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Tech Gear from the FFC
#21
For handling scavenged technology from the past, that is re-produced, re-worked, re-assembled, etc. I'd suggest stealing with pride from Numenara :wink:
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
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#22
Freedom92 Wrote:Sadd to say I cannot especially since it was something I referenced in my conversion notes. Though did find arcane polution article as well, I used its artificer dump to represent broken magitech bleeding its energies. That articles good if you want to have zone of pollution caused by magic/tech.

Interesting. I really have to dig up this issue now. Magical pollution is something I believe the ZGG designers were planning to introduce into the Blackmoor 4E campaign.

Quote:Also loving the list Harvard, didnt Temple of the Frog and City of the Gods also have some tech in them? I cant remember exactly and that crates pushed back some where.

Indeed. I have only examined the FFC and Supplement II so far.

I believe the tech from the DA modules was collected in this file:
https://web.archive.org/web/20090426013 ... ckmoor.txt


Quote:I've referenced a piece of tech that I need to update but here it goes:

The Arms of the Octopi, a legendary device worn by Coots most devout scientist whose crafters name has faded into time but when one who wears this device goes unconcious the device akes true sentience. The device resembles a metal harness that has a large backpack shape with four buds protruding from the sides that when activated become mechanical tentacles that can grab and manipulate objects, but it is said it has more sinister powers yet to be unlocked. We can only guess its function like a magic item it requires a trigger to work but the users we have seen simply have it activate as if with a thought.

Wonder where you got this idea from? Wink
I like it though! I could see this fitting very well into a Blackmoor environment.


Quote:Genesis Pods, the place of birth for many horrors in the Eggs army. The pods have been seen in field combat spewing homoculi but when its tenders die the device perishes as well. Knowing the method of the Eggs technology they may contain grafts that draw power to the vats and give them form. One vile race known to be born of the Genesis Pods is a group of Half Orc Warriors simply called the Bale Brood, mixing the strength of human and Bale born Orcs that have more demonic traits and wield vile magic that flows when they rage in battle.

This one is truly creepy. Good way to combine d20 Blackmoor lore with tech devices too!

Keep these coming! Smile

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#23
Here's a list of the items from the DA modules, derived from the link in my previous post. It is pretty interesting to compare these to the list from the FFC.

Battle Armor (Godsuit)
Communicator (Talk Box)
Glow Wand (Magic Torch)
Grenade (Death Egg)
Grenade Launcher (Wand of Death Eggs)
Hand Blaster (Wand of Sunflame)
Implant (Talk Spell)
Light Saber (Sword of Light)
Medkit (Cube of Healing)
Needler (Wand of Poisoned Dreams)
Pressure Suit (Suit of Lights)
Riot Stick (Wand of Pain)
Snoopers (Far Seers)
Translator Badge (Medallion of Speaking)

Also, there were Robots and Cyborgs in the DA modules, though these were not included in the txt-document.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#24
Some details of the magitech items from Thorn's World That Was went up on the blog.
Rob
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