Durisian Candles Technology / Science in The Ruins of Ner'ai | World Anvil

The Durisian Candle

  Following the disappearance of the Victor du Lunier in 1E111 AOD, his father Marquis Alver du Lunier tasked the Irontoe Mining Company to find a way back into the ruins where his son was buried.  The Durisians spent several months attempting to dig through the melted stone, but the dragon fire slagged the stone into a super-hardened shell.  Gril Bronzebeard, later to be known as Blastbeard, an alchemist for the Irontoe Mining Company designs a tool of great power by mixing the earthen elements of sulfur, and saltpeter, and the fire elements of burnt wood to create a candle when lit will blow apart great swaths of the mountainside.  This experimental blasting tool was used to break through the dragon glass.   Gril Bronzebeard would refine the unstable nature of the explosive over the next 3 years, perfecting the crafting process and honing its destructive power.  In 1E114 AoD, Gril eventually filed a patent for Durisian Candles in the lower Courts of Irrodition at Dur Fyse .  These "Candles" become a closely guarded secret of the Dursian nation for over 500 years. The secret technique for these candles was stolen by the treacherous halfling merchant Hadvin Goldtooth, who absconded with the patent journal from the Courts of Irrodition and sold them to the Archmage of the The Arcane University for 500 royales.  Goldtooth went missing in the months that followed, never to be seen again.   The fundamentals used in Durisian Candles would pave the way for the invention of the Durisian Hand-Canon in the year 2E690.

Durisian Candle

Utility
Used for excavations work; has been used in demolition of structures as well.
Inventor(s)
Gril Bronzebeard
Access & Availability
Rare Tool; Strongly Regulated
Complexity
Extremely Complex

Durisian Candles in D&D 5th Edition

Durisian Candle

A Durisian Candle can be set as an explosive to deal siege damage or used as an improvised weapon with the thrown property. When Durisian Candles are thrown, attacks are made at disadvantage to maximum range of 50-ft. Upon detonation, deals 4d6 points of fire and bludgeoning damage within a 40-ft radius. Anyone beyond 10-ft from the blast takes half the damage. Anyone caught in the blast radius may make a DC 12 Dexterity save to reduce the damage by half.

Triggers:
  • Lighting a timed fuse.
  • Any spell or item that deals more than 3 fire damage has a 75% chance to trigger an exposed Durisian Candle.
  • Dropping a candle more than 30-ft has a 90% chance to trigger
 

Modifications

Bundled Candles: Each candle past the first adds 2d6 damage. Bundles exceeding 3 candles are considered unwieldy and reduce the maximum range by 10-ft for each additional candle beyond the third.
Fuses: 6-second fuse, 12-second fuse, 30-second fuse, 1-minute fuse.
 

Exposure to Water.

If the candles have been recently exposed to water (less than ten minutes), the trigger chances are reduced by 80% and there is a 50% chance the fuse will not ignite. However, if a fuse is already lit, it can be safely thrown into water. Detonation in water reduces it damage by 1/4 and converts the damage dealt into force damage within a 20-ft radius.

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