Module Lists
Combat Modules
These modules enhance your mech’s incredible combat capabilities.
Additional Plating
The mech’s maximum hit points increase by 2 for each level you have in this class.
This module can be chosen multiple times, with additional copies not requiring additional Body slots.
Slots Required: 1 Body
Flexible Joints
The mech is capable of performing much more agile motions. Its Strength and Dexterity scores are switched, and it may use Dexterity in place of Strength when making attack rolls with its weapons and modules, when determining the saving throw DCs of its modules, and when determining how many times its modules may be used. It may also determine its AC as 12 + its Dexterity modifier instead.
Impact Distribution
The mech’s plating and frame distributes impacts more evenly at the cost of the inhabitants inside. The mech treats all bludgeoning, force, piercing, and slashing damage as Buffered Damage, as described in the The Mech feature, under Hit Points. However, all Buffered Damage is instead dealt only to the creature piloting the mech, not every creature inside the mech.
Slots Required: 1 Body
Poison Gas
The mech is capable of creating clouds of noxious gas. As an action, the mech expels a cloud of noxious gas, which fills a 20-foot sphere in front of it. Each creature that starts its turn in the cloud or enters the cloud for the first time during a turn must make a Constitution saving throw, taking 2d10 poison damage and becoming poisoned for one minute on a failed saving throw, or half as much damage on a successful one. A creature poisoned in this way can remake the save at the end of each of its turns, ending the effect on itself on a success. The cloud heavily obscures the area, and can be dispersed by a strong breeze. It otherwise lasts for 10 minutes.
The damage of this module increases by 1d10 at 9th level (3d10) and again at 17th level (4d10).
Once the mech uses this module, it can’t do so again until it finishes a short or long rest.
Slots Required: 1 Body
Tempered Plating
Your mech gains a +1 bonus to AC.
For every two copies of this module the mech has, it gains another +1 bonus to AC.
This module can be chosen multiple times.
Toxic Weapons
The mech produces a toxic substance which is stored in a small chamber in one of its arms. As a bonus action during its turn, the mech can release this chemical onto its equipped weapon on that arm. The next time that weapon hits, the target must succeed on a Constitution saving throw or take 2d6 poison damage, or half as much on a successful save.
This module can be used a number of times equal to the mech’s Constitution modifier, and it regains all expended uses when the mech finishes a long rest.
The damage of this module increases by 2d6 at 9th level (4d6) and again at 17th level (6d6).
This module can be chosen twice, choosing the other arm the second time. The mech can use both modules with the same bonus action.
Slots Required: 1 Right Arm OR 1 Left Arm
Protective Plating
Your mech has additional plating on its exterior that protects it from certain types of damage. Choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. The mech and any creature inside has resistance to that damage type.
This module can be chosen multiple times, choosing a different damage type each time.
Innate Shielding
Choose one of the mech’s arms. That arm can turn into a shield, which confers the standard +2 bonus to AC while equipped.
This module can be chosen twice, incorporating the shield into the other arm the second time. If both shields are equipped, the mech has half cover from all attacks and effects.
Slots Required: 1 Right Arm OR 1 Left Arm
Elemental Shielding (Prerequisite: Protective Plating and Innate Shielding modules)
Choose one of the mech’s Innate Shielding modules and one of its Protective Plating modules. That shield becomes specially designed to protect the mech against the same type of damage from the chosen Protective Plating module. While the shield is equipped, the mech may, as a reaction to being subjected to the Protective Plating module’s damage type, prevent all damage of that type from that attack or effect against itself and any creature inside the mech. The mech also acts as full cover against that spell or effect and prevents it from continuing in a direct line past it, potentially preventing other creatures behind the mech from being affected.
This module may be chosen multiple times, once for each Protective Plating module the mech has. Each Innate Shielding module can have any number of Elemental Shielding modules applied.
Fire Cone
The mech is capable of spraying deadly flame, coating the area in front of it. As an action while piloting the mech, you can cause it to create a 15-foot cone of fire originating from it. Each creature in the area must succeed on a Dexterity saving throw or take 3d6 fire damage, or half as much on a successful save. The mech must have the arm’s Arm Cannon equipped.
The damage of this module increases by 1d6 at 9th level (4d6) and again at 17th level (5d6).
This module can be used three times, and it regains all expended uses when the mech finishes a short or long rest.
Slots Required: 1 Right Arm OR 1 Left Arm
Incineration (Prerequisite: Fire Cone module)
The flames produced by your mech increase in intensity, allowing them to travel further and burn more vigorously. The Fire Cone module produces a cone that extends 5 feet further and deals an additional 2d6 damage.
The increase to damage becomes 3d6 at 13th level.
This module may be chosen multiple times.
Efficient Fuel (Prerequisite: Fire Cone module)
The mech more efficiently produces streams of deadly flames. It can use its Fire Cone module an additional two times between rests.
Fire Blasts
Your mech can produce explosive bursts of fire that detonate with small explosions. As an action while piloting your mech, you can point one of your mech’s arms to a point within 120 feet of the mech and release a tiny orange bead, which blossoms with a loud pop into a 10-foot radius sphere of fire. Each creature in the area must succeed on a Dexterity saving throw or take 2d6 fire damage, or half as much damage on a successful save. The fire spreads around corners. The mech must have the arm’s Arm Cannon equipped.
The damage of this module increases by 1d6 at 9th level (3d6) and again at 17th level (4d6).
This module can be used three times, and regains all expended uses when the mech finishes a short or long rest.
Slots Required: 1 Right Arm OR 1 Left Arm
Homing Blasts (Prerequisite: Fire Blasts module)
The explosive blasts or fire produced by your mech are infused with a bit of magic, allowing them to accurately target creatures. The Fire Blast module’s range increases by 30 feet, and the mech may instead make a ranged spell attack against a creature within range when it uses the module, dealing 1d6 fire damage on a hit and the creature automatically fails its save. On a miss, the creature makes the saving throw as normal. Hit or miss, other creatures in the area of effect make their saving throw as normal. If moved to the Body slot, the mech no longer needs to have the arm’s Arm Cannon equipped.
The increase to damage becomes 2d6 at 13th level.
This module may be chosen multiple times.
Slots Required: The prerequisite module may use 1 Body slot instead of the arm slot.
Increased Fire Blast Capacity (Prerequisite: Fire Blasts module)
You mech is capable of producing more explosive blasts of fire than normal. The Fire Blasts module can be used an additional two times between rests.
Slots Required: The same type of slot that the prerequisite module uses.
Stronger Blasts (Prerequisite: Fire Blasts module)
The explosive blasts of fire created by your mech increase in intensity. The radius of the Fire Blasts module’s spheres increases by 5 feet, and the damage increases by 1d6.
The increase to damage becomes 2d6 at 13th level.
This module may be chosen multiple times.
Blast Barrage (Prerequisite: Fire Blasts module)
The mech can more rapidly release its explosive blasts of fire. It may expend one additional use of its Fire Blasts module each time it uses it, releasing an additional blast of fire to a different point in range. If a target would be in the radius of more than one sphere of fire, it only makes the saving throw once and does not take any extra damage.
This module may be chosen multiple times.
Shock Bolt
The mech can produce a sudden burst of lightning to shock other creatures. The mech may, as an action while the arm's Arm Cannon is equipped, aim one of its arms at a creature within 150 feet of it and release a bolt of electrical energy at that creature. The mech makes a ranged spell attack. On a hit, the creature takes 2d12 lightning damage and it can’t take reactions until the start of the mech’s next turn.
The damage of this module increases by 1d12 at 9th level (3d12) and again at 17th level (4d12).
This module can be used a three times, and it regains all expended uses when the mech finishes a short or long rest.
Slots Required: 1 Right Arm OR 1 Left Arm
Beam Weaponry (Prerequisite: Shock Bolt module)
The mech’s electrical releases jump from one place to another, not stopping until they run out of energy. The Shock Bolt module is now a 2.5 ft by 150 ft line, and it deals an additional 1d12 damage. Creatures in the area make a Dexterity saving throw instead of the mech making an attack roll.
The increase to damage increases to 2d12 at 13th level.
Static Discharge (Prerequisite: Shock Bolt module)
The mech can electrocute enemies within close proximity of itself. As an action, it can expend one use of its Shock Bolt module to make a melee spell attack against a creature within 5 feet of it. On a hit, the creature takes an additional 2d12 lightning damage and is stunned until the start of its next turn. If a creature outside the mech is touching it when it uses this module, the creature must succeed on a Dexterity saving throw or suffer the same effects, taking half as much damage and not getting stunned on a successful save. The mech must have the arm’s hand equipped. If moved to the Body slot, the mech can use either arm’s Arm Cannon instead for the ranged version, or either arm’s hand for the melee attack. The mech can also choose forgo making the melee attack if the module was moved to the Body slot, which gives the creatures disadvantage on their save.
The increase to damage increases to 3d12 at 13th level.
Slots Required: The prerequisite module may use 1 Body slot instead of the arm slot.
Electric Capacitors (Prerequisite: Shock Bolt module)
The mech is equipped with devices that store some of its excess energy. The mech can use its Shock Bolt module an additional two times.
Slots Required: The same type of slot that the prerequisite module uses.
Bladed Armor (Prerequisite: 5th level)
The mech is covered in sharp blades. Any creature that touches the mech or hits it with a melee attack from within 5 feet takes an additional 1d6 slashing damage, and the mech’s unarmed strikes also deal this damage. The mech can choose if the spikes will harm a creature that touches it.
This module can be chosen multiple times, and does not consume additional Body slots when chosen multiple times.
Slots Required: 1 Body
Disengage Safety (Prerequisite: 8th level)
The mech can be piloted with disregard to the safety of itself and its occupants. At the start of each of its turns, the mech can choose to begin acting violently. The mech can take an additional action during its turn and has advantage on all attack rolls while acting violently. However, each other creature has advantage on attack rolls against it and it has weakness to all damage while acting violently. The effect ends at the start of the mech’s next turn.
Percussive Wave (Prerequisite: 8th level)
The mech is capable of emitting a deafening shockwave of sound, damaging and inhibiting creatures around it. The mech can, as an action, force each creature outside of it and within 20 feet of it to make a Constitution saving throw. A creature takes 3d8 thunder damage and is deafened for 1 minute on a failed saving throw, or half as much damage on a successful save.
The damage of this module increases by 2d8 at 15th level (5d8).
This module can be used a number of times equal to the mech’s Strength modifier, and it regains all expended uses when the mech finishes a long rest.
Extra Attack (Prerequisite: 5th level)
The mech can attack twice, instead of once, whenever it takes the Attack action on its turn.
Slots Required: 1 Right Arm OR 1 Left Arm
Second Extra Attack (Prerequisites: 11th level, First Extra Attack module)
The mech can attack three times, instead of two, whenever it takes the Attack action on its turn.
Slots Required: 1 Right Arm OR 1 Left Arm
Third Extra Attack (Prerequisites: 20th level, Second Extra Attack module)
The mech can attack four times, instead of three, whenever it takes the Attack action on its turn.
Slots Required: 1 Right Arm AND 1 Left Arm
Utility Modules
These modules are not necessarily combat-related but will still improve your mech's performance significantly.
Grappling Hook
Choose one of your mech’s arms. That arm can turn into a grappling hook attached to a metal chain, with a winch inside the arm. The hook can be launched up to 60 feet away from the mech, allowing it to climb up steep slopes and even vertical ascents. The mech’s climbing speed for a vertical ascent is 5 feet, or twice that for a steep slope. These speeds cannot be increased by other features. The mech does not need to be against a solid surface to pull itself up vertically. The hook must have something for it to catch on to be used to climb, as normal.
This module can be chosen twice, choosing the other arm the second time. If both hooks are being used, the climbing speeds are doubled.
Slots Required: 1 Right Arm OR 1 Left Arm
Headlights
The mech has two bullseye lanterns mounted to the front of it. They do not require fuel to function. They can be lit or snuffed as a bonus action while the mech is activated, and they last for one hour each. They regain all expended time when the mech finishes a short or long rest.
The maximum duration of the lanterns increases to 2 hours at 9th level and to 3 hours at 17th level.
Slots Required: 1 Pilot
Mining Drill
Choose one of your mech’s arms. That arm can turn into a drill, allowing the mech to burrow through the ground. The mech has a burrow speed of 10 feet while it has a drill equipped. It can tunnel through solid rock at half its burrow speed, leaving a hole 1 foot taller than it is and 1 foot wider than it is in its wake. This speed only gains half the speed benefit of features and effects that increase the mech’s speed.
The burrow speed increases to 15 feet at 11th level.
This module can be selected twice, choosing the other arm the second time. If both drills are being used, the burrow speed is doubled.
Slots Required: 1 Right Arm OR 1 Left Arm
PA System
The mech is equipped with sound-amplifying components. When a creature speaks while in the mech, it may choose to make its voice be able to be heard clearly from up to 300 feet away from the mech.
Reinforced Frame
The motion systems in the mech use an advanced hydraulic pressure system to increase the weight it can bear. The mech’s carrying capacity (including maximum load and maximum lift) is doubled.
The multiplier is increased to triple, instead of double, at 11th level.
Spring-Loaded Knees
The mech has powerful springs in its legs, allowing it a greater range of motion. The mech can crawl at the appropriate speed, and it can jump half the distance that another creature with the same Strength score could.
The mech can jump normal distances using this module at 11th level.
Slots Required: 1 Legs
Improved Pistons
Both of the mech’s legs have larger, stronger parts to help it move faster. Your mech’s speed increases by 5 feet. This speed bonus is applied after determining if the mech is anchored.
The increase to speed becomes 10 feet at 11th level and to 15 feet at 18th level.
Self-Lubricating Pylons (Prerequisite: Improved Pistons module)
The mech’s speed increases by another 10 feet, as with the Improved Pistons module.
This module can be chosen multiple times.
Observation (Prerequisite: 6th level)
The mech has a specialized system of spy glasses and mirrors that reflect the images of its surroundings into just a few, easy-to-see locations inside of it. While in the mech, a creature is considered proficient with Perception checks, and it doubles its proficiency bonus for Perception checks that rely on sight if it was already proficient.
Slots Required: 1 Pilot
Heartbeat Monitor (Prerequisite: 6th level)
The mech has hyper-sensitive sensor plating that can sense even the slightest vibrations in extremely close proximity to the mech. While piloting the mech, a creature is considered proficient in Wisdom (Insight) checks to determine if a creature within 5 feet of the mech is lying and in Wisdom (Medicine) checks to determine if a creature within 5 feet of the mech is dead or dying. The mech also has blindsight and tremorsense out to a range of 5 feet, information which it conveys to any creature inside it through a series of drums.
Slots Required: 1 Pilot
Ejection Seat (Prerequisite: 6th level)
The mech is equipped with a spring-loaded seat that can throw you out of harm’s way at the pull of a lever. A creature in the mech may, as a reaction to the mech being targeted by an attack or spell or being included in the area of a spell or effect, launch the seat and any creatures sitting in the seat 40 feet away from the mech in any direction. For the first 20 feet the seat moves horizontally, it moves that distance vertically upwards as well. If the seat continues moving beyond 20 feet and there is nothing to hold it aloft, it begins falling at a rate of 5 feet for every 5 feet it moves horizontally, up to the remaining 20 feet. If still nothing holds the seat aloft once this distance has been reached, it plummets straight down, and any creature in the seat calculates the distance fallen from this point. The mech immediately deactivates and is treated as though it wasn’t being piloted for the purpose of damage. Until the end of the current turn, any attacks against the mech automatically hit, and the mech fails all saving throws against spells and effects. Any creature that pilots the mech once this module has been used doesn’t benefit from the mech’s Cockpit feature until the mech finishes a short or long rest. Once used, this module can’t be used again until the mech finishes a short or long rest.
Slots Required: 1 Pilot
Detachable Parts (Prerequisite: 6th level)
Parts of the mech have joints that allow them to be detached and reattached. A creature can use its action while the mech is deactivated to remove one of the mech’s arms or legs and carry it, provided the creature is strong enough to lift the mech part. If held, the mech part can be used by the creature holding it as if the mech were activated. The mech can be activated while it is missing parts, but cannot use the removed parts. For a part to be reattached to the mech, the mech must be deactivated.
Slots Required: 1 Body
Active Camouflage (Prerequisite: 9th level)
The mech has intuitive color-changing plating that camouflages the mech to its surroundings. The mech has a +3 bonus to Dexterity (Stealth) checks.
The bonus of this module increases to +5 at 17th level.
This module can be chosen multiple times.
Slots Required: 1 Body
Lead Shielding (Prerequisite: 9th level)
The mech's cockpit is protected by a thin sheet of lead. While in the mech, creatures and objects cannot be targeted by divination spells, and the thoughts of creatures inside the mech cannot be read creatures outside the mech.
Atmospheric Isolation (Prerequisite: 9th level)
The mech has airtight and watertight plating, and has two air tanks attached to its sides. Each tank, when full of clean air, provides an hour of breathable air. The mech can activate or deactivate this plating and the air tanks as a bonus action. While the plating is activated, all creatures inside the mech have complete immunity to spells and effects that create toxic gasses or noxious fumes, and neither air nor water cannot enter or exit the mech.
Slots Required: 1 Body
Aquatic Propulsion (Prerequisite: Atmospheric Isolation module)
The mech has a mechanical system that helps it move underwater. The mech gains a swim speed of 15 feet, or its swim speed increases by 15 feet if it already had a swim speed.
The swim speed or increase to swim speed becomes 20 feet at 18th level.
This module can be chosen multiple times, increasing its swim speed each time.
Slots required: 1 Body OR 1 Legs
Thrusters (Prerequisite: 9th level)
Your mech is equipped with a special device in each of its hands. While both arms have the hands equipped, the mech can discharge both devices to take the Dash action (no action required) during its turn. While the mech has at least one hand equipped, if it takes the Attack action during its turn, it can replace one of the attacks it makes with a melee spell attack by discharging the device on that arm. The mech makes a melee spell attack against a target within 10 feet of it, dealing 4d6 fire damage if the attack hits. Each device can be discharged three times, regaining all uses when the mech finishes a short or long rest.
The optional damaging feature of this module increases by 2d6 at 17th level (6d6).
Slots Required: 1 Right Arm AND 1 Left Arm
Enhanced Thruster Efficiency (Prerequisite: Thrusters module)
The thrusters in your mech consume their power source more efficiently, allowing them to be used more often. Each thruster can be used two additional times.
Flight (Prerequisites: 15th level, Thrusters module)
Your mech is equipped with two more copies of the same special device implanted in its hands, now in the soles of the mech’s feet as well. The additions of these extra thrusters allow the mech to fly. The mech may, as an action during its turn, discharge any two of its thrusters to activate all four thrusters and gain a fly speed equal to half its walking speed. The mech must continue using its action and discharging one of its thrusters each turn to keep all four thrusters activated. A thruster does not deactivate until either the mech stops using its action to keep it activated or until all four thrusters have been completely discharged. All four thrusters must have at least one use left for the mech to begin using this module. Additionally, the optional damaging feature of the thrusters deals an additional 1d6 damage, and the mech can use any two of its thrusters to Dash instead of just its hands, as with the Thrusters module.
Slots Required: 1 Legs
Sentry Mode (Prerequisite: 12th level)
While the mech is deactivated and is capable of being activated, it enters sentry mode. While in sentry mode, it has darkvision out to a range of 15 feet and a passive Perception of 10 + your Intelligence modifier. If it senses a creature that you did not designate as a friendly creature moving within its vision range, it creates a loud ringing noise audible from 900 feet away. Creatures that start their turn, end their turn, or come within 15 feet of the mech for the first time during their turn while the mech is making this ringing noise must succeed on a Constitution saving throw or be deafened for one minute. If the mech takes damage while creating the ringing noise, it can use its reaction to use any one of the its modules at random, targeting a random creature or centering the effect on a random creature within the mech’s vision. The mech does not need to be activated or piloted to use this reaction. The mech stops making the ringing noise if you or a designated creature comes within 15 feet of it or shouts at it to stop making the noise while within 45 feet of it.
Auto-Pilot (Prerequisites: 18th level and the Sentry Mode module)
The mech is capable of moving on its own without being controlled. While in sentry mode, it follows you at a distance of between 10 and 30 feet (you choose each time it enters sentry mode) and at a speed of 30 feet per turn. Its darkvision range increases to 30 feet. In addition, you can designate type of creatures (i.e. deer, commoners, trolls, etc.) that it either won't start its alarm for or that it will start its alarm for, instead of choosing specific creatures for the mech to ignore. Finally, when the mech uses its reaction to use a random module against a potential hostile, the mech instead chooses both the module and the creature it wants to target, or the point where the module's effect is centered. If the mech has the Automated Protection Mech Fighting Style, it no longer needs to be piloted to make use of the feature.
Slots Required: 1 Pilot
Sample Mech Stat Block
This is a sample stat block for a 5th level human mech pilot’s mech with no modules or other features. The mech has clubs as its integrated weapons. The mech pilot’s stats for this sample stat block are as follows: Strength 12 (+1), Dexterity 16 (+3), Constitution 8 (-1), Intelligence 18 (+4), Wisdom 14 (+2), Charisma 12 (+1) Regardless of your features, your mech will always have the Anchoring, Automaton, Cockpit, and Piloted special traits. Some of these traits can be modified by the various Module Lists a mech pilot can choose when gaining levels in this class.
Large construct, unaligned
Armor Class 16 (natural armor)
Hit Points 25
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 0 (N/a) 0 (N/a) 0 (N/a)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Senses -
Languages -
Challenge - (0 XP)
Anchoring. The mech can use all of its movement during its turn to become anchored. While anchored, its base speed becomes 0 but it can still benefit from effects that increase speed. While anchored, the mech automatically fails Dexterity saving throws but has advantage on Strength saving throws. The mech is also immune to the prone condition while anchored. During its turn on subsequent turns, the mech can stop being anchored at any time, but it cannot move until the start of its next turn.
Automaton. The mech doesn’t need to eat, drink, sleep, or breath, but it also cannot regain hit points by resting. The mech is also immune to any effect that would reduce its hit point maximum. The mech may, as a reaction to having the spell mending or similar magic cast upon it, regain 1d6 hit points plus another 1d6 for each level the spell was cast at. The mech cannot use this feature again until it finishes a long rest.
Cockpit. A creature that is one or more sizes smaller than the mech can fit inside the mech. A creature inside the mech while the mech is activated has full cover from attacks and effects from outside the mech. Air, water, and gasses can still seep into the mech, though. Before applying weaknesses/resistances/immunities, if there is at least one creature inside the mech, the mech takes half damage from cold, fire, lightning, necrotic, radiant, and thunder damage and each creature inside the mech takes the same amount of damage. If an attack that deals poison or psychic damage hits the mech, each creature inside takes the damage instead. A spell or effect that requires the mech to make an Intelligence, Wisdom, or Charisma saving throw has a random creature inside the mech make the save against the effect instead, with the creature making the save being subjected to the spell or effect instead.
Piloted. The mech is an inanimate object and must be activated by another creature to move or take actions, bonus actions, or reactions. The mech can only be activated by a creature that is two or less sizes smaller than it. That creature must use 15 feet of movement to enter the mech, after which the creature and the mech share the same space. The creature can then use its action to activate the mech. Once the mech is activated, the creature can use its action, bonus action, and/or reaction each turn to pilot the mech and have it perform any of the actions, bonus actions, and/or reactions it has available, as well as to have it move. The creature can also use its action to deactivate the mech. Once deactivated, the creature can leave the mech’s space by moving normally. If the mech used any of its movement during a turn, the creature piloting the mech cannot use any of its own movement during the same turn. If the mech is reduced to 0 hit points, the mech falls prone and deactivates, and excess damage is dealt to the creature piloting it. The mech cannot be reactivated until it regains at least half of its hit points, and the creature piloting it is prone until it leaves the mech.
Anytime the mech must make a choice while activated, the creature piloting the mech makes the choice instead. The mech uses the same senses as the creature piloting it when determining what it can see.
ACTIONS
Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 4 bludgeoning damage.
Arm Cannon. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 1d8 + 4 piercing damage. Hit or miss, if the mech isn't anchored, it must succeed on a DC 15 Dexterity saving throw or fall prone.
In the sprawling and magical realms of Krynn, within the framework of the Forgotten Realms universe, a unique tale unfolds featuring a kender—renowned for their curious nature and fearlessness—stepping into the extraordinary role of a mech pilot.
Meet Tasslefoot "Taz" Quickfingers, a kender whose life took an unexpected turn when he stumbled upon a long-lost cache of ancient artifacts buried deep in the heart of Kendermore. Among the relics was a mysterious contraption—an intricate, long-dormant mech suit of elven design, perfectly preserved by forgotten enchantments.
Unlike most kender who would merely marvel at the find and move on, Taz couldn't resist tinkering with the mechanism. His nimble fingers, ever inquisitive, discovered a way to activate the dormant suit. As gears whirred to life and ethereal energy enveloped him, Taz found himself at the helm of a magnificent elven mech, its purpose obscured by time.
Fuelled by his insatiable curiosity and an unyielding desire to explore, Taz set out on a journey that would see him become the first kender to wield such formidable power. The mech, which he affectionately named "Glimmersteel," responded to his touch with an almost symbiotic grace, as if recognizing the spark of adventure within his heart.
Word of Taz's exploits spread quickly across Krynn. Wherever there was danger or mystery—be it marauding dragons, sinister cults, or ancient ruins—Glimmersteel and Taz were there, a dynamic duo navigating the most treacherous of terrains. Though mischievous and carefree like any kender, Taz was also fiercely loyal and remarkably adept at piloting the mech suit, using its arcane weaponry and eldritch powers to safeguard his friends and uncover forgotten truths.
However, with such power came unforeseen challenges. Taz's antics often landed him in precarious situations, and the mech's otherworldly origins attracted the attention of both allies and adversaries seeking to harness its might. As Taz unraveled the secrets of Glimmersteel, he discovered ties to a bygone era of elven guardians and the cataclysmic events that shaped the world he lived in.
Amidst this epic journey, Taz remained true to his kender spirit—collecting trinkets, engaging in tall tales, and forming unlikely friendships. His courage and irrepressible spirit embodied the very essence of the kender, redefining what it meant to be both adventurer and mech pilot in a world where legends and dreams entwined.
Taz Quickfingers, renowned for his insatiable curiosity and knack for finding trouble, found himself unexpectedly drawn to Chult after hearing whispers of ancient artifacts and mysterious ruins hidden within the jungle's depths. Always eager to explore new frontiers, Taz couldn't resist the lure of adventure that Chult promised.
During one of his escapades in the region, Taz stumbled upon Syndra Silvane, a powerful wizard and seeker of lost knowledge. They crossed paths when Taz inadvertently thwarted a group of tomb raiders who were attempting to plunder a sacred site. Impressed by Taz's resourcefulness and bravery (despite his mischievous antics), Syndra recognized an invaluable ally in the kender.
Their initial encounter led to a partnership of sorts. Syndra, aware of Taz's uncanny ability to uncover hidden truths and navigate perilous terrain, enlisted his help in deciphering the mysteries of Chult's ancient past. Taz, intrigued by the prospect of unearthing legendary artifacts and adding more tales to his ever-expanding repertoire, eagerly agreed to assist Syndra in her quest.
Furthermore, Taz's unique expertise in operating his elven mech suit, Glimmersteel, proved invaluable in the treacherous jungles of Chult. The suit's mobility and defensive capabilities not only provided protection for Taz but also enabled him to delve deeper into dangerous territories that others would hesitate to explore.
As their partnership flourished, Taz and Syndra uncovered ominous signs of a rising darkness lurking beneath Chult's surface—whispers of a resurfacing ancient evil that threatened to unleash chaos upon the world. Syndra, recognizing the gravity of the situation, urged Taz to stay by her side, believing that together they could confront this looming threat and safeguard the fragile balance of the Forgotten Realms.
For Taz, the allure of Chult's mysteries combined with the opportunity to forge new legends alongside Syndra was too enticing to resist. With Glimmersteel at his side and Syndra's arcane wisdom guiding him, Taz Quickfingers embraced his role as an unlikely hero in the heart of the jungle, ready to face whatever dangers awaited them in the pursuit of knowledge and adventure.
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