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Month Index: September, 2001


From:     Tilaurin <tilaurin@?????????????????.com>
Date:     Sun, 9 Sep 2001 00:29:05 +0930
Subject:  Re: Blackjammer - Legend & Legacy
Not sure if I ever posted this or not..  basically, I ripped off the plot of
the princess bride's dread pirate roberts for good ol BJ in my campaign
setting, and made a whole group of items regarding BJ....



This list shows Blackjammer's items in their entirety.  Each time an item is
gained, the character may choose an item of a lower number, that he must
also have in his possession, to be granted the special power of.

Hat
Boots
Ear Ring
Hook
Starwheels
Spyglass
Pants
Belt Buckle
Coat
Mask
Cutlass


Blackjammer's Mask (Pirate's Flag)

·        Effected by Alter Self, to a 5'11" human with black hair, a goatee,
twisted moustaches, and of medium build (Blackjammer the original)
·        Cannot be removed except by wearer, or at death.
·        Immune to any magical (divine or arcane) form of mind control,
including charm, suggestion, magic jar etc, but not psionics, illusions, or
fear.
·        Gain innate ability of Improved Invisibility 1/day, 1 turn
duration.
·        +2 to ship's morale if they are pirate's, due to the great legends
surrounding blackjammer
·        Makes the wearer clearly visible as the captain of the ship, as he
stands out (non-magical).

Special Power:            Shadow Travel (as the psionic power) to random
location on an opposing ship during combat, under their decks.  Usable
1/week


Blackjammer's Coat (Starless Night)

·        +1 to AC, or AC 7, whichever is more beneficial
·        +2 to all saves (as ring of protection)
·        Invisibility 1/day
·        Grants wearer the ability to hide in shadows as a thief of half his
level on table 19 of the DMG, modified for race, dexterity, and armour.
·        Chest Armour of any kind (including elven but not drow chain)
cannot be worn along with the coat

Special Power:            Create illusion similar in effect to that of a
displacer beast, doubling the wearer's ship (classed 4th level illusion).
This causes the enemies first shot fired to automatically miss, and
subsequent shots to be taken with a -2 penalty.  Duration 15 rounds, usable
once per month.


Blackjammer's Pants (Starstriders)

·        Grants a bonus of +4 to all checks involving dexterity of movement,
eg tumbling, tightrope walking, rope use (for swinging on ropes only) etc
·        +1 to AC
·        Grants wearer the ability of move silently at a base chance of 10%,
modified for race, dexterity, and armour, or adds 15% if user already has
this ability
·        Allows wearer to summon a scavver to ride upon once per week, for a
duration of one turn.  Roll dice to determine type.
01-50                 Grey Scavver
51-80                 Brown Scavver
81-95                 Night Scavver
96-0                     Void Scavver

Special Power:            Haste, on user only, with no System Shock roll or
aging.  Usable once per week


Blackjammer's Boots (Leapin Lizzards)

Named for the pirates famous surprised words

·        Jump, as the first level wizard spell, 3 times per day
·        +3 to movement
·        +15% to move silently (cumulative to any existing MS, but does not
bestow)
·        Acts as Boots of Starstriding (Encyclopaedia Magica, Vol 1, Boots)


Blackjammer's Belt Buckle (Skull & Crossbows Clasp)

·        +2 AC
·        Carries a hidden "Death Knife" (Thieve's Handbook), never revealed
during searches, but otherwise non-magical (Similar to the Dagger of Magius,
Encyclopaedia Magica, Vol 1, Dagger)
·        Allows use to cast a variant of the Darksun spell Web Strand, at
will, an unlimited number of times per day, but the visual effect is that of
a rope, stemming from the buckle itself, not a web.  Spell effects are
exactly the same however.
·        Enemies gain a +2 bonus to any missile fire aimed at the wielder.

Special Power:            Ethereal Manasails, once per year, as per my own
ManaSail house rules.


Blackjammer's Hook (False Tale)

This Hook was made as a booby trap to those few throughout history who have
attempted to steal Blackjammer's Items.  It requires one hand to be severed
for it to be placed onto.

·        Lightning Bolt, once per day, of 10d6 (This is the first power
revealed with an identify)
·        Cursed Item, cannot be removed except for a remove curse cast by a
priest of Celestian, or a wish, or limited wish.
·        Does 1d6 damage, piercing, no proficiency required.
·        Loose 10,000xp (Once off, unregainable except through adventuring)
·        -2 to Dexterity (effecting all appropriate rolls) while worn
·        Any critical miss when swinging at an opponent with the hook causes
it to stick, jam, or otherwise wedge itself somewhere inappropriate in the
wielders surroundings (ususally a wooden mast or piece of planking).
·        There is a 10% chance, per day, of a random scavver attack upon the
wielders ship.  This does not happen except for onboard ships, however.
·        Effected similar to a confusion when first put on, for 2 rounds,
while the wielder comes to terms with the truth of the item.

Special Power:            Remove All Penalties, or if it has not yet been
equipped, the ability to equip it without them.


Blackjammer's Ear Ring (Blackjammer's Star)

·        Acts as a +2 ring of protection, including allowing only one other
ring on the wielder.
·        Bonus of 15% to detect noise ability, but does not bestow this
ability or effect hearing otherwise.
·        Bestows a -10% penalty to Hide In Shadows.

Special Power:            Fog Cloud, once per week


Blackjammer's Starwheels (Black Shooters)

These pistols must be used paired, but are never found together in treasure
hordes.

·        +1 to thac0
·        These pistols never backfire, jam, or foul their barrels (ie ignore
a d20 roll of 1), but also never achieve critical hits (although they still
have open ended damage, adding another dice and another chance for more open
ended damage on a 7 or 8 of a d8)
·        Treated as Starwheel Pistols

Special Power:            Breech any "+" based immunity to normal weapons,
or breech any protective spell specifically vs missiles (ie protection from
normal missiles, but not blur etc)


Blackjammer's Hat (Blackstar)

·        Makes wearer totally immune to KO from impact, but not spells
·        +2 bonus to saves vs fear
·        Gives the wearer a +2 bonus to his dirty fighting check, as he
looks rather noble
·        Removes any and all magic resistance while worn.


Blackjammer's Spyglass (Jammer's Eye)

·        If user spends a full round aiding a ship's weapon's crew in
aiming, by looking through the spyglass and giving them brief instructions,
he gives them a +2 bonus to hit (magical).  He can do nothing else in the
round, however.


Tilaurin
tilaurin@?????????????????.com
http://www.planetbaldursgate.com/atreus/index.html
"Dying Swans/Twisted Wings,
Bring This Savage Back Home"
- Brave New World, Iron Maiden


Previous Message: Re: Spelljammer, Reborn?
Next Message: Re: Spelljammer 2000: a dumb but funny question
Month Index: September, 2001

SubjectFromDate (UTC)
Blackjammer - Legend & Legacy    Tilaurin    08 Sep 2001 14:59:05
Re: Blackjammer - Legend & Legacy    Mark T. Doolan    08 Sep 2001 18:15:51
Re: Blackjammer - Legend & Legacy    Tilaurin    08 Sep 2001 18:46:43
Re: Blackjammer - Legend & Legacy    Rian A. McMurtry    08 Sep 2001 19:35:50
Re: Blackjammer - Legend & Legacy    George LaValle    08 Sep 2001 20:06:08
Re: Blackjammer - Legend & Legacy    Tilaurin    09 Sep 2001 08:22:47
Re: Blackjammer - Legend & Legacy    Paul Westermeyer    11 Sep 2001 13:44:00
Re: Blackjammer - Legend & Legacy    George LaValle    11 Sep 2001 02:47:51
Re: Blackjammer - Legend & Legacy    Tilaurin    11 Sep 2001 06:01:06
Re: Blackjammer - Legend & Legacy    Tilaurin    11 Sep 2001 12:07:16

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