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Published by Sanguinetti, 2022-07-04 02:19:22

Infernal Machine Rebuild

[Adventure] 2019 Wizards of the Coast

d100 Beneficial Property Detrimental Property d100 Beneficial Property Detrimental Property

43 Grass, moss, and Any harm that befalls 51 You shed light like a No one else can take a short

flowers instantly grow a plant you can see (a torch, as if you were the rest within 40 feet of you,

in your footsteps. You woodcutter sawing down target of a light cantrip. as everything you say or do

are also unaffected a tree, a gardener pulling seems distracting to them.

by difficult terrain weeds, and so forth) fills 52 You can cast the Whenever you make an

created by plants. you with a sadness that divination spell once. Intelligence check or

imposes disadvantage on saving throw, you receive

ability checks for 1 minute. a grim vision of the DM’s

44 You automatically know You leave a trail of black determination, imposing

the direction to the footprints that allow anyone disadvantage on your next

greatest danger within to automatically follow you. attack roll, ability check, or

500 feet of you. saving throw.

45 You can cast the All creatures within 30 feet 53 As an action, you can Your senses diminish as

detect thoughts spell of you automatically know become incorporeal for if the world were faded

three times. your surface thoughts, as if 10 minutes, allowing around you, imposing

having cast detect thoughts you to move through disadvantage on Wisdom

against you. other creatures and (Perception) checks.

46 You can cast the misty While in direct sunlight, you objects as if they were

step spell three times. have disadvantage on attack difficult terrain. You take

When you do, you rolls as well as on Wisdom 5 (1d10) force damage if

must begin and end (Perception) checks that you end your turn inside

your teleportation in an rely on sight. an object. You can use

area of shadow. this property once.

47 Creatures cannot gain You have disadvantage 54 While you take a short The first time an ally you

advantage on attacks on Dexterity rest, the area within 50 can see takes damage as

made against you as (Acrobatics) checks. feet of you takes on the a result of failing a saving

a result of another illusory appearance of a throw, you take the damage

creature using the beautiful forest glade. instead of them.

Help action. 55 As a bonus action, The remove curse, lesser

48 You have increased lung Whenever you exert yourself you can choose one restoration, and greater

capacity, increasing your by fighting, running, and creature within 10 restoration spells have no

walking speed by 10 feet so forth, you breathe out feet of you and know effect on you.

and letting you hold intermittent gouts of one secret about it, as

your breath for twice as flame that deal 1d4 fire determined by the DM.

long as normal. damage to you. 56 You can predict the A rain cloud follows

49 You can cast the An evil undead creature that weather conditions for you around, drizzling

daylight spell comes within 30 feet of you the next 24 hours with on you constantly even

three times. for the first time is charmed perfect accuracy. while indoors.

by you until the end of

your next turn.

50 When you touch Food doesn’t satiate you,

a copper piece, it and you must eat double

transmutes to become the amount of food you

two copper pieces. normally eat to avoid

You can duplicate a feeling hungry.

maximum of 1,000

coins this way.

100 Extra Life 2019 | Infernal Machine Rebuild

d100 Beneficial Property Detrimental Property d100 Beneficial Property Detrimental Property
57 You have telepathy out You hear the voices of
creatures you can see in 65 As an action, you cause Each time you move
to a range of 120 feet. your head from time to time
(as detailed by the DM), but difficult terrain within 50 through difficult terrain,
you have no idea whether
what you’re hearing is the feet of you to become your speed is reduced by
truth or not.
normal terrain. You 10 feet until the end of

can use this property your next turn.

three times.

66 You increase one Whenever you roll a 1 on

ability score of your an attack roll, ability check,

58 You can cast speak You become distraught choice by 2. You can or saving throw using your

with animals at will, unless your clothing increase an ability highest ability score, you

but you can use it is all the same color, score above 20 using take 1d4 psychic damage.

to communicate imposing disadvantage this property, but the

only with goats. Any on Intelligence, Wisdom, increase is lost when

goat you speak with and Charisma checks and this property ends.

becomes charmed by saving throws. 67 As an action, you Each creature within 30

you for 1 hour. learn the direction and feet of you automatically

59 You have resistance to You gain no benefit distance to the nearest knows which magic

fire damage. from any potion. magic item not in the items you carry.

60 You have immunity You can speak only possession of you or

to the charmed and in a monotone voice, any of your allies.

frightened conditions. imposing disadvantage on 68 As an action while While in bright light, you

Charisma checks. you are in dim light have disadvantage on

61 You and each creature Any Wisdom (Medicine) or darkness, you can initiative rolls.

within 10 feet of you check you make or that is become invisible,

have resistance to made to help you is made as if targeted by the

necrotic damage. with disadvantage. invisibility spell. In

62 The first creature you hit You are blinded while addition to becoming

with a weapon attack on in bright light, and visible if you attack or

each of your turns takes your shadow takes on a cast a spell, you become

1d4 fire damage at the monstrous appearance. visible if you move

start of its next turn. into bright light. You

63 No creature can learn You have disadvantage on can use this property

your alignment by Charisma checks involving three times.

magical means, and creatures that do not share 69 You can read and While speaking, you

you have advantage your alignment.  understand all the occasionally use

on Charisma checks languages commonly nonsense words,

involving creatures spoken within 1 imposing disadvantage on

that also share mile of you, as Charisma checks.

your alignment. determined by the DM.

64 As a bonus action, you Whenever you roll a 1 on a 70 You know one cantrip Whenever you cast a

cause yourself and a d20 roll, you and an ally you of the DM’s choice, spell or use a magic item

willing ally you can see can see swap positions by and can cast one 1st- property that requires an

to swap positions by teleportation. level spell of the DM’s action or a bonus action to

teleportation. choice at will. activate, roll on the Wild

Magic Surge table (see the

sorcerer section in chapter 3

of the Player’s Handbook) to

see what happens.

Extra Life 2019 | Infernal Machine Rebuild 101

d100 Beneficial Property Detrimental Property d100 Beneficial Property Detrimental Property

71 Whenever you roll a Whenever you roll a 1 on a 77 A creature appears A creature appears next to

20 on a d20, you can d20, you are blinded until next to you that is you that is a hybrid of any

immediately end one the end of your next turn. a hybrid of any two two nonmagical beasts

effect on you. nonmagical beasts (akin to the owlbear). Unless

72 Any clothing you wear is Any rope you touch (akin to the owlbear). you succeed on a DC 12

covered with a magical transforms into a poisonous The creature serves Wisdom (Animal Handling)

map image that shows snake that attacks you. you as if created by a check, the creature attacks

all the local area you conjure animals spell. you before wandering off.

are aware of. This map The DM determines the The DM determines the

doesn’t reveal anything creature’s statistics. creature’s statistics.

you don’t know, but 78 You can cast the Each time you walk through

grants advantage on teleport spell, always a doorway or similar portal,

ability checks to find arriving on target when you must succeed on a DC

secret doors and to you do. You can use this 10 Intelligence check or

navigate back to where property once. step into a skewed timeline.

you’ve been. On a failure, you and all

73 You summon a You take on the appearance allies within 10 feet of you

slithering tracker that of having translucent skin, skip ahead 1d4 minutes. To

obeys your commands. with your bones and organs other creatures, it appears

slightly visible within. that you and other affected

74 You have a fresh- Whenever you fail a creatures disappear for that

scrubbed appearance, Charisma (Persuasion) length of time, then appear

and a sweet perfume check, the subject of the again in the doorway.

surrounds you. You have check becomes irrationally 79 You can cast the haste Each time you are reduced

advantage on Charisma resentful of you, seeking spell on yourself. You to 0 hit points then

(Persuasion) checks. to undermine you in ways can use this property stabilized, you suffer the

determined by the DM. three times. effect of a slow spell.

75 You can cast the control Each time you deal or take 80 You do not need to Whenever you speak

weather spell. cold damage or fire damage, breathe and cease to do (including casting a spell

you must succeed on a DC so, making you immune with a verbal component),

10 Charisma saving throw to inhaled poisons and you must first use a bonus

or accidentally summon a suffocation. action to breathe.

hostile air elemental or fire

elemental (depending on

the damage dealt).

76 A tiny construct A tiny construct resembling

resembling a a gynosphinx follows you

gynosphinx follows you around. It constantly asks

around. It can truthfully unsolvable riddles of other

answer up to ten yes-or- creatures, and insults those

no questions regarding creatures when they fail to

the campaign, at the answer correctly.

DM’s discretion.

102 Extra Life 2019 | Infernal Machine Rebuild

d100 Beneficial Property Detrimental Property d100 Beneficial Property Detrimental Property
81 Your blood is Your tongue is long and
forked, causing you to 85 You can cast the healing Undead are drawn to you,
venomous, granting speak in a hiss. You have
you immunity to poison disadvantage on Charisma word spell three times. making it impossible for you
and to the poisoned checks involving speech,
condition. You can cast and you must succeed to hide from them. Each
the speak with animals on a DC 15 Constitution
spell at will, but you can check to cast a spell with a undead creature you face
use it to communicate verbal component.
only with snakes. You are constantly followed in combat has advantage
82 You grow gills and have by 1d4 octopuses that
the ability to breathe can breathe air and water, on its first attack roll
air and water. You and which have a walking
also sprout a pair of speed of 30 feet. Each time against you.
tentacles from your combat breaks out, you
shoulders that have must succeed on a DC 13 86 Any food you touch You constantly hear
a reach of 10 feet Wisdom (Animal Handling)
and can be used to check or have the octopuses is transformed into a distracting music that
perform any action panic and attack you.
you could perform culinary delight. You throws off your timing,
with your hands. Whenever you start your
The tentacles cannot turn within 30 feet of an have advantage on imposing disadvantage
attack or grapple. ongoing fire effect, you
83 You can cast the misty must succeed on a DC 13 Charisma checks while on initiative rolls and
step spell three times. Wisdom saving throw or
When you do, you move toward the fire and interacting with any Dexterity checks.
must begin and end into it if possible.
your teleportation in creatures that have
an area of fire. Any fire You have disadvantage
damage you take during on Wisdom (Perception) eaten of this food.
the same turn in which checks while indoors.
you use misty step is 87 Your mind is filled with You forget your name,
restored automatically
at the end of your turn. lost facts and lore, and must be constantly
84 When you look at the
sky, you see it overlaid granting advantage on reminded of it by your allies.
with navigational
symbols. You have Intelligence checks.
advantage on ability
checks made to 88 Your touch can change Anything you eat or drink
avoid becoming lost
while outdoors. small nonmagical makes you feel overly

objects into chocolate. sated and full, imposing

disadvantage on Strength

checks for 1 hour.

89 Each time you finish a Each time you finish a

short rest, you regain short rest, you take 3d8

1d8 hit points. Each psychic damage. At your

creature that took a determination, you can

short rest with you and transfer some or all of this

remained within 30 feet damage to any creatures

of you for the duration that took a short rest with

also gains this benefit. you and remained within 30

feet of you for the duration.

90 Each time you finish a Whenever you spend coins

short rest, you find 1d10 or gems, any character

small gems worth 10 gp you give them to becomes

each in your possession. convinced that the wealth

was stolen from them.

91 When you hit a creature Whenever you roll a 1 on

for the first time during a weapon attack roll, the

an encounter, its Armor weapon shatters like glass.

Class is reduced by 1. The weapon magically

reforms in 1d4 rounds.

92 Each time you enter Each time you roll a 1

a settlement, you are on an attack roll, ability

treated as though you check, or saving throw, you

are known there and grow one inch taller. Your

a friend, even if you clothing and armor does not

are neither. grow with you.

Extra Life 2019 | Infernal Machine Rebuild 103

d100 Beneficial Property Detrimental Property d100 Beneficial Property Detrimental Property

93 While standing in a Each time you finish a short 97 You can ignore the You must shout the

doorway, you can cast rest, you forget one of your verbal component of verbal component of any

the teleport spell. Your allies (of the DM’s choice) any spell you cast. spell you cast.

destination must be and no longer trust that 98 As an action, you Each time you see your

another doorway you character. You lose this conjure a mindless, own reflection, you must

know. You can use this distrust at the end of your shapeless force that is succeed on a DC 12

property once. next short rest. your exact duplicate. Charisma saving throw.

94 As an action, you Fire elementals, water You control this force as On a failure, you treat your

cause a swirling storm elementals, and other if it were the product of allies as enemies and vice

of rocks and dust to creatures of fire and water an unseen servant spell, versa for 1 minute, attacking

surround you in a 10- (as determined by the DM) except that it is visible. the wrong targets, betraying

foot radius for 1 minute. regard you as their enemy, your companions in social

Each creature hostile and focus their attacks situations, and so forth.

to you that enters the against you to the exclusion You can repeat the saving

area must succeed on of all else. throw at the end of each of

a DC 12 Constitution your turns, ending the effect

saving throw or take 1d6 on a success.

bludgeoning damage 99 As an action, you Your hands feel unnaturally

and be blinded for 1 can replace one of large, imposing

round. You can use this your hands with any disadvantage on Dexterity

property three times. nonmagical weapon, (Sleight of Hand) checks

95 As an action, you learn Whenever you roll a 1 on a tool, or piece of and Dexterity checks using

the names of every Strength or Dexterity check adventuring equipment thieves’ tools or artisan’s

humanoid creature that incorporates touching of reasonable size (as tools. The first weapon

within 30 feet of you. an object, you stick to that determined by the DM). attack roll you make in any

object for 1 minute. It takes encounter is made with

a successful DC 20 Strength disadvantage.

check to free yourself. 00 All creatures of a Whenever you meet a

96 You can cast the modify Whenever you make an particular type other creature of a particular type

memory spell once. Intelligence check or saving than humanoid (as other than humanoid (as

throw, you must succeed chosen by the DM) chosen by the DM), there

on a DC 13 Charisma are incapable of acting is a 1 percent cumulative

saving throw or lose all your hostile toward you as chance that the tarrasque

memories of the past hour. long as you do not is magically summoned

attack, threaten, or within 1 mile of you. The

provoke them. tarrasque has no knowledge

of your existence. It runs

amok for 1d6 × 10 minutes,

then magically returns to its

previous location.

104 Extra Life 2019 | Infernal Machine Rebuild

Appendix D: Player
Handouts

This section contains a walk-through map of the Temple
of Moloch, as well as handout versions of three of the
adventure’s iconic visuals.
Additionally, as an added thanks for purchasing Infer-
nal Machine Rebuild, we’re providing a printable cert for
use with any D&D Adventurers League character.

Walk-Through Map

Artist Jason Bradley Thompson has created a walk-
through version of the Temple of Moloch You can
download a high-resolution version from the Wizards of
the Coast website: https://media.wizards.com/2019/dnd/dragon/29/extralife2019_cartoon.jpg

JASON THOMPSON

Extra Life 2019 | Infernal Machine Rebuild 105

106 Extra Life 2019 | Infernal Machine Rebuild

DAVID C. SUTHERLAND, BEN OLIVER

DAVID A. TRAMPIER

108 Extra Life 2019 | Infernal Machine Rebuild

Extra Life 2019 | Infernal Machine Rebuild CERTIFICATION IDENTIFICATION CODE Piece of the
Infernal Machine of
EXTRA LIFE 2019
Lum the Mad
CHARACTER NAME
Trinket - Extra Life 2019
PLAYER NAME
Once operated via its vast array of buttons, dials, and levers, the
TM & © 2019 Wizards of the Coast LLC in the USA and other countries. Infernal Machine of Lum the Mad has been dismantled and lies

scattered throughout the world.
Who knows what function of it this piece controlled? This appears
as a jeweled button marked with a mysterious glyph, hung from a

delicate chain.

Characters earn gold normally during Infernal Machine Rebuild. Upon completing
the adventure, players can award the gold they earned during play along with a

level to a character of their choice. Dungeon Masters gain a DM reward.
The character to whom these rewards are awarded also gains this certificate.

109

Acknowledgments
O
n behalf of the D&D Team, we are honored The Tomb of Horrors needs no introduction, although
to take part in this year’s charitable efforts; and certain figures related to that legendary dungeon have
for myself personally, I’m thrilled to help create been pulled from various sources for this adventure.
adventure material whose proceeds go to a truly Nolzur, famed for Nolzur’s marvelous pigments, was
great cause. My sincere and humble thanks to statted up by Len Lakofka in Footprints magazine 14.
everyone purchasing this adventure in support Moghadam, Pentival, and Tarnhem have long factored
of Extra Life and Children’s Miracle Network into Acererak’s backstory, including Pentival’s mention
Hospitals! in Dungeon 153’s “Prisoner of the Castle Perilous” by
Stephen S. Greer. Moghadam appeared in Dragon mag-
This year turns out to be an auspicious one for azine 249’s “Return to the Tomb of Horrors” by Bruce
Cordell (which also introduced his sword Ruinblade), as
the game, as the 45th anniversary of Dungeons well as fourth edition’s Tomb of Horrors hardcover ad-
venture by Ari Marmell and Scott Fitzgerald Gray. The
& Dragons. As such, I looked to incorporate material addition of the flooding pit trap to the tomb was an hom-
age to an image that has appeared and reappeared—like
from the game’s rich history. This adventure’s Temple of the statue of Moloch and the Tomb of Horrors itself—
across the many editions of the game.
Moloch, for instance, marries together the first edition The unicorn and the hags of the first part of the
adventure were a nod to two of Jeremy Crawford’s fa-
AD&D Dungeon Masters Guide’s sample dungeon with vorite adventure elements, in thanks for his ongoing
appearances on the Dragon+ livestream and for helping
the Players Handbook’s famed cover image showing properly stat out the powered armor from 2018’s Lost
Laboratory of Kwalish. The prison used in Lynx’s manor
the theft of Moloch’s statue’s ruby eyes, by artist David (a Leomund’s tiny hut held inside a permanent rope
trick) came from a Dragon+ livestream question. And
Trampier. While that statue and the temple seen around the name for Lynx’s mechanical guide came from the
third edition adventure “Legend of the Silver Skeleton,”
it were never part of any official AD&D adventure, it based on one of the first installments of the D&D online
Creature Competition, won by Eludecia the succu-
has made cameo appearances in the game for years, bus paladin.
Of course, it’s always fun to create names. Olitor the
owing to the evocative and iconic nature of the image. I redcap comes from the Latin word for vegetable-grower,
which seemed fitting. Several more names have
hope that this new homage manages to fit with the spirit been pilfered from the Ars Goetia, part of the seven-
teenth-century demonological grimoire The Lesser Key
of the illustration and appropriately help celebrate the of Solomon. Those include Barbatos (as a demon who
can speak with animals and lead one to hidden treasure,
game’s 45th birthday! he seemed a fitting evil ranger), Andras (appearing as a
human with the head of an owl), and Stolos (appearing
As for the sample dungeon from the Dungeon Masters as an owl with the legs of a human).
And as with Lost Laboratory of Kwalish, several
Guide, only the first few rooms were originally detailed, names in this adventure were created from bastardized
Irish words. Banrion the unicorn comes from “banríon”
although a completed version of the dungeon later ap- (queen). Lynx Creatlach is from “creatlach” (skeleton).
Ard-Sagart, the Temple of Moloch’s high priest, arises
peared in Dungeon magazine 84, as Jonathan Tweet’s from trying to assemble the Irish words for “high
priest.” Mack Francache, the wererat thief, is a garbled
“Dungeon of the Fire Opal.” Thessalar was chosen as a version of “mac an fhrancaigh,” or “son of the rat.” Big
Gadai and Little Gadai are named for a garbled version
suitable villain for the site in honor of Stranger Things’ of “gadai” (thief). And Seodra the gemsmith comes from
“seodra” (meaning “jewelry”). My thanks to @BazMacN
use of the thessalhydra ( just one of that mad artificer’s (who teaches in Ireland) for helping check my work!

many creations), with that series also inspiring this

adventure’s name for “the Demogorgon.” The Temple of

Moloch’s evolved neo-otyugh was likewise inspired by

a reference on the small screen, when it received a nice

mention in the final season of The Big Bang Theory (in

its D&D episode, naturally). In Dungeon 134, James Ja-

cobs’s “Into the Wormcrawl Fissure” (an Age of Worms

Adventure Path scenario) features Thessalar having

already become a lich, and discusses his creation of the

owlbear. The image of him in this adventure, as well as

the illustration of his private lab, was inspired by the

cover art for the first edition AD&D Unearthed Arcana.

—Bart Carroll


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