The Wizard’s House: A 2nd Level Adventure
Rodney Hampton
- 25 minutes read - 5218 wordsContinuing the Dundermoose /Jeffro Johnson Challenge
NOTE TO GRADER / READER
This is continuing the Dunder Moose and Jeffro Johnson megadungeon creation challenge. I’ve decided to put in an entry for level 2. Although I started this before getting feedback, I did want to just do one off the top of my head. The initial dungeon was drafted in 2 hours with time to draw a map. I did draw the map within an hour. However, converting my chicken scratch into something intelligible to other DMs took a bit longer. I could have run this after 3 hours prep from my scribblings, but the text below probably took another 90 minutes to polish up. The dungeon is heavily inspired by TSR classic module B1: In Search of the Unknown and does make a head nod to Kenzer’s B1 parody (find the embroidered ‘M’). I ran a mash up of both of these for my OSE campaign way back in the day. Anyway, I think you should be able to run this gonzo dungeon with one read through. Enjoy.
NOTE TO DM
This adventure is designed for four to six 2nd level adventurers and compatible with 1st edition AD&D. The call to adventure should be given to the player whose character is1) a Magic-User, or 2) has the most experience, or 3) has the least gold (after equipping and provisioning). Although an inventory of the Wizard’s spell book appears, the book itself is NOT within this adventure.
CALL TO ADVENTURE
The local Wizard — Ragillez the Magnificent - is missing. Long rumored to be more than meets the eye, Ragillez has been practicing hedge magic by creating love potions for the locals, providing prognostications about the weather and advice about crops, relief for minor ailments, and banes/wards to keep monsters away. Local clergy look askance on his activities and preach sermons against him. The Wizard’s beekeeper / gardener is deathly ill and claims his master fell ill first. The symptoms are dyspepsia, leprous skin, vomiting, and nose bleeds. Nothing seems to cure the ailments. The idea of raiding the lair of an incapacitated Wizard seems most appealing - especially since Ragillez is rumored to have a gem the size of a fist in his possession.
RUMOR TABLE
“Before the Players begin the adventure, the DM may privately give each Player one rumor about the WIZARD’S HOUSE. This information may be shared or kept secret, as the players wish. The DM should avoid interfering with their choices whatever the result.” “Do not give out all the rumors.” [B2 pp. 5, 7]. Assign the rumors at random using d10.
T 1. Strange sounds have often been heard from the 2nd floor of the Wizard’s house. [DM roll 1d4 to complete the rumor: 1) wailing 2) sounds of battle 3) howling wind 4) screams of pain]
F 2. The Wizard recently abducted a local boy about 12 years old. [False: the boy ran away to his uncle’s farm, but his path took him out past the Wizard’s house]
T 3. There’s a metal man who guards the door to the Wizard’s abode.
F 4. The Wizard’s gardener fell ill. The Vicar says that it’s some kind of plague he caught from the Wizard. [Do not re-roll if this rumor comes up for the player who received the call to adventure.]
T 5. Ragillez the Magnificent is really the (in)famous Wizard Zelligar, just in disguise.
F 6. Ragillez the Magnificent once slayed a Green Giant. [False, the Giant is still alive.]
T 7. Ragillez the Magnificent was always willing to share his considerable knowledge. He took on many apprentices for manual labor. And he taught them by writing on his walls!
F 8. Ragillez the Magnificent slayed a dragon high up in the mountains to the North. [Partially false. It was both Roghan and the Wizard who brought the Dragon low.]
T 9. Ragillez the Magnificent never wanted for much. When he did trade or buy things from the locals, it was always clothes: silk, fleece, wool, furs, cotton.
F 10. Ragillez the Magnificent was erratic and threatening to the local clergy. [False. In fact, he was oblivious and aloof to all things religious]
OUTER GROUNDS
- Flower Garden - petunias, zinnias, Rose of Sharon, etc. Several hummingbirds and butterflies flit about. A set of wind chimes hangs nearby. [One chime is magical (see AREA 2-1 and AREA 2-10)].
- Pig Pen with 1d4 pigs (HD 1/2 - roll reaction if pen is entered). The pigs are very hungry as they have been un-tended for several days.
- Covered Well (with rope, bucket, and capstan) - At bottom of the well there is a Giant Crayfish hidden in a small, underwater pocket (1), HD 2+2 (smaller than usual), AC 4, SA: surprise, MM p. 15. If characters swim to the bottom of the well (15’ shaft, 15’ of water) they find a hidden entrance to LEVEL 3A which is outside the scope of this adventure.
- Graveyard - Old tombstones are all about - the writing indecipherable. A low, rock wall surrounds the yard.
- Owl perch - an owl box sits 10’ above ground on a wooden pole overwatching a vegetable garden (beans, peas, etc.). There is 3-in-6 chance of the owl sitting inside (HD 1/2) that rarely pays attention to anything besides hunting prey after dark.
- Beehive - if disturbed the bees will swam (for effect see Insect Plague, PHB p. 50). There are honeycombs and honey inside.
- The Wizard’s House - Appears to be a two-story dwelling of wooden planks and with a wood shingled roof. Nothing can be noted from the exterior other than that there are no windows. A single iron bound, wood door provides entrance. There is a knocker at eye level. (Door is locked. It takes 50 hp of damage to bust or chop it down as it is well framed. The knocker is magical. It will ask 3 questions and then will summon the Robot Doorman to open the door. The Robot’s reaction roll starts at -45% penalty. Each question answered successfully will modify that reaction:
- Whom do you seek? If the Wizard’s pseudonym or real name is used (Zelligar or Ragillez the Magnificent) then +15% to the roll
- What is your business? If the business concerns magic in any way +15%
- What do you offer? Add 15% for every 100gp of value offered. The gift must be tangible and not contingent on anything. The Robot will take the gift before admittance is granted and store it inside its body.
GROUND FLOOR (1st Level)
There are no wandering monsters on the 1st level.
1-1 Closet
Within the closet, a woolen cloak [conceals a switch] is hung on a peg. There is a dirty spade leaning against the wall.
1-2 Foyer
Stairway (with bannister) up to the second floor. [Investigation reveals that the even treads are lightly worn whereas the odd treads are well used. Stepping on the even treads will trigger the alarm unless the switch in the closet has been thrown. There is another switch at the top of the stairs to turn off the alarm. If the alarm sounds (whistle within the wall through which air is forced) then a Wandering Monster from level 2 will immediately investigate.
1-3 Audience Room
There is a slab of black slate framed on the north wall. There are a few candle-stands and stools scattered about the room. Rough pieces of chalk are in a nearby wooden bucket. There is a fireplace in the west wall [ashes below the iron grate, soot coated chimney above]. Nearby there is a pile of kindling, a flint and steel, and another bucket of charcoal. In the west there is a cabinet [containing crockery and dishes and pots and pans]. There is also a sideboard with a drawer [containing steel utensils and a few iron knives (oiled but showing rust) as well as tallow and beeswax candles].
SECOND FLOOR (2nd Level)
Wandering Monsters
- Ankhegh (only 1), HD 3, AC 2/4. See MM p. 6. In actuality a polymorphed black cat that is very hungry for meat. It retains its cat personality and thus does not dig. See PHB p. 78.
- Giant Crayfish (NA: 1), HD 2+2 (weaker than usual due to starvation), AC 4 only MV 6” on land and no extra chance of surprise. See MM p. 15.
- Goblin with giant, green hands (NA: 1d6), HD 1, AC 6. Uses both hands as bludgeons: 1d6/1d6. See MM p. 47.
- Neanderthal with green, elongated skull (NA: 1d6), HD 2, AC 8, SA: Mind Blast . See MM p. and Mutant Neanderthal below.
- Pixies (only 2), HP 4 and 2, AC 5 . See MM p. 79. These have no treasure but have slim swords and small bows. They have been coerced by the Wizard to guard his halls and harass any intruders. See AREA 2-11 below.
- Small, Grey Dragon (NA: 1d4), 7 hit points, AC 5 (weaker), 1d3/1d3/1d6 dmg for claw, claw, bite, SA: Breath Weapon (1” x 2.5” cone of cold doing dragon’s either 7 hp or current hp damage 3x/day). See MM p. 29-30, 34. There are at least 4 of these one year old hatchlings wandering about the halls. Again, these are very hungry and will not be found sleeping. They cannot speak or perform magic. They are the offspring of the White Dragon that Rogahn and Zelligar slew. They have not yet matured enough for their hides to turn white.
2-1 Top of Stairs
Once at the top of the stairs it is apparent that the second floor’s interior has much more space than the outline of the house can possibly contain. [i.e. it’s bigger on the inside . . . or is it smaller?]. There is an iron door to the left [Wizard Locked - level 12. See PHB p. 72.]. The door can be opened with the magical chime (see Flower Garden above). If the PCs get inside the door, there is a rocker switch that is labeled UP/DOWN. Rocking it to the UP position will shoot the elevator into space - much like the original Willy Wonka factory. LEVEL 3B is in space and is outside the scope of this adventure.
2-2 Hybridization Vats
The door to this room may be stuck or locked (even chances). Within, there are various waist-high, vats of liquid in large stone urns (3’ diameter):
- Acid - contains “a clear, fizzing liquid” with an aroma that crinkles the nose hairs of any standing over the pool. There is a large, clear gem the size of a fist at the bottom of the pool. [The gem is a mostly worthless chunk of glass worth 1d10 gp as a curiosity. Body part submerged = 1d4+1 damage. Full immersion = instant death no save. Drinking = save versus poison or die; 5 hp if save is made. Items dipped into acid require save. See DMG p. 80. [Inspired by Mike Carr, Dungeon Module B1: In Search of the Unknown, TSR Hobbies Inc., Lake Geneva, WI, 1980, p. 17 available at https://archive.org/details/tsr09023insearchoftheunknown/page/n19/mode/2up.].
- Green Slime (1), HD 2, AC 9, MV 0” - see PHB p. 49.
- Fresh Water
- Poison - ingestive type A - see DMG p. 20.
- Heavy Water - makes one ill. If contacted the rate of illness is 1 hp per day. If drank, the damage is 2 hp per day. This damage is not cureable by a cleric and must run its course. The onset starts the following day. 2d6 damage doled out over time. Natural healing can offset it.
There are various tongs (6” - 12” long) made of wood, bronze, etc. hanging on wooden pegs along one wall. There are also some pulleys, lengths of chain, and a polished steel bucket helm, on the floor.
2-3 The Man in the Iron Pants
The door to this room is locked. Inside this high-ceilinged room there is a three-sided granite “cell.” There is also steel gate inset into the fourth side. [inspection of the 1” diameter bars reveals an odd stamp “8101 EAS” Touching the bars delivers a 1d6 electrical shock. The gate is locked. The key is in AREA 2-10] There is a giant, muscular, green man inside the cell. He is wearing nothing except a short set of steel trousers that flare at the hips [leaving room for cylindrical attachments]
There is a shelf along one wall with small, cylindrical, glass vials. Each has a green label affixed with some notations. [These contain the Giant’s “essence” or precious bodily fluids.]
The Giant is starving (only 1), HD 9, AC 4, as Hill Giant, MM p. 45. Depending on Reaction Roll and PCs actions he may provide some information, though his understanding of Common is limited. He has been here so long he cannot remember much else. He was captured by the Wizard, a Fighting-Man, and several mercenary troops when he got lost in the woods and stumbled upon them. He misses his family [adventure hook - though they don’t necessarily miss him].
2-4 Ye Olde Nuclear Pile
There is a large, metal? door - divided in its center - in the middle of the room. There is a lever nearby. propped up against the wall, there is also a long, wooden pole. The pole has a hook on one end and a button near the other. DM INFO:
- The lever opens and shuts the lead-lined, steel banded, wood doors that cover the pit. They open upward and close like a drawbridge over the pit.
- The pit is 30’ deep and mostly filled with water. [This is Heavy Water as above]
- In the bottom of the pit, there is a metallic chest [made of lead]. The water surrounding the chest is glowing blue [Cherenkov radiation]. There are 4 cylindrical, metal rods that are shoved partway into holes in the chest. Each of the rods has a metal loop on its end.
- The pole magically extends to three times its normal length if the button is depressed. Depressing it a second time retracts the pole. Handling the hook delivers 1d6 points of damage [feels and acts like a burn; cannot be healed by a cleric].
- If the rods are pushed all the way in, the ‘reactor’ will shut down. The blue glow will disappear.
- If the rods are pulled all the way out, there is no collar that retains them. One is heavy enough to pull someone into the water if handling the pole w/hook (save versus Strength). The water will (within 1 turn) superheat giving off a cloud of steam that fills the room with Heavy Water vapor (Save versus breath weapon or die, otherwise treat as though the PC/NPC drank Heavy Water). Within 2 turns the pile will begin to melt through the floor, giving off so much gama radiation it kills everyone in the building. Within 6 turns (1 hour), every lair or dwelling within 1 mile of the site will be uninhabitable. Furthermore, everyone in the nearby village will die within a week.
2-5 Ghoul Cage
There are several implements in this room: a bucket of [pig] grease, a man-catcher (see FF p. 58 pincer staff of the Kuo-Toa), a few iron spikes driven into the walls, and two sets of steel shackles on the floor. There is also a key ring [for the shackles, and two gates].
There is a locked metal gate in the floor. This covers a 5’x5’ access tunnel that descends on a slant 10’ (the whole thing smells like a charnel house. The slanting tunnel leads to a second locked metal gate. Behind that gate is a Ghoul, HD 2, AC 6, SA: paralyzation, MM pp. 43-44. [The Wizard would feed his failed experiments to the Ghoul.]
2-6 Walk in Closet
Multiple items. If someone spends 1 turn they can find all of the following:
- Silk shirt (with embroidered flowers) - 100 gp
- Silk veil (with an embroidered ‘M’ in the corner) - 5 gp
- Thick rubber gloves (prevents conduction - see AREA 2-3)
- Trousers imbedded with wax (waterproof)
- Woolen overcoat
- Black leather jacket - AC 7 - 5 gp
- Cotton white lab coat
- Fur-lined gloves [bat fur, very rare] - 5 gp
- Traveling boots [Boots of Striding and Springing 2500XP, 25K gp sale value, see DMG pp. 122, 139]
- Apron [heavy, lead lined]
- Cloak, Woolen
- Backpack, leather [with square, book-sized imprints at bottom]
2-7 Laboratory
There are heavy wooden tables and shelving here. Several small jars are scattered around the room - none with labels. There is also a desk and chair. [The desk has a drawer protected by a poisoned needle trap that does 1d4 points of damage. If save versus poison fails, Strength is sapped 1d4 points as well. The drawer is empty.]
If someone spends 1 turn searching the room they can find all of the following:
- Mortar & pestle
- glass rods (3)
- feather quills (2d4)
- beeswax + stylus
- small slate tablet and chalk - there is a magical formulae written on the slate (One of the six1st level spells from Zelligar’s spell list. See his diary below. Treat the slate as a scroll).
- a 1/2 inch diameter silvery ball that acts liquid-like [quicksilver/mercury]
- sulfur
- bat guano
- jar of insects (beetles)
- jar of butterfly cocoons
- jar of grasshoppers
- jar of spiders
2-8 Illusory Corridor
DM INFO mostly follows. Read first, then convey what is necessary to players.
The entire area beyond the portcullis trap smells like Pine Sol floor cleaner.
At the center of the intersection marked T there is a pressure plate trap that will drop the portcullis at the entrance to this area. A total of two people at a time may attempt to bend bars/lift gates and combine their efforts. Each try takes 1 turn. If all two person combinations are exhausted, the bars and gate itself are beyond the party’s ability. See PHB p. 9. The gate can be destroyed with 64 points of combined damage. Two or three people (if demi-humans are included) may make attacks against AC 9 to destroy the housing. During demolition, the DM may make additional wandering monster checks.
The four arms emanating from the intersection with the pressure plate seem to extend for 30’ (limit of torchlight) and end in a wall. These walls are illusory and can be disbelieved. A successful secret doors check will also reveal the illusion.
Beyond the illusory walls, there is a roaming Gelatinous Cube, HD 4, AC 8, MM p. 43. It, too, is fooled by the illusion. It has its standard treasure.
2-9 Talking Door
The entrance to the Wizard’s bedroom is protected by a magical door. [The hinges are on the bedroom side]. There is a handle on the right side [the hand]. There is a set of knots spaced evenly apart [the eyes]. Between and below the knots, there is a tiny door-shaped opening [the mouth with teeth].
- “Only Ragillez the Magnificent may pass!”
- This door is very snarky. It will belittle, joke, insult, etc. anyone nearby but especially someone caught in the door’s grip. The mouth will move. Anyone attacking the mouth can be counter-attacked by the teeth for 1d3 points of damage. Treat the door as a 2 HD monster.
- If the handle is grabbed, it will grab back. To escape treat as an opposed check - player versus door both roll 1d6 each round to see who is higher. If the player wins he escapes, if the door wins the player takes the difference in pips as grip damage.
- If the eyes are poked, the door will open.
- The center plank of the door can also kick for 1d4 points of damage. Treat the door as a 2 HD monster.
The door can be fooled or threatened into opening. It can be destroyed as with any construct. It only takes 5 hp of damage to do it in. Treat as AC 6. This will trigger a wandering monster check.
2-10 Wizard’s Bed Chamber
Contains standard bedroom furnishings and accoutrements including a large, silver mirror. If 1 turn is spent searching the room, these things are found:
- The Master Key to any locked doors on level 1 and level 2 and the Pixie cage.
- The key to the Giant’s cell (AREA 2-3) is in this room. [It is made of a conducting metal so the shock is still a possibility.]
- The Wizard’s diary. It is written in a cryptic script. If either Read Magic or Comprehend Languages is cast, one (and only one) of the following entries will be revealed. DM Note: Be sure to only reveal such information to the caster and allow that character to decide how and what to say about the information to others in the party.
The Wizard’s Diary Entries
- A battle report [perhaps a summary of the Battle of Brown Hills can be substituted here: http://vintagewargaming.blogspot.com/2012/06/battle-of-brown-hills-early-chainmail.html]
- A description of how the Wizard acquired a Manual of Golems and used it to make sure his “best friend, the mighty R.” would survive his injuries from one of their failed, joint ventures. (See DMG pp. 123, 149)
- A list of sundry experiments in hybridization including messing about with “orc-goblins.” (See MM p. 76 entry on Half-Orcs).
- A description of the “space elevator” at AREA 2-1, how he acquired the plans from another “mad Wizard” and “famous confectioner.” The clue to where to find a specialized chime to open the elevator doors is contained in this entry: “The hummingbirds well know the note to open the iron door.”
- A description of various types of ailments including “radiation sickness.” The cure is to be found by “using the autodoc on the space station.”
- The inventory of the Wizard’s spellbook. See below.
- A description of the strengths and weaknesses of the Mutant Neanderthals (i.e. let the PCs read the entry - get meta!)
- A description of the mutated Goblins. [The stat entry is not nearly as exciting.]
2-11 Experiment Room
This room contains a table with leather straps and buckles to hold a humanoid down. There is an impression for a normal sized human head and also an elongated one. The table has an apparatus that looks like a bicycle pump next to the sides of the table. There is also a switch at the head of the table.
A Zombie, HD 2, AC 8, MM p. 103 stands nearby holding a platter of what look like torture implements (see DMG p. 218). [If attacked, it will run away screaming in fear and anguish. This will draw an additional wandering monster check down on the PCs.]
There is also a cage containing two Pixies (one dead, the other half dead from starvation and thirst). [The Pixie only wants to find its mother and father. See WM entry 5 above.]
[Anyone that lays down on the table will be injected with Giant essence from below. Pumps will pump up the hands like the unfortunate Goblins. The switch will activate a set of metal claws that will grip and stretch the skull of the victim. This gives the victim the same Mind Blast ability as the Mutant Neanderthals. The table has 1d4 “charges” Undergoing both procedures is deadly.]
2-12 Hallway and Intersection
This wide hallway runs the length and width of the second floor. DM info below:
- At all four extreme ends, there is a 4”x6” vent leading outside the Wizard’s House. These are too small for most creatures to enter and warded by magic to prevent intrusions of bugs/insects/animals that could disturb the Wizard’s experiments.
- Each time players cross the intersection, there is a 1-in-12 chance of a Gust of Wind (as with the spell - see PHB pp. 73-74. Treat as if cast by a 12th level Wizard]. This gust will extinguish torches and has a 6-in-10 chance of extinguishing lanterns too.
2-13 Incubator
There is a manger (for lack of a better term) filled with wood shavings. There is/are 1d6 egg(s) present. Each is about 8” in diameter at the widest and about a foot high. These are leathery and grey. There are also several egg shells on the floor. Flanking the manger there is a set of brass containers set upon stone pedestals. The brass containers are perforated with small holes. [The brass containers now contain mostly ash and bits of charcoal. They are no longer lit. The eggs are those of a White Dragon]
2-14 Armory
The front portion of this room is a disused armory containing racks for arms, armor, and equipment (mostly empty). There are 1d4 sets of armor (determine type at random amongst leather, chain, plate) and 1d10 weapons (again randomly determined from 1d10: 1 = dagger, 2 = hand axe, 3 = mace, 4 = broad sword, 5 = battle axe, 6 = morning star, 7 = flail, 8 = spear, 9 = halberd/pole arm, 10 = 2H sword).
Standing guard within the armory, is Rogahn the Cyborg (see below).
Beyond the armory, there is a room containing multiple chests. Over one set of chests, there is a stretched out hide of a white dragon affixed to a wall.
2-15 Treasury
This area contains Treasure Types E,O,S [White Dragon’s treasure] and D [Rogahn’s treasure].
8,000 cp + 8,000 gp + 8 gems (roll at random DMG p. 25 or just use Garnets which have 1d5 x 100 value per p. 26) The copper and gold is intermixed and in several wooden chests (closed but unlocked and untrapped). There is an illusion that makes the gold pieces appear as copper and copper as gold. This illusion only affects the pieces when in this room.
5 potions
95 Treasure Finding [yellow label]
72 Philter of Love [pink label]
39 Giant Strength [green label]
72 Philter of Love [pink label]
31 Flying [black label]
See DMG p. 221 to describe appearance, smell, taste of these potions. Make the Philters the same.
Rogahn the Cyborg
The mighty fighter Rogahn the Fearless is now more machine, than man. Rogahn is armed with a mundane Battle Axe. On his breastplate / chest, there is a large, Common letter ‘R’. He will attack anyone (except someone in the likeness of Zelligar) who attempts to enter the treasury. A cyborg is an animation designed for conflict or extreme longevity. Although mostly mechanical, it incorporates some aspect of humanoid biology to provide a specific function.
AC 2 [17]
HD 7+2 (30hp)
Att 1 or 2 × weapon (1d6+4 or by weapon+4) THAC0 12 [+7]
MV 150’ (50’)
SV D8 W9 P10 B10 S12
ML 12
AL Neutral or Any
XP 1250
NA 1 (1)
TT D
A cyborg is almost single-minded in carrying out its directives if operated by a cybernetic mind. This kind of cyborg is Neutrally aligned. If, however, it has an organic brain, the cyborg is super- intelligent, self-directed, and can be of any alignment. Cyborgs are fashioned of long-lasting materials requiring minimal maintenance. They are capable of self repair; unless completely destroyed or scattered far afield, components will eventually re-fuse and repair themselves at a rate of 5 hit points per day. A cyborg is usually armed with 1d2 weapons. It is ambidextrous and can strike with both in the same melee round without penalty. A cyborg has extraordinary strength and does +4 points of damage each attack.
[Rod Hampton, The Mage’s Companion, v2.06, p. 118, available at https://www.drivethrurpg.com/en/product/424758.]
Mutant Neanderthal
Use stats for Caveman except each has an elongated skull. Equal numbers of males and females. They are armed with clubs, stone tipped spears, or stone hand axes (equal chances). Their brains have been altered so each can produce a Mind Blast once per day. This is a wave PSI force with a 2” x 2” affected area to the front of the creature. All within the radius must save versus Intelligence or Wisdom (whichever is higher) or will suffer the effect. Roll 1d8:
1 Sleep 6 turns (as the M-U spell, no additional save)
2 - 3 Stunned 4 turns
4 - 5 Stunned 3 turns
6 - 7 Stunned 2 turns
8 Enraged 1 turn (attack a random target within sight / smell / hearing each round)
A Helm of Telepathy adds a +4 bonus to the saving throw, and if the save is made the attacking Mutant Neanderthal is stunned for 3 turns.
Creature Features: The Mind Flayer, Strategic Review, Vol 1, No 1, p. 2. MM pp. 67-68.
Robot Doorman
A construct of entirely mechanical nature and logically patterned thought. Robots have limited autonomy and usually prove to be the means to achieve a goal programmed by someone else. AC 4 [15]
HD 2+2 (10hp)
Att 1 × electrical discharge (1d6) THAC0 17 [+2]
MV 90’ (30’)
SV D12 W13 P14 B15 S16
ML 10
AL Chaotic or Neutral
XP 10
NA 1d20 (3d4 × 10)
TT G
Robots are designed to accomplish a specific set of tasks. They are not particularly nimble or fast. Each may have differences in appearance, means of locomotion, appendages, and programming. Individually, a robot can barely defend itself using an electrical discharge to target opponents up to 5’ away. However, it can somehow call other robots in the same lair to its aid and they will arrive as quickly as they can. They will remain together as a group until they collectively decide the threat has ended. An attack upon one is an attack upon all.
A robot is has innate programming to tidy its workspace. It accumulates treasure in an internal bay as it happens upon it. Normally Neutral, a damaged robot can go “on the fritz.” Every bludgeoning blow the robot takes, it must make a saving throw versus paralysis. If it fails its saving throw, the robot gets “out of alignment” and becomes Chaotic. Thereafter it can behave in unexpected ways, contrary to the will of its programmer and those around it. Contra-wise, a bludgeoning blow made to a Chaotic robot can knock it back into alignment and thereafter it will function as expected. Unlike cyborgs and androids, a robot cannot self-repair. A humanoid must tend to it. Gnomes are probably best suited to this task, though what they would charge and how effective the repairs would be is left up to the referee to decide. Sages debate whether robots have an internal source of power or rely upon something external to power them.
[Rod Hampton, The Mage’s Companion, v2.06, pp. 120-121, available at https://www.drivethrurpg.com/en/product/424758.]
Inventory of Zelligar’s Spell Book
1st level: Read Magic, Light, Shield, Unseen Servant, Detect Magic, Ventriloquism
2nd level: Detect Invisibility, Invisibility, Levitate, Magic Mouth, Web, Wizard Lock
3rd level: Dispel Magic, Gust of Wind, Fly, Phantasmal Force, Lightening Bolt, Protection from Evil (10’ radius)
4th level: Remove Curse, Wizard Eye, Polymorph Other
5th level: Animate Dead, Cloudkill, Conjure Elemental, Transmute Rock to Mud (and reverse), Telekinesis, Teleport
6th level: Geas, Invisible Stalker, Lower Water, Part Water
7th level: Limited Wish
8th level: Permanency
The latter two spell names are written and scratched out (perhaps in an angry hand). [Although Zelligar is 12th level, the final two spells imply he is/was 14th or even 16th level at some point.]
MAP
The racetrack portion of the map is missing on the lower right side because of poor planning on my part. Just assume it is a mirror image of the opposite passageway.

Originally published on Substack on August 26, 2026.