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3.5E Blackmoor Technology

by Jamie Baty

This is a small diversion from my normal monster conversions. Since several of the converted Blackmoor monsters use technology, I'm going to take a couple of days to convert Blackmoor technology. I will be editing this post as I add in more items...

Grenade Launcher 600gp - by grenade type - 60ft 5 lb By grenade type
Grenade, Gamma 200gp - 8d6 x2 20ft 2 lb Radiation, 30ft radius. Fort. Save vs DC 12 negates
Grenade, Yellow 200gp - Special - 20ft 2 lb Blindness for 1 rd, 30ft radius; Fort. Save vs DC 12 negates.
Grenade, Opacity 200gp - Special - 20ft 2 lb Darkness for 10minutes, 60ft radius.
Grenade, Sonic 200gp - 4d12 + Paralyse x2 20ft 2 lb Sonic + Paralysed for 60 min, 5ft radius. Fort Save vs DC 12 negates. All unattended objects within blast are affected.
Grenade, Neuron 200gp - 1d4 + Paralyse - 20ft 2 lb Gas: 1d4 + Paralysed for 60 min, 15ft radius. Fort Save vs DC 12 negates.
Grenade, Tangler 200gp - 1d4 + Entangle - 20ft 2 lb Slashing + Entangled, 10ft radius. Reflex Save vs DC12 negates. Entangled victims cannot move. Struggling causes an additional 1d4 slashing damage per round. Web has 3d6 hp. Victims freed when web is destroyed

Note: Some of the followings weapons are technology weapons from Blackmoor. Normally, characters will not be able use them unless they are taught to use them or they succeed on a Wisdom check vs DC 20. Non-Proficiency penalties may still apply.

Grenade (Death Egg) (Martial, Ranged, Blackmoor )
This item is a smooth, heavy, egg-shaped ball, no more than an inch thick at its widest end. There is a small seam in the middle of the ball. The ball comes in six colours: red, yellow, black, blue, green, and grey.
Each grenade can be thrown (Range increment 20 feet) or fired from a grenade launcher. However, if the grenade is inactive (its normal state), it can be thrown or fired all day, and nothing will happen. Before it will explode, it must first be active (or live, as the aliens say). To make a grenade active, it is necessary to twist the two ends in opposite directions until there is a click. The grenade then explodes five seconds later. When thrown or launched, a successful hit indicates the grenade hit the target. If it misses, locate where it lands as you would an errant catapult shot- it explodes at that location. The effect of the explosion depends on the grenade's type. The different colours indicate different types.
These include:

Gamma (Red): This type emits a powerful blast of radiation; all entities within 30 feet must make a Fort. Save vs. DC 12. Those who fail their saving throw sustain 8-48 points of damage. Those who make their saving throw sustain no damage. Gamma grenades do no damage to the surrounding area.

Light (Yellow): This type creates a globe of light 60 feet across. It is similar that created by the spell continual light, but it lasts only one round. Those who are looking directly at the grenade when it first explodes must make a Fort. Save vs. DC 12. Those who fail their save are blinded for one round. It has no effect on those who make their save.
Opacity (Black): This type creates a 60ft diameter globe of darkness for 10 minutes. It cannot be used to blind opponents.

Sonic (Blue): This type emits a destructive, but focused, blast of sound. Each character within a 5ft radius must make a fort save vs DC 12 or suffer 4d12 sonic damage and be paralysed for 60 minutes. A successful save negates all damage. Any unattended objects within the blast area, also suffer 4d12 damage.

Neuron (Green): This grenade releases a mild nerve gas in a 15ft radius that causes 1d4 damage and paralysis for 60 minutes. A fort save vs DC12 is allowed to negate all affects.

Tangler (Grey): This type emits a dense monofilament web that twists itself around whatever it encounters. All entities within 10ft of the blast must make a reflex save vs DC12. Those that fail sustain 1d4 slashing damage and are entangled in the web. They cannot move or take any action until they are cut free. Those that make their save are unaffected.
The web has 3d6 hp and has damage reduction 5/magic. The web responds to resistance by tightening around its source, inflicting an additional 1d4 slashing damage per round to the struggling character.

Grenade Launcher (Wand of Death Eggs) (Martial, Ranged, Blackmoor )
This dark grey, foot-long, inch thick tube is open at one end and closed at the other. There is a red bump on one side.
The closed end holds a standard power pack, a propellant pack, and all of the microcircuits needed to fire the grenade launcher. The cap can be removed by simply unscrewing it. The red bump is a firing button. To use the launcher, drop a live grenade in it; aim it where you want the grenade to go, and press the firing button. With a soft plop, the grenade flies toward the aiming point. It takes one round to arm the grenade, load, and fire. The launcher has a maximum range of 300 feet. Each new propellant and power pack inserted in the launcher is good for 24 uses. Those packs already inside a launcher when it is discovered by the characters are good for 2-24 uses. If the device is triggered while it contains more than one grenade, it explodes, doing 3-18 points of damage to the user plus any damage done by the grenades (which also explode).

Hand Blaster6 800gp - 3d6 + 3d6 fire x3 50 ft 2 lb Bludgeoning and Fire
Heavy Blaster6 1600gp - 4d6 + 4d6 fire x3 80ft 6 lb Bludgeoning and Fire
Light Saber6 600gp 1d6+ 4 fire 1d8 +4 fire 18-20/x3 - 2 lb Slashing and Fire; +4 bonus to attack rolls.

Hand Blaster (Wand of Sunflame) (Martial, Ranged, Blackmoor)
This dark grey, L-shaped device is made from some smooth, dense substance and is moulded to fit a human hand. The part that fits most comfortably in the palm is studded with tiny buttons and protrusions. The other part ends in a thin tube. As a result, it may be used one-handed.
This small, easily concealed weapon works by shooting a bolt of plasma whenever a small stud in the front of the pistol grip is pressed. This bolt does 3d6 bludgeoning and 3d6 fire damage. The weapon has a standard power pack in the grip. Moving a slide on the grip causes the weapon to eject its power pack; it can then be reloaded by simply sliding a fresh power pack into the bottom of the grip. Thumbing open a panel in the back of the grip exposes a vertical gauge whose red indicator line shows how many charges are left. The pane1 snaps shut when released. Each new power pack inserted in the weapon is good for 24 uses. The power pack already in a weapon when it is discovered by the characters is good for 5-20 uses.

Heavy Blaster (Staff of Sunflame) (Martial, Ranged, Blackmoor )
This device actually looks more like an unwieldy club than a staff. The smooth, dense, dark grey substance from which it is manufactured is studded with arcane bumps and bulges and it is broader and heavier at one end, tapering to a thin tube at the other.
This shoulder-fired weapon works is the size of a crossbow (but is much lighter and is shaped like a rifle). It works exactly like a hand blaster, but does 4d8 bludgeoning and 4d8 fire damage whenever a small stud in the underside of the stock is pressed). The weapon has a standard power pack in the stock. Moving a slide on the stock causes the weapon to eject the power pack; it can then be reloaded by simply sliding a fresh power pack into the butt-end of the stock. Thumbing open a panel in the top of the stock exposes a vertical gauge whose red indicator line shows how many charges are left. The panel snaps shut when released. Each new power pack inserted in the weapon is good for 24 uses. The power pack already in a weapon when it is discovered by the characters is good for 5-20 uses.

Light Sabre (Sword of Light) (Martial, One-Handed Melee, Blackmoor )
This item is a six-inch long, one inch diameter grey metal tube with a red lens of some sort at one end. The tube is banded with ridges of metal and contains a small plate near the lens. The plate is inset with a variety of studs and small flashing lights.
This is a light sabre, a weapon designed for deep-space combat where it is desirable that pressurised hulls not be damaged by casual blaster fire. The end with the lens emits a three-foot long by one-inch diameter controlled beam of light bent to form a lethal blade. It has a +4 bonus to attack rolls and causes an additional +4 fire damage per hit. It is activated by pressing one of studs in the control plate by the lens. The other studs are used to regulate the blade's length and width. The flashing lights are used to monitor its status and are for diagnostic purposes, only. The light sabre is powered by standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 12 minutes (120 rounds) of continuous operation.

Riot Stick6 200 gp - Varies: None up to 1d4+14 x2
4 lbs Touch attack. 1/2 damage is electrical, 1/2 damage is non-lethal
Needler6 400gp - 1d2 + Paralysis x3 15 ft. 2 lb. Piercing + Paralysis for 60 mins. Fort Save vs DC 12 negates paralysis.
Ammo Pack (24)7 100gp
Propellant Pack (24)7 100gp

Needler (Wand of Poisoned Dreams) (Martial, Ranged, Blackmoor)
This dark grey, L-shaped device is made from some smooth, dense substance and is moulded to fit a human hand. The part that fits most comfortably in the palm has a stud and several tiny protrusions. The other part ends in a thin tube. As a result, it may be used one-handed.
This small, easily concealed weapon fires small hollow steel needles containing a paralysing drug feet whenever the stud in the front of the pistol grip is pressed. Entities hit by the tiny needles must make a Fort. Save vs DC12. Those who fail their saving- throw suffer 1-2 points of damage and are paralysed for one hour. Those who make their saving throw suffer 1-2 points of damage, but are not paralysed. The weapon has a standard power pack and a tiny ammo pack (the same size as the power pack) in the grip. Moving a slide on the grip causes the weapon to eject these packs; the weapon can then be reloaded by simply sliding fresh packs into the bottom of the grip. Each new power pack inserted in a needler has 24 charges (uses}, and each ammo pack contains 24 needles. The packs already in a needler when it is discovered by the PCs are good for 5-20 uses. Thumbing open a panel in the back of the grip exposes a vertical gauge whose red indicator line shows how many charges art left. The panel snaps shut when released.
If a character succeeds in a DC 25 Craft (weaponmaking), he may drain the standard poison from the needle ammo and substitute another poison. Failure indicates the ammo pack is destroyed.

Riot Stick (Wand of Pain) (Simple, One-Handed Melee)
This item is a 24-inch long, one-inch diameter, smooth white stick with a grip at one end. The butt of the grip can be twisted. Attached to the centre of the butt end by a strap is a pair of odd, shiny black gauntlets.
This so-called riot stick is designed for use in controlling shipboard mutinies. Twisting the butt of the grip clockwise sends electrical current through the stick (but not the grip, which is insulated). The further clockwise the butt is twisted, the more current charges the stick. Small alien numerals along the grip show the 10 possible settings. At the lowest setting, an unprotected individual touched by the stick gets a minor jolt of electricity that does no damage, but does startle the individual. At the next lowest setting, the stick does 1-2 points of electrical damage (1/2 is non-lethal). At the third setting, it does 1-4 points of electrical damage (1/2 is non-lethal). At each setting above the third (4-10), it does two additional points of electrical damage (for a maximum of 15-19 points at the tenth setting, half of which is non-lethal). The device is powered by a standard power pack inside the grip. The pack can be removed or replaced by twisting the grip counterclockwise from the off position, causing the butt of the grip to pop free and revealing the location of the power pack. The butt can be closed by twisting it clockwise. Each new power pack inserted in this item is good for 24 uses. Packs already in the item when it is discovered by the PCs have 5-20 charges (uses).
This weapon only requires a touch attack to damage an opponent. It may be used as a normal club, but will not cause any electrical damage if used in that manner.

Battle Armor5 1,200 gp +9 (deflection)
0 0% 30 ft. 20 ft. 5 lb
Pressure Suit5 2,000 gp +9 (deflection) & special +8 0 5% 30 ft. 20 ft. 10 lb.

Battle Armour (Godsuit) (Light Armour, Blackmoor)
This item looks like a smooth, wondrously light and thin stocking but one that has been knit with arms and legs to cover the entire body. Woven into the stocking's neck is a small oblong box.
All aliens and Soldiers of the Frog wear this tough battle armour, a type of form-fitting, light-weight acrylic mesh. A sensor in the "oblong box" tells the suit when it is being worn and causes it to emit a repulsion field that gives the wearer +9 deflection bonus to AC without adding to his encumbrance. The "oblong box" contains a standard power pack. Squeezing the box in the palm of the hand causes it to eject its power pack. A new pack can then be slid into the box. Each new pack powers the armour for 4 months. Power packs already in suits discovered by the PCs are good for 1-4 months.
The deflection bonus of this suit overlaps, but does not stack with, other deflection bonuses. In addition, it will not function if other armour is worn over it, however it will work with magical bracers.

Pressure Suit (Suit of Lights) (Light Armour, Blackmoor)
When inactive, this item looks like battle armour with a hood and a slightly larger box woven into the neck. When it is active, it gives the wearer a multicoloured aura.
A pressure suit has the same characteristics as battle armour, but it also creates an atmospheric envelope around the wearer. Characters wearing a pressure suit are immune to the effects of heat, cold, gas attacks and lack of atmosphere. The suit needs a new power pack after every 12 hours of use.
The deflection bonus of this suit overlaps, but does not stack with, other deflection bonuses. In addition, it will not function if other armour is worn over it, however it will work with magical bracers.

Communicator2 800 gp 1/2 lb
Glow Wand2 200 gp

Medkit2 400 gp 5 lb
Power Pack2 100 gp

Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb

Communicator (Talk Box) (Blackmoor)
This item is a grey egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end.
This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches.
A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations).
As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item.

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter grey metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length.
The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation.
When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone.

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank.
When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless.
In game terms, the Medkit will quadruple the patient's natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary).
As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item.

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle.

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance.
This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them.

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary centre and an outer circle. A metal rim around the centre contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The centre of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the centre causes the runes to change or disappear.
This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the centre. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the centre of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the centre correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analysing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months).
As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation.