This is the original description of Blackmoor
items, published in DA3 City of the Gods, 1987, a setting that was
a part of what later became the world of Mystara (DUNGEON &
DRAGONS(R) Game, Expert).
Alien Devices
by Dave L Arneson and David J Ritchie
The alien technology in this module includes many
powerful devices that can be acquired and used by the PCs. While
you, the DM, know that these items are simple tools or mechanical
devices, residents of Blackmoor perceive them to be magic items and
treat them accordingly, giving each a name that expresses its power
in understandable terms.
This section lists all of the common alien devices
corresponding to magic items. Each item is listed by its proper
name, followed in parentheses by the name by which the item is
known to non-aliens. Each listing has a short description of how
the item appears to non-aliens, followed by a discussion of its
functions.
Alien devices are made from super-tough ceramics
and acrylics and from other exotic substances. Unless otherwise
noted, they can't be harmed by non-magical weapons or tools. Also,
unless otherwise noted, all items that use a power pack are powered
by the same type of 1" x 2" x 1/2" pack, and all power packs are
fully charged when discovered (minus any charges used during the
encounter or melee in which the PCs discover them); all standard
power packs are interchangeable. Used power packs can be recharged
in Beagle 's power plant (which is in a high security area not open
to the PCs). In some cases, alien devices are activated or
controlled by voice command. Generally, these devices understand
only Galactica (the language of the Galactic Federation) and the
coded battle languages of the Federation Fleet. They do not respond
to Common unless specially programmed to do so. Often, items
respond only to special codes given in a battle language.
Alien devices aren't intended for use by
non-technological species. It is especially easy for those not
trained in their use (e.g. the PCs) to improperly insert a power
pack, thus damaging the item. Each time one of the PCs tries to
change a power pack, there is a 50% chance that he damages it so
that it no longer functions.
Battle Armour (Godsuit)
Description: 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.
Functioning: 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 AC 0 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.
Communicator (Talk Box)
Description: This item is a grey egg-shaped device
that fits in the palm of the hand. A retractable metal clip
extrudes from one end.
Functioning: 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).
Glow Wand (Magic Torch)
Description: 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.
Functioning: 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.
Grenade (Death Egg)
Description: 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.
Functioning: Each grenade can be thrown (up to 60
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 can 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. 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 Save vs. Death Ray.
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 magic user spell
continual light, but it lasts only one turn. Those who are looking
directly at the grenade when it first explodes must make a Saving
Throw vs. Spells. Those who fail the saving throw are blinded for
one round. Those who make their saving throw are unaffected.
Opacity (black): This type creates a globe of
darkness 60 feet across. It is similar to that created by reversing
the magic user spell continual light, but it lasts only one turn.
Opacity grenades can't be used to blind characters.
Sonic (blue): This type emits a destructive, but
focused, blast of sound. All entities within 5 feet must Save vs.
Paralysis. Those who fail their saving throw sustain 12-48 points
of damage and are paralysed for the next 6 turns. Those who make
their saving throw are unaffected. Sonic grenades destroy all
furniture and fragile items within range. They damage doors just as
if the door was a character. If and only if they explode while
wedged against a wall or floor, they blow a hole in the surface
(one-foot thick, if the surface is stone or metal; three-feet thick
if it is earth or wood).
Neuron (green): This type emits a cloud of mild
nerve gas. All entities within 30 feet who aren't wearing a
functioning pressure suit must Save vs. Breath Attack. Those who
fail their saving throw sustain 1-4 points of damage and are
paralysed for the next 6 turns. Those who make their saving throw
are unaffected. Neuron grenades don't affect machines (including
robots), golems, living statues, or inanimate objects. The gas need
not be breathed to be effective - it just has to touch an exposed
surface. However, armour and clothing are no protection from the
gas.
Tangler (grey): This type emits a dense
monofilament web that twists itself around whatever it encounters.
All entities within 10 feet must Save vs. Magic Wands. Those who
fail their saving throw sustain 1-4 points of damage and are
entangled in the web. They can't move until they are cut free.
Those who make their saving throw are unaffected. It is necessary
to inflict 3-18 points of damage on the web in order to free each
entangled character. Only magic blades and acid affect the web.
Since the web responds to resistance by tightening around its
source, characters who try to struggle free of the web sustain an
additional 1-4 points of damage (from the cutting effect of the
monofilament) during each round in which they struggle.
Grenade Launcher (Wand of Death Eggs)
Description: 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.
Functioning: The closed end holds a standard power
pack, a propellant pack, and all of the micro-circuits 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, but is highly inaccurate ( + 5 to the hit roll) above 120
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 PCs 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 Blaster (Wand of Sunflame)
Description: 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.
Functioning: This small, easily concealed weapon
works like a wand of fireballs (doing 6-36 points of damage at a
range of 240 feet whenever a small stud in the front of the pistol
grip is pressed). 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 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 PCs is
good for 5-20 uses. Heavy Blaster (Staff of Sunflame)
Description: 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.
Functioning: 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 wand of fireballs, but does 8-48
points of damage at 360 feet 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
its 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 PCs is good for 5-20 uses.
Implant (Talk Spell)
Description: This item consists of a small metal
and ceramic button in the back of the skull, just under the ear.
This button is normally hidden under the skin, but may be revealed
by a wound.
Functioning: All aliens have a miniature
transmitter-receiver implanted in their mastoid bone. This implant
lets the alien have a two-way conversation with any other character
who also has an implant or a communicator or with any device that
is plugged into the communications network (a computer, for
example). Implants have a range of just four miles. They can always
receive anything being transmitted on their band. They only
transmit the sounds made by the character in whom they are
implanted when he gives the transmit signal (a specific combination
of teeth clicks). Non-aliens commonly interpret the receipt and
transmission of signals in this way as the result of some arcane
spell, especially since the aliens usually communicate using their
own battle language, which is not understandable by non-aliens.
Unlike communicators, implants do not have a translator function.
They have their own power source. An implant ceases to function if
it is removed from the alien in whom it is implanted or if that
alien is killed.
Light Sabre (Sword of Light)
Description: 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.
Functioning: This is a light sabre, a weapon
designed for deep-space combat where it is desirable that pressure
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. Treat this weapon like a sword +
4. It is activated by pressing one of the 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 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 12 minutes (72
rounds) of continuous operation.
Medkit (Cube of Healing)
Description: 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. Functioning: 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. The medkit doesn't actually heal the patient, but it causes
normal (but not magical) healing to proceed at four times the
normal pace. The med; it only works in this fashion when applied to
humans. It isn't designed to treat non-humans. If used on a
non-human (including a demi-human), the patient must make a Saving
Throw vs. Poison or sustain 6-24 points of damage as a result of
malpractice. Medkits don't use power packs; they have their own
internal power source. Each medkit can boost the healing of 100
points of damage.
Needler (Wand of Poisoned Dreams)
Description: 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.
Functioning: This small, easily concealed weapon
fires small hollow steel needles containing a paralysing drug out
to a range of 60 feet whenever the stud in the front of the pistol
grip is pressed. Entities hit by the tiny needles must make a
Saving Throw vs. Paralysis. 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 small, light-weight needles tend to shatter when
they strike heavy armour ( + 5 to the hit roll when fired at
characters in plate mail or monsters that are AC 3 or lower). 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 are left. The
panel snaps shut when released.
Pressure Suit (Suit of Lights)
Description: 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.
Functioning: 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, and lack of
atmosphere. The suit needs to be recharged after every 12 hours of
use. Recharging consists of replacing the standard power pack that
powers it and hooking the box woven into the neck up to a small
nozzle found next to the keypad in any of Beagle's locks.
Riot Stick (Wand of Pain)
Description: 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.
Functioning: 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 damage. At the third setting, it does 1-4 points of damage. At
each setting above the third (4-10), it does two additional points
of damage (for a maximum of 15-19 points at the tenth setting). 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).
Snoopers (Far Seers)
Description: 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.
Functioning: 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 compare the light requirements of the
user's eyes with the amount of ambient light and multiply the
brightness of available light sources like a starscope so that the
user always sees as if it were daylight, providing there is any
light to be multiplied. In situations where there is no light
source available, the user need only toss his head in a certain way
to kick in special heat sensors that give him infravision per the
magic user spell of that name. Snoopers don't use power packs.
However, their delicate lenses are easily broken. There is a 2 %
chance per use that this item is made useless by damage.
Translator Badge (Medallion of Speaking)
Description: 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.
Functioning: 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 arc
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. 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).