Sliding the flask into a form-fitting metal container or wrapping it inside your bedroll should make it pretty resilient to accidental impacts. It's probably assumed that adventurers aren't just chucking the fragile glass container directly into their backpack with all their other stuff, but put them in a safer container and remove it when it needs to be thrown at something. It was one of those moderately exciting moments that ended up being totally epic and gripping, and it was all because this player had to overcome a real character flaw. Everyone was holding their breaths as I narrated and he snuck around, and he did it! Without once singing or playing his flute. He had everything he needed to free his companions but of course he had to roll three separate stealth checks. Let the player worry about the bottles breaking and adjust your story telling accordingly.īy the way, that bard ended up being the only player in the party not captured by the minions of evil near the end of the campaign. Every time the group was being stealthy he would start singing songs and playing his flute "quietly." At first it was frustrating, but after changing the course of the game several times I and the other players came to appreciate his "flaw." We all got a lot of laughs and he became very proud of his "adhd bard." I GMed with a player with a Bard who (like the player) had a hard time paying attention. Their hyper vigilance and over-concern for minor issues can be a great addition to the game. That's a great personality trait to use as part of a plot development. Why not let them play their character authentically? If it isn't, you're treading on your player's suspension of disbelief, and maybe shouldn't press it much harder unless you have a good reason. Normal adventuring won't break them, and if you're doing something that would stress it, I will warn you."Ī public GM declaration of "I'm not going to screw with you over this," really ought to be good enough. But I will say, publicly, that I will never have one of these things randomly shatter and incinerate on you without warning. However, out-of-game, a public statement in front of other players such as, "Look, it's a standard piece of adventuring equipment, and I don't want to get too far into the weeds with justifications about why it's safe. ("But wait, if that's true, then why can't we just.?" and the next thing you know they've invented blood-tracking stirge-artillery or something out of genre.) It is probably possible to come up with in-game reasoning, but to my ears they sound contrived and might have adverse effects on the rest of your game, so I won't bother. Don't drop it unless you wish to commit incendiary suicide. While the flask is pretty safe as sold, it is highly dangerous with the rod pushed in.Of course one could drive a needle through the tar to create an opening, and you'd get a small, hot flame from the hole. You need to seriously push the rod to to make it go in there's enough tar to keep the flask sealed. The seam between rod and neck of flask is filled with a tar-like substance.The rod sticks out just by a finger's width.Various details which can be added if the player asks: When the flask is thrown, the stick will hit the inside on impact and the flask will shatter. Nothing happens because the rod barely touches the bottom (the liquid is viscous enough to prevent full contact). You pull out the safety pin and push the rod in. It may work better if the tip of the rod is a hard edged substance that will scratch the glass (the video uses carborundum but in DnD your have other options). The fire grenade is a Bologna bottle, filled with a sticky, viscous liquid a metal rod sticks out at the top, secured against pushing in with a metal pin. Bologna bottles are hard at the outside (you can pound a nail into wood with them) but extremely fragile when hit from the inside (dropping a small stone will make it break).
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