Mercurial Magic based on formula: wizard stats determines result

Select or roll randomly; no two wizards can have the same effect, so cross it off as they are assigned


• All dice rolled for the spell are min/avg/max (incl. save?) • 84: Rule of Three: Spell goes off three times (second and third results are re-rolled, spellburn is added again) • Spellcaster turns modron-like temporarily • Immunity to mind-affecting spells • Immunity to illusions (maybe superfluous if illusions can't exist on Mechanus) • 28: Skin hardens, conferring AC bonus (small chance of becoming a statue) • 46: Regenerate hitpoints for a few rounds • Interprets phrases and instructions literally, and only to the letter • Moves the cogwheel faster than normal, causes small earthquake. May attract attention • Translator: Temporarily can understand all languages • 59: Caster becomes emotionless temporarily • Can see mediators everywhere, and sense their intentions • Can interact as a modron of caste X. Modrons above caste X+1 are effectively invisible and incomprehensible. Modrons of caste X+1 are interpreted as the highest lifeform possible, and they expect the caster to obey commands given. Caster can in turn issue commands to modrons of caste X-1 • 88: Modron precision: Choose initiative result instead of rolling • Teleport within 30'. 1% chance of teleporting to another plane or out of existance • Can communicate telepathically as a heirarch modron • Parthenogenesis: Another copy of the caster's body melds out of his current one. Unfortunately it is not born alive, and immediately falls to the ground, dead. • 50: Every time the spell is cast, a random piece of equipment from the caster runs off and merges into the nearest cogwheel. • 27: One of the caster's hands transforms into a tool. Roll: hammer, chisel, spade, saw, auger (hand drill), plane, crowbar, caster's choice. Select the same result every time the spell is cast • Meld with metal: merge with metal or machinery and then control it for 3 rounds • Oxidization: A random metal object within 15' of the caster (including what the caster is carrying) rusts and crumbles


• Becomes more modron-like permanently • Becomes more crystal-like (mediator, MCA I)

Quests: • Help reduce criminal undercity in gate town of Automata

Encounters: • Rogue Modron • Rogue Modron Termination Force ○ usually hunted down by pentadrones under command of nonatons • Gear spirit tool tags along ○ Also hunted down by modrons who wish to return it


Monodrone : Init +0; Atk spear +2 (1d8+1) or crossbow +2 (1d6); AC 12; HD 1d10 (6 hp); MV 20'; Act 1d20; SP immune to illusion/mind effects; SV Fort +1, Ref +0, Will +0; AC L

Tridrone: Init +1; Atk javelin +4 (1d6+1) or short sword (1d6); AC 15; HD 3d10 (16hp); MV 30'; Act 1d20; SP immune to illusion/mind effects; SV Fort +2, Ref +1, Will +1; AC L; throws three javelins before engaging in melee

Quadrone: Init +1; Atk shortbow +6 (1d6) or short sword +6 (1d6+2); AC 16; HD 4d10 (24hp); MV 30'; Act 2d20; SP never surprised, immune to illusion/mind effects; SV Fort +2, Ref +1, Will +1; AC L; Some quadrones have two wings in lieu of two arms. These quadrones only have Act 1d20, but have MV FL 30'

Pentadrone: Init +2; Atk fist +7 (1d4+4) or paralysis gas (DC 13 save or paralyzed for five rounds; usable 5/day, but must wait 5 turns before using again); AC 16; HD 5d10 (30hp); MV 35'; Act 5d20 or 1d20 (gas); SP immune to illusion/mind effects, half damage from fire, cold and acid; SV Fort +3, Ref +2, Will +2; AC L

Roleplaying • Don't ask questions, unless prefaced with "query" or "information required" • State facts • Use plural "we" only • Do not understand individuality • Take things literally • Rogue Modrons: ○ Slowly begin to understand "I" ○ Try to begin asking questions

NPCs • 10437 (one zero four three seven) ○ Wishes to explore the multiverse ○ Is upset by the start of the modron march

Arrival: • Gears everywhere, in horizontal and perpendicular angles. Some have greenery, most have buildings. Ship heads for a cogwheel perched on a huge gearshaft. • Regulus, crash into side of building • Describe Regulus • Drones crushed, embedded into ship • Crushed drones dissolve into dust • PCs have: ○ Entered Regulus without a permit ○ Interfered with drone tasks ○ Parked a vehicle illegally ○ Operated a vehicle without permit ○ Possessed chaos devices (black orb shards) without permission • Taken to holding cell, then judge, then Primus • Primus: (describe it) ○ Knows PCs intentions ○ Must destroy chaos orb ○ Must destroy Gromdar ○ PCs can do hard labour, or do a quest ○ Must also direct some drones to chaos orb shards ○ Hard labour: polish cogwheel 13 (1200km^2)