Dungeons & Delvers 2nd Edition: Smokestick Variants

Ah, the humble smokestick, a largely useless alchemical item that as far as I can recall debuted all the way back in 3rd Edition (making it old enough to drink, now): you light it on fire, and over the course of a round it produces a cloud of smoke. I can't recall ever using them, but then our "campaigns" (if you could call them that) never lasted long, and I rarely got to play, anyway.

We included them in Dungeons & Delvers, and like other alchemical items you can make or purchase higher quality versions, which increase the area of effect up to a 50-foot radius, and cause the smoke to linger for a longer period of time (assuming it isn't blown away). It also specifies that creatures cannot breathe in the area of effect, so it can be used to literally smoke creatures out of an area.

For some reason I had this random idea of a smokestick that generates a cloud of smoke that also deals fire damage (so, more like volcanic ash). Even better, you could use a fire attack to ignite the cloud, creating a one-time explosive effect that consumes the cloud in the process. Then I thought, why just fire, and from there I came up with a bunch of variants.

Here's a list with some brief description. Depending on page space, some or all of these will appear in Dungeons & Delvers 2nd Edition, along with any more I come up in the process, but you could easily use them in other games:

  • Cinderstick: Cloud inflicts a small amount of fire damage each round (probably 1, scaling up to 3). A fire attack consumes the cloud instantly, but also inflicts a good deal of fire damage to everyone in the area of effect. Overall damage increases as the quality improves, and adds the Burning condition.
  • Cloudstick: Creates a cloud of mist. Basically the same deal as the standard smokestick, but you don't suffocate. Could also grant fire resistance, and Assistance on resisting and ending the Burning condition. The color of the mist can vary, so you could use it as a sort of signal.
  • Deathstick: Same deal, but necrotic damage. I don't think a necrotic attack would consume the cloud. Instead you gain necrotic vulnerability, or WP damage suffered is also Drained in the process. Creatures dropped to 0 WP in the cloud also instantly die.
  • Froststick: Cold damage. A cold attack consumes the cloud and can cause the Slowed and Restrained condition at higher qualities.
  • Lightstick: Creates a cloud of blinding light. No damage, but perhaps radiant vulnerability? At the least, you're Blinded while in the cloud due to all the light, and the cloud otherwise sheds light out to 60 feet. As with the cloudstick, the color of the cloud can vary.
  • Nightstick: Generates a cloud of smoky darkness.
  • Nullstick: Creatures in the cloud gain a bonus to save against all arcane magic effects.
  • Sleepstick: Creatures in the cloud have to succeed on a CON save or fall asleep.
  • Slowstick: Creates a golden cloud that Slows creatures within.
  • Soundstick: Creates a very fine mist, barely noticeable, which absorbs all sound in the area of effect. Actually, a variant could still make a cloud of smoke, making it ideal for creatures with Tremorsense (not just monsters, but even Circle of Stone druids).
  • Sparkstick: Lightning damage. Lightning damage consumes the cloud and can also cause the Dazed and Stunned condition at higher qualities. Thought about calling this a lightning rod, but that sounds better as a wand or staff, or a different sort of alchemical item.
  • Speedstick: Creates a silvery cloud that acts as an area effect rush potion, but you only benefit from it while in the area of effect.
  • Stinkstick: Melissa's idea. Cloud of noxious fumes. Could also obstruct vision, but might just impose the Dazed condition and/or poison damage. 
  • Stitchstick: Heals everything in the cloud. Slow rate like a mending potion, but only continues to work if you remain in the cloud.
  • Thunderstick: This one doesn't do anything at first. It's made of crushed thunderstone, however, and any sudden movement causes the entire thing to explode, causing thunder damage and the Deafened condition. Basically, creatures have to move slowly through it.

Note that some of these will be quite spendy or rare. For example, a mending potion is 25 sp and heals 1d6 WP at a rate of 1 per round, so a stitchstick with a 10-foot radius and identical effects would cost a hundred at least, as you could use them outside of combat to heal the entire party at once.



5 comments:

  1. Interesting items..Did the dragongirl(?) fall prey to the "dissolve clothing" smokestick? I love the but not sure how she wound up in her situation.

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    1. Damn that's a good idea: caustick. Inflicts acid damage, and Corroding at higher qualities. Don't know how I missed that: did one for other damage types...

      She’s a dragon-blood sorcerer, one of the three default sorcerer bloodlines (the others being frost giant and undead).

      The art is used in the core book as well: basically burned her clothes off because, while she is fireproof, other things aren’t.

      Given that this article started out as a smokestick that creates an explosive cloud, made sense and was more interesting than the smokestick picture.

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  2. They weren't totally useless in 3e; I had some NPCs who carried them as standard equipment. They're a simple, easy-to-use response to being blinded, or enemies with invisibility or other forms of concealment; as soon as you realize you're being attacked by a concealed foe, start filling the area with smoke to even out the situation.

    Like most 3e alchemical items, though, you get better alternatives once you have a few levels under your belt, so NPCs were the only ones who really used them.

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    1. The issue of 3E alchemical items quickly becoming inferior is something we addressed in Delvers, giving everything five different qualities so that you could purchase increasingly better stuff, ensuring that they remain useful over a longer period of time (especially if you found/purchased/crafted a high quality item early on).

      I know smokesticks had situational uses, but that 10-foot cube area of effect made it even harder to make them useful. Trivially easy to just walk out of the smoke cloud.

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