What was that robot thingy again?

Post/Author/DateTimePost
#1

zombiegleemax

Mar 20, 2004 20:52:29
There was some type of warmachine thing in Greyhawk lore that was like an artifact. I can't remember the name of it though...

Anyway, when I saw this, I thought it'd be a great mini to represent it:

Warmachine thingy
#2

gadodel

Mar 20, 2004 21:56:44
Appartus of Kwalish or somesuch?
#3

zombiegleemax

Mar 20, 2004 22:04:17
Machine of Lum the Mad or maybe you are referring to the Mighty Servant of Leuk-o? These are found in the original DMG's.
#4

zombiegleemax

Mar 21, 2004 0:08:45
I think it was the mighty servant that I was thinking of. Described as a big ass warmachine that was golem-like.
#5

zombiegleemax

Mar 21, 2004 0:16:16
There's also the Doomgrinder. (don't buy the mod)
#6

mortellan

Mar 21, 2004 5:11:49
The fig could also make a good Hextorian blood golem.
#7

zombiegleemax

Mar 21, 2004 7:18:37
Anyone have stats or a description for the Mighty Servant? I can't find my 1st ed DMG. Anyway, weren't artifact stats left up to the DM mainly in 1st ed.?
#8

mortellan

Mar 21, 2004 16:52:16
Yeah, it is sort of customizable

(1st ed version)

A towering automaton of crystal, unknown metals, and strange fibrous material. It is over 9' tall, 6' deep, and some 4.5' wide Inside is a compartment suitable for holding 2 man-sized creatures, and there is a space for 4-5 others to sit outside. If the possessor knows the proper command phrases, he or she can use the Mighty Servant as a transportation mode, magical atatck device , or fighting machine. It is armor class -1 and can withstand 60hp of damage. Note all weapons do only 50% of normal damage. The Mighty Servant regenerates (self-repairs) 2 points of damage per round. Its magic resistance is 100%. Acid, cold, fire, heat, vacuum, and/or water have no effect on the device. Electrical/lightning attacks cause only 20% normal damage, even if the servant fails the magic resistance check.
The Mighty Servant moves at a max speed of 3". After each 12 hours of operation it must rest(recharge) itself for 1 hour. Any intelligent viewer within 12" must save versus magic(+2 on the die roll) or flee in panic. It can attack but 1 time per round, and it has a base 15 chance to hit an opponent regardless of armor class. Opponents with intelligence and a dexterity of 15 or better reduce the base chance to hit by 2.5% per 1 point of dexterity above 14. A hit from the Mighty Servant causes 10-100 hit points of damage.
In addition the Mighty Servant of Leuk-O has these powers/effects:

6X Minor Benign Powers
6X Major Benign Powers
1X Minor Malevolent Effects
2X Major Malevolent Effects
2X Side Effects

Effects are triggered by major power use. THe Mighty Servantwill obey those humans who learn its secret of automation and control.

The 2nd edition version in Book of Artifacts is essentially the same but weaker doing only 10-60 dmg and having a 90% MR.
#9

zombiegleemax

Mar 21, 2004 18:42:18
Only 9 foot tall and yet can fit someone inside it and four people on it? Gygax didn't have much of a sense of scale, did he.

If you're willing to fix that and make it 20+ feet tall, then the mini I showed would be perfect. Otherwise, it's a huge size mini (3rd ed. scale) so wouldn't work with those stats.
#10

grodog

Mar 21, 2004 19:22:31
Perhaps it's larger on the inside than the outside, like Dr. Who's tardis....
#11

max_writer

Mar 22, 2004 7:00:22
It appeared in the Book of Artifacts a few years ago too. In that, it looked more like 15 feet tall in the illustration (if I remember correctly).
#12

zombiegleemax

Mar 22, 2004 9:59:34
You are definitely right. The Book of Artifacts has a great picture of the machine and dedicates two pages of info that explains all it's powers. I thought the page on Machine of Lum the Mad was interesting where the dials, switchboard, and levers was graphically explained. As for the height of the Mighty Servant of Leuk-o, it seems that the machine is just as wide as it is tall. That should explain Gary's idea of allowing so many riders. It reminds me of a giant cooking kettle with appendages and a lid :D
#13

zombiegleemax

Mar 22, 2004 17:47:27
It'd be cool to see all the old 1e and 2e artifacts gets a write-up ala Book of Artifacts. Hell, just name it "Tome of Relics" or some such, and print up buttloads of Oerik artifacts for use in generic D&D campaigns.

--I'd buy a sourcebook like that in a heartbeat NB
#14

zombiegleemax

Mar 23, 2004 12:12:41
Originally posted by mortellan
The fig could also make a good Hextorian blood golem.

Agreed, that mini is very reminiscent of the artwork for the Blood Golems in whichever issue of LGJ they appeared in.
#15

zombiegleemax

Apr 02, 2004 11:42:51
You will find your heart's delight in this mag. The adventure Kambranex's Machinations is dedicated to the Belching Vortex of Leuk-O first described in Living Greyhawk Journal #1. There is a half-machine template, tons of machinations to challeng your PC's, and the pics are pretty good to.
#16

lincoln_hills

Apr 29, 2004 11:34:59
The Mighty Servant, the Machine of Lum the Mad, the Barrier Peaks artifacts, the City of the Gods... even the modern "homages" to such implements, like Kwalish's little experiment in submarine technology...

One thing I like about this setting is the tendency for high technology to pop up as a sort of "long-lost secret". They hint that - not all that far away from Oerth - there exists a world where technology has been fully embraced. The Barrier Peaks and City of the Gods crash-sites seem to belong to an alternate dimension where technology replaces magic - while the Mighty Servant, et. al., suggest that sometime in Oerth's past there was a society which had both engineers and magicians (or possibly... um... enginicians?)

Now, aside from a nonfunctional chunk of debris from the Barrier Peaks (which is being carted around in a carny sideshow, to be gawked at by yokels at two coppers a gander) I haven't actually PLACED a lot of old-style tech in my campaign. Does anybody have any good campaign stories about such mechanisms?
#17

zombiegleemax

Apr 29, 2004 11:42:19
I had a PC shoot himself in the face when he explained to me how he was going to operate a Needler Pistol the first time they came across one, lol.
#18

max_writer

Apr 29, 2004 15:17:23
The characters in my campaign don’t know it yet, but they’re about to stumble across one of the best kept secrets of my Greyhawk Campaign: the gnomes of Novastokkar.

The PCs are presently fleeing into the Hellfurnaces from the Sea Princes where they recently rescued the father of one of their number. They are being pursued by a joint force of the Red Crescent League and the Iron Ring (I stole the slaver society from Mystara and gave it Scarlet Brotherhood connections and a base south of Hokar).

They are heading down a pass that they think leads through the Hellfurnaces to the Yeomanry and escape. They will instead find a downed and damaged gnomish zeppelin, four surviving technomancer officers, and the small army of ghouls from the White Kingdom the gnomes have been fighting off for two days. Though the gnomes don’t trust flatlanders (the gnomes of Novastokkar escaped from slavery by the Suel just before the Rain of Colorless Fire) they need help and if the PCs hold off the ghouls, shadow ghouls, ghasts, and ghoul priests for a short time, the gnomes are willing to take them with them ... back to Novastokkar where they are told they will have to spend the rest of their lives to preserve the secrets of the city.

There, they will deal with the gnomes, meet a trio of dwarven technomancers (the Calamitous Brothers), come to grips with the idea that they might be trapped in the city, and help the local gnome militia fight off an attack by a Xakhun (half-drow/half wood elf) airship or two. Eventually, they’ll meet Rammelpop, the gnomish technomancer who invented the aeroplanar flier in 582 CY. Rammelpop and the Calamitous Brothers will help them finally escape from the place if they so desire.

I’m taking information from Mystara and Top Ballista for the gnomish flying machines (zeppelins and biplanes) and using some old Shadowrun minis of dwarves in German uniforms for the gnomish officers of the zeppelin.

Other than that, I’ve used dwarven railroads in my campaign (from the Kingdom of Dorthazak under the Rakers and the Corusk Mountains). I combined two adventures from Dungeon Magazine (The Iron Orb of the Duergar and ... I forget the one with the train). When the PCs failed against the Iron Warrior, that entire underOerth Kingdom pretty much fell and the technology was lost.

I ran another campaign that led off from another Dungeon Adventure called the Shards of Day. I placed the ruined city of Dylvwyllynn in the Stark Mounds right on the border between Sterich and Geoff. In the initial adventures (in 582 CY) the characters explored the place and found the shards of day. In the second campaign (this one in 591 CY), a dwarven colony had been established in Dylvwyllynn and the entrance sealed when the giants invaded Geoff. Exploration of the lake was beginning and one of the council of Dylvwyllynn Colony was a dwarf who had left Dorthazak years before. He invented a self-propelled ship for the exploration of the lake. It was equipped with a water elemental that drew water in from the front of the ship and spewed it out the back.

I just remembered another one. In a campaign to recover the mace of St. Cuthbert from the City Beyond the Gate, the characters stumbled across an island out in the Solnor Ocean that used hammerhead-shark shaped submersibles and helicopters that looked like dragonflies (again one stolen from Mystara and the other from the Book of Marvelous Magic or Inventions or whatever its called).

Oh, and another submarine showed up from one of the adventure packs. The PCs boarded it for a trip to the elemental plane of water.

All of these are from campaigns and games I’ve run. There’s actually been quite a bit of ‘magic-tech’ on my world.