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Pigment of Blackmoor and the Shadow Prince

by Aoz

Expansion on Idea: Pigment of Blackmoor Overview

The Pigment of Blackmoor is a magical liquid that transforms the user into a specific class and level, providing them with associated stats and equipment. Here are the details of each pigment color:

Red transforms the user into a 7th-level fighter with an AC of 2, a two-handed sword +1, and 70 hit points.
Blue transforms the user into a 7th-level priest [Shadow Prince] with an AC of 3, a footman's mace +2, and 60 hit points. Spells should be selected immediately-three 1st, three 2nd, two 3rd, and one 4th-level spell.
Green transforms the user into a 7th-level ranger with an AC of 4, a long bow +3, and 56 hp.
Black transforms the user into a 7th-level thief with an AC of 6, a dagger +2, and 32 hp.
White transforms the user into a 7th-level paladin with an AC of 1, a long sword +3, and 67 hp.
Brown Transforms the user into a 7th-level druid with an AC of 6, a quarter staff +2, and 44 hp.

Using the paints twice in a 24-hour period results in the instant death of the user.

Consequences of Using the Pigment
Using the pigments twice within a 24-hour period results in the instant death of the user. However, the Shadow Prince, has found a use for those corpses.

The Shadow Prince using the Glantrian Secrets Arts of Necromancy has created a way to raise a user that died from using the paints twice in a row. The type of undead currently are as follows: skeleton, zombie, ghoul, shadow, wight, ghast or a mummy.
However, they gain the class and stats of the paints.

Necromantic Revival
The Shadow Prince can use necromancy to raise the user as an undead creature. The user gains the class and stats of the pigment they last used before their death. The type of undead they become can vary:

Skeleton: Basic undead, retains some physical abilities.

Zombie: Slower, but stronger than skeletons.

Ghoul: Faster, with a paralyzing touch.

Shadow: Incorporeal, with strength-draining attacks.

Wight: Retains more of its former abilities, with life-draining attacks.

Ghast: Similar to ghouls but more powerful and intelligent.

Mummy: Highly resilient and capable of inflicting mummy rot.

Example Scenario
A character who uses the Red Pigment (Fighter) twice in 24 hours:

Death: Dies instantly due to overuse.

Revival: The Shadow Prince revives them as a Wight.

Stats: Retains the AC of 2, call forth shadow weapon that does damage equal to two-handed sword +1, and 70 HP of a 7th-level Fighter.

Abilities: Gains the Wight's life-draining attacks and resistance to non-magical weapons.

The Shadow Prince decided "Moor" will describe the new undead. His minions are collecting paints from all round Mystara.

 
Moor Wight

Climate/Terrain: Glantri and the Broken Lands
Frequency: Rare
Organization: Solitary
Activity Cycle: Night
Diet: Below
Intelligence: Average (8-10)
Treasure: B
Alignment: Lawful evil
No. Appearing: 1
Armor Class: 2
Movement: 12
Hit Dice: 7 (70 hp)
THAC0: 13
No. of Attacks: 3/2
Damage/Attack: 2d4+1 [two handed shadow weapon +1]
Special Attacks: Energy drain by touch or via weapon strike
Special Defenses: Hit only by silver or +1 or better magical weapon
Magic Resistance: See below
Size: M (4-7')
Morale: Elite (14)

Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer. In their new form, they have the powers and abilities of a normal wight but half their experience levels, class abilities, and Hit Dice. If the wight who “created” them is slain, they will instantly be freed of its control and gain a portion of its power, acquiring the normal 4+3 Hit Dice of their kind.

Wights are unaffected by sleep, charm, hold or cold-based spells. In addition, they are not harmed by poisons or paralyzation attacks.

Wights can be engaged and defeated by individuals who are well prepared for battle with them. Physical contact with holy water is deadly to wights and each vial splashed on one burns it for 2-8 points of damage. In addition, a raise dead spell becomes a powerful weapon if used against the wight. Such magic is instantly fatal to the creature, utterly annihilating it.

Wights cannot tolerate bright light, including sunlight, and avoid it at all costs. It is important to note, however, that wights are not harmed by exposure to sunlight as vampires are.

Habitat/Society: Like the other undead that infest the world, wights live in barrow mounds, catacombs, and other sepulchral places. They despise light and places which are vibrant with living things. As a rule, the wight is hateful and evil, seeking to satisfy its hatred of life by killing all those it encounters.

Ecology: Like all undead, wights exist on both the Prime Material and Negative Material planes simultaneously. It is this powerful link to the negative world that gives them their fearsome level-draining ability. Further, it is this draining which provides them with sustenance.

As they are not living creatures and have no rightful place in our world, many animals can sense the wight's presence. Dogs will growl or howl with alarm, horses will refuse to enter an area which wights inhabit, and birds and insects will grow silent when the creature passes near them. In addition, their presence will gradually cause the plant life around their lairs to wither and die, marking the region as unclean.

 

The Shadow Prince has been working combining 2+ pigments: 14+ class levels. Currently has a very low success rate.