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No Flasks of Oil?

Chaldfont

First Post
This came up in our first session of our first 4th Edition campaign last night. The heroes wanted to buy casks of oil to deal with some swarms.

There are no flasks of oil in the equipment list. What's more, flasks of oil are mentioned in the chapter intro!

How can this be D&D without the Molotov Cocktails?
 

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They need to hold back some things to sell more copies of this:

[ame]http://www.amazon.com/Adventurers-Vault-Equipment-Character-Supplement/dp/0786949783/ref=wl_it_dp?ie=UTF8&coliid=I39VMQ4QVXA3VT&colid=35YAY2B0LZDMT[/ame]
 


They deliberately left out things like alchemists fire and all the other similar weapons because they did not like the effect they had on the game.

ed: but "repeatable environmental hazards" might be a good reference.
 
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I am thinking that it might not be a bad idea to add tanglefoot bags, alchemist fire, thunderstones, etc. purely as part of treasure parcels. Meaning that they could have sale value (say 50gp or so), but aren't available in shops.

This way a DM can test out a new item to see if it is wildly overpowered. If so, then the party never finds more of that item.
 

Cost: Same as a healing potion of the same level
Standard Action <> Range 5 (Can use long range like a thrown weapon)
Fire Keyword
Dex vs. Reflex
Hit: Deal the Limited Medium Damage expression from the DMG for the level of the item + Ongoing Fire 1 per level of the item (Save Ends)

So, your basic level 2 "Alchemist's Fire" should cost ~130 GP (520 GP/4) per vial and do 2d10+3 fire damage, plus Ongoing Fire 2 (Save Ends).

Other alchemical items are pretty simple, I think.

Fire - Limited Medium Damage, Ongoing Fire (Save Ends)
Frost - Limited Medium Damage, Slow (Save Ends)
Thunder - Limited Medium Damage, Push 1
Flash Powder - No damage, attack DEX vs. WILL, inflicts Blind (Save Ends)
Acid - Limited Medium Damage to a primary target, Secondary Attack of Damage Equal to Level of Item for each creature surrounding the Primary target
Tangle Bag - No damage, inflicts Slowed (Save Ends); if first save is failed, the target is Immobilized (Save Ends).

Done. These are basically on par with low level encounter powers.



For normal lamp oil, you could use the Normal Damage value as it is cheap enough to use over and over, so 1d10+3 or 1d6+3. It'd likely cost as much as any other disposable ammo, so a GP or two is fine. No ongoing damage, but it does give you the Fire keyword.
 
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They are in the table with the elixirs.

Oh, wait ... they left that out too, despite multiple references to elixirs. So now, instead of refilling your lantern with oil, you have to buy a new lantern.
 

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