Showing posts with label Pirates of Dark Water. Show all posts
Showing posts with label Pirates of Dark Water. Show all posts

Thursday, September 5, 2013

A Prentice's Gear: Weapons of Dark Water



Dart Pistol
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.



Dreamlizard Pistol

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.

Eel Prod

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.

Sucker Whip

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.

A Prentice's Aspiration: Ecomancer

Ecomancer

Prime Requisite: Wisdom
Hit Dice: 1D4
Restrictions: Ecomancers can wear cloth or eelhide (Leather) armor. They can wield Daggers, dart guns, and dreamlizard pistols.

Spells: Ecomancers tap into the life force of Mer itself, channeling that energy to amazing effect. Such power comes at a cost, however. Ecomancers begin play with a pool of Ecomantic Energy equal to their Constitution score. At every level thereafter, the pool increases by 1d4 points. When casting a spell, the Ecomancer rolls to determine the drain on their ecomantic pool. Any costi n excess of the pool's total results in direct hit point damage.

Due to the destruction of the Ecomantic College of Andorus, those born with Ecomantic gifts express their gifts in unusual ways.  At first level, an Ecomancer knows 1d6 spells, rolled on the table below. At each level thereafter, the Ecomancer must seek out lost lore or other Ecomancers to expand their repertoire.


Title
Level
XP
Fledgling
1
1
Elder
2
2,501
Warden
3
5,001


1-2           Spells Costing 1d4 Ecomantic Energy

  1.     Charm Person
  2.     Cure Light Wounds
  3.     Dancing Lights
  4.     Daze
  5.     Detect Magic 
  6.     Detect Poison
  7.     Know Direction
  8.     Light
  9.     Magic Missile
  10.     Mending
  11.     Purify Food and Drink
  12.     Sleep


3.           Spells Costing 1d6 Ecomantic Energy

  1.     Detect Invisibility
  2.     Detect Thoughts
  3.     Invisibility
  4.     Knock
  5.     Levitate
  6.     Locate Object
  7.     Magic Mouth
  8.     Mirror Image
  9.     Phantasmal Force
  10.     Pyrotechnics
  11.     Speak with Animals
  12.     Web

4.           Spells Costing 1d8 Ecomantic Energy

  1.     Clairaudience
  2.     Clairvoyance
  3.     Cure (Cause Disease)
  4.     Darkvision
  5.     Haste
  6.     Hold Person,
  7.     Lightning Bolt,
  8.     Slow,
  9.     Suggestion,
  10.     Water Breathing

5.           Spells Costing1d12 Ecomantic Energy

  1.     Charm Monster
  2.     Confusion
  3.     Cure (Cause Wounds)
  4.     Fear
  5.     Hallucinatory Terrain
  6.     Ice Storm
  7.     Massmorph
  8.     Plant Growth
  9.     Speak with Plants
  10.     Wall of Fire
  11.     Wall of Ice
  12.     Wizard Eye

6.           Spells Costing 1d20 Ecomantic Energy

  1.     Animal Growth
  2.     Cloudkill
  3.     Control Weather
  4.     Hold Monster
  5.     Magic Jar
  6.     Move Earth
  7.     Move Water
  8.     Passwall
  9.     Project Image
  10.     Rock to Mud
  11.     Telekinesis
  12.     Wall of Stone






Sunday, August 25, 2013

A Prentice's Foe: The Constrictus

The Constrictus

 HD: 11d8
AC:  2
Dexterity: 7
Move: 40 (swim 120)
Attacks:  4 Bites  or 2 claws
Damage:  4d6 per bite 2d6 pet claw
Alignment: Neutral
Treasure: 1



No one is certain where this nightmarish creature hails from. Never encountered in the wild, rumors guess at fantastic origins, of corrupt Ecomantic experiments performed to combine multiple lifeforms into the perfect predator. At present, only one Constrictus is truly known to exist,  as the pet and punishment of the pirate lord Bloth.  Over 20 feet long, the Constrictus' tough,leathery hide is covered by armored plates.  Within its titanic maw, four pharyngal jaws rest on stalks that extend up to eight feet away. In combat, the Constrictus  will attempt to bite the victim, drawing their prey into their maw. A successful strength check is required to break the hold of any mouth that has successfully bitten its target.

Driven only by blind hunger, the Constrictus cares nothing for treasure. However, the waterways that riddle the Maelstrom are ripe with piles of the thing's excrement, containing bits of the wealth in its supper's possession at the time of consumption.



 

Thursday, August 22, 2013

A Prentice's Origin: Monkey Bird







Monkey Bird

Whether the origin of these hybrid creatures lies in the natural realm, or that of Ecomancy, none can say. Raucous, inquisitive and sometimes selfish, the Monkey Birds themselves would rather spend their lives in comfort than in pondering history or the finer arts.
Hit Dice: Monkey Birds roll six sided dice when determining hit points.

Restrictions: Monkey Birds are invariable fighting men or thieves. Due to their odd frames, armor for Monkey Birds costs double that for humans and demihumans.

Wings: Though ponderous, an unarmored Monkey Bird is capable of flight. When aloft, the Monkey Bird can fly for 1d6 turns at a rate of 40 before requiring an hour's rest. Monkey Bird may carry up to 15 pounds per point of strength while flying.





So there you have it. Monkey Birds are a race from Pirates of Dark Water, a Hanna-Barbera cartoon that ran in the 80s, one that I watched from a young age.