Frostfire Bomb

From: Frostbloom Vine

Lore: The Frostfire Bomb is a creation born from the desperate ingenuity of an alchemist seeking a way to harness the volatile power of the Frostbloom Vine in a single devastating weapon. Legends tell of a sorcerer who delved into forbidden arcane arts, combining the icy essence of Frostbloom Vine leaves with flammable oil and infused elemental essence. The result was a lethal explosive device that harnessed the duality of fire and ice, enveloping enemies in a freezing cloud of toxic spores before engulfing them in scorching flames.

Use: The Frostfire Bomb is a potent tool employed in battles against enemies vulnerable to both cold and fire damage. When ignited and thrown, it creates a cascading effect of destruction. First, a freezing cloud of toxic spores engulfs the area, inflicting cold damage and poisoning those caught within its icy grip. Then, a burst of flames follows, causing additional fire damage and scorching everything in its path. This dual elemental assault makes the Frostfire Bomb a formidable weapon against foes susceptible to both fire and cold-based attacks.

Stats:

  • Level Requirement: Tier 1
  • Skills Required: Alchemy (Basic) – The character should possess basic knowledge and skill in alchemy to prepare the Frostfire Bomb.
  • Preparation Time: 1 hour – The creation of the Frostfire Bomb requires careful handling and mixing of ingredients.
  • Cost: 40 gold pieces – The cost covers the Frostbloom Vine leaves, flammable oil, elemental essence, and the materials necessary for the bomb’s construction.

Process:

  • Gather the Ingredients: Obtain Frostbloom Vine leaves, which are known for their icy properties. Acquire flammable oil, such as alchemical lantern oil, that can burn easily. Lastly, acquire elemental essence, a substance imbued with both fire and ice energies.
  • Prepare the Components: Carefully shred the Frostbloom Vine leaves into fine fragments. Ensure the flammable oil is in a secure and suitable container. Prepare the elemental essence, ensuring it is in a stable and controlled state.
  • Assemble the Bomb: In a fireproof container, combine the shredded Frostbloom Vine leaves, a measured amount of flammable oil, and a small quantity of elemental essence. Mix the ingredients thoroughly, ensuring they are evenly distributed.
  • Shape and Seal: Using specialized bomb-making techniques or molds, shape the mixture into a compact spherical form. Seal the bomb tightly to prevent premature ignition.
  • Safety Measures: Attach a fuse or mechanism that allows for a timed delay before the bomb detonates. Ensure proper labeling or markings to indicate its dangerous nature.

Tags:

  • Consumable: The Frostfire Bomb is a single-use explosive device thrown to create a devastating area of effect.
  • Area of Effect: When detonated, the bomb affects an area, releasing a freezing cloud of toxic spores followed by a burst of flames, damaging enemies caught within.
  • Elemental Damage: The bomb inflicts both cold and fire damage, making it effective against enemies vulnerable to either or both elements.
  • Alchemical: The creation of the Frostfire Bomb requires alchemical knowledge and skill.
  • Additional: Explosive, Dual-Elemental, Hazardous, Poisonous, Volatile, Tactical, Combustible, Frost-infused, Alchemical Weapon, Restricted

The Frostfire Bomb recipe is not openly sold in regular markets or establishments due to its volatile and potentially dangerous nature. However, it might be available through specialized alchemical shops or black markets that cater to adventurers, mercenaries, or individuals with a penchant for destructive weaponry. These establishments can be found in cities known for their tolerance of unconventional or dangerous goods.

The availability of the Frostfire Bomb recipe can depend on the campaign’s setting and the characters’ connections. Characters may need to search for hidden alchemical shops or seek out notorious bomb-makers with knowledge of volatile concoctions. Such individuals might operate in discrete backrooms or require a special passphrase or recommendation to gain access to their services.

The Frostfire Bomb itself is a powerful weapon used in a variety of situations. Its utility ranges from tactical combat scenarios to creating distractions or causing chaos in specific encounters. When thrown and detonated, the bomb releases a freezing cloud of toxic spores, followed by a burst of flames. This combination of cold and fire damage can be devastating to enemies caught within the blast radius, making it a versatile tool against foes vulnerable to either or both elemental types.

Characters can strategically employ the Frostfire Bomb during combat to gain an advantage over enemies susceptible to cold and fire damage. The bomb can be thrown into clusters of enemies, creating a hazardous area of effect that forces opponents to reposition, take damage, or become disoriented. The toxic spores and flames can hinder enemy movements, provide cover for retreat or advance, or even set the battlefield ablaze, adding an additional layer of chaos and danger.

However, due to its explosive and destructive nature, the use of the Frostfire Bomb can have consequences. Characters need to exercise caution and consider collateral damage, potential legal repercussions, or the reactions of authorities or powerful factions within the game world. Its usage might draw attention from law enforcement, incite retaliation, or invoke the ire of individuals who seek to maintain order or control over dangerous alchemical creations.

Frostbloom’s Fiery Gift

In the elder times, before the tongues of men and beasts aligned, there was spoken of a vine known as Frostbloom, birthed from the icy breath of the northern skies. Its leaves, pale as a moonlit lake, were said to drink the very frost from the air, leaving behind whispers of stillness wherever they grew. No flame dared touch the vine, for the cold it carried was thought to quench even the sun’s yearning heat.

In that age, there lived a sorcerer whose name is now dust, yet whose deeds remain etched in the fragile threads of memory. This sorcerer, a seeker of forbidden arts, wandered far beyond the lands of warmth and light, driven by a hunger to wield the unyielding forces of nature itself. It was he who first found the Frostbloom Vine in the heart of the frozen expanse, clinging stubbornly to the charred bones of a long-dead forest.

The sorcerer saw not the vine’s beauty, nor its defiance of death, but only its power. With hands tainted by ambition, he wove its essence with the blood of fire, an act against all that was balanced. The Frostbloom resisted, its icy spirit rebelling against the heat, yet the sorcerer’s will was stronger, his knowledge darker than the void. Thus was born the Frostfire Bomb—a thing unnatural, a vessel of frost and flame, bound together in volatile matrimony.

Legends tell of the first time this creation was unleashed. A warlord, whose heart was colder than the Frostbloom’s touch, sought to claim the sorcerer’s secrets. His armies marched against the solitary mage, their numbers blotting out the land. Yet, with a single cast of his unnatural creation, the sorcerer turned the tide. The Frostfire Bomb erupted with a roar both chilling and blazing, freezing the breath of those caught within its icy grasp, only to ignite them in a cruel conflagration. The armies fell, and silence returned to the desolate land.

But the vine, the frost, and the fire could not abide their forced union. The sorcerer’s triumph was fleeting, for his creation consumed him in the end. The Frostfire Bomb, ever a rebellion against nature’s harmony, was said to have ignited his very soul, scattering his ashes into the cold winds.

Moral: To twist the balance of frost and flame is to beckon ruin, for the forces of nature suffer no master and repay ambition with unyielding wrath.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Frostfire Bomb

  • Type: Alchemical Weapon
  • Skill Required: Chemistry (60%) or Occult (50%)
  • Damage:
    • Cold: 1d8 damage + Freezing Effect (targets must pass a CON roll or lose 1 action in the next round due to cold shock).
    • Fire: 1d6 damage (ignites flammable materials, causing an additional 1d6 fire damage for 1d3 rounds).
  • Area of Effect: 5-yard radius.
  • Throwing Distance: STR x 3 in yards.
  • Special: On a failed throw, the bomb detonates at half the intended distance. Critical failure (Fumble) causes detonation in the thrower’s hand.
  • Cost: 100 Mythos Points to craft; materials worth $250.

Blades in the Dark

Frostfire Bomb

  • Type: Explosive Device (Single-use).
  • Tier Requirement: 2.
  • Effect: When thrown, the bomb releases:
    • A freezing mist: Forces anyone in a small area to suffer the Frozen condition, reducing their effect by 1 tier for 2 rounds.
    • Followed by an explosion: Targets within the area take 4-segment harm unless they resist with Prowess.
    • Special Ability: If used during a Flashback, it costs 1 Stress to explain how the bomb was acquired or prepared.
  • Crafting Clock: 6-segment clock using Tinker. Requires rare components and Frostbloom Vine.

Dungeons & Dragons (5e)

Frostfire Bomb

  • Wondrous Item, Rare (Consumable)
  • Damage: 2d6 cold + 2d6 fire.
  • Range: Thrown (30/60 feet).
  • Area of Effect: 10-foot radius.
  • Saving Throw: Dexterity (DC 14).
    • On a failed save, targets take full damage and are Poisoned for 1 minute.
    • On a successful save, targets take half damage and avoid the Poison condition.
    • Special: Creatures immune to either cold or fire damage are still affected by the other.
  • Crafting Requirement: Proficiency in Alchemist’s Supplies and access to Frostbloom Vine. 500 gold and 3 days of crafting time.

Knave

Frostfire Bomb

  • Type: Consumable Alchemical Weapon.
  • Damage:
    • Cold: 1d6 to all within 10 feet, slowing targets (reduce movement by half) for 1 turn.
    • Fire: 1d6 to all within 10 feet, igniting flammable materials.
  • Weight: 1 Slot.
  • Range: Thrown (10 feet).
  • Special: If carried, the user must pass a WIL Save when critically hit or the bomb detonates prematurely.
  • Crafting: Requires Alchemy Kit and rare Frostbloom components. Takes 1 downtime activity and 50 coins worth of materials.

Fate Core

Frostfire Bomb

  • Type: Consumable Explosive (Single-use).
  • Aspects:
    • Duality of Elements (Cold and Fire in Balance).
    • Volatile Creation (Prone to Unstable Reactions).
  • Use: Invoke Alchemy or Crafting Skill to create or deploy.
  • Effect:
    • Targets within a zone take 2 stress (split as 1 stress from cold and 1 from fire).
    • Targets may suffer an aspect Burned and Frozen (resist with Athletics or Physique, opposed by the thrower’s skill roll).
  • Special: Compels may cause premature detonation if poorly handled.

Numenera & Cypher System

Frostfire Bomb

  • Level: 5 (Moderate).
  • Damage:
    • Cold: 5 points to all in an immediate radius.
    • Fire: 5 points to all in an immediate radius.
  • Special Effect:
    • Affected creatures must make a Might defense roll (difficulty 5) or lose their next action due to the combination of freezing and burning.
  • Crafting Cost: Requires 3 units of Frostbloom Vine, 1 unit of volatile essence, and alchemical tools.
  • Use: Thrown weapon; range is short. Can also be placed as a trap (difficulty 4 to detect).
  • GM Intrusion: Mishandling during use causes it to detonate prematurely.

Pathfinder (2e)

Frostfire Bomb

  • Item Type: Alchemical Bomb (Consumable).
  • Level: 4.
  • Price: 25 gp.
  • Damage:
    • Cold: 2d6 (plus 1 splash cold damage).
    • Fire: 2d6 (plus 1 splash fire damage).
  • Radius: 10 feet.
  • Saving Throw: Reflex DC 19 (to halve damage and avoid the secondary effect).
  • Secondary Effect: On a failed save, the target is Slowed 1 for 1 round and takes 1d6 persistent fire damage.
  • Crafting Requirements: Frostbloom Vine (uncommon resource) and Alchemical Crafting feat.

Savage Worlds (Adventure Edition – SWADE)

Frostfire Bomb

  • Item Type: Thrown Weapon (Single-use).
  • Range: 5/10/20.
  • Damage: 2d6 cold + 2d6 fire (to all targets in a Medium Burst Template).
  • Special Effects:
    • Targets must roll Vigor (-2 penalty) or suffer the Shaken condition from the cold shock.
    • Flammable objects ignite if hit.
  • Cost: $250 (rare alchemical item).
  • Crafting: Requires an Alchemy roll at -2 and rare Frostbloom Vine components. Failure causes the item to be unstable and risky to use.

Shadowrun (6th Edition)

Frostfire Bomb

  • Type: Alchemical Grenade (Single-use).
  • Availability: 10R (Restricted).
  • Cost: 800¥.
  • Damage:
    • Cold: 10S (Stun damage, resisted by Body + Armor with Cold resistance).
    • Fire: 10P (Physical damage, resisted by Body + Armor with Fire resistance).
  • Area of Effect: 10-meter radius.
  • Special Effects:
    • Targets hit must resist a secondary effect: Freezing fog inflicts a -2 penalty to Initiative and slows movement by 50% for 1 Combat Turn unless the target passes a Body (3) test.
  • Throwing Skill: Athletics.
  • Notes: Mishandling during transport or arming may result in premature detonation (GM’s discretion).

Starfinder

Frostfire Bomb

  • Item Level: 5.
  • Price: 2,600 credits.
  • Damage:
    • Cold: 3d6 damage.
    • Fire: 3d6 damage.
  • Range: Thrown (20 feet).
  • Area of Effect: 10-foot radius.
  • Save: Reflex DC 15 for half damage.
  • Special:
    • Targets failing their Reflex save are also Entangled for 1 round due to freezing mist.
    • Flammable materials ignite, causing 1d6 fire damage per round until extinguished (Reflex DC 10 to put out).
  • Crafting Requirements: Alchemy skill and rare Frostbloom Vine components. Craft DC 22, with a cost of 1,300 credits in materials.

Traveller (Mongoose 2nd Edition)

Frostfire Bomb

  • Tech Level: 11.
  • Cost: Cr1,500.
  • Damage:
    • Cold: 2d6 damage.
    • Fire: 2d6 damage.
  • Area of Effect: 5 meters.
  • Range: 10 meters.
  • Special Effects:
    • Targets within the blast radius must make an Endurance check (Difficulty 8) or suffer the Frozen effect (halved movement speed and -2 DM to physical actions) for 1d6 minutes.
    • Traits: Explosive, Dual Damage Type.
  • Encumbrance: 1.
  • Notes: Mishandling or improper storage risks accidental detonation (Referee discretion).

Warhammer Fantasy Roleplay (4th Edition)

Frostfire Bomb

  • Type: Alchemical Device (Explosive).
  • Encumbrance: 1.
  • Cost: 50 Silver Shillings.
  • Rarity: Rare.
  • Damage:
    • Cold: 8 Wounds (ignores 2 AP).
    • Fire: 8 Wounds (Armor does not apply to fire damage).
  • Area of Effect: 6 yards.
  • Special Effects:
    • Targets in the area of effect must make a Challenging (+0) Toughness Test or be Staggered (lose their next action) due to the combination of extreme cold and fire.
    • Flammable materials ignite, causing ongoing fire damage (1 Wound per round) until extinguished.
  • Crafting Requirements: Trade (Alchemist) Test at -10, requiring Frostbloom Vine and rare oils.