Showing posts with label dire shark week. Show all posts
Showing posts with label dire shark week. Show all posts

Friday, September 19, 2008

Dire Shark Week: Shark Pirates of Vakarös

The following is an adventure idea. While set within my own homebrew campaign, the scenario and magical item presented are generic enough to be used in any D&D campaign. No NPC levels are indicated, allowing the DM to customize its power level to suit his players.

Someone or something is attacking the merchant ships in the water surrounding Vakarös. Within the past six weeks, twelve merchant vessels have been boarded and stripped of their valuable cargo. The crews have been slaughtered, leaving the decks awash in gore. The attacks have left no survivors, but the harbormaster and the sea-watch have reported that some of the crews have been hacked apart, while others bear wounds inflicted by slashing teeth. Many of the old salts along the docks mutter grimly and lay the blame at the scaly feet of the dreaded “sea devils,” or sahuagin, who are known to have a city many days sailing distance to the north. If the sea devils are on the march, it is only matter of time before Vakarös itself comes under attack. The merchant lords of the sixteen houses of trade have pooled their resources and offer a sizable reward to whoever can identify and stop this menace.

The culprits of these attacks appear straightforward at first. With a known sahuagin city relatively close to the port, it seems logical that the sea devils are to blame. With their fierce reputation and savage ways, it’s easy to shoulder the blame upon their scaly shoulders. This is of course exactly what the real culprits hope.

The attacks are in fact the work of a band of pirates, led by the Captain Eree Nuz. Captain Nuz is normally a mediocre pirate, and if not for a random bit of luck, would have spent his career taking lightly defended ships before vanishing into obscurity. As Chance would have it, the Captain and his crew stumbled upon the smoking remains of a tiny tribal village while taking on stores of water several weeks ago. The village had been raided by a neighboring tribe, who killed most of the men and elders in the village, and carried off the rest as slaves and future meals. The sole survivor was the village witch doctor, who fled the village after being gravely wounded in the raid. Nuz and his crew would have normally left the old man to his fate, had the witch doctor not offered to provide the captain and his men powerful juju in exchange for saving his life. Looking for any edge he could possibly get, Nuz agreed and took the witch doctor aboard his ship.

The “juju” that the witch doctor has provided are potions of the sea fiend. A single draught of a potion always the drinker to assume the form of a half-man/half-shark for a limited time, transforming Nuz’s mediocre pirates into fierce sea raiders for the duration of their attacks on ships. The ability to approach a ship undetected and surprise its crew has proven the pirates unstoppable so far.

What Nuz and his men don’t know, however, is that with each use of the potions, the chance of the condition becoming irreversible grows. The witch doctor is aware of this slight problem, but has so far kept it to himself. He hopes to escape from Nuz and his men before they become aware of this. Unfortunately, the pirates have no intention of letting the witch doctor escape, holding him under constant guard both aboard ship and while in their camp.

Depending on the DM’s desires and the PCs actions, the sahuagin red-herring can be played out for some time. Ultimately, however, events should take place that put the party onto the right path. This may be accomplished in several ways.

Should the characters accompany a likely target ship, they might find themselves in the thick of the action as the pirates attack them at sea. Similarly, the party may chose to stake out the sea lanes, either by using themselves as bait or employing magic or stealth to observe potential targets or threats. In both cases, a rollicking battle aboard ship may ensure.

If a more land-based encounter is desired, the party might be patronizing a local wharf-front tavern when a gang of pirates comes carousing. One or more of the pirates has consumed a potion of the sea fiend prior to their night out. In the midst of a heated card game or brawl, the pirate(s) assume the vicious man-shark form and proceed to inflict heavy casualties on nearby patrons. Capturing one of the pirates leads to the location of the pirate camp, hidden in a secluded cove, allowing the party to stop the threat at its source. Should the DM wish to add another level of intrigue, the pirate(s) had consumed enough potions to make the effects permanent, leaving the party with strange half-man, half-shark corpses at fight’s end and more questions than answers.

In the final showdown between the party and the pirates, the witch doctor will not hesitate to assist the party, but will attempt to escape from both the pirates and the adventurers when opportunity allows. Characters of a lawful persuasion might wish to bring him to justice. After all, it was his magic that allowed the pirates to plunder so many vessels. This pursuit of justice could lead the party deep into the surrounding jungles, where perhaps the witch doctor has sought refuge in an ancient temple or ruined city.

New Magical Item: potion of the sea fiend

Drinking this potion gives the imbiber the ability to assume the terrorizing shape of a man-shark hybrid. Towering some 7 to 8’ tall, the form resembles a humanoid shark with webbed feet and stubby semi-human hands. Its head is that of a mako, tiger, hammer head, or great white shark. The effects of the potion last one hour, during which time the character can assume the man-shark form once, and return to normal form once, at will. In any case, at the end of the potion’s duration, the drinker returns to his normal form.

The potion acts similar to a potion of heroism, granting temporary HD to the imbiber. A zero-level man gains 4 HD while in shark-form. A 1st-3rd level character gains 3 HD, a 4th-6th level drinker gains 2 HD, and a 7th-9th level character gains a single HD. Characters greater than 9th level gain no additional Hit Dice. Any damage take while in man-shark form is deducted from the temporary hit points gained in the transformation. Unlike the druid’s ability to change form, returning to normal shape recovers no lost hit points. Additionally, while in this form, the drinker’s higher thought processes are suppressed, making him more bestial and aggressive. His Intelligence suffers a -4 penalty until he returns to normal shape. While the man-shark form may seem to be a type of lycanthropy, it is not. The imbiber gains no special protection against attacks, and silver, magic weapons and wolvesbane are no more effective than against a normal man.

While in this hybrid form, the drinker can use simple melee weapons such as clubs or swords, but cannot use missile weapons more complex than thrown weapons. He cannot speak or cast spells. Any items, clothing, armor, etc. on the character is automatically shed during the transformation, remaining on the ground where the change occurred.

Potions of the sea fiend have a potentially serious side-effect. With each potion consumed, there is a cumulative 5% chance that the man-shark form become permanent when assumed. If this occurs, the only cure is a remove curse or some version of a wish spell. Even death will not restore the drinker to his normal form.

While in the hybrid form, use the following stats for the imbiber:

Sea Fiend (man-shark)

Armor Class: 5
Hit Dice: 4 to 10
Movement: 9, Sw 18
THACO: 4 HD – 17, 5 to 6 HD – 15, 7 to 8 HD – 13, 9 to 10 HD – 11
# of Attacks: 1 bite
Damage per Attack: 4 to 6 HD – 3d4, 7 to 9 HD – 4d4, 10 HD – 5d4
Magic Resistance: None
Special Attacks: None
Special Defense: None
Morale: Steady (11)
Size: L (7 to 8’ tall)
XP: 4HD – 120
5HD – 175
6HD – 270
7HD – 420
8HD – 650
9HD – 976
10HD – 1,400

Wednesday, September 17, 2008

Dire Shark Week: Mechanical Shark

As a child, I’d spend the summers on Fire Island, reveling in the sand, sea and poison ivy so common to a barrier beach environment. Things maritime were always within my sphere of awareness during that time, so it’s no surprise that the summer of 1975 was memorable to me despite my young age. The summer of 1975 was “the summer nobody went swimming,” seeing how Jaws was released that June.

Being all of about three, I didn’t see Jaws in the theatre, but you can be sure that I was aware of it. I was certain that it was the greatest movie ever, simply because of a misunderstanding. I was either told, or had overheard, that the shark in the movie was mechanical. The person revealing this information meant to convey the fact that they used a mechanical shark in the production of the movie, not a real one. Of course, in my mind, Jaws was no longer about a shark terrorizing a beachfront community. It was about a MECHANICAL shark terrorizing a beachfront community.

I filled in the obvious gaps in the plot by picturing a wild-haired mad scientist lurking in his sea cave lair, complete with Tesla coils and Joshua tree electronics buzzing in the background. With the final twist of a wrench and the crackle of lightning, he unleashes his mechanical monstrosity on the town of Amity. “Laugh at me, will they?” he intones. “I’ll show them the meaning of true terror!!!”

Of course, when I eventually saw the movie many years later, I was disappointed. Terrified, but disappointed. To make up for this lack of mechanical sharks in the universe, I’d like to present you with one for your own use:

Mechanical Shark

Climate/Terrain: Any water
Frequency: Very Rare
Organization: Solitary
Diet: None
Intelligence: Non-(0)
Treasure: See below
Alignment: Neutral

Armor Class: 4
Hit Dice: 6 to 8
Movement: Sw 18
THACO: 6 HD – 14, 7 to 8 HD – 13
# of Attacks: 1
Damage per Attack: 6 HD – 2d6, 7 to 8 HD – 3d6
Magic Resistance: 10%
Special Attacks: None
Special Defense: Only hit by magical weapons
Morale: Fearless (19-20)
Size: L
XP: 6 HD – 1,4000 7 to 8 HD– 2,000

The mechanical shark appears as an articulated metal reproduction of large shark of any species, usually made of brass. Its eyes are constructed from large pearls, with white being the most common, but occasionally black pearls are used in the largest version. The shark swims and moves almost as well as its biological counterpart, suffering only from a slightly slower rate of speed.

The mechanical shark attacks with its fearsome bite, ripping its prey to pieces before consuming it. While a mechanical shark requires no regular food to function, the nature of its technological and magical construction allow it to convert any organic material consumed into energy that can be used to repair itself. For each HD of creature it consumes, it can heal itself 1d4 points of damage.

Due to the same hybrid construction, the weird creation process of the mechanical shark gives it a 10% magic resistance. In addition, any electrical attack on the shark heals it of 1 hp for each die of damage the attack would have done.

Those who have successfully defeated a mechanical shark have been surprised by the strange internal construction of the beast. Instead of the clockwork and gear mechanism they’d expected to find, a strange collection of a flexible ceramic material, opaque bladders containing glowing liquids, twisted metal wires, and spinning magnets were concealed within the brass outer shell. The origin of these parts, examined by sages and mages, remains unknown.

While mechanical sharks do not seek out, or hoard treasure, their construction and habits present some opportunity to acquire some treasure. The pearl eyes of the beast are worth 250 gp each at minimum, if of the white variety. In larger mechanical sharks, constructed with black pearls, the eyes are worth a minimum of 500 gp each. Additionally, like real sharks, the mechanical variety has something of a reputation for being a swimming refuse heap. The DM should roll two or three times on the chart below to determine what might be lodged within the shark’s mechanical stomach:

1) Grappling hook with 5’ of rope still attached.
2) Suit of Halfling/gnome sized plate mail. (5% the armor is magical)
3) 1d8 horseshoes
4) 1d4 gems of random value
5) Bent crowbar
6) 2d6 iron spikes
7) Medium shield (10% chance magical)
8) Dented metal flask containing a random potion
9) Any random metal weapon (10% chance magical)
10) A metal oddity (key, talking metal head, steel tablet with unknown writing, something from the Barrier Peaks, etc.)

The construction process of the mechanical shark has either been lost to the ages, or is a closely guarded secret. What is known is that mechanical sharks have been found in a wide array of locales, ranging from arctic waters, to tropical beaches, to lurking in watery pits deep in a dungeon. Its sole limitation is the ingenuity or insanity of its creator.

Monday, September 15, 2008

Dire Shark Week: The Blade of Bru'ce

The Blade of Bru’ce

Description: This odd-looking cutlass is constructed of an unknown wood. In place of the traditional sharpened edge, dozens of shark’s teeth adorn the weapon, providing it with a razor-sharp blade. The Blade of Bru’ce is accompanied by a curved wooden scabbard wrapped in shagreen.

History: The Blade of Bru’ce was originally created for a tribal chief amongst the islanders of the Maoli-p’Tan Archipelago. Crafted by his tribe’s shaman, the weapon draws upon the powers of the tribal totem, the God of Sharks known as Bru’ce the Tireless Eater. Passed down through the ruling generations, the sword’s power gave the tribal leaders a fierce reputation as wanton killers in battle.

The explorations of Yannu Kuk, the great half-orc sea captain, brought him and his men into conflict with the tribes of Maoli-p’Tan. In his initial successes, Kuk defeated the ruling chief and claimed the Blade of Bru’ce as tribute to bring back to his royal financiers. Kuk’s explorations turned sour soon after, leaving both him and most of his crew dead on a tropical beach. The surviving members of the exploration limped back to the pirate haven of Breezy Bay, where the Blade was lost in a game of draughts. Its current location and owner is unknown.

Game Notes: The Blade of Bru’ce acts as a sword of sharpness; its razor-toothed edge slicing through the exposed flesh of an enemy’s extremities. In addition, the magical energies which give the sword its power, grants the weapon an animalistic sentience.

The Blade possesses an INT of 12, an Ego of 3, and is of absolute Neutral alignment. It can detect invisible objects in a 1” radius. The Blade is docile when first encountered and will not attempt to initially influence or dominate the wielder. Once combat begins, however, and the Blade has drawn blood, the animalistic energies of the Shark will attempt to drive its owner into a frenzy of bloodletting. Resolve this potential personality conflict as described on pp. 167 of the 1st edition AD&D Dungeon Masters Guide. In the event of a conflict, the Blade will demand that the wielder attack the greatest threat currently facing the owner, seeking to quench its blood-lust in doing so.

Should the sword dominate its owner, the wielder immediately succumbs to a frenzied rage. In this state, the wielder gains +2 on all rolls to hit for the duration of combat. He is immune to psionic attacks, charm and fear. All damage inflicted upon the wielder is reduced by 1 point. He will disregard any commands to retreat, cease fighting or spare an enemy while frenzied, seeking to only to slay his opponent. Once that task is accomplished, the wielder will seek his next enemy. There is a 20% chance that he will simply attack the next closest living creature, even if that being is a boon companion. Otherwise he will engage the nearest enemy.

Once combat has ended, the blood-red rage leaves the owner of the blade, leaving him extremely fatigued. He suffers a -4 to all his attribute scores, saving throws and combat rolls. He movement is reduced to ¾ his normal rate. This condition remains until the character rests for two consecutive hours, engaging in no activity more strenuous than eating and drinking. After such time, all attribute scores return to normal as does his movement. Depending on the results of the previous combat, however, there may be some long-term damage to his reputation amongst his fellow adventurers.

Friday, September 12, 2008

“I’m only a Celestial Dolphin, ma’am.”

If the Discovery Channel can get 21 years out of “Shark Week,” it’s only fair that the gamers get some mileage for a similar concept. Starting Monday, September 15th, Berin Kinsman of UncleBear has declared it to be “Dire Shark Week.” During those five days, UncleBear will be posting shark-themed items on his site and has invited the gaming bloggers to join in on the fun.

As a long-time fan of UncleBear, I’m pleased to be chumming up the waters with my own contributions. During the coming week, each post here will also be featuring a shark theme. Scheduled right now is a shark-themed magic item for AD&D on Monday, a shark-related trap and new monster on Wednesday, and on Friday, which is International Talk Like a Pirate Day, a post combining the enticing flavors of pirate and shark will be featured.

Why Dire Shark Week, you might ask? Venture over to UncleBear for further information and shark-related goodness.