Back entrance, side window, or during night when fewer automatons patrol.
Option 2 - Deception (DC 15 Deception or Persuasion): Claim to be inspectors, new workers, or Felix Five agents (requires knowing passwords/codes - can be learned from captured automatons or documents).
Option 3 - Combat: Fight through the guard automatons (see below).
Option 4 - Distraction: Create a distraction elsewhere (fire, loud noise, etc.) to draw guards away.
Guard Automatons (2) - Use Animated Armor stats (MM p19).
Inside the Control Center
Ground Floor - Operations:
Read-Aloud: “The ground floor is filled with humming machinery. Banks of crystals glow with arcane energy, connected to a central control panel covered in switches, dials, and glowing readouts. A large map of the village hangs on one wall, with pins marking each automaton’s location. Technical readouts scroll across magical displays: ‘Village Compliance: 87%,’ ‘Resistance Subjects: 8,’ ‘Signal Strength: Optimal.’”
What Players Can Find (Investigation DC 12):
- Technical logs showing the gradual increase in pacification signal strength
- Communications with “F5 Command” approving the “Cogsworth Initiative”
- Plans to expand to neighboring villages once Cogsworth reaches “95% compliance”
- Notes mentioning “Field Commander Steele” will arrive for final assessment
- Instructions for dealing with “resistance subjects” - including Aldric and Margaret
The Control Panel (Arcana DC 14): Can be used to:
- Shut down all automatons (instant but destructive - automatons are fried)
- Disable pacification signal only (villagers wake up, automatons keep working)
- Reverse the signal (makes villagers hostile to automatons - dangerous)
- Overload the system (destroys the building in 10 minutes, gives time to evacuate)
DM Note: Let players decide what to do. Each option has consequences (see Part 6).
Second Floor - Commander’s Quarters:
Read-Aloud: “The second floor is set up as living quarters and an office. Maps of the region cover one wall, with multiple villages circled. A desk holds reports and correspondence. And standing by the window, looking out over the village with a satisfied expression, is a familiar figure in a dark coat: Victor Steele.”
Part 5: The Final Confrontation
Victor Steele Returns
Victor’s Greeting (he’s not surprised): “I was wondering when HamoTech would send someone. I’m disappointed it’s you again - I’d hoped our last encounter taught you not to interfere. And you brought Petra. How… predictable.”
Conversation (if players engage):
- “This village is thriving. Look at them - no poverty, no hunger, no struggle. We’ve created paradise.”
- “Yes, we’ve reduced their motivation. That’s the point. Ambition causes conflict. We’re giving them peace.”
- “HamoTech wastes potential on charity. Felix Five will reshape the world. Starting with villages like this, then cities, then nations. Imagine a world without war, without crime, without suffering - all because people are content to let us manage things.”
- (If accused of mind control) “Control? We’re liberating them from the burden of choice. They’re happier this way. Can you honestly say they weren’t struggling before?”
DM Tip: Victor genuinely believes he’s helping. This is a twisted utilitarianism. Let players debate if they want - it reveals his philosophy and gives clever players ideas for exploiting his weaknesses.
Petra’s Response: “Freedom to choose - even to struggle - is what makes us alive. You’ve turned them into livestock. This isn’t peace. It’s imprisonment.”
The Boss Fight
When Combat Starts:
Victor activates security protocols, summoning automatons and using the control center’s defenses.
Read-Aloud: “Victor’s metal hand moves to a control panel on his belt. ‘Security Protocol Seven - eliminate intruders.’ Klaxons blare, red lights flash, and you hear the mechanical whir of automatons converging on your location. Victor’s hand crackles with arcane energy as he draws a wand from his coat. ‘Felix Five will not be stopped by HamoTech’s lapdogs.’”
Victor Steele (Boss - Round 2) Use Veteran stats (MM p350) with these artificer modifications:
Modified Stats:
- AC: 18 (breastplate + shield spell)
- HP: 58 (9d8+18)
- Equipment: Wand of Magic Missiles, Shock Baton, artificer’s tools
Artificer Abilities (replacing Veteran’s attacks):
- Multiattack: Victor makes two attacks: one with his Shock Baton and one with a spell or wand.
- Shock Baton: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 7 (2d6) lightning damage.
- Wand of Magic Missiles: (7 charges) Expend 1-3 charges to cast Magic Missile at that level.
- Thunderwave (2/day): As the spell, DC 14.
- Heat Metal (2/day): As the spell, DC 14.
- Shield (3/day): As the spell, reaction.
Special:
- Summon Automatons (1/battle, used immediately): Summons 1d4+1 Defender Automatons (see below).
- Control Center Integration: While in the control center, Victor can use a bonus action to activate building defenses (see Environmental Hazards).
Tactics:
- Round 1: Summons automatons, uses Thunderwave if players are grouped, positions behind automatons
- Round 2-3: Uses Heat Metal on armored foes, Shock Baton on squishies, Wand of Magic Missiles on spread targets
- Round 4+: If below half HP, retreats toward control panel to overload it (destroying evidence and the building)
- If Cornered: Fights to the death or surrenders if Petra is present and guarantees a trial
Defender Automatons (1d4+1) Use Guard stats (MM p347) with these modifications:
- Type: Construct
- Immunities: Poison, Psychic
- Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
- Weapons: Replace spear with Integrated Blade (same stats)
Tactics: Automatons protect Victor, form a defensive line, and focus on whoever attacks Victor.
Environmental Hazards (Victor’s bonus action):
-
Arcane Turrets: Two crystals fire energy beams. Random target must make DC 14 Dex save or take 7 (2d6) force damage. (Turrets can be destroyed: AC 15, 15 HP each)
-
Gas Release: Vents release pacification gas in 15-foot radius. DC 13 Con save or become incapacitated for 1 round (overwhelmed with artificial contentment).
-
Overload: Victor sets the control center to explode in 5 rounds (countdown). Can be stopped with DC 16 Arcana check at the control panel.
DM Tip: Use environmental hazards to keep combat dynamic, but don’t overwhelm players. One hazard per 2-3 rounds is good pacing.
Petra’s Support
Petra fights alongside players. Use Knight stats (MM p347) with construct traits.
Tactics:
- Focuses on protecting players
- Uses Protection fighting style to impose disadvantage on attacks against players
- Can use her action to stabilize dying players
- If Victor tries to escape, she pursues
DM Note: Adjust Petra’s effectiveness based on party size. She should help but not steal the spotlight.
Alternative Solutions
Non-Combat Options:
-
Sabotage First: If players sabotaged the control panel before confronting Victor, he loses his Summon Automatons ability and Environmental Hazards.
-
Collapse the Building: Players could structurally weaken the building (risky - requires escaping before it collapses).
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Turn Automatons Against Him: DC 16 Arcana check to hack automatons mid-fight, causing 1-2 to attack Victor instead.
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Convince Him to Surrender (DC 18 Persuasion, with advantage if Petra vouches for fair trial): Victor might surrender if promised he can continue his research in custody - he’s a pragmatist.
-
Call Reinforcements: Use the Arcane Signal Flare to summon Petra’s backup (arrives in 3 rounds: 2 HamoTech guards with Guard stats).
Part 6: Resolution & Aftermath
Immediate Aftermath
Once Victor is defeated:
Read-Aloud: “With Victor fallen, the control center’s systems begin to fail. Lights flicker, the humming machinery stutters, and the constant low-frequency signal that permeated the air suddenly… stops. In the silence that follows, you hear something you haven’t heard since arriving: voices from the village. Confused, angry, scared voices - people waking up.”
The Villagers Wake
What Happens Next depends on player choices:
If players disabled the signal but left automatons functional:
- Villagers gradually regain awareness over hours
- Initial confusion and anger, but automatons still help with work
- Best outcome - village keeps helpful technology without mind control
If players destroyed all automatons:
- Villagers wake up to find all their helpers gone
- Panic about how to handle harvest, repairs, etc.
- Some gratitude, but also resentment and fear about survival
- Moderate outcome - freedom but hardship
If players reversed the signal:
- Villagers wake up hostile to automatons and technology
- Mob mentality - some want to destroy everything mechanical
- Chaos and potential violence
- Worst outcome - freedom but trauma
DM Tip: Let players deal with the consequences of their choice. This teaches that solutions have trade-offs.
Talking to Freed Villagers
Mayor Eliza (now clear-headed): “What… what have I done? I welcomed them. I told everyone to trust the automatons. Gods, how long has it been?” (She’s horrified and ashamed.)
Priest Aldric: “Thank you. Thank you for freeing us. We’ll recover - it will take time, but we’ll recover. You’ve given us back our lives.”
Margaret Thorne: “I knew something was wrong. I knew it. But even I was starting to slip. Thank you for coming when you did.”
Victor’s Fate
If captured:
- Petra takes him into custody for trial
- He’s defiant but cooperative - believes history will vindicate him
- His testimony reveals more about Felix Five’s structure and plans
- Players learn about “The Five” - the mysterious ruling council
If killed:
- His body contains evidence: communication devices, orders, maps
- Less information than if captured, but still valuable
- Petra is disappointed - “He knew so much. Now those secrets died with him.”
If escaped (unlikely):
- He becomes a recurring villain
- Swears revenge against the party
- Will appear in later adventures with upgrades and backup
Evidence Found
In the control center:
- Complete records of the Cogsworth Initiative (proof of Felix Five’s operation)
- Communications with F5 Command (reveals Felix Five has a hierarchical structure)
- Maps showing other target villages (Felix Five is planning widespread expansion)
- Technical specifications for pacification technology (HamoTech can develop countermeasures)
- Financial records showing Felix Five has substantial funding
- A sealed letter addressed to Victor from someone signed “M” (one of The Five?)
DM Note: This evidence sets up future adventures and reveals the scope of Felix Five’s ambitions.
Returning to HamoTech
Dr. Hamilton’s Response:
“You’ve done more than save a village - you’ve exposed Felix Five’s true intentions. This isn’t corporate rivalry. This is an attempt to control populations, to strip away free will in the name of ’efficiency.’ They must be stopped.”
“Thanks to the evidence you’ve gathered, we can now track their operations, warn other communities, and prepare countermeasures. But this is just the beginning. Felix Five won’t stop because one operation failed. If anything, we’ve only made ourselves bigger targets.”
“I’m officially offering you a permanent position with HamoTech. Not as employees - as partners. Help us stop Felix Five. Help us ensure technology liberates people instead of enslaving them. What do you say?”
DM Tip: This is the moment where players officially join the campaign’s main quest line. Let them accept on their own terms.
Rewards
Payment:
- 150 gold pieces as promised
- Bonus 50 gold pieces from the village’s gratitude (if they chose a solution that helped the villagers)
- Personal thanks from Dr. Hamilton
Magic Items (choose one per player):
- Amulet of Proof Against Detection and Location: Protects from scrying (Felix Five will be looking for them now)
- Boots of Elvenkind: For sneaking into Felix Five facilities
- Cloak of Protection: +1 AC and saving throws
- Decanter of Endless Water: Useful and versatile
- +1 Weapon or Armor of player’s choice
- Goggles of Object Reading: Can learn history of objects (useful for investigation)
Special Reward: HamoTech Partnership Badge: Grants:
- Access to HamoTech facilities and resources
- Advantage on Charisma checks with HamoTech allies
- Ability to requisition basic equipment (within reason)
- Direct communication with Dr. Hamilton and Petra
Additional:
- If players saved him, Bolt the Mechanical Dog is upgraded by Zephyr (now has Mastiff stats +10 HP)
- A Reprogrammed Automaton from Cogsworth can join as a pack-carrying helper (non-combatant)
What Players Learn About Felix Five
From evidence and Victor’s operations:
Key Information:
- Felix Five is led by “The Five” - a mysterious council
- They have significant funding and resources
- They’re testing population control technology for wider deployment
- They see HamoTech as their main obstacle
- They’re willing to use violence, theft, and manipulation
- They believe they’re creating a “better world” through control
- They have cells in multiple cities and regions
Immediate Threats:
- Felix Five now knows HamoTech has effective agents (the party)
- They’ll increase security and accelerate plans
- The party is now on Felix Five’s radar as threats
Long-term Setup:
- Sets up Adventures 4-6 (second chunk)
- Establishes the campaign’s central conflict
- Gives players personal investment in stopping Felix Five
Scaling for Party Size
1-2 Players:
- Remove 2 Defender Automatons
- Reduce Victor’s HP to 45
- Victor only has 1 use of Thunderwave and Heat Metal
- Petra is more active in combat
- No environmental hazards (or only 1)
3 Players:
- Use as written
- 2-3 Defender Automatons
- Petra provides moderate support
4 Players:
- Increase Victor’s HP to 68
- Add 1-2 more Defender Automatons
- Victor has 3 uses of Shield
- Add a Felix Five Lieutenant (use Thug stats with +1 longsword)
- Use all environmental hazards
5+ Players:
- Consider adding a second wave of enemies that arrive mid-fight
- Give Victor legendary resistances (1-2 uses)
- Double the Defender Automatons
DM Preparation Checklist
- Read through the entire adventure
- Prepare NPC descriptions and personalities
- Sketch village map with key locations
- Prepare Control Center map (two floors)
- Print/bookmark all stat blocks
- Prepare descriptions for pacification effects
- Think about moral implications - practice neutrally presenting Victor’s viewpoint
- Decide consequences for different player solutions
- Plan transition to next campaign chunk
- Prepare rewards based on player preferences
Extended Complications (Optional)
If you want to extend or complicate the adventure:
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Villager Hostage: Victor takes Mayor Eliza hostage during the fight, forcing players to negotiate or rescue.
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Self-Destruct: The control center begins self-destructing when Victor is defeated, forcing players to escape in time (skill challenge).
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Divided Village: Some villagers actually WANT the automatons to stay, creating a social conflict players must mediate.
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Spy Among the Party: One automaton has been following the party since Cogsworth and reports back to Felix Five.
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Victor’s Backup: Midway through the fight, Felix Five reinforcements arrive (if you want a longer battle).
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The Five Contact Victor: During the confrontation, one of “The Five” contacts Victor via communication crystal, and players briefly see/hear them - setting up future villains.
Transition to Chunk 2
Setting Up Future Adventures
After completing this adventure:
What Changes:
- Party should be level 3-4
- HamoTech officially partners with them
- Felix Five knows the party is a threat
- The conflict escalates from corporate rivalry to shadow war
Hooks for Chunk 2 (Adventures 4-6):
- Dr. Hamilton mentions increasing sabotage at HamoTech facilities
- Petra receives intelligence about a Felix Five secret project
- One of The Five sends a message directly to the party
- A HamoTech scientist goes missing with sensitive research
DM Note: Give players some downtime before Adventure 4. Let them train, shop, build relationships with NPCs, and pursue personal goals. The next chunk will be more intense.
Key Takeaways for Players
By the end of this adventure, players should:
- Understand the scope of Felix Five’s ambitions
- Feel personally invested in stopping them
- Have made difficult choices with real consequences
- Be official allies/partners with HamoTech
- Have evidence of The Five’s existence
- Feel powerful and heroic (defeated a major operation!)
- Be ready for the conflict to escalate
- Have questions about The Five that drive them forward
Achievement Unlocked: “Liberation of Cogsworth” - freed a village from technological mind control and struck a major blow against Felix Five.
Conclusion of Chunk 1
This adventure concludes the first chunk (Levels 1-3) of the campaign. Players have:
- Been introduced to magical technology (Adventure 1)
- Learned about the HamoTech/Felix Five conflict (Adventure 2)
- Directly confronted Felix Five and made a difference (Adventure 3)
The campaign is now set up for escalation in Chunk 2, where the shadow war intensifies and players dig deeper into Felix Five’s conspiracy.
Congratulations on completing Chunk 1!