Black Clay Jar of Volcanic Eruption (3.5e Equipment)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Neostar (talk)
Date Created: April 2020
Status: Finished
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article

Black Clay Jar of Volcanic Eruption[edit]

A jar of black clay, all that is most ordinary. Activate it, and you will see the hells pouring out before you reducing everything that exists in acid vapor ...

A 10 lb jar made with very hard black clay and enriched with a layer of raw obsidian inside. The interior of the jar is divided into 3 compartments. The bottom is filled with black powder kept in a highly pressurized compartment. Just above, a waterproof terracotta membrane separates the black powder from a compartment filled with a syrupy mixture of oils extracted from toxic plants living near volcanoes. Finally, a final compartment separates the neck of the jar from the rest of the container. This last part is filled with a gas at low pressure.

From the outside, the jar has 2 plugs, each connected to a metal rod. One (normal) at the top to close the container and whose rod is used to perforate the second container, and a second cap on the side and which is attached to a metal rod passing diagonally through the jar by a clay tube which serves as a conduit between the font and above without passing through the central compartment.

To use the jar, you must first push the first plug (the one on the side, and by a movement action) to perforate the compartment at the bottom, and create an exchange of pressure between the bottom and the top. The powder then rises to the chamber filled with gas. On contact with the two, the black powder gets eaten away by the gas. A round after that, push the second cap (by a movement action) to perforate the compartment filled with oil. At this time, the oxidized powder descends through the opening and mixes with the mixture of oils. The jar is filled in a single round with a brothy and very unstable black liquid. Another round after, the pressure and the heat inside the jar is hellish, the top cap jumps out, expelling a jet of black lava which blushes in contact with the air.

You can hold the jar in your hand and aim in front of you to direct the lava stream at a chosen creature. But the jar is boiling, you must make a Fortitude saving throw (DD25) or be severely burned and suffer 4d6 fire damage. In addition, the jar is uncontrollable, imposing a penalty of -12 attack if you use it that way.

The lava stream is 10 ft high and spreads in scorching rain at 5 ft radius, causing 4d6 damage (50% fire, 50% acid) to all creatures and all objects in the area of ​​effect, dissolving the wood, metal, fabric, glass, stone, and all that is organic. The jar remains active for 5 rounds. Each round has a 25% chance of the jar exploding, dealing 10d6 damage (50% fire, 50% acid) + 2d6 per remaining round. The explosion affects all creatures, objects, and structures 15 ft or less from the point of explosion.

Each creature affected for 2 consecutive rounds by lava rain must make a Reflex saving throw (DD15) or catch fire. A failure inflicts 1d6 additional fire damage. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire). A creature on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the creature another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must make Reflex saving throw (DD15) for each item. Flammable items that fail take the same amount of damage as the character. Extinguishing the jar takes 2 full rounds, and requires 50 lbs of sand or 36 liters (9.5 gallons) of water.

The creation of this object is very complex and requires very special attention. If the result of the Crafting roll is missed by 10 or less compared to the DC, the craftsman receives 4d6 damage (50% fire, 50% acid), and the object is lost, you have to start all over again. If the roll is missed by more than 10 points compared to the DC, the jar explodes during creation, and the craftsman receives 10d6 damage (50% fire, 50% acid), and it catches fire. The object is lost, and we have to start all over again.

Craft (Alchemy) DC 40. Market Price 320 gp.


Back to Main Page3.5e HomebrewEquipmentMundane Alchemical Items

AuthorNeostar +
Cost320 gp +
Craft DC40 +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA jar of black clay, all that is most ordinary. Activate it, and you will see the hells pouring out before you reducing everything that exists in acid vapor ... +
TitleBlack Clay Jar of Volcanic Eruption +