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Blankos' Cylinder of Doom

This magical weapon was originally created by the well-known smoke artificer Artor Blankos. It appears to be a highly polished metal cylinder with rounded ends. It appears to have a twistable metal joint around the center and many small vents closed by metal sheeting sheathing on the inside. If the two halves of the cylinder are twisted in opposite directions the vents will line up with another set of vent holes effectively arming the device. The cylinder is filled with a powder that will gasify on contact with air. Each turn for four turns the cylinder will spew out gas. The cylinder has four typical loads. A toxic gas that will inflict 2-24 points of damage per turn until a target either leaves the area of effect or dies (save v. con for half damage), a sleeping gas that will cause unconciousness for 1-4 hours (save v. con, an additional -1 penalty for each round spent int he area of effect), or a thick gray smoke which will effectively reduce visibility to 5' with the area of effect. Due to the effects of the smoke all attacks in the area of effect are made at disadvantage due to a combination of low visibility, burning eyes and choking/coughing form the smoke.

Mechanics & Inner Workings

This is essentially and alchemical gas grenade using compounds that remain inert until they area exposed to air. The canisters can be reused, but require a trained alchemist is fill, arm or refill them.
Weight
1 lbs..
Dimensions
10" long, 4" in diameter
Base Price
100 g.p.

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Blankos' Cylinder of Doom

Adventuring Gear The cylinder is filled with a powder that will gasify on contact with air. Each turn for four turns the cylinder will spew out gas. The cylinder has four typical loads. A toxic gas that will inflict 2-24 points of damage per turn until a target either leaves the area of effect or dies (save v. con for half damage), a sleeping gas that will cause unconciousness for 1-4 hours (save v. con, an additional -1 penalty for each round spent int he area of effect), or a thick gray smoke which will effectively reduce visibility to 5' with the area of effect. Due to the effects of the smoke all attacks in the area of effect are made at disadvantage due to a combination of low visibility, burning eyes and choking/coughing form the smoke.   If the item is thrown is must slave v. a crushing blow if it strikes stone, metal or some other hard surface. If it fails the save it may not be used again unless it is repaired. The item will not need to save if it lands on a soft surface like sand or soft ground. If the item is submerged in liquid it will not activate and its contents will be ruined.   In addition to being thrown, the item may be rolled up 30' on a flat surface more if down and incline and much more if down a steep incline. It will become progressively less accurate further it is rolled. Varies [None]

It appears to be a highly polished metal cylinder with rounded ends. It appears to have a twistable metal joint around the center and many small vents closed by metal sheeting sheathing on the inside. If the two halves of the cylinder are twisted in opposite directions the vents will line up with another set of vent holes effectively arming the device.

Type Damage Damage Range Properties
Simple Ranged Variable Poison 30/60' The cylinder is filled with a powder that will gasify on contact with air. Each turn for four turns the cylinder will spew out gas. The cylinder has four typical loads. A toxic gas that will inflict 2-24 points of damage per turn until a target either leaves the area of effect or dies (save v. con for half damage), a sleeping gas that will cause unconciousness for 1-4 hours (save v. con, an additional -1 penalty for each round spent int he area of effect), or a thick gray smoke which will effectively reduce visibility to 5' with the area of effect. Due to the effects of the smoke all attacks in the area of effect are made at disadvantage due to a combination of low visibility, burning eyes and choking/coughing form the smoke.   If the item is thrown is must slave v. a crushing blow if it strikes stone, metal or some other hard surface. If it fails the save it may not be used again unless it is repaired. The item will not need to save if it lands on a soft surface like sand or soft ground. If the item is submerged in liquid it will not activate and its contents will be ruined.   In addition to being thrown, the item may be rolled up 30' on a flat surface more if down and incline and much more if down a steep incline. It will become progressively less accurate further it is rolled.


 

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