Monday, May 21, 2012
5 Grenade Weapons
Barrowbombs are made exclusively by the devils, using secret techniques. Mostly deployed by the devils themselves, or by the sorcerers, barrowbombs are also sometimes available for sale from the devils in Blighttown. These powerful explosives take the form of small, but fiercely glowing pumpkins, skulls with flaming eyes, clay statues of squat monsters, or even mummified bats and rats stuffed so full as to be nearly spherical. Regardless of form, barrowbombs explode on contact, and splashing sickly green fire across the target which deals 3d4 damage, and 3d4 each additional round until the fire is scrapped off. Anyone within five feet of the target must make a Save Vs Breath Weapon or be similarly damaged, although their damage falls to 2d4. This fire will consume flammable materials, but will also cheerfully continue to burn without fuel for several days unless smothered. Water has no effect on barrowflame.
SLOAD TEMPORARY FORCED ENGLIGHTENMENT DEVICES
While the Sloads do not willingly engage in war, they do sometimes provide these curious devices to their guardians, the nation of Agartha. These devices are carried into battle in locked metal boxes, and are usually launched from massive, tripod mounted crossbows. The device itself is a rose coloured crystal lotus blossom, which shatters on contact, and are constructed so as to make a particular chime when broken. This chime is so peculiar that it causes all who can hear it to pause in a moment of self-reflection.
At this moment, the power of the Sload enlightenment device becomes clear, as self-reflection quickly turns into an interest in understanding the universe, which leads to a weakening of lust, hate and delusion, then complete loss human sensuality, and finally, a breaking of ones ties to the cycle of life and death. Save vs Wands or fall into the cycle of enlightenment, and be unwilling to act for 24 + 2d12 hours. During this time victims do not need to eat, drink, breath or sleep, and will simply meditate in place. They will not defend themselves if attacked. Anyone who has already reached enlightenment is immune to the effect.
The colourbombs carried by the Stygian legions are produced in mass, and are commonly seen on the black market throughout the Bleaklands. Built of cardboard and waxed paper, with a simple wick, colourbombs are designed to disperse powdered colour into the air after a small gunpowder explosion. While most colours have been weaponized, many are considered more useful, and are thus produced in greater number.
Colourbombs containing a glistening muddy blue powder create a dusty cloud of the same colour in a roughly 10 foot cube, and lasts for 2-5 minutes. Anyone caught within must make a Save vs Wands or become wracked with fear, and begin to quiver, drop their weapon, and flee to safely. This fear is not targeted at anything in particular, and those afflicted will flee their allies as well, and may even attack them if cornered.
Colourbombs containing a course cloudy red powder creates a clinging cloud like the muddy blue variety, but only lasts for 1-3 minutes, or less, as it will flow downhill if possible. Anyone caught within must make a Save vs Wands or will have a 50% chance of fleeing from both allies and enemies alike, and a 50% chance of attacking an ally in an attempt to rob them. They keep a great deal of their intelligence, and are capable of weighing the likelihood of success, and estimating risk vs reward.
Regardless of the colour used in the bomb, the effects last 1-4 turns, gradually wearing off during that time. Covering ones mouth and nose does not protect against colourbombs; only completely covering ones skin can protect against their effects. Both muddy blue and cloudy red clouds are light enough that it is possible to see within them, and melee in the cloud is at -1. It is impossible to accurately target someone on the other side with missile weapons.
Crafted only by the foulest and most degenerate demon cults, filth grenades appear as nothing more than a bloated severed head with the orifices sewn shut. Close inspection reveals that the head has been worked over with a hammer to smash the skull and give the cavity room to expand as the diseased slurry inside bloats and festers. This toxic gunk leaks from the filth grenades, making them dangerous to handle and prolonged exposure all but lethal.
Filth grenades explode in a gory and horrible splash, coating victims and their surroundings in green pus the consistency of cottage cheese. First, anyone within fifteen feet must Save or Die or begin vomiting from the smell of putrescence and gangrene. Furthermore, anyone within five feet of the explosion is automatically inflicted with a random disease, or a disease of moderate or severe severity of the game master's choice, and anyone that touches the residue must make a Save vs Death or be similarly afflicted. Symptoms develop within seconds, ranging from hacking coughs, swollen shut eyes, raging fevers, mild hallucinations, and weeping sores. This disease is incredibly contagious, and the GM is encourage to force additional saving throws on anyone interacting with the diseased.
THULE MIASMA GRENADE
While the miasma that surrounds Thule is usually considered wholly defensive, the blue men who live in that city have also devised ways of bottling the miasma in glass pots, which can be carried to war. Although the glass grenades do sometimes break in transit, men from Thule have a natural resistance to the miasma and suffer, at most, bouts of nausea and temporary debilitation.
Those who are not natives find the effects substantially less pleasant. The grenades produce clouds of thick blue-black smoke, filling roughly a ten foot cube. These clouds are notorious for maintaining their density for up to an hour, even against light winds. The cloud is so thick that anyone fighting within is effectively blind, and targeting missile weapons through the cloud is impossible. Those caught within, or attempting to run through, must make a Save vs Death if they attempt to breath within the cloud. Failure indicates that they must roll a d10 to see the effects of the miasma. On a one, the victim suffers from some light cramping and nausea, but is otherwise unharmed. On a ten, the victim's flesh turns into a soupy blue liquid within a matter of seconds. They continue to act for one additional round as a skeleton before collapsing dead to the ground. On a result of 2-9, the target loses that number of points from their STR, DEX and CON scores, which return at a rate of one point per characteristic, per day. Anyone reduced to zero points in any characteristic are killed.
Anyone afflicted by the miasma has a 1 in 10 chance of having their skin permanently died a mottled and spotty blue colour.