Thursday, September 5, 2013
A Prentice's Gear: Weapons of Dark Water
Rnage: As Dagger
These easily-concealed hand crossbows fire wickedly barbed, three-pronged darts. Often dipped in poison, even the mundane darts are a nuisance at best, remaining stuck in the target until removed. Removing a dart deals 1 point of damage.
This delicate weapon makes use of a live Glazier, or Dreamlizard, for its ammunition. When the trigger is pulled, a metal belt squeezes the lizard, causing it to belch out a cloud of noxious gas. The gas fills a diameter 10 space in front of the pistol. Victims caught in the gas must save vs poison or lose consciousness for 2 turns. While effective, the lizard within the pistol must be regularly cared for, allowed to rest and eat between uses. If neglected or used improperly, there is a 1 in 6 chance the lizard dies. This increases by 1 for each time the weapon is used beyond the first between rests.
A tube of water filled coral is fitted to the end of this spear, and from its end the head of a Thunder Eel protrudes. This strange creature, when used to attack, produces a paralyzing electric shock. The victim of such an attack must make a successful save vs petrification or be rendered dazed and helpless for the rest of the round.
The Vampire Squid is a dangerous creature, its tendrils lined with several hollow quills that, upon grappling with a living creature, begin to drain the very life from it. More disturbing still, when separated from the host, the tentacles will live indefinitely, so long as they are regularly fed. The Sucker Whip consists of one such tentacle, its base housed in a narrow shell handle. Capable of reaching targets up to 8' from the wielder, on a successful hit the target is grappled, requiring a check of 3D6 versus the target's strength to break free. For every round held in the Sucker Whip's grasp, the target takes a point of damage. The whip has an AC of 8 and 2 hit points, and can be severed with a successful attack, rendering the weapon useless.