AD&D Machine of Lum the Mad book of artifacts

DND Artifacts – The Machine of Lum the Mad: A Source of Wonder and Horror for Adventurers and Dungeon Masters

BOOK OF ARTIFACTS

ARTIFACTS INDEX

Lum the Mad: The Warlord, the Wizard, and the Machine

Lum the Mad was a human wizard and a baron of the Oeridian kingdom of Aerdy in the world of Greyhawk, one of the original settings for Dungeons & Dragons. He lived over 800 years ago and was known for his mastery of destructive magic and his possession of a mysterious artifact called the Infernal Machine.

Lum was a scion of House Cranden, a noble family that ruled over a large territory in Aerdy. He was ambitious and ruthless, and sought to expand his domain by waging war against his neighbors. He also had a keen interest in ancient lore and arcane secrets, and spent much of his time studying in his tower.

Lum’s power and fame reached their peak when he discovered the Infernal Machine, a device of unknown origin and function that could alter reality in unpredictable ways. Lum used the machine to enhance his magical abilities, create powerful items, and wreak havoc on his enemies. He also became obsessed with the machine, spending more and more time experimenting with it and ignoring his duties as a ruler.

Lum’s downfall came when he was betrayed by one of his generals, Leuk-o, who coveted the machine for himself. Leuk-o managed to steal the machine and use it against Lum, triggering a cataclysmic battle that devastated the land and opened a rift to the plane of Limbo. Both Lum and Leuk-o, along with their machines, were sucked into the rift and disappeared from the world.

Lum’s fate remained unknown for centuries, until he was encountered by adventurers in Limbo, where he was still alive but insane, trapped in his machine that kept him from dying but also tormented him with endless nightmares. Lum’s machine was also sought by various factions and individuals who hoped to harness its power or destroy it.

Lum’s legacy is one of madness, mystery, and mayhem. He is remembered as one of the most powerful and dangerous wizards in history, as well as one of the most tragic. His machine is one of the most coveted and feared artifacts in existence, capable of granting incredible boons or terrible curses depending on the user’s choices. Lum’s story is a cautionary tale of what can happen when one’s curiosity and ambition exceed one’s wisdom and morality.

Spells Inspired by Lum the Mad: How to Emulate or Curse the Machine’s Effects

Lum the Mad was a wizard of great power and skill, but he did not invent any spell that is famous in Dungeons and Dragons. He was more interested in using his Infernal Machine to manipulate reality and create magical items than in developing new spells.

However, Lum’s name is associated with some spells that were inspired by his machine or his legacy. For example, there is a spell called Lum’s Curse, which is a 9th-level necromancy spell that causes the target to suffer a random curse from the machine’s list of effects. There is also a spell called Lum’s Legacy, which is a 9th-level transmutation spell that allows the caster to temporarily gain access to the machine’s powers.

These spells are not official or widely known, but they are examples of how Lum’s influence and legend have inspired some creative spellcasters. Lum’s machine is still a source of fascination and curiosity for many adventurers and dungeon masters, who may try to replicate or emulate its effects in their own ways.

The Machine of Lum the Mad: An Artifact of Mystery and Power

The Machine of Lum the Mad is an ancient artifact that has several dials and levers, each with a different symbol. By manipulating these controls, the user can alter reality in unpredictable ways, producing amazing or disastrous effects. The machine is said to be of unknown origin and function, and its mechanism is complex and incomprehensible.

The machine was discovered by Baron Lum the Mad, a human wizard and warlord who ruled over a large territory in the world of Greyhawk. Lum used the machine to enhance his magical abilities, create powerful items, and wreak havoc on his enemies. He also became obsessed with the machine, spending more and more time experimenting with it and ignoring his duties as a ruler. Lum was eventually betrayed by one of his generals, Leuk-o, who stole the machine and used it against him, triggering a cataclysmic battle that opened a rift to the plane of Limbo. Both Lum and Leuk-o, along with their machines, were sucked into the rift and disappeared from the world.

The machine’s fate remained unknown for centuries, until it was encountered by adventurers in Limbo, where it was still functional but immobile. The machine was also sought by various factions and individuals who hoped to harness its power or destroy it. The machine’s effects were often random and dangerous, sometimes granting incredible boons or terrible curses to the user or others nearby. The machine was also self-repairing of anything short of catastrophic damage, making it very difficult to destroy.

The Machine of Lum the Mad is one of the most mysterious and powerful artifacts in the Dungeons & Dragons multiverse. It has a long and rich history, spanning across different worlds and planes, and has been used by various characters for good or evil purposes. It also has a complex and unpredictable mechanism, which can challenge even the most experienced adventurers and dungeon masters. 

The Physical Appearance of the Machine of Lum the Mad

The Machine of Lum the Mad is a large, complex contraption that weighs about 5,500 pounds (2,490 kg). It has over a hundred sockets, dials, and levers, each of different sizes and colors. The sockets are shaped like various geometric figures, such as circles, squares, triangles, pentagons, and hexagons. The dials are numbered from 1 to 10, and have symbols such as stars, moons, suns, and planets on them. The levers are long and short, and have labels such as “on”, “off”, “up”, “down”, “left”, “right”, and “random”.

The machine has a metal frame that supports its components and wires. The wires connect the sockets, dials, and levers to a central panel that displays the current settings of the machine. The panel has a triangular button that activates the machine, a red wheel that rotates the settings, and a medium lever that confirms the settings. The panel also has a large screen that shows the effects of the machine on the user or the surroundings.

The machine has a glass case that can house a small number of creatures, similar in height to humans. The case is attached to the machine by four metal rods that can be detached by pulling four small levers on the side of the case. The case has a door that can be opened by turning a knob on the outside. The case is designed to protect the occupants from the harmful effects of the machine, but also to isolate them from the outside world.

The machine has a mysterious and intimidating appearance that reflects its power and unpredictability. It is a device of unknown origin and function, and its mechanism is complex and incomprehensible. It can alter reality in various ways, producing amazing or disastrous effects depending on the user’s choices.

The History of the Machine of Lum the Mad: A Timeline of Events

The Machine of Lum the Mad is an ancient artifact that has a long and mysterious history, involving different worlds, planes, and characters. Here is a timeline of the major events related to the machine and its users:

  • Before recorded history: The machine is created by an unknown civilization or entity, possibly related to the Mighty Servant of Leuk-o, a colossal construct that can travel between planes. The machine’s design and workmanship are unique and incomprehensible, combining magic and technology in ways that defy logic and reason. The machine’s purpose and function are also unknown, but it can alter reality in unpredictable ways, producing amazing or disastrous effects depending on the user’s choices.
  • Over 800 years ago: Baron Lum, a human wizard and warlord from the Oeridian kingdom of Aerdy in the world of Greyhawk, discovers the machine during one of his conquests. He becomes obsessed with the machine and uses it to enhance his magical abilities, create powerful items, and wage war against his enemies. He also studies the machine’s mechanism and learns more about its functioning than anyone else. However, his curiosity and ambition drive him to madness, and he unleashes many new species of monsters on the world in his quest to master the machine. He also uses the machine to call down a barrage of fire that destroys an army besieging his stronghold, but also kills many of his own troops.
  • Over 800 years ago: Lum is betrayed by one of his generals, Leuk-o, who covets the machine for himself. Leuk-o steals the machine and uses it against Lum, triggering a cataclysmic battle that devastates the land and opens a rift to the plane of Limbo. Both Lum and Leuk-o, along with their machines, are sucked into the rift and disappear from the world.
  • Unknown period: The machine remains in Limbo, where it is still functional but immobile. It is encountered by adventurers who explore the chaotic plane, some of whom try to use it or destroy it. The machine’s effects are often random and dangerous, sometimes granting incredible boons or terrible curses to the user or others nearby. The machine is also self-repairing of anything short of catastrophic damage, making it very difficult to destroy.
  • Present day: The machine’s whereabouts are unknown, but it is still sought by various factions and individuals who hope to harness its power or destroy it. The machine is one of the most mysterious and powerful artifacts in existence, capable of challenging even the most experienced adventurers and dungeon masters. 

The Owners of the Machine of Lum the Mad: A Chronological List of Users and Their Fates

The Machine of Lum the Mad is an ancient artifact that has been used by various characters throughout history, each with their own motives and outcomes. Here is a chronological list of the known owners of the machine and their fates:

  • Baron Lum the Mad: The first and most infamous owner of the machine, Lum was a human wizard and warlord from the Oeridian kingdom of Aerdy in the world of Greyhawk. He discovered the machine during one of his conquests and became obsessed with it.
  • Carston: A master wizard who arrived in Watcher’s Keep, a fortress on the planet of Toril, with his apprentices. He was awed by the Machine of Lum the Mad and tried to use it, but got trapped inside it. He was stuck for a decade, unable to escape or die. He was able to summon any creature he wanted with the machine, but he was also invulnerable to their attacks. He begged for mercy when he was encountered by adventurers who broke his glass case with a crystal mallet. He gave them his journal, which contained some clues about the machine’s settings.
  • Adventurers: Various adventurers who explored different planes and worlds, such as Limbo and Toril, where they encountered the Machine of Lum the Mad. Some of them tried to use it or destroy it, while others avoided it or ignored it. The machine’s effects were often random and dangerous, sometimes granting incredible boons or terrible curses to the user or others nearby. The machine was also self-repairing of anything short of catastrophic damage, making it very difficult to destroy.
  • Unknown: The current whereabouts and owner of the machine are unknown, but it is still sought by various factions and individuals who hope to harness its power or destroy it. The machine is one of the most mysterious and powerful artifacts in existence, capable of challenging even the most experienced adventurers and dungeon masters. 

The Powers and Curse of the Machine of Lum the Mad: How to Use and Abuse the Ultimate Artifact

The Machine of Lum the Mad is an ancient artifact that can alter reality in unpredictable ways, producing amazing or disastrous effects depending on the user’s choices. However, operating the machine is a risky proposition at best, as it involves several dangers and drawbacks. Here is an overview of the powers and curse of the machine and how to use and abuse them.

The machine has two types of powers: internal and external. The internal powers affect those within the crystal chamber, leaving those outside of the machine utterly safe, while the external powers alter the world around the machine and leave those within the crystal box safe. Anyone standing within the crystal chamber at the heart of the machine is protected from all outside forces of a physical, gaseous, magical or psionic nature. However, those individuals are utterly vulnerable to all powers of the machine, forfeiting any saving throws that they might normally be entitled to.

Twenty of the internal functions remain operational. All of these have the effect of changing the occupants of the crystal box in some way. Some examples of these effects are:

  • Ability Score Increase: The user gains a permanent increase of 1 point to one ability score of their choice.
  • Ability Score Decrease: The user suffers a permanent decrease of 1 point to one ability score of their choice.
  • Age Change: The user’s age is altered by 1d10 years, either younger or older.
  • Alignment Change: The user’s alignment is changed to a random one.
  • Gender Change: The user’s gender is changed to the opposite one.
  • Race Change: The user’s race is changed to a random one.

Of the external powers, only 15 remain functional. When triggered, these great powers cause terrible devastation or make drastic changes in the world around the machine. Of course, anyone inside the crystal chamber is unharmed. Some examples of these effects are:

  • Earthquake: A powerful earthquake shakes the ground within a 10-mile radius of the machine, causing buildings to collapse and fissures to open.
  • Firestorm: A raging firestorm engulfs everything within a 5-mile radius of the machine, burning everything to ashes.
  • Flood: A massive flood sweeps over everything within a 10-mile radius of the machine, drowning everything in its path.
  • Meteor Swarm: A shower of meteors falls from the sky within a 10-mile radius of the machine, smashing everything with tremendous force.
  • Plane Shift: The machine and everything within a 100-foot radius of it are transported to a random plane of existence.

With all its levers, dials, and plugs, the Machine of Lum the Mad is a complicated piece of machinery. Each effect requires a unique setting, thereby making it difficult to control or predict. Moreover, there are several risks inherent in the use of the machine. The first of these is the need for accuracy. Any time the machine is started without a correct combination entered on the control panels, a random result from Table 2: Machine Failure is applied. This table lists various outcomes that range from harmless to catastrophic, such as sparks and noise, controls breaking, random powers triggered, explosions, or even vanishing.

The second risk is the curse of the machine. Every time an effect is triggered, the operator of the machine must roll a saving throw vs. spell. If failed, the character’s Intelligence score increases 1 point while their Wisdom score drops by 1 point. With each transfer, the character becomes more intelligent but also more insane, losing their common sense and morality.

The Machine of Lum the Mad is an artifact of mystery and power that can grant incredible boons or terrible curses depending on the user’s choices. It is also a device of danger and madness that can cause havoc or destruction depending on the user’s luck. It is a challenge and a temptation for adventurers and dungeon masters who seek to use or abuse it.

The Powers and Curse of the Machine of Lum the Mad in Other D&D Editions: How to Adapt and Update the Ultimate Artifact

The Machine of Lum the Mad is an ancient artifact that was originally introduced in the AD&D 2e Book of Artifacts. It has since appeared or been referenced in other D&D editions, such as 3e, 4e, and 5e, with some changes and updates to its powers and curse. Here is a summary of how the machine has been adapted and updated in other D&D editions:

  • 4e: The machine was mentioned in the Dungeon Master’s Guide, as an example of an artifact that could be used in a campaign. The machine was described as having two types of powers: internal and external. The internal powers affected those within the crystal chamber, while the external powers affected those outside of it. However, no specific powers were given, leaving it to the DM’s discretion to create or adapt them. The curse of the machine was also left vague, only stating that it could drive the user to madness or corruption.
  • 5e: The machine was featured in the Infernal Machine Rebuild adventure , which used the 5e rules. The machine was located on the planet of Toril, where it was partially damaged but still functional. The machine had 20 internal powers and 15 external powers, some of which were similar to the original ones, but with some modifications to fit the 5e rules. For example, some of the internal powers were:
    • Ability Score Increase: The user gains a permanent increase of 1 point to one ability score of their choice, up to a maximum of 20.
    • Ability Score Decrease: The user suffers a permanent decrease of 1 point to one ability score of their choice, down to a minimum of 3.
    • Age Change: The user’s age is altered by 1d10 years, either younger or older. If they become younger than their race’s minimum age or older than their race’s maximum age, they die instantly.
    • Alignment Change: The user’s alignment is changed to a random one. They must make a DC 15 Wisdom saving throw to resist this effect.
    • Gender Change: The user’s gender is changed to the opposite one. They must make a DC 15 Wisdom saving throw to resist this effect.
    • Race Change: The user’s race is changed to a random one. They must make a DC 15 Wisdom saving throw to resist this effect.
    Some of the external powers were:
    • Earthquake: A powerful earthquake shakes the ground within a 10-mile radius of the machine, causing buildings to collapse and fissures to open. Anyone within that area must make a DC 15 Dexterity saving throw or take 6d6 bludgeoning damage and fall prone.
    • Firestorm: A raging firestorm engulfs everything within a 5-mile radius of the machine, burning everything to ashes. Anyone within that area must make a DC 15 Dexterity saving throw or take 10d6 fire damage and catch fire.
    • Flood: A massive flood sweeps over everything within a 10-mile radius of the machine, drowning everything in its path. Anyone within that area must make a DC 15 Strength saving throw or take 6d6 bludgeoning damage and be swept away by the water.
    • Meteor Swarm: A shower of meteors falls from the sky within a 10-mile radius of the machine, smashing everything with tremendous force. Anyone within that area must make a DC 15 Dexterity saving throw or take 20d6 fire damage and 20d6 bludgeoning damage.
    • Plane Shift: The machine and everything within a 100-foot radius of it are transported to a random plane of existence. Anyone within that area must make a DC 15 Wisdom saving throw to resist this effect.
    The curse of the machine was similar to the original one, except that the saving throw vs. spell was replaced by a Wisdom saving throw with a DC of 15. If failed, the character’s Intelligence score increased by 1 point while their Wisdom score decreased by 1 point .

The Machine of Lum the Mad is an artifact of mystery and power that has been used in different D&D editions, with some changes and updates to its powers and curse. 

The Suggested Means of Destruction of the Machine of Lum the Mad: How to Break or Weaken the Ultimate Artifact

The Machine of Lum the Mad is an ancient artifact that is very difficult to destroy, as it is self-repairing of anything short of catastrophic damage. However, there are some suggested means of destruction that could either break or weaken the machine, depending on the user’s courage and patience. Here are some of the suggested means of destruction:

  • Repeated Blows: The machine is quite delicate and can be destroyed with repeated blows, each ruining 1d4 controls. Each blow has an 80% chance of causing an explosion, inflicting 2d12 points of damage on the attacker. This method is very risky and dangerous, as it could result in the death of the attacker or the triggering of a random power from the machine. However, it is also the fastest and most direct way to destroy the machine, if one is willing to take the chance.
  • Natural Entropy: The machine loses 1d4 of its powers every 100 years through natural entropy, as its mechanism deteriorates and malfunctions over time. This method is very slow and passive, as it could take centuries or millennia for the machine to lose all of its powers. However, it is also the safest and most certain way to weaken the machine, as it does not involve any direct interaction or confrontation with the machine.

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AD&D Book of Artifacts
AD&D Book of Artifacts