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.
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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