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PROFESSOR RUNEDHALL'S
 ROBOT LABORATORY

Deep beneath the mountain Dagdaroth, the mad professor Runedhall creates lethal killing machines, using dark magick, demonic powers and futuristic technology, to unleash into the dark world beyond his mountain laboratory. No one alive has ever set foot into the caves deep beneath the mountain, although many have tried. The professor's secrets remain hidden from the ken of mortal man.

Professor Runedhall creates his machines to order, for mighty wizards, wealthy kings and powerful creatures, who are looking for something a little bit different to guard their sprawling lairs, dungeons and palaces.

Use sparingly, but enjoy!

(all statistics and details provided are basic and for guidance only; the individual GM may alter them as required)

TYPE 1 - CELARION

Celarions are simple machines standing 6' high with their outer casing made of the finest steel, enchanted with high level magic. Within, complex machinery and more magic enables the machine to function, responding quickly to magic command words, set at the time of creation. They are used mainly for fighting and guard duty. They move fast (SP 15) and have lightning quick reactions, hearing all sounds within a radius of 30'. They are incapable of speech, but various models may emit metallic 'beeps' and 'bleeps', and they cannot understand anything apart from their magic command words. They attack anything which they have been 'programmed' to destroy or hunt.

ST: 30  CON: 50  IQ:DEX: 22  LK: 12  CHR: 12  SP: 15  ADDS: +28

Weapons: May use any weapon for which it has the ST & DEX requirements. Celarion machines may use any projectile weapons for which they have the ST & DEX requirements, and always require only a level 1 saving roll to hit if the target is in range. A 'min-5' roll is still required however.

Armour:    The outer casing of finest steel will withstand up to 20 points of damage per combat round.

Magic:       None.

Other:        Celarion machines are immune to magic spells up to and including level 8, and are completely immune to all attacks from fire, and can see perfectly well in complete darkness, and are able to see invisible objects and creatures.

TYPE 2 - GRUNDHELL

The Grundhell are used mainly for guard duty. Standing 7' high and composed of magical iron and steel, they are strong, slow (SP 8) heavy and difficult to disable. These machines are created using secret magical components and more complex technology lurks within. Like the more advanced Celarion machine, Grundhell respond to command words that are set at the time of creation. They are capable of limited speech and understand only their magic command words and those words and sentences that they have been set to respond to.

ST: 44  CON: 80  IQ:DEX: 22 LK: 12  CHR:SP:ADDS: +42

Weapons: May use any weapon for which it has the ST & DEX requirements.

Armour:    The strong outer casing will withstand up to 60 points of damage per combat round. These machines may use any shield given to them with twice the usual effectiveness.

Magic: None.

Other:        Grundhell machines are immune to magic spells up to and including level 8 and are completely immune to all attacks from fire and can see perfectly well in complete darkness.

They can be 'programmed' by their master (using magical words and phrases provided by the creator) to recognise certain individuals and allow passage for them through their specified guard post, and to accept passwords, ask riddles, questions etc. although their 'speech' is slow and laboured, and often difficult to understand.

TYPE 3 - MUDAN

Mudan are deadly magic machines, standing 5' high with an outer shell of a highly enchanted metal (unknown) alloy and a complex array of mechanical devices within. However, the Mudan each hold a demon soul, bound to remain within the machine until it is terminally disabled. It is this imprisoned demonic soul that allows the Mudan to cast magic spells, making this a deadly adversary. Mudan are quick (SP 15) and remember everything they ever see. They can communicate by low-pitched metallic sounding speech, in any language known to the demon within.

ST: 17 (6d20+20 for magic spell casting purposes) CON: 30  IQ: 70   DEX: 40 LK: 17  CHR: 13  SP: 15  ADDS: +38*

* If fighting hand-to-hand, the machine scores only the adds calculated using base physical strength. Mudan have a secondary ST rating, generated using 6d20+20, for purposes of spell casting.

Weapons: Mudan are not created to use any weapons, but will score 4d6 for each metal hand used in combat.

Armour:   The secret metal alloy used to construct the outer shell will withstand all non-magical attacks, and up to 60 points of magical damage.

Magic: The machine is able, with the aid of the imprisoned demon, to cast all known spells up to and including its level. It should also be able to cast specialised spells of the GM's devising, unique to the demon within the shell.

Other:   Mudan are completely immune to all attacks from fire and can see perfectly well in complete darkness. They have the natural ability to detect magic within 10' and can automatically determine the level of any magician or magic spell if it is equal to or below their own (the GM should roll 1d20+6 for the level of the demon soul upon creation).

        TYPE 4 - KIRAK

Kirak are very rarely encountered, being the most difficult and expensive for the creator to construct. Kirak also contain the soul of a living demon, of a higher level than that of the Mudan, and are able therefore to cast magic spells, speak and remember everything they see and hear. They are small (4'), very fast (SP 16) and lightweight, being constructed from an unknown metal, and using relatively no internal machinery as the magic which binds the demon is of sufficiently high level to enable the machine to move and function. They are used for all manner of nefarious tasks by their masters.

ST: 35  CON: 100  IQ: 90  DEX: 45 LK: 24  CHR: 30  SP: 16  ADDS: +68

Weapons: Kirak may use any weapon they have the required ST & DEX for.

Kirak have poisoned needles hidden within their metal hands, which delivers a fatal neurotoxin to the victim when the needles are sprung. The victim must make a L10 SR on CON instantly or die. Even if the roll is made, the victim is unable to move for 1d10 full turns and ST, CON and DEX are reduced to 2 until cured.

In addition, these terrors are able to shoot poison darts at any target within 30', with an almost certain chance of success (L1SR on LK - 'min-5' rule applies). They have 500 such darts built into their metal bodies, and each carries the same deadly neurotoxin as the poisoned needles in their fingers.

Armour:     Kirak are immune to all non-magical damage, fire and freeze attacks. Their mysterious magical metal-alloy construction can withstand 100 points of magical damage.

Magic:         Regardless of ST, the demons trapped within the shell of the Kirak machine are able to cast any spell they know, once per combat round. They cannot however cast the same spell twice, and when they have run-out of spells to throw at their foes, they will not regain those spells until the next day.

Other:        Like the Mudan, these horrors are completely immune to all attacks from fire and can see perfectly well in complete darkness. They have the natural ability to detect magic within 10' and can automatically determine the level of any magician or magic spell if it is equal to or below their own (the GM should roll 1d20+6 for the level of the demon soul upon creation).