BAMSMACKS, which are also often called "Firecrackers", are shipped from Shou-Lung and come in three main varieties.
The smallest version is tiny squares of paper containing ordinary salts called a "Snapper". The paper has been twisted so that the shape looks like a teardrop. When thrown very violently against a solid, hard surface, it usually explodes with a small snapping sound, audible within 30 feet. (The sound has been compared to a person loudly snapping their fingers together.) If in total darkness, there is a 05% chance of a flash of light. We say that it "usually explodes" because 30% of the time, they fail to go off. If thrown into a fire, there is a 50% chance of them exploding. If you are able to squeeze them hard enough to get them to explode between your fingers, you receive a 1hp damage. The Snapper is NOT water resistant, and it will disintegrate if it gets wet, rendering it completely inert and ruined. (1 gp for 14 Snappers)
The second smaller version is tiny segments of paper and bamboo that contain ordinary salts, and this is called the Bamsmack. When the string / fuse on the bamsmack is set on fire, three seconds later the device splits apart with a loud smack. Bamsmacks are best used when thrown. The noise is audible up to 60 feet away. If in total darkness, there is a 25% chance of a flash of light. If you are holding it when it goes off, it does 1d4 of explosive damage with a 05% chance of igniting any clothing or other flammable materials nearby. The Bamsmack is water resistant and can be lit and dropped into a puddle and it will still go off. (Aurora's Whole Realms verified with our Money-back Guarantee!) Note: if used underwater, the noise making factor is rendered useless, which totally defeats the purpose for which it was intended. (Money-back Guarantee Does Not Apply If Item Is Used Incorrectly.) (1 gp each, each sold separately)
The larger version, often referred to as a "Black Kat", contains a tiny amount of gunpowder in place of the salt. In a similar fashion, when the string / fuse on the "Black Kat" is set on fire, after a three second delay, the device explodes with a loud bang and creating a small scorching hot ball of flame. The noise is audible up to 360 feet away. (The sound is comparable to the Cantrip Thunderclap and should be treated as such if used in a confined space.) If in total darkness, there is a 95% chance of a flash of light which is visible up to 120 feet away. If you are holding it when it goes off, it does 4d4 of explosive damage with a 25% chance of igniting any clothing or other flammable materials nearby. If the exploding Kat deals Critical Damage, then add 1d4 of Fire damage to the toal as well. The Black Kat is NOT water resistant, however it does not disintegrate if it gets wet. Even if it gets soaked, this does not make it ruined. Allow it to dry in a safe space away from heat and there is an 80% chance that they will still be usable. (5 gp each, each sold separately)
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The final version of this is called a "Bag of Kats", which consists of a continuous string of "Black Kats" wrapped into a folded paper packet to keep all the fuses connected. When you light the one external fuse that proturedes from the paper packet, it ignites a chain reaction of each Black Kat in succession as the fire moves down the connecting string / fuse. This results in all the Black Kats being ignited (05% chance that one Kat does not go off for every 50 Kats lit.) Typically, the Bag of Kats is suspended by a pole connecting at the unlit end of the Bag. This allows the whole bag to be consumed in a single-file formation which allows for the most safety possible with this device. The "Bag of Kats" comes in sizes of 25 Kats (50 gp), 50 Kats (80 gp), 100 Kats (130 gp), 200 Kats (200 gp), & 500 Kats (Our MOST POPULAR version at 400 gp per Bag!)
NOTE: When using a "Bag of Kats", please be aware of the following conditions. (Submerging the Bag of Kats in water at any point immediately stops the process.)
SIZE = A 25-count Bag of Kats is a little over a foot long when unfolded. A 50-count Bag of Kats is three feet long. A 100-count Bag of Kats is SIX feet long, 200-count is TWELVE feet long, and a 500-count Bag of Kats is THIRTY FEET LONG when unfolded! The 23-count and 50-count are packaged in a way that they can be thrown. There is no penalty with the 25-count, but throwing the 50-count MUST be done with Disadvantage. It should also be understood that the 100-count, 200-count, and 500-count Bags of Kats simply cannot be thrown due to the shifting weight and the fragility of the paper bindings. To do so means there is an 99% chance that the packaging will split and all the contents will spill. Any means of conveyance attempting to throw any of these larger sizes will require DM/GM's approval in advance.
NOISE = First, setting off multiples of these creates a LOT of noise! Multiple explosions like this can echo and be heard for up to a MILE away. DO NOT USE THEM IN AN ENCLOSED SPACE!!! If you are in a small space, like a hallway or a room, and you set off a Bag, starting with the first Kat and then every one after that, you must also treat this as the Cantrip Thunderclap was used MULTIPLE TIMES IN A ROW! For a Bag of 25 Kats, that equals 25 successive and accumulative damage rolls of Thunderclap! If you failed each one, that would mean that everyone in that hallway would have 25d6 of Thunder Damage! AND, AFTER SUFFERING THIS DAMAGE (IF YOU LIVED), YOU WILL HAVE THE Deafened CONDITION FOR 2d20 ROUNDS! Again, this is because of the small, confined space where there is not a way to escape the noise. In a larger room, like a hall or a temple, the echo is still a huge problem, but the risk can be lessened by moving away from the sound. At the DM/GM's discretion, that damage can be lessened with distance. If done in the open air with plenty of room, noise damage ONLY applies if you are within 10 feet of the burning Bag. (Personal Note: I will concede that it seems unlikely that a person would die from that much noise, but you must remember that your viewpoint is that of a modern person who is used to constantly being barraged with loud noises. A medieval person would be frightened to death by a string of modern firecrackers while in an enclosed space. But, as with all things in this game, it is at the DM/GM's discretion.)
ADDITIONAL NOTES ON NOISE = Any creature (beast or monster of size large or smaller) within range of 30 feet that has not been specifically trained for loud noises WILL have the Frightened condition for as long as the Kats are exploding plus an additional 2d12. Depending on their proximity to the exploding Kats, they can also suffer from the Blinded and Deafened conditions as well. Any characters riding on Mounts (like a Camel or a Riding Horse) when this happens will also be affected, potentially throwing their rider or breaking away if tethered to a vehicle.
EXPLOSION = A single Kat can cause 4d4 of explosive damage if you try to hold it. A Bag of Kats can be thrown at an opponent like a weapon, which if it makes contact, survives impact (90% chance it survives unless parried. DM/GM discretion.), AND goes off, they then must make a DC 13 DEX save just to get it off of them AND and additional DC 15 DEX save to ensure it did not land ON or NEAR their feet. Failing both of these DEX saves means that they will endure THREE Kat explosions of 4d4 each (12d4) and subsequent damage rolls of Thunderclap (3d6) as well as the Deafened for 1d12. But as the Bag of Kats continues to explode, it will cause the unexploded portion of the bag to bounce, hop, and jump. (Again, DM/GM discretion on how to handle this. If a character does not run away, a Bag of Kats has been known to appear to chase said character over short spaces.) For every Kat that explodes on the ground, scorch marks will be left behind and there is a 25% chance of damaging the surface of the table or floor as a result of the explosion.
FIRE = A single Kat has a 25% chance of igniting any clothing or other flammable materials nearby, but multiple Kats only RAISES that chance. A 25-count Bag of Kats has a 250% chance of igniting any combustibles in the area, equaling out to 2 or 3 small fires being started as a result. (DM/GM discretion.) A character and or their clothing, worn or otherwise, CAN catch fire while magical garments have a 75% chance of resistance. (DM/GM? Are you starting to see the potential for chaos here?) There is a 10% chance that a Bag of Kats exploding on the ground, can launch a small number of lit or unlit Kats in various directions, up to 20 feet away. As always, critical damage by a Kat also adds 1d4 of Fire damage to each explosion. Likewise, Bags of Kats are also capable of setting a wooden floor on fire or any other materials that are flammable nearby.
LIGHT = A single Kat, if used in total darkness, has a 95% chance of a flash of light which is visible up to 120 feet away. Using a Bag of Kats makes that 100% and every odd numbered exploding Kat should be considered as a flash of light. When used in total darkness, a 25-count Bag of Kats has the same visual effects as the 1st Level Wizard spell Color Spray and the 50-count (and up) Bag of Kats has the same effects as the 2nd Level Wizard spell Pyrotechnics. (That includes the smoke, because this is what the spell was created to mimic.) For the 100-count, 200-count, and 500-count Bag of Kats, the Pyrotechnics spell effects does not increase in size or strength, only in duration. To explain that, the 50-count lasts for THREE ROUNDS, the 100-count for SIX rounds, the 200-count for TWELVE rounds, and the 500-count THIRTY rounds.
Listed type set as a potion in order to make this item stackable.
Inspired by the Aurora's Whole Realms Catalog p.15
Notes: Blinded, Deafened, Frightened, Listed type set as a potion in order to be stackable. Inspired by the Aurora's Whole Realms Catalog p. 15, Social, Utility, Exploration, Combat, Deception, Consumable, Artificer, Bard, fabled
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